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Journey to the Eastern Isles Players Info

Dungeons and Dragons Module Supplement for Players

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A module for characters levels 4 - 7

Journey to the Eastern Isles

This version contains abridged information for players to help with

background information. It does not contain dungeon master notes and

excludes certain maps and story spoiler information

Danger lurks in the Eastern Isles. Bands of marauding slave traders are attacking ships

on the high seas, seeking unwary victims. You have come to the eastern most province

of the Kingdom seeking work and adventure. But you have now become entangled in

much more as you try to understand the mysterious events surrounding the Lord’s castle

and try to discover what evil plan is being plotted.

This module contains complete (more or less) information on the Province of the Eastern

Isles and the lands surrounding it. Included herein are encounter tables, background

information, and numerous maps of towns, castles, dungeons, and the surrounding areas.

This module may be incorporated into an existing campaign or used in conjunction with

other adventures in the World of Ur fantasy world setting.

If you enjoy this module look for other DAD products and watch for future releases.

Dad’s Home Brew

© 2019


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Table of Contents

Province of the Eastern Isles ............................ 3

Inis Adhar (Sky Island) ................................. 3

Inis Lacha (Duck Island) .............................. 5

Inis Amadan (Fool’s Island) ......................... 5

The Muir Bainne (the Milky Sea) ................ 5

Inis Donn (Brown Island) ............................ 5

Inis Bara (Bread Island) ................................ 5

Inis Sith (Peaceful Island) ............................. 6

The Adventure Hook ......................................... 7

Chapter 1|Escape from the Goblin’s Chair .. 7

Chapter 2| The Village of Volstalle ................ 8

[A] Captain Hastwick’s Home ..................... 8

[B] Stallrad Hall and Garda .......................... 8

[C] The Town Gossip ................................... 9

[D] The Shoppes ............................................ 9

Encounter at Inis Cothrum ................... 10

Shop Inventories and Price List ............ 11

[E] The Tavern ............................................. 12

[F] The Inn .................................................... 12

[G] Copper Merchant’s Home ................... 12

[H] Gem Dealer’s Residence ...................... 12

[I] Commercial Merchant’s Home ............ 13

[J] Captain Oono’s Home ........................... 13

[K] The Boat Builder ................................... 13

[L]The Neighborhood ................................. 13

Chapter 3|The Heleran ................................... 13

Chapter 4|Lion’s Gate .................................... 14

Chapter 5|The Vatskold ................................. 14

Castle Layout ................................................ 15

The Keep .................................................. 15

The Walls .................................................. 17

Church .......................................................19

Chapter 6 |Into the Temple ...........................20

The Dungeon Crawl ....................................21

The Dungeon Layout ..............................21

Chapter 7 |The Twin Spires ...........................22

Player Maps ........................................................23

Village of Valstalle – Town Center ............23

The Vatskold .................................................24

The Keep .......................................................25

The Walls .......................................................28

The Church ...................................................29

The Lion’s Gate ............................................30

Key NPCs .........................................................31

Pre-rolled Player Characters ............................36

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Province of the Eastern Isles

The Eastern Isles are a small group of islands

in the northern hemisphere of Ur. The

islands make up the eastern-most province of

the Kingdom of the Three Horns which spans

the entire continent of Terramusia.

Terramusia is naturally divided into three

regions (horns) separated by two mountain

ranges. Power rests with the three lords of

these areas who are known as the Three

Horns by which the Kingdom derives its

name. Terramusia is a diverse land, but

political power rests primarily with the

dwarves and humans. Two of the Horns are

dwarf lords – Vorn of the Black Iron Clan

controls the Eastern Horn and Kork

Silverspark the Western Horn. Mattis

Jorginson, a human, is the ruler of the Central

Horn and current king of Terramusia.

Inis Adhar (Sky Island)

The Eastern Isles are governed by Mattis’

cousin the Jarl Kendrick Jorginson. The seat

of power in the Eastern Isles is the port city

of Stovikstad. A great walled city located on

the main land mass Inis Adhar. Stovikstad,

while remote, is a fairly cosmopolitan city and

serves as a major port for spice trade. It has a

population of over 6,000. In addition to the

government seat of Stovikstad, Inis Adhar is

home to several other settlements and

strongholds.

Fiskarstad is a smaller city to the west of

Stovikstad. It also has a deep water cove and

serves as a major fishing port. Fiskarstad is a

fairly wealthy city and serves as one of the key

exporters of copper in the Kingdom – the

result of the rich mines of the Grisrygg

Mountains (the literal translation in the

common tongue is the Pig’s Spine). The city

has a population of 3,000 with another few

hundred people living on farms and in mining

camps just outside the city limits.

The municipalities in the province are each

run by a Stallerad which is a council of three

officials – one appointed by the Jarl, one

appointed by the municipality’s merchant

guild, and one elected by the citizens.

In between these two major cities is the small

community of Finstalle. Originally established

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

as a fishing village, Finstalle has grown into a

bustling town of 700. Most of the inhabitants

earn their living working the land around the

town which is home to acres and acres of

grape vines and apple orchards. Finstalle is

known throughout the Three Horns as the

producer of the finest wines and ciders in the

Kingdom. As a result it is also home to more

than its fair share of taverns.

The major settlements on the island tend to

be along the coast. There are some minor

villages inland, but the center of the island is

dominated by the Dimmatrad (the Mist

Forrest). While some logging is done here,

the Dimmatrad is a dense, ancient forest

teaming with game as well some “more

aggressive” beasts.

Directly north of the provincial seat is the

town of Adalstalle. Adalstalle also maintains

an active fishing industry, but they are known

for their excellent linen and wools. Adalstalle

and Finstalle are fairly comparable in size,

each with a population of just over 700.

Finstalle is also home to a large population of

halflings who primarily work as spice and

textile traders.

Travelling north from Adalstalle you will

reach Norraskold. Norraskold (translated

from the dwarvish to the common tongue as

the North Shield) is the original dwarven

stronghold established on the island. The

castle is home to many excellent dwarven

smiths and a contingent of 60 dwarf soldiers

of the Black Iron Clan are barracked at

Norraskold. They are led by Vorn’s youngest

brother, Rothgar. Just to the west of the

North Shield is the dwarven city of

Skagigskad. It has a population of about

2,000. On the outskirts of the city are many

rich clay deposits and as a result the city

produces excellent pottery. To the west of

Skagigskad in the stronghold Vitskold (The

White Shield). Virskold serves as a base of

operations for the few elves who live within

the Province. Their presence on the island is

a gesture of goodwill from the Elf King

Tathar the Wise. Vitskold, referred to in

elvish as Qaleat Allu (the Fortress of Pearls) is

home to 50 elf warriors along with a

contingent of elf diplomats and druids. The

Fortress is run by Oberloft of the

Greengroves. Oberloft is a very old and

accomplished warrior who was given the

oversight of Vitskold in recognition of his

years of service to Tathar. He is wellrespected

by the dwarves on the island.

Oberloft has a scar that runs from his left ear

down his face and across his jaw. He received

the injury in a battle defending the young son

of a local merchant. An owlbear ventured out

of the Dimmatrad and Oberloft killed it

singlehandedly and saved the child. Oberloft

also holds the honorary title of Friend

Protector which was bestowed upon him by

the Jarl after the slaying of the owlbear.

The western part of the island is separated by

the Pig’s Spine and the Skuggalund (Shadow

Woods). In the untamed areas of the island

live thousands of orcs, goblins and gnagare (a

race of rodentfolk). They maintain a

stronghold in the area and they have been

united (some would say subjugated) under the

Benkrossem (Bone Crusher Clan),

pronounced in orcish as the Kost Prasek.

They are led by the orc Chieftain Shug. This

area is also home to the oldest structure on

the island, Villingarna (the Twin Spires).

Originally a fortress, it was abandoned after

the Goblin Wars of the First Age of Mordu

and then later served as a stronghold for a

demon cult until the cult collapsed after an

internal dispute among its leaders. However,

rumors are spreading that the spires have

been rebuilt and the fortress is again occupied.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Inis Lacha (Duck Island)

Just off the bay across from Stovikstad is the

long, narrow Inis Lachcha. The village of

Soligtstalle sits on the southwestern end of

the island. It is a quiet village of fisherman

and sailors,

Inis Amadan (Fool’s Island)

To the east of the main island is Inis Amadan

– Fool’s Island in the common tongue. A

rocky little patch of dirt, it got its name from

the famous dwarf explorer Gunnar

Strongbeak who decided to build a keep on

the island to serve also as a lighthouse for

those approaching Inis Adhar. He was called

a fool as the barren island would require all

resources to be brought from the mainland.

Undeterred, Gunnar built a single strong

tower-keep which still stands today.

Magerskold (the Skinny Shield) is an

impressive granite tower. A small contingent

of dwarves from Norraskold maintain the

keep and lighthouse at all times.

finding the gang’s secret base and putting a

stop to it.

Inis Donn (Brown Island)

Inis Donn is a remote island at the southwest

end of the Muir Bainne, the island was home

to a small mining operation for many years

after iron deposits were found, but when the

deposits ran cold the operation stopped and

the island was abandoned, considered too

remote and without a deep port.

Inis Bara (Bread Island)

Inis Bara is a small, oddly-shaped island off

the coast of Inis Sith. Its odd shape with

three jutting peninsulas creates unusual

currents around the island that wash up large

deposits of a local seaweed called hexahar

(dwarvish for witch hair). Hexahar is an

excellent fertilizer and as a result a few large

farms operate on this island. Additionally,

The Muir Bainne (the Milky Sea)

Separating Inis Amadan from the majority of

the other islands is the Muir Bainne (the Milky

Sea). Strong currents and good weather

characterize the Muir Bainne and it is a

preferred travel route of trade between the

kingdoms of Ur. This benefits the Eastern

Province with many visitors and access to a

wide variety of goods. It also, however,

means the area is ripe for piracy and

smuggling. The Jarl maintains a small fleet in

the area, but merchants are expected to

protect their own vessels. Recently there have

been reports of a piracy and slaving ring

operating in the area. Merchants tell of long

black ships manned by a band of human

thugs, orcs, half-orcs, and goblins who have

formed an underground slaving operation.

