Journey to the Eastern Isles Players Info
Dungeons and Dragons Module Supplement for Players
Dungeons and Dragons Module Supplement for Players
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HB-1
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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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION
[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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Journey to the Eastern Isles – PLAYERS’ NOTES VERSION
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.
32
Journey to the Eastern Isles – PLAYERS’ NOTES VERSION
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)
35
Journey to the Eastern Isles – PLAYERS’ NOTES VERSION
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
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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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