While the Three Horns have outlawed slavery,

the southern continent of Antorga has not

and the price is good for slaves there. The

Jarl has written to the King for assistance in

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

hexahar can be dried and crushed into a

powder that when mixed with goat’s milk and

silver dust has medicinal qualities which can

counteract most poisons. It is renowned for

its horrible taste which accounts for a local

saying about being careful, “Se upp för ormar

dricka get gult vatten!” which translates

loosely in the common tongue to, “Watch

out for snakes or you’ll be drinking goat piss!”

Inis Sith (Peaceful Island)

Inis Sith is a beautiful island in the Eastern

Isles chain. It has bucolic rolling green

meadows dotted with farmsteads, and a

healthy forest of fir, oak, and elm trees called

the Snigelund (Snail Woods). The population

of the island is about 600 in total who live

throughout the island; a deep water port has

also resulted in the growth of a town center,

Valstalle (Whaler Town). This is a whaling

port. The hearty citizens of Valstalle are out

at sea for many months on whaling ships

hunting two local breeds, the blue ridgeback

and the tiger whale. Both are known for their

rich oil. However, the tiger whale is also

prized for its bones, which are crushed into a

fine powder and mixed with water from the

Pool of Heleran. The pool, a natural spring, is

famous across Ur. The water is said to have

special healing qualities and when mixed with

the tiger shark bones and several other

ingredients the qualities are enhanced and

produce excellent healing potions. A few

local merchants have their own secret recipes

which produce varying qualities of the elixir.

It is also believed that bathing in the Heleran

can transform a person’s mind and body and

visitors come regularly to the island to pay

well for the opportunity, which has benefited

the island greatly. A pilgrimage house has built

up next to the Heleran where visitors can stay,

receive healing treatments, and spend a few

more coins on the island.

The island is also the location of the castle

Vatskold (The Wet Shield) which sits on the

northeast peninsula of the island. Vatskold

and the entire island are governed by Ultan

Dunnfall. Ultan holds the title of High

Margrave, a title reserved for lord’s who were

not born into nobility but earned their rank

through valor in service of the king. Ultan

was a commander in the Three Horn’s Royal

Legion and led his troops to a great victory

over the hill giants at the Battle of the

Lillablommer Plateau in the Western Horn.

As a reward, Ultan was given the title of High

Margrave and sent to the Eastern Isles in

service of the Jarl who gave him Inis Sith and

command of the Vatskold. The Vatskold is

home to 50 human soldiers as well as a group

of elite fighters known as the Knights of the

Silverpaw. It also houses one of the main

church seats in the Eastern Isles, the Church

of Valkur, god of the sea. Additionally,

Ultan’s wife practices the magical arts and she

has established a small school at the castle

which is led by the wizard Abelthor the

Green. To get to the Vatskold by land across

the island people must traverse the Skolpadda

River which requires passing through the

Lion’s Gate, a large drawbridge guarded by

the troops of the Vatskold.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Adventure Hook

You have booked passage on the H.M.S.

Umber Hulk traveling to Volstalle. You are

going there to seek work to fund your next

exploration adventure. While on board the

Umber Hulk you befriend the High

Margrave’s daughter

Glinda. Glinda, who

is eight months

pregnant, is

returning from a trip

to the mainland city

of Segerstad, which

is home to the main

training hall for the

Dodpinnes (Death

Sticks) the King’s

royal mounted

archers. Her husband is a captain with the

Dodpinnes. Glinda was being escorted by her

aunt, the Dauphine Helga Jorginson, wife of

the youngest brother of the King, Thad, and

sister to Glinda’s mother, the Lady Freya

Dunnfall. Glinda has promised to introduce

you all to her father upon arrival to Inis Sith.

However, as the Umber Hulk entered the

Muir Bainne in the early hours of the morning

just before sunrise, the ship was attacked.

You were all asleep on the lower decks when

Chapter 1|Escape from the

Goblin’s Chair

There are three cages. Your adventuring party

is in one of them. Next to you in the adjacent

cage you see three dwarves that you recognize

from the ship, one is lying on the ground not

moving with an open head wound. There are

also two halflings who, by the sorry looks of

them, have been here for a while. In the far

cage you see Helga and Glinda. A large orc

sits on a stool just outside their cage. The sun

is setting and most of the other slave traders

the ship began to list violently. You were all

thrown to the other side of the cabin – with

wood and beams collapsing around you, all

went black. When you awoke you were

staring up at the blue sky lying on your backs

in rough brown sand, your only possessions

the clothes on your backs. As things came

into focus you realized your view of the sky

was partially obscured

by iron bars. You

looked around to see

that you were in a cage.

Near you were several

other cages all holding

prisoners similar to

you. Beyond the cages

you could see a

palisade wall of rough

timber as well as

several buildings.

Milling about to and fro were an unsavory

group of characters – orcs, goblins, half-orcs,

and men. You flashed back to the stories of

the sailors on the boat and realize what has

happened; you have been captured by the

Kafa Koparma (goblin for Head Snatchers)

the slave traders operating from a secret base

in the Muir Bainne. This is not, you thought,

how you planned to spend your trip to the

Eastern Isles!

seem to be heading into the main building in

the center of the octagonal fort. A guard

tower stands next to the building and rises 20

feet in the air with a ladder leading to its

perch. Three goblins are sitting on top

holding crossbows and talking. Across the

open area near the main gate is another small

building; through an open window you see

movement inside that building. The main

gate is open and through it you can see a small

dock with several rowboats attached. In the

distance you make out a larger long boat

which is moored in the harbor. As you look

around, another orc walks up to the one

sitting on the stool, grunts, and the sitting orc

stands and hands the other orc a ring of keys

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

and walks away towards the main building.

The new orc sits and throws a small sack on

the ground, as it lands the bag opens and you

see the set of keys inside along with what

looks like a large moldy hunk of cheese and a

loaf of bread. Your eyes meet with Helga and

Glinda and you see their fear and silent plea

for help. As the sun falls and the fort is cast

in the shadows of a few torches you hear the

orc guard start to snore loudly.

Chapter 2|

The Village of Volstalle

Volstalle is the Inis Sith center for commerce

and trade. A whaling port town, it houses

merchant offices, shops, homes, and a warm

inn and jaunty tavern. Between trade stops by

vessels and pilgrims visiting Heleran, Volstalle

is always a bustling little town.

[A] Captain Hastwick’s Home

The main house is a two-story stone building

with a thatched roof. It has a small porch

covering the main entrance. The yard contains

three small outbuildings. These are storage

buildings, one stores fishing and whaling gear,

another is organized as a small study with

books and a desk and various sea-themed

trinkets; the third building is a gardening shed.

A one story stucco structure (the First Mate’s

House) and another stucco building (Sailors

Quarters) are on the property.

“Good day

friends, I

am Henry

Hastwick

the captain

of the

whaling

vessel the

Fey Queen. I am a life-long sailor and I have

been running boats out of Volstalle for the

past 20 years starting when this was little more

than a fishing village. I immigrated from

Terramusia after saving money for me own

ship. I live here with my wife Helene. My

First Mate, Sebastian Gordon, and his wife,

Martha, live in a second house on the

property and I also maintain a sailors cottage

where I have four fulltime sailors living now,”

Henry provides.

Quest: Supply Run. Henry continues, “Say, I

wonder if you could help me pick up supplies.

I leave tomorrow for a two week stint at sea.

I am running behind and needs help picking

up my supplies from the shops in town. I can

offer you 10 gold to take my wagon and

deliver the supplies to the Fey Queen

tonight.”

[B] Stallrad Hall and Garda

The Stallrad is a three

member council that

governs each town in the

Eastern Isles. A Stallrad is

made up of one person

appointed by the Jarl, one

person appointed by the

local merchants’ guild, and

one person elected by the

citizens. The Stallrad

manages the day to day

affairs of the town, ensures

the collection of taxes, and

settles disputes when needed. The Stallrad in

Volstalle consist of Bromvar Oakchest, a

dwarf and retired whaling captain, Colter

Westwind, a part owner of a local spice

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

importing guild, and Nan Oberon, the widow

of another sea captain who left Nan quite a

bit of coin. The building also houses the local

constabulary – the Garda. The Captain of the

police – called the Barr Garda – is a dwarf

named Finbar Hooktoe. There are six Garda

who work in shifts of two around the clock

and patrol the Volstalle streets.

Quest: Collect a payment for Nan. Nan

coos, “Well you folks came along just in time!

I could use some help from a no-nonsense

crew like yourselves. Red Fleetfoot, that

deadbeat, owes me 60 gold. He took the loan

no problem but now he refuses to pay me

back. Red can usually be found at a seedy bar

outside of town called the Hogsweat Publick

House. Tell ya what…I will split the payment

with you if you can collect it from Red.”

Quest: Per-diem Garda. Finbar states, “Old

Finbar’s in a bind my friends. Four of my 6

full time guards drank bad cider and are sick

as dogs. I have no one to patrol the town

tomorrow night. I can offer you 5 gold each

to take the job.”

[C] The Town Gossip

On this parcel are three well-kept stucco

houses with freshly thatched roofs. Clearly

these are houses belonging to upper middleclass

citizens. In the day time one is almost

certain to run across Jorginna Hornswaggle,

the local town gossip, tending to her flowers.

“Nan Oberon knows all about the slave

traders operating in the area. She is a ruthless,

mean old woman. She tips them off to where

the patrols will be for a piece of the action.”

“Odell Bitterbeard has dirt on the High

Margrave and he is using it to extort money

from him.”

“The Lady Dunnfall is a witch and is in a

coven with the Atuna Sisters and Ophelia

Springfire. They are planning something

nefarious for sure!”

“I don’t trust the wizard or the high priest up

at the castle. They both arrived here the same

time; people started saying there was smoke

rising from the chimneys at the Villingarna. I

know they have something to do with it.”

[D] The Shoppes

This area of the town houses five well-stocked

merchant shops. The merchants have a full

range of goods, including a fantastic

assortment of potions at good prices thanks

to the bitter rivalry between the Atuna sisters,

Beatrix and Uma. In addition to the two

potion shops there is a dwarf blacksmith

named Odell Bitterbeard, who in addition to

blacksmith wares also doubles as the local

armorer and weapon-smith. Odell served in

the army of the Black Iron Dwarves for many

years before a leg injury cut his career short,

however he has no regrets and made enough

money to live a quiet and satisfying life as a

blacksmith – but don’t let the limp fool you,

he is still a fine warrior. There is also a general

store run by Gilligan Grady, who can tell you

the comings and goings of all vessels carrying

goods and a tailor shop run by Hans

Fiddletree. There is rumor that Hans and

Beatrix have been working on a method to

combine hexahar with silver thread and water

from the Heleran to create a cloak with

healing qualities. The town is all a buzz on

the possibilities for more exports and revenue

for the community.

Quest: Kill the Sea Hag. Beatrix offers, “I

am sure you have heard about the cloak I am

working on. Everyone in town is talking

about Beatrix and Hans and how we are going

to make it big. Well they are right! I have

discovered the final ingredient I need for the

healing cloak. I need the blood and eyes of a

sea hag. Off the coast is a small uncharted

island. If you dive to the bottom of the sea

on the south side of the island you will find a

cave. It is the lair of Babmorda Fullflicka, a

very powerful sea hag.

Quest: I Need Some Fungus. , “There is a

red lichen that grows on the walls of a cave

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

inhabited by the sea hag Babmorda Fullflicka.

I can pay you 80 gold and the choice of any

one item in my shop in exchange for the

lichen.

Encounter at Inis Cothrum

Off the west

coast of Inis

Sith is a

small, flat,

sandy island

called Inis

Cothrum. It

rarely

appears

charted on maps as there is very little to the

island. It is mostly beach with a few small

dunes and insignificant plants. An ideal

refuge for seagulls and sand crabs, it is home

to little else. Beatrix Atuna, however,

explained to you that it is a good place to

anchor your boat and it will serve as a logical

base of operations to dive down to the cave

of Babmorda Fulflikka, the sea hag. Beatrix

explained that if you enter the water about

600 feet off shore there is a steep drop with a

distinctive pale-blue coral reef. Follow the

reef down and you will be led to the cave

entrance. The island is just as described, a flat

and sandy beach with a few dunes rising from

the center of the island. As you head down

the beach you see a most curious sight, a

man’s head sits on top of the sand;

occasionally a seagull lands on the head. As

you get closer you realize there is more to this

head than meets the eye. It is fully awake, and

moves around. It appears that the man is

buried up to his neck in the sand and a large

black ring of what looks like crushed coral

encircles him. As you approach the man

smiles at you and bids you good day. Your

curiosity gets the best of you and you ask the

man about his predicament. And he explains

the following to you: “Well, funny story, I was

out on my boat enjoying the day when I

decided to take a swim. As I was swimming I

came across two aquatically inclined females.

Well it seems these two were acquaintances of

an old girlfriend of mine and before I really

knew they were there they got the better of

me and they knocked me out cold. Well, you

see, my girlfriend and I didn’t part on the best

of terms and these two took it upon

themselves to teach me a lesson. When I

awoke I was here, buried up to my neck.

And, if you take note of that black circle

there, well that was a little parting gift.

Apparently it’s a binding circle, and a pretty

good one at that. So I can’t get out of my

little predicament here without some help.

My guess is if you guys are on this island you

might be here to pay Babmorda a visit.

Certainly there is no other reason to come to

this island. As luck would have it, that puts

you in a position to help me. If you can

convince old Babs to part with some of her hair,

you could come up here and place the hair on

this circle and I can get out.”

Don’t read beyond this

point until you complete

the Sea Hag Quest!

When you place the hair on the black circle it

dissolves into the circle and you hear a

rumbling. The man says to you, “Um, I was

worried that might happen; I need one more

favor…(as he speaks two giant scorpions rise

from the sand)…would you mind just killing

these two bugs”

Don’t read beyond this

point until you have

freed the man from the

sand!

He says, “Wear these as a token of my

gratitude, the three pearls will offer you each

three opportunities to free yourself from a

tough situation. May they serve you well.”

With that he turns and walks into the ocean

and seemingly vanishes.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Shop Inventories and Price List

Potions Blacksmith General Store

Item Cost Beatrix Uma Armor in Stock Cost Item Cost

Potion of Climbing 50gp 3 4 Studded Leather 33 gp Barrel 2 gp

Potion of Healing 50gp 15 15 Chain Shirt 50 gp Bedroll 1 sp

Oil of Slipperiness 50gp 10 0 Scale Mail 50 gp Blanket 5 sp

Philter of Love 50gp 5 5 Shield 10 gp Bucket 5 sp

Potion of Animal Friendship 50gp 1 0 Armor to Order Candle 1 cp

Potion of Fire Breath 50gp 0 0 Splint 300 gp Chain (10 ft.) 30 gp

Potion of Greater Healing 50gp 10 20 Plate 1500 gp Chest 2 gp

Potion of Growth 50gp 0 0 Weapons in Stock Fishhook 1 sp

Potion of Hill Giant Strength 50gp 0 2 Dagger 2 gp Fishing net 4 gp

Potion of Poison 50gp 0 0 Handaxe 5 gp Flask 3 cp

Potion of Resistance 50gp 0 0 Javelin 5 sp Flint and steel 1 gp

Potion of Water Breathing 50gp 10 10 Light Hammer 2 gp Grappling hook 1 gp

Elixir of Health 500gp 5 5 Mace 5 gp Hammer 5 sp

Oil of Etherealness 500gp 0 0 Spear 1 gp Lantern, hooded 7 gp

Potion of Clairvoyance 500gp 0 3 Battleaxe 10 gp Mirror 10 gp

Potion of Diminution 500gp 0 0 Flail 10 gp Parchment (1 sheet) 2 sp

Potion of Fire Giant Strength 500gp 0 0 Longsword 15 gp Pick, miner's 3 gp

Potion of Frost Giant Strength 500gp 0 0 Shortsword 10 gp Pouch on Belt 1 gp

Potion of Gaseous Form 500gp 3 0 Weapons to Order Rations, trail (1 day) 5 sp

Potion of Heroism 500gp 0 2 Glaive 20 gp Rope (50 ft.) 1 gp

Potion of Invulnerability 500gp 0 1 Greatsword 50 gp Sack 1 sp

Potion of Mind Reading 500gp 2 0 Halberd 20 gp Tent 10 gp

Potion of Stone Giant Strength 500gp 0 0 Maul 10 gp Torch 1 cp

Potion of Superior Healing 500gp 6 0 Morningstar 15 gp Waterskin 1 gp

Oil of Sharpness 1000 gp 0 0 Rapier 25 gp Lute 20 gp

Poison 100 gp 0 1 Dirk 25 gp Tailor

Potion of Cloud Giant Strength 1000 gp 0 0 Scimitar 25 gp 3 days Artisan's outfit 1 gp

Potion of Flying 1000 gp 2 0 General Items Cleric's vestments 5 gp

Potion of Invisibility 1000 gp 0 1 Tools (each) 1 gp Cold weather outfit 8 gp

Potion of Longevity 1000 gp 0 0 Kitchen Items (each) 1 gp Courtier's outfit 30 gp

Potion of Speed 1000 gp 0 1 Bullseye lantern 10 gp Monk's outfit 5 gp 5 gp

Potion of Supreme Healing 1000 gp 3 2 Hunting Trap 5 gp Noble's outfit 75 gp

Potion of Vitality 1000 gp 0 0 Simple Lock 1 gp Simple Outfit 5 sp

Empty Vial, Small 15 sp 20 30 Complex Lock 5 gp Traveler's outfit 1 gp 1 gp

Empty Vial, Large 1 gp 20 20 Horse Shoes (4) 1 gp Hat 1 gp

Silver Flask 2 gp 5 2 Hardware (each) ask Cloak 5 gp

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[E] The Tavern

The Drunken Gargoyle is a rowdy and

raucous drinking establishment. Its

proprietor is a spunky halfling named Wallard

Tumblehill. Beer, cider, and wine flow day

and night. The Drunken Gargoyle is not for

the prim and proper. It is usually filled with

sailors, off-duty soldiers, and the crews and

guards off merchant ships. It is a good place

to pick up

information, or

a few cheap

items smuggled

off ships. The

Tavern is a

sturdy stone

building braced

with a solid oak

frame. Wallard

lives in a cottage behind the tavern and his

three barmaids live in a small house just to the

left of the main building.

[F] The Inn

The Dapper Dragon Inn is the largest

building in the town center. A two-story

stone and stucco building, it includes a large

bar and restaurant on the first floor and guest

rooms upstairs. It has a full stable and is well

staffed. On the parcel, in addition to the inn,

is the home of the innkeeper Quinn Angler

and his wife Anya as well as two employee

cottages both occupied by husband and wife

teams that work at the inn and the stables.

The inn is a fine establishment and its prices

keep out the riffraff. The wealthier merchants

and captains who are passing through usually

stay here. Quinn and Anya are both wellconnected

and are happy to help their patrons

with advice, and an introduction or two as

needed.

Quest: Quinn’s Delivery to Sister Rhona.

Quinn asks, “Say friends, I need a package

delivered to Sister Rhona at the Heleran and I

heard you guys are looking for work. It is an

important package and Sister Rhona will

compensate you well for your services.”

[G] Copper Merchant’s Home

This stone house is the home of Quark

Hammerheart. He booms, “Well met! I am

Quark, at your service. I am a copper

merchant. My brother Magnus and I are coowners

of one of the larger mines in the Pig’s

Spine. Magnus lives in Fiskarstad and

manages the mine, while I handle shipping

orders from Volstalle. I have a nice little

office right over there next to my home.

Magnus and I are both accomplished

adventurers ourselves. Yes sir, we amassed

much wealth on our journeys. That’s how we

ended up with the mine. We pooled our loot

and purchased it. I myself am a ranger by

training and this here is my trusted

companion, Rosie, best wolf around.

[H] Gem Dealer’s Residence

This is the home of Luther Kane a merchant

who deals in gems and rare items. He says,

“Hello, Hello! Welcome! I am Luther your

humble local scholar and an expert in jewels

and magic items. For a fair price I can identify

nearly any item brought to me for inspection.

There is no merchant around with as vast a

network as I throughout Ur. I buy, sell, and

trade in all sorts of items and if there is

something you need, Luther can get his hands

on it, or I’ll wager it doesn’t really exist! I also

fancy myself a local historian and I love the

legends that are connected to the Eastern

Isles; it really is a rich history.”

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

[I] Commercial Merchant’s Home

This parcel contains a residential home, office

with workshop, and a second house. This is

the home of Galen Zenhannon. He says,

“Good day. I am Galen, I deal in magic

weapons, staffs, wands, and rings. This is my

assistant, Ophelia Springfire How may I help

you?”

[J] Captain Oono’s Home

This is the home of another successful

Whaling captain, Pedrak Oono. Pedrak is one

of the most successful tiger whale hunters in

the Eastern Isles. He greets you, “Hello there.

You must be those folks who helped save the

High Margrave’s daughter. You are the talk

of the town! I’ll tell you what, I have no

tolerance for the piracy occurring recently in

the Muir Bainne. I like to go out to sea with

some extra men and look for pirates, more

satisfying than killing tiger whales! If you are

ever interested, I am willing to hire you on for

my next trip. Payment usually involves

seizing the pirate’s ship and treasure and

splitting it among the crew. I can also offer

you a place to stay, I have some extra beds in

my employee quarters. And if you have any

interest there is also a small fishing supply

shop here that my wife Yula runs – not

because we need a second income, but it gives

her something to do while old Pedrak is away.

Yula takes her business seriously and she is

now considered one of the premier net

makers around.

[K] The Boat Builder

This parcel contains the home and workshop

of Inis Sith’s best carpenter and boat builder,

Dooley Grumph. Dooley is a third generation

boat builder. His father is a well-known boat

builder who lives and works in Finstalle.

Dooley and his wife, Linette, run the business

along with their son Michael.

[L]The Neighborhood

These five residential homes look lovely with

newly thatched roofs and fresh coats of paint

on their stucco. The homes belong to some

of the local fishermen and their families.

Playing in front of one of the houses are two

young children. They wave to the adventurers

when they see them.

Chapter 3|The Heleran

The Heleran is the site of a mystical healing

pool. It is a considered a holy site and pilgrims

from around Ur visit to bathe in the water. A

pilgrimage house has been built on the site of

the pool and the pool is in the lower level of

the house

Quest: Sister Rhona needs help in the Snail

Woods. She says, “You could not have come

at a better time. Sister Moira has gone

missing in the Snail Woods. She went out

looking for mushrooms. She has not returned

and I am very is worried.”

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Chapter 4|Lion’s Gate

Don’t read this

information until your DM

introduces this Chapter to

you!

Quest: Help Xen. Xen says, “I need your

help. What say you? Do we try take the

bridge back or do we try to sneak across the

river and warn to the castle?”

Chapter 5|The Vatskold

Vatskold, the Wet Shield, so-called as its

location on the northeast peninsula of Inis

Sith causes a constant spray of sea water to hit

the cattle walls, is an impressive stronghold

and seat of the High Margrave Ultan

Dunnfall. Ultan is a well-respected warrior, a

soldier’s soldier, he holds the title of High

Margrave, a title reserved for lord’s who were

not born into nobility, but earned their rank

through valor in service of the king. Ultan

was a commander in the Three Horn’s Royal

Legion and led his troops to a great victory

over the hill giants at the Battle of the

Lillablommer Plateau in the Western Horn.

The Battle of the Lillablommer

The hill giants, led by their war chief Harig

Armhala had invaded the western horn and

had devastated the countryside. Their forces

were headed towards the mountain city of

Fredigdal. If the hill giants reached the city

they would cut the mountain provinces off

from the rest of the Western Horn essentially

controlling almost half of the kingdom’s lands.

Ultan, with 100 soldiers, met the giants on the

Lillablommer Plateau, a large outcropping

which formed a natural gateway into the valley

next to the Gron River which flowed south to

Fredigdal. Ultan rallied a contingent of gnome

miners and laid a trap on the plateau forcing

Harig’s horde of giants into a narrow trench,

thereby allowing his soldiers to take the high

ground. Ultan had filled the trench with tjara

oil, a highly flammable thick, sticky liquid; as

the giants reached the narrowest portion of the

trench and they began to slow, Ultan ordered

his archers to loose flaming arrows into the

trench, igniting the tjara oil and burring Harig

and his troops to death.

The Vatskold maintains a guard of 50 human

soldiers as well as a group of elite fighters

known as the Knights of the Silverpaw. The

Knights, a group of ten accomplished

warriors are led by the dwarven champion,

Yorgin Deepforge. The castle also is home to

the Church of Valkur, god of the sea. The

golden dome of the church can be seen for

miles. The church has recently gone through

a change of leadership with the death of the

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

long serving high priest. While the high priest

was extremely old, rumors continue to swirl

that he was poisoned. The new high priest,

Enda Wexford, arrived only last month. Enda

was called into service from the Valkur

Monastery in the far north of Ur on the

Frystarov Sea. His reputation is as a devout,

but stern and isolated cleric and little more is

known about him. There has been much

tension between Enda and Ultan. Enda has

been very frank in his disapproval of Ultan’s

wife, Freya. Freya does not attend weekly

devotion ceremonies and Enda does not trust

wizards in general. He has asked Ultan to

close the magic school and he has written to

the Jarl and the King to express his

displeasure. Ultan, is not a fan of the wizard

Abelthor the Green either, but he has been

navigating the difficult political situation, out

of love for his wife, who has a passion for

arcana and insisted on establishing a magic

school in the Eastern Isles.

Castle Layout

The Keep

Floor 1

1. The Great Hall. This is the High

Margrave’s receiving room, main

banquet hall, and meeting room.

2. Bathroom. Lavatories in the back,

batheing facilities in the front.

3. Guest Rooms. There are four wellfurnished

guest rooms along this

hallway. Helga Jorginson, the Lady

Dunnfall’s sister, is utilizing the first

room.

4. Staff Quarters. There are four

apartments on this level which house

general staff members; the Chief

Scribe, Head Cook, Master of the

Craftsmen, and the Castle Engineer

live here.

5. Chamberlain’s Quarters. The

apartment of the Lord Chamberlain,

who serves as Chief of Staff to the

High Margrave.

6. Captain’s Quarters. The Sleeping

quarters of the Captain of the Castle

Guard.

7. Sergeant’s Quarters. The Sergeants at

Arms are the lower officers of the

Castle Guard with direct supervision

for the guards. These are the sleeping

quarters of one such officer.

8. Guard Room. Barracks for 12 castle

guards.

9. Keep’s Treasury. This is the main

treasury for the keep and serves as

the storage area for incoming taxes

and payments and a general storage

area for operational funds of the

castle.

10. Keep’s Armory. This is the Keep’s

general armory for its soldiers. It

contains the following items: 25

spears, 15 longswords, 20

shortswords, 10 halberds, 15

crossbows, 20 longbows, 5 lances, 30

shields, 15 sets of chain mail, 15 sets

of splint mail, 15 sets of leather

armor, and 25 helmets.

Floor 2

1. Function Hall. This is a large open

hall. It serves as a multifunction

room equally suited for a ball or a

banquet or an assembly room for

troops.

2. Bathroom. Identical to the first floor

bathroom.

3. Chief Herald’s Quarters. The

apartment of the Chief Herald.

4. Staff Quarters. There are seven

general staff quarters along this

corridor they include cooks,

craftsmen, maids, and clerks.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

5. Librarian’s Quarters. The sleeping

quarters of the Keep’s librarian.

6. Exchequer’s Quarters. The sleeping

quarters and office space of the

Exchequer.

7. Sergeant’s Quarters. Sleeping space

for another Sergeant.

8. Guard Room. Barracks for another

12 guards.

9. Steward’s Apartment. The Steward is

the High Margraves’s chief

government official, he handles the

day to day affairs of governing the

island with the town council. A small

set of stairs leads up to the small

inner watch tower. There are usually

two guards stationed here at all times.

10. Lord’s Armory. The High

Margrave’s personal armory and the

armory of the officers. Its contents

are as follows: 5 bastard swords, 5

great swords, 5 long swords, 4 sets of

plate mail, 2 sets of ceremonial

armor, 5 shields, 10 longbows, 3

flails, 5 lances, 10 daggers, and one

weapon in an oak case – a silver

longsword +3.

Floor 3

1. Solar. This is Ultan and Freya’s living

space consisting of a large living

room, bedroom, and study.

2. Bathroom. The bathrooms on this

floor are noticeably nicer.

3. Storage Room. There are three

storage rooms along this corridor.

The first is used by Ultan and Freya

for storage of clothes and personal

items. The second contains items of

some value like fine wines, silks, and

other luxury items. The third store

room is currently empty.

4. Rostora’s Apartment. This is the

apartment of the High Margrave’s

Rostora. A Rostora – the literal

translation in dwarvish is the Voice

and Ear – is a combination of Field

Marshall and Counselor. He serves

as an advisor to the High Margrave

and takes command of the guard

when necessary. The Restora is

currently away from the Keep

traveling on business for Ultan.

5. Children’s Apartment. Ultan and

Freya’s children live here. Three

bedrooms are found off of a large

common room. Glinda uses the large

back bedroom and her two younger

brothers, Partlan and Eamon, have

the two front bedrooms.

6. Lady’s Parlor. Used by the Lady

Dunnfall as a private space and for

entertaining guests.

7. Lady’s Chambermaid’s Room. This

is the living quarters for the Lady

Dunnfall’s personal assistant.

8. Guard Room. This guard room

houses 8 soldiers.

9. Lord’s Butler’s Room. The living

quarters for the High Margrave’s

personal assistant.

Floor 4

1. Library. Essentially the entire fourth

floor of the keep has been converted

for use as the magic school

established by the Lady Dunnfall.

Large bookcases fill the room as well

as counters and work spaces and

three large, comfortable reading

chairs placed deliberately by the

fireplace. The books on the shelves

are a mix of historical volumes,

arcana, magical treatises, as well as

more basic books.

2. Bathroom. Another nice bathroom.

3. Mage’s Study. This is the private

workspace of Abelthor the Green.

4. Apprentices' Quarters. These are the

living quarters of Albethor’s three

senior apprentices.

5. Upper Hall. This room is used for

training and meetings of the students.

6. Upper Foyer. A large open area.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Cellar

7. Storage and Lord’s Treasury. This

areas contains the treasures of the

Castle. .

8. Mage’s Apartment. These are

Abelthor’s living quarters.

1. Main Kitchen. This is the main

kitchen for the entire castle. It is a

huge, bustling area with large tables

and shelves, two giant fire places and

a large oven. There is a large mill

stone and a sink with a well pump.

2. Bathroom.

3. Kitchen Storeroom. This large

storeroom is filled with food and

drink. Meats and cheeses hang from

the ceiling, shelves filled with jars of

stored vegetables and fruits and

spices, and other food items are

everywhere. There are also barrels of

wine, cider, and beer, and large crates

filled with other delicacies.

4. Staff Quarters. Three small

apartments house kitchen and wait

staff.

5. Jailer’s Room. The small living space

of the Castle Jailer.

6. Jail Cells. There are three cells. Two

are unoccupied and one houses a

smelly, drunk dwarf named

Bromberm Splinteredaxe. Bromberm

was jailed for smashing a cider bottle

over the head of one of the Garda.

7. Pantry. This is the kitchen’s pantry

and it is filled with a fresh inventory.

Guard Room. There are 8 guards

here. There is a large set of iron

doors on the opposite side of the

room.

The Walls

East Wall & East Tower

1. Armory, Blacksmith, & Craftsmen.

This large area contains two forges

and many work tables and milling

areas. A contingent of craftsmen –

blacksmiths, armorers, weapons

makers, tinsmiths, tanners, and

coopers – work in this area.

2. Officers’ Quarters. These are two

apartments which house the six

midlevel officers of the castle guard.

All are seasoned warriors and fine

commanders. They continue to

honor the dwarven heritage of the

Eastern Isles and as such the officers

hold the title of Klokhund – the

literal translation Wise Dog.

3. East Tower. The tower maintains six

guards at all times and one Klokhund

is on duty as well. The Kolkhund is

in charge of both south wall towers

and guard house while on duty.

4. Barracks. These are quarters for

eight soldiers.

West Wall, West Tower, & Stables

1. Knights’ Hall. These are the living

quarters for the Knights of the

Silverpaw, the Castle’s elite force of

warriors. It consists of a large

meeting/dining room, 14 apartments,

10 of which are currently occupied by

knights, including Yorgin Deepforge,

their leader, and two store rooms

which house supplies, weapons, and

armor.

2. Stables. There are 20 horse stalls in

the stables. The Castle maintains 15

first-class warhorses which stand at

the ready for the Knights and the

High Margrave. Five stalls are

maintained for guests, and, as is

tradition, the three stable boys sleep

in and among the horses.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

3. West Tower. The tower presents a

mirror of the east tower with a similar

set up and manned by six guards.

North Wall

1. Kitchen. This is the upper kitchen

which is used primarily when the

High Margrave hosts a banquet and is

used to prepare meals for priests and

guards during the day.

2. North Wall Altar. This small altar

room was set up by the High

Margrave and is a point of pride

among the staff. It can only be

utilized by the staff of the castle and

they maintain it as a place of honor.

3. Church Entry. This is a small

transition room from the castle to the

church. The entry door to the church

is usually locked expect on devotion

days, but all the priests have keys and

it is considered their entrance. On

either side of the entry door is a stone

statue, one of Valkur and one of the

first high priest of the order.

4. Acolyte’s Apartment. This is an

apartment for 8 acolytes of the

church.

5. Dining room. This is a small dining

room used by the priests and

acolytes.

South Wall and Guard House

First Floor

1. Castle Entrance. The outer doors are

thick oak reinforced by iron, they are

painted red and display ornate bronze

heads of wolves. Around the two

front towers are stylized shields

bearing dwarven symbols and the two

ballista that sit on the top of each

tower are visible. The top of the

guard house entrance is surrounded

by an iron, spiked fence along with

more dwarven shields. At each

corner the fence ends in an iron bust

of an orc as a reminder that enemies

are never far away and peering down

on the entrance is a statue of a golden

griffin – a symbol of strength and

honor. Above the gate flies the

banner of the Knights of the

Silverpaw in recognition of their

sacred duty to protect all who enter.

Through the doors is a passage which

ends at a large portcullis. The

entrance delivers guests to the

courtyard which is well-maintained

and provides an open area of wellworn

local stone. As one stands in

the courtyard, directly across and

slightly to the right is the entrance to

the keep, a smaller, but similar red

oak door serves as its entrance and

above the door hang the banners of

the High Margrave and the Eastern

Isles. To the left are the stables and

Knight’s Hall. To the right jutting

out from the Keep is a small watch

tower which flies the red banner of

Inis Sith and atop the banner is a

silver albatross which honors the

people of the island. And dominating

the view is the Church of Valkur with

its gold dome. Atop the dome is a

large gold mariner’s cross and

surrounding the dome are ornate

shields with symbols reflecting the

culture and heritage of Inis Sith and

looking out from each corner of the

church tower is a silver statue of a

mounted dwarf warrior.

2. Guard Room. The entrance guard

house contains a large meeting room

and three barracks which house a

total of 24 soldiers. This is one of the

three barracks.

3. Porter’s Room. This apartment serves

as quarters for the three castle porters

who maintain the entrance and

operate the portcullis.

Second Floor

1. Main Guard House. This is the main

hall (meeting room) for the barracks

soldiers.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

2. Guard Room. One of the three

guard rooms.

3. Guard Room. One of the three guard

rooms.

Church

First Floor

1. Narthex. This is the main entrance

and lobby area to the church. The

large wooden double doors which

enter into the main church are carved

with an ornate picture depicting a

battle between Valkur and a large

dragon turtle.

2. Vestry. This room contains various

priest vestments and devotion service

supplies. A small desk and chair are

in the room. During the day the

room is usually attended by an

acolyte.

3. 1st Chamber. These chambers serve

as meeting rooms for the priests.

There is one on each level of the

church tower.

4. Sanctum of Light. This is the main

worship space of the Church. The

large room is framed by rows of pews

appointed with blue satin cushions.

The floor is a rich polished marble

and two rows of large marble pillars

form a pathway to the altar. The altar

is a simple stepped platform with a

single ornate chair. On either side of

the altar is a golden statue one of

Valkur and another of the shield

maiden Agatha who is venerated by

the followers of Valkur for sacrificing

her life defending Valkur’s first

temple against the Lizard King

Boakahn.

Second Floor

1. Dormitory Foyer. This is the entry

foyer to the priests living quarters.

2. Sacristy. This room houses various

items used during services – chalices,

candles, plates, bowls, etc. It is

staffed by an acolyte.

3. 2nd Chamber. The second meeting

chamber.

4. Chapel. This is a private chapel used

by the priests for personal services.

5. Receiving Hall. A large open room

which the priests can use for special

events and receiving guests.

6. Pastor’s Apartment. These are the

quarters of the high priest.

7. Bathroom. A well-maintained facility.

8. Priest’s Parlor. This serves as a

common space for the priests.

9. Priest's Room. These three rooms

are the quarters of the chief minister

and the two assistant ministers.

Third Floor

1. Upper Foyer. This is the entry to the

third floor of the church.

2. Office. This office is used primarily

as a records area and to account for

denotations and contributions

received by the church.

3. 3rd Chamber. Another meeting

chamber. This chamber is rarely used

and is quite dusty.

4. Assembly Hall. This is a large

assembly room. It is used a few times

a year for certain holidays and

festivals.

5. Armory. This is the armory for the

church guard. The armory contains 6

tabards with the special insignia of

the church guard, 12 crossbows, 3

sets of chain mail, 10 halberds, and

10 shortswords. There is also a small

chest which contains 6 potions of

superior healing.

6. Church Guard Barracks. These are

quarters for the eight church guards.

7. Church Guard Captain’s Room. The

living quarters of the Captain of the

Guard. The Captain is named

Landon White.

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Fourth Floor

1. Sanctuary of the Sun. This is a large

open prayer space under the dome of

the Church. It is used only once a

year for the holiest of days – the

Shattering. It was recently fitted with

a beautiful new center altar platform

– a gift from a wealthy merchant

from the capital city of the Kingdom.

The merchant has been selecting

churches throughout the Kingdom

who demonstrate commitment and

honor and the priests were very

pleased to be selected for a new altar.

Chapter 6 |Into the Temple

In the days before the Eastern Isles were

annexed by the Kingdom of the Three Horns,

the islands were ruled from the Villingarna,

the fortress of the Twin Spires and on Inis

Sith, sat the Temple of Malusignis – the

Maleficent Fire-eater – the demon lord

worshiped by the Vindicta Triumvirate. The

Triumvirate had brought together the gnagare,

orc, and goblin tribes of the islands along with

the tribes of dwarves and the few men who

inhabited the area. The Vindicta were led by

three warlocks who ruled from Villingarna

and they controlled the orc and gnagare lands.

But it was the high priest at the Temple who

swayed power and subjugated the goblins. As

time went on a rift between the magi and the

clerics grew. There arose a power struggle

between the high priest and the warlocks and

a great battle ensured. The warlocks led an

army of gnagare against the high priest who

had banded together all of the tribes of

goblins in the Eastern Isles. The orcs split

their allegiance between the two sides, but the

gnagare leader, Vitpals the Blood-drinker,

now venerated as a demigod by the gnagare

and orcs alike, brought all the orcs over to the

warlocks’ side and the tide of battle turned.

The high priest called upon a volatile and

ancient black power causing great quakes and

tremors which led to massive destruction

across the islands and the temple is said to

have sunk into the ground and the warlocks

and much of both armies were obliterated.

The priest is said to have disappeared

underground never to be seen again. Now

smoke again rises from the Twin Spires and

rumors abound that a triumvirate of magi – a

human warlock, a dwarf necromancer, and an

orc sorcerer have banded together to reclaim

the power of the Cult of Malusignis and

resurrect him from the nether world. There

are fears that the priests have returned as well

and restored the temple and an uneasy alliance

once again exists between the evil magi and

clerics. A dark hour comes.

20


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Dungeon Crawl

Read no further unless

you have found the

dungeon entrance!

You find yourself on a large stone-tiled

platform within a cavernous room with a

domed ceiling 20 feet up. The platform is

approximately 60 feet wide and 30 feet deep.

The remainder of the room is about 100 feet

long. There appears to be no floor in the rest

of the room except for three small 10x10

round platforms that seem to be suspended in

the air, held up by some unnatural force. The

two closest platforms sit against the walls

opposite each other about forty feet away and

a third platform sits centered on the far wall

100 feet away about 55 feet on a diagonal

from the other two platforms. On this far

platform sits a glowing obelisk.

The Dungeon Layout

A. Arrival Room. After a few moments

of disorientation you look around to

see that you are in a square room.

Rough stone walls and stone-tile

floors surround you, wall torches

provide a low light. You sense that

you are far underground; touching

the obelisk must have transported

you to this room. A single oak door

faces you.

B. Underground Lake. You travel down

the long corridor to another oak

door. The door opens into a natural

cavern; a single torch, unlit, sits in a

rest by the door. Across the cavern a

shimmering subterranean lake forms

a large pool. The wall above the lake

shows gaps suggesting the pool

travels underneath the wall and

beyond into another area of the

dungeon.

Don’t Read any further until your

DM says you can go to Chapter

7!!

21


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Chapter 7 |The Twin Spires

For centuries the ominous towers of Villingarna have been cold and dark, a ruined monument to a

long ago reign of terror in the Eastern Isles. But in the age of darkness it was here, at the Twin

Spires, that the first Vindicta Triumvirate held power and raised the fire eater – Malusingis – from

the Abyss. Now it seems that three new magi have banned together to bring the evil lord back to the

land of Ur.

As you sail

towards Inis

Adhar, you begin

to see the outline

of the Grysrigg

Mountains come

into focus. You

know that the

Twin Spires lay

just beyond the

Pig’s Spine in the

wild lands of the

western part of

Adhar. Your

journey thus far

has been calm as

you move

effortlessly

through the

rolling waves of

the Muir Bainne.

You know,

however, that this

is a false calm, and

the challenge that

lies ahead of you

will be the greatest

of your lives.

You look up and

see a messenger

raven approaching

the ship. It lands

and provides you a

letter sent from the

High Margrave.

22


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Player Maps

Village of Valstalle – Town Center

23


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Vatskold

A. Keep

B. Keep Tower

C. East Wall

D. South Wall

E. West Wall

F. North Wall

G. Guard House

H. East Tower

I. West Tower

J. Church Tower

K. Stables

24


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Keep

Floor 1

Floor 2

25


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Floor 3

Floor 4

The Magic School

26


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Cellar

Lower Cellar Area

27


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Walls

West Wall

East Wall

South Wall

North Wall

28


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Church

29


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Lion’s Gate

30


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Key NPCs

Townie

Medium humanoid, any alignment

AC 10 HP 6 (1d8)

Speed 30 ft.

STR 10 (+0) DEX 10 (+0) CON 10(+0)

INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Languages Common

Challenge 0 (10 XP)

Club +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4)

Soldier (Vatskold Guard)

Human, LG, NG, or LN

AC 16 (Chain Mail) HP 32 (5d8+10)

Speed 30 ft.

STR 15 (+2) DEX 11 (+0) CON 14 (+2)

INT 10 (+0) WIS 10 (+0) CHA 11 (+0)

Intimidation +2

Languages Common

Challenge 1 (200 XP)

Soldier's Tactics. Guard has advantage on

an attack roll against a creature if at least

one of the soldier's allies is within 5 feet of

the creature and the ally isn't incapacitated.

Soldier's Morale. When lead by a trusted knight,

veteran, or officer, Guard has advantage on

morale checks & saving throws to avoid fear/

charmed effects.

Multiattack. Guard makes two melee attacks.

Longsword. +4 to hit, reach 5 ft., one creature, Hit: 7

(1d8+2).

Soldier’s Bow. Ranged Weapon Attack: +2 to hit, range

100/400 ft., one target. Hit: 5 (1d8)

Soldier (Sargent at Arms)

Human or Dwarf, neutral good

AC 17 (Splint) HP 58 (9d8 + 18)

Speed 30 ft.

STR 16 (+3) DEX 13 (+1) CON 14 (+2)

INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Athletics +5, Perception +2

Passive Perception 12

Languages Common, Dwarf

Challenge 3 (700 XP)

Longsword. +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3), or 8 (1d10 + 3) damage if

used with two hands.

Heavy Crossbow. +3 to hit, range 100/400 ft.,

one target. Hit: 6 (1d10 + 1) piercing damage.

Soldier (Officer – Klokhund)

Human or Dwarf, NG

AC 17 (splint) HP 58 (9d8 + 18)

Speed 30 ft.

STR 16 (+3) DEX 13 (+1) CON 14 (+2)

INT 10 (0) WIS 11 (0) CHA 10 (0)

Athletics + 5, Perception + 2

Languages Common, Dwarvish

Challenge 3 (700 XP)

Multiattack. The Kolkhund makes attacks.

Longsword.+5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3),

or 8 (1d10 + 3) if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3)

Heavy Crossbow. +3 to hit, range 100/400 ft., one target.

Hit: 6 (1d10 + 1)

Sea Captain

Human or Dwarf, any alignment

AC 15 (Studded Leather Armor) HP 65 (8d8+3)

Speed 30 ft.

STR 12 (+1) DEX 15 (+2) CON 13 (+1)

INT 11 (+0) WIS 13 (+1) CHA 11 (+0)

Nature +4, Perception +5, Stealth +6, Survival +5

Immunities Poison

Passive Perception 15

Languages Common, Dwarvish

Challenge 2 (450 XP)

Keen Hearing and Sight. Advantage on Wisdom

checks that rely on hearing or sight.

Sea Legs. Advantage on Strength and Dexterity

checks if on a ship.

Multiattack. Makes two melee attacks/ranged attacks.

Shortsword. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Longbow. +4 to hit, range 150/600 ft., one target. Hit: 6

(1d8 + 2)

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Garda

Human, neutral good

AC 16 (Chain Shirt, Shield) HP 20 (3d8 + 2)

Speed 30 ft.

STR 13 (+1) DEX 12 (+1) CON 12 (+1)

INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Perception +2, Passive Perception 12

Languages Common

Challenge 1 (200 XP)

Spear. +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:

4 (1d6 + 1) or 5 (1d8 + 1) if used with two hands.

Finbar Hooktoe - Barr Garda

(Captain of the Constabulary)

Dwarf, lawful neutral

Armor Class 17 (Splint) HP 55 (8d8 + 16)

Speed 30 ft.

STR 16 (+3) DEX 11 (+0) CON 14 (+2)

INT 11 (+0) WIS 11 (+0) CHA 15 (+2)

CON +4, WIS +2

Passive Perception 10

Languages Common, Dwarvish

Challenge 3 (700 XP)

Brave. The Barr Garda has advantage

on saving throws against being frightened.

Brute. A melee weapon deals one extra die of damage when

the Barr Garda hits.

Multiattack. The Bar Garda makes two melee attacks.

Battleaxe. +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)

Heavy Crossbow. +2 to hit, range 100/400 ft., one target.

Hit: 5 (1d10)

Beatrix Atuna

Human, neutral good

AC 13 (15 with mage armor) HP (2d8 +2)

Speed: 30ft

Proficiency: +2

STR 11 (+0) DEX 11 (+0) CON 13 (+1)

INT 17 (+3) WIS 12 (+1) CHA 15 (+2)

Arcana +5 History +5

Challenge: 1 (200 XP)

Quarterstaff. +2 to hit, reach 5 ft, one target.

Hit: 3 (1d6 +0 )

Spellcasting. She is an 2nd-level wizard.

Spellcasting ability is Intelligence (spell save

DC 13, to hit with spell attacks +5)

Cantrips: Prestidigitation, Blade Ward, Fire Bolt, Minor

Illusion

1st level (3 slots): Find Familiar, Expeditious Retreat,

Identify, Mage Armor

Uma Atuna

AC 13 (15 with mage armor) HP: 11 (2d8 +2)

Speed: 30ft

Proficiency: +2

STR 11 (+0) DEX 11 (+0) CON 13 (+1)

INT 17 (+3) WIS 12 (+1) CHA 15 (+2)

Arcana +5 History +5

Challenge: 1 (200 XP)

Quarterstaff. +2 to hit, reach 5 ft, one target.

Hit: 3 (1d6 +0)

Spellcasting. She is an 2nd-level wizard. Spellcasting ability

is Intelligence (spell save DC 13, to hit with spell attacks +5)

Cantrips: Chill Touch, Mending, Poison Spray, Mage Hand,

Friends,

1st level (3 slots): Chromatic Orb, Jump, Mage Armor

Galen Zenhannon

Armor Class: 13 (with mage armor)

Hit Points: 32 (5d8 +10)

Speed: 30ft

STR 9 (-1) DEX 11 (+0) CON 14 (+2)

INT 16 (+3) WIS 13 (+1) CHA 15 (+2)

Proficiency: +3

Arcana +6 History +6

Challenge: 3 (700 XP)

Quarterstaff. +2 to hit, reach 5 ft, one target, Hit: 2 (1d6 -1)

Spellcasting. He is an 5th-level wizard. Spellcasting ability

is Intelligence (spell save DC 14, to hit with spell attacks +6)

Cantrips: Light, Prestidigitation, Mage Hand, Shocking

Grasp

1st level (4 slots): Burning Hands, Expeditious Retreat,

Sleep, Mage Armor

2nd level (3 slots): Alter Self, Levitate, Nystul's Magic Aura,

3rd level (2 slots): Gaseous Form, Sleet Storm

Pan Moonshadow, Captain of the Guard

at Vitskold (the Fortress of Pearls)

Elf Eldritch Knight, Lawful Good

AC 19 (Elvin chain mail+1, shield) HP 70 (7d10+10)

Speed 40 ft.

STR 18 (+4) DEX 15(+3) CON 17(+3)

INT 14(+2) WIS 10(+0) CHA 10(+0)

Skills Arcana +5, Athletics +7

Passive Perception 10

Languages Elvish, Dwarvish, Common

Challenge 6 (2,300 XP)

Spellcasting. Pan is a 2nd-level spellcaster.

His spellcasting ability is Intelligence (spell save

DC 13, +5 to hit with spell attacks).

Cantrips: eldritch blast, ray of frost

1st level (3 slots): alarm, chromatic orb, shield

Multiattack. Pan makes two attacks with his spear.

Spear+1. +8 to hit, range 20/60 ft., one target. Hit: 8 (1d6 +

5), or 10 (1d8 + 5) if used with two hands.

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Ophelia Springfire

AC 13 (15 with mage armor) HP 13 (2d8 +4)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2

STR 9 (-1) DEX 14 (+2) CON 15 (+2)

INT 13 (+1) WIS 11 (+0) CHA 16 (+3)

Arcana +3 Intimidation +5

Challenge: 1 (200 XP)

Quarterstaff. Attack +1 to hit, reach 5 ft,

one target, Hit: 2 (1d6 -1 )

Spellcasting. She is an 2nd-level sorcerer.

Spellcasting ability is Charisma (

spell save DC 13, to hit with spell attacks +5)

Cantrips: Dancing Lights, Friends, Acid Splash, Blade Ward,

Shocking Grasp, Mage Hand

1st level (3 slots): Color Spray, Detect Magic, Mage Armor,

Elemental Bending: When casting an area spell that deals

fire, ice, lighting or thunder damage she can exclude a

number of targets from area equal to spellcasting modifier.

Ultan Dunnfall

AC 19 (Plate Armor) HP 81 (9d10 + 27)

Speed 30 ft.

STR 20 (+5) DEX 12 (+1) CON 16 (+3)

INT 13 (+1) WIS 12 (+1) CHA 14 (+2)

STR +9, CON +7

Intimidation +6, Perception +6

Passive Perception 16

Languages Common, Dwarvish, Orc

Challenge 10 (2,400)

Master Dueling. When wielding a single

melee weapon in one hand Ultan deals

1d6 additional damage.

Mistake Capitalization: If an enemy attacks

and misses Ultan gets a bonus attack on his

next turn.

Multiattack. May attack twice with Longsword or Javelin.

Longsword +2. +9 to hit, reach 5 ft., one target. Hit: 12 (1d8

+ 7)

Javelin. +9 to hit, range 30/120 ft., one target.

Hit: 11 (1d6 + 7)

Freya Dunnfall

AC 12 (14 with mage armor) HP 39 (6d8 +12)

Speed: 30ft

STR 11 (+0) DEX 13 (+1) CON 15 (+2)

INT 12 (+1) WIS 11 (+0) CHA 17 (+3)

Proficiency: +3

Arcana +4 Intimidation +6

Challenge: 3 (700 XP)

Quarterstaff. Attack +3 to hit, reach 5 ft,

one target, Hit: 3 (1d6 +0 )

Spellcasting. Freya is an 6th-level sorcerer.

Spellcasting ability is Charisma

(spell save DC 14, to hit with spell attacks +6)

Cantrips: Mending, Ray of Frost, Blade Ward, Minor Illusion,

1st level (4 slots): Sleep, Charm Person, Comprehend

Languages, Mage Armor,

2nd level (3 slots): Darkvision, Alter Self, Gust of Wind

3rd level (3 slots): Blink, Gaseous Form, Dispel Magic

Elemental Bending: When casting an area spell that deals

fire, ice, lighting or thunder damage she can exclude a

number of targets from its area equal to spellcasting

modifier.

Yorgin Deepforge, Captain of the

Knights of the Silverpaw

Dwarf, Lawful Good

AC 18 (Half-Plate, Cloak of Protection+1)

HP 68 (8d10 + 2)

Speed 30 ft.

STR 16 (+3) DEX 14 (+2) CON 14 (+2)

INT 12 (+1) WIS 10 (+0) CHA 12 (+1)

STR +6, CON +5

Acrobatics +5, Athletics +6, Stealth +2

Passive Perception 10

Languages: Common, Dwarf

Challenge 8 (3,900 XP)

Second Wind. On Yorgin’s turn, he can use a bonus action

to regain hit points equal to 1d10 + 1. Once used he must

finish a short or long rest before he uses it again.

Action Surge. On turn, can take one additional action. Once

used, must finish short or long rest before he uses it again.

Improved Critical. Attacks score critical hit on 19 or 20

Extra Attack. Whenever he uses the attack action, he can

attack twice instead of once on his turn.

Greatsword. +2: +8 to hit, reach 5 ft., one target. Hit: 11

(2d6+5)

Longbow +1. +6 to hit, range 150/600 ft., one target. Hit: 7

(1d8 + 3)

Knight of the Silverpaw

Human, Dwarf, any good alignment

AC 18 (Plate) HP 52 (8d8 + 16)

Speed 30 ft.

STR 16 (+3) DEX 11 (+0) CON 14 (+2)

INT 11 (+0) WIS 11 (+0) CHA 15 (+2)

CON +5, WIS +3

Passive Perception 10

Languages Common, Dwarvish

Challenge 5 (1,800 XP)

Unyielding Bravery. Advantage on all

saving throws.

Multiattack. Makes two melee attacks.

Greatsword. +5 to hit, reach 5 ft., one

target. Hit: 10 (2d6 + 3)

Heavy Crossbow. +2 to hit, range 100/400

ft., one target. Hit: 5 (1d10)

Defensive Parry. .The knight adds 3 to

its AC against melee attacks if being

attacked by more than one opponent.

33


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Abelthor the Green

Human, N\neutral

AC 12 (15 with Mage Armor) HP 66 (8d6 + 16)

Speed 30 ft.

STR DEX CON INT WIS CHA

STR 10 (0) DEX 15 (+2) CON 14 (+2)

INT 20 (+5) WIS 13 (+1) CHA 11 (0)

INT +8, WIS +4

Arcana + 8, History + 8

Passive Perception 11

Languages Common, Orc, Goblin

Minor Conjuration. As an

action, the wizard can conjure an inanimate

object in its hand or on the ground within 10 ft.

of it that lasts for 1 hour.

Benign Transposition. Once per short rest, or per

casting of a conjuration spell of level 1 or higher, the wizard

may use his action to teleport up to 30 ft. to an unoccupied

space he can see, or may switch places with a creature in

that space willing to switch places.

Spellcasting. He is a 5th-level spellcaster. Spellcasting

ability is Intelligence (Spell Save DC 16, +8 to hit

with spell attacks).

Cantrips: Fire Bolt, Mage Hand, Light, Poison Spray

1st level (4 slots): Mage Armor, Shield, Charm Person,

Featherfall

2nd level (3 slots): Web, Flaming Sphere, Cloud of Daggers

3rd level (3 slots): Sleet Storm, Fireball, Stinking Cloud

4th level (2 slots): Conjure Minor Elementals, Dimension

Door

Burning Dagger of Pain. +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 2), opponent must roll DC16 (Con) or receive

an extra 2d8 fire damage and be stunned for one round with

blinding pain.

Apprentice Mage

Humanoid (any race), any alignment

AC 12 (14 With Mage Armor) HP 18 (3d8 + 1)

Speed 30 ft.

STR 10 (0) DEX 13 (+1) CON 12 (+1)

INT 15 (+2) WIS 14 (+2) CHA 10 (+0)

INT +4, WIS +4

Arcana +6, History +6

Passive Perception 11

Languages Common, Dwarvish, Goblin

Challenge 1 (200 XP)

Spellcasting. The mage is a 3th-level spellcaster

Its spellcasting ability is Intelligence

(spell save DC 12, +4 to hit with spell attacks).

Cantrips: fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile,

shield

2nd level (2 slots): misty step, enlarge/reduce

Dagger. +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)

Valdo Hoarfrost (the Jarl’s spy)

Half-Orc, lawful neutral

AC 14 (leather armor) HP 53 (8d8 + 8)

Speed 40 ft.

STR 12(+0), DEX 16(+3) CON 12(+1)

INT 10(+0) WIS 18(+4) CHA 10(+0)

Athletics +2, Nature +8, Perception +6,

Stealth +5, Survival +8

Passive Perception 16

Languages Common, Dwarf, Orc

Challenge 2 (450 XP)

Alert Fighter. Advantage on initiative checks.

Sneak Attack (1/Turn). Deals an extra 10 (3d6)

damage when he hits a target with a weapon

attack and has advantage on the attack roll, or when the

target is within 5 feet of Vlado’s ally that isn't incapacitated

and Vlado doesn't have disadvantage on the attack roll.

Shortsword. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)

Elf Soldier

Elf, lawful good

AC 14 (Leather Armor, Shield) HP 27 (6d8)

Speed 30 ft.

STR 13 (+1) DEX 13 (+1) CON 14 (+2)

INT 13 (+1) WIS 14 (+2) CHA 13 (+1)

DEX +3, CON +4, CHA +3

Acrobatics +2, Persuasion +1

Passive Perception 10

Languages Common, Elvish

Challenge 1 (200 XP)

Multiattack. The soldier can make two attacks

with its scimitar or longbow.

Scimitar. +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1)

Longbow. +3 to hit, range 80 ft./320 ft., one target.

Hit: 5 (1d8 + 1)

34


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Ramsey Mandrake (Chief Minister)

Human, neutral

AC 18 HP 85 (8d8 + 10)

Speed 30 ft.

STR 16 (+3) DEX 10 (+0) CON 13 (+1)

INT 12 (+1) WIS 19 (+4) CHA 11 (+0)

Arcana +4, History +4, Investigation +3,

Religion +3

Passive Perception 14

Languages Common, Goblin

Challenge 6 (2,300 XP)

Inescapable Destruction. Necrotic damage

dealt by the cleric's spells and channel divinity

options ignores resistance to necrotic damage.

Spellcasting. Ramsey is a 8th-level spellcaster. His

spellcasting ability is Wisdom (spell save DC 15, +7 to hit

with spell attacks).

Cantrips: light, mending, sacred flame, thaumaturgy, toll the

dead

1st level (4 slots): cure wounds, guiding bolt, inflict wounds,

ray of sickness

2nd level (3 slots): hold person, ray of enfeeblement,

spiritual weapon

3rd level (3 slots): bestow curse, dispel magic, vampiric

touch

4th level (2 slots): blight, death ward,

Large Mace. +7 to hit, reach 10 ft., one target.

Hit: 8 (1d10 + 4).

Enda Wexford, High Priest

Human, Lawful Good

AC 17 (Half plate) HP 90 (9d8 +20)

Speed: 30ft

STR 13 (+1) DEX 13 (+1) CON 15 (+2)

INT 11 (+0) WIS 17 (+3) CHA 12 (+1)

Proficiency: +4

Religion +4 Insight +7

Languages: Common

Challenge: 5 (1800 XP)

Mace. +5 to hit, reach 5 ft, one target.

Hit: 4 (1d6 +1)

Spellcasting. Enda is a 9th-level cleric.

Spellcasting ability is Wisdom (spell save

DC 15, to hit with spell attacks +7)

Cantrips: Thorn Whip, Druidcraft,

Thaumaturgy, Guidance,

1st level (4 slots): Sanctuary, Inflict Wounds, False Life,

Cure Wounds,

2nd level (3 slots): Prayer of Healing, Calm Emotions,

Flaming Sphere,

3rd level (3 slots): Feign Death, Dispell Magic,

Nondetection,

4th level (3 slots): Locate Creature, Banishment, Control

Water

5th level (1 slots): Flame Strike

Cleric of Valkur

Human, Lawful Good

AC 17 (Half plate, Shield) HP 26 (4d8 +8)

Speed: 30ft

STR 13 (+1) DEX 11 (+0) CON 15 (+2)

INT 11 (+0) WIS 17 (+3) CHA 12 (+1)

Proficiency: +2

Religion +2 Insight +5

Challenge: 2 (450 XP)

Mace. +3 to hit, reach 5 ft, one target.

Hit: 4 (1d6 +1 )

Spellcasting. 4th-level cleric. Spellcasting ability

is Wisdom (spell save DC 13, to hit with spell

attacks +5)

Cantrips: Mending, Spare the Dying, Druidcraft, Shillelagh,

1st level (4 slots): Detect Evil and Good, Identify, Shield of

Faith, Cure Wounds,

2nd level (3 slots): Scorching Ray, Protection from Poison,

Shatter

Acolyte of Valkur

Medium Humanoid, Lawful good

Armor Class 10

Hit Points 12 (2d8)

Speed 30 ft.

STR 10 (0) DEX 10 (0) CON 10 (0)

INT 10 (0) WIS 14 (+2) CHA 11 (0)

Skills Religion + 2, Medicine + 4

Languages Common

Challenge 1/4 (50 XP)

Spellcasting. The acolyte is a 1st-level spellcaster. Its

spellcasting ability is Wisdom (spell save DC 12, +4 to hit

with spell attacks).

Cantrips): light, sacred flame, thaumaturgy

1st level (3 slots): bless, cure wounds, sanctuary

Club. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)

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Pre-rolled Player Characters

The Elf Sorceress, Gianna of the Rhai Euraidd

Female, High Elf, Sorceress, Age 55, 5’10”, 135lbs, Neutral Good

STR 12(+1) DEX 18(+4) CON 11(+0) INT 14(+2) WIS 12(+1) CHA 19(+4)

Languages: Common, Dwarvish, Elvish, Giant, Goblin

Spellcasting

Cantrips: Acid Splash, Blade Ward, Gust, Minor Illusion, Shocking Grasp

Racial: Firebolt

Spells: Mage Armor, Magic Missile, Sleep, Levitate, Spider Climb

Hit Points

25

Armor Class

14

LVL/XP

4/2700

Gianna is the third daughter of King Selwyn of the Rhai Euraidd - the Golden Ones - the

high elves of the Golden Valley of Terramusia. Gianna rejected her life of nobility and left

the Golden Valley to explore the world and forge her own path. She did so with the

blessing of her father who saw in her something special. While the nobility of the Rhai

Euraidd are known for their magical ability, Selwyn realized that Gianna possesses a very

strong magic ability and that the only way for her to develop it was to explore the world

and hone her skills. Gianna's powerful magic potential stems from a genetic mutation. Her

bloodline contains fey fairy elements and her mutation has made many of her fairy abilities

emerge. As such she has the following additional abilities:

Gianna has advantage on saving throws against spells and other magical effects.

She is immune from charm spells.

She can see invisible creatures.

She has a 50% change of automatically detecting an illusion.

She can cast the following cantrips/spells as a bonus action:

Faerie Fire, Dancing Lights, Control Flame, Mending

Full Character Sheet: https://www.dndbeyond.com/profile/Krobyan/characters/20722015

The Dwarf Ranger, Colin Redstone

Male, Hill Dwarf, Ranger/Barbarian, Age 47, 5’, 175lbs, Neutral Good

STR 17(+3) DEX 16(+3) CON 17(+3) INT 13(+1) WIS 16(+3) CHA 12+1

Languages: Common, Dwarvish, Giant, Gobli

Spellcasting

Spells: Ensnaring Strike, Hail of Thorns, Hunter’s Mark

Hit Points

59

Armor Class

16

LVL/XP

4/2700

Colin's family was wiped out in a hill giant raid on his village when he was a boy. He

wandered the countryside until he was found by a dwarven ranger named Toll. Toll taught

him the ways of the ranger. Toll was tragically killed by a goblin war chief while on a

mission in the Eastern Isles. Colin has sworn to someday find the goblin and kill him.

Because of his deep hatred for goblins, Colin gains the following skill whenever he faced

goblins, any goblinoids, orcs, gnagare, or gnolls.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself

from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 +

your fighter level. Once you use this feature, you must finish a short or long rest before

you can use it again.

Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a

moment. On your turn, you can take one additional action. Once you use this feature, you

must finish a short or long rest before you can use it again. Starting at 17th level, you can

use it twice before a rest, but only once on the same turn.

Full Character Sheet: https://www.dndbeyond.com/profile/Krobyan/characters/20736412

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

The Human Fighter, Owen Wolftone

Male, Human, Fighter, Age 24, 6’, 170lbs, Neutral Good

STR 12(+1) DEX 18(+4) CON 11(+0) INT 14(+2) WIS 12(+1) CHA 19(+4)

Languages: Common, Dwarvish

Spellcasting

Cantrips: Blade Ward, Thunder Clap

Spells: Catapult, Jump, Grease, Protection from Evil

Hit Points

50

Armor Class

13

XP

2700

Owen is a strong, hearty fighter from a remote woodlands village in the Horn controlled by

the Black Iron clan. He is a man of the people and a favorite son of his village. Owen has

ventured out seeking glory and fame. He carries with him a feature of his bloodline that is

both a curse and a blessing. Owen's bloodline are known as the Mothúcháin. As such

Owen can change shapes similar to druid's best shape ability. Owen can at will 4 times

per day change into either a dire wolf, a giant hawk, or a ferret. Owen in still mastering his

skill and sometimes it is unpredictable when he is under stress like in battle. If he is struck

by a critical hit he rolls a 4d and he changes: 1) human 2) wolf 3) hawk 4) ferret (this

change does not count against his daily changes). If he is killed in animal form he reverts

back to his human form and he cannot transform again into that animal until he has taken

a long rest.

Full Character Sheet: https://www.dndbeyond.com/profile/Krobyan/characters/20727830

The Human Rogue, Neil of the Northern Vales

Male, Human, Age 26, 6’1”, 170lbs, Neutral Good

STR 12(+1) DEX 18(+4) CON 11(+0) INT 14(+2) WIS 12(+1) CHA 19(+4)

Languages: Common, Dwarvish

Spellcasting

Cantrips: Chill Touch, Poison Spray, Shocking Grasp,

Spells: Charm Person, Disguise Self, Feather Fall, Tasha’s Hideous

Laughter

Hit Points

30

Armor Class

13

XP

2700

Neil is a rouge and a scoundrel, but with a kind heart and a sense of loyalty. He finds his

greatest pleasure in stealing, conning, and robbing rich, blowhards. And he has been

known to act out of character and help others and use his thief skills to make a person’s

life better. Neil is an accomplished musician and entertainer. As such he has the

following ability similar to a bard: Beginning at 2nd level, you can use soothing music or

oration to help revitalize your wounded allies during a short rest. If you or any friendly

creatures who can hear your performance regain hit points at the end of the short rest by

spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th

level, to 1d10 at 13th level, and to 1d12 at 17th level. As a human from the Northern

Vales, Neil also has the following genetic characteristics: He is immune to all poisons

except snake venom which he has disadvantage against on all saving throws.

Drinking alcohol has a strange effect on people from the Vales. If they drink any alcohol,

the release large amount of adrenaline giving them +2 to all dexterity bonuses and saving

throws, the effect lasts for about 1 hour. However, after the effects wear off, they must

take a long rest or their HP's are reduced by half until they take the long rest.

Humans of the Vale can speak telepathically to any other member of the Vale

Full Character Sheet: https://www.dndbeyond.com/profile/Krobyan/characters/20736946

37


Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

Notes:

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION

HB-1 | Journey to the Eastern Isles | © 2019 | Dad’s Home Brew | PLAYERS’ NOTES VERSION

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