Family Ambermarle

Giant Problem
Jarl Himmler's concerned about the SS (Sky Ship)

Giant Fireworks from Pan Lung

6 other groups to disrupt skyship construction

List of Spells in Spellbooks

To use as Scrolls:
On Spell List: Arcana 10+Spell Level
Not On Spell List: Arcana 10+ 2x Spell Level

1st Level:
- Absorb Elements (PotA)
- Shield
- Faerie Fire (2)
- Feather Fall
- Identify
- Ray Of Sickness
- Detect Magic
- Mage Armor
- Magic Missile
- Create or Destroy Water
- Unseen Servant

2nd Level:
- Gust Of Wind
- Detect Thoughts
- Levitate
- Aganazzar’s Scorcher (PotA)
- Mirror Image
- Melf’s Acid Arrow
- Misty Step
- See Invisibility

3rd Level:
- Gaseous Form
- Protection From Energy
- Remove Curse
- Counterspell
- Fly
- Revivify
- Dispel Magic
- Water Breathing

4th Level:
- Wall of Fire
- Mordenkainen’s Faithful Hound
- Stoneskin
- Leomund’s Secret Chest
- Control Water
- Greater Invisibility

5th Level:
- Teleportation Circle
- Telekinesis
- Legend Lore

My Lord Russel Sumners, Baron of Ambermarle
A Letter

My Lord,

We have been traveling for several weeks now. The lands of Baron Edwards were peaceful and the travel was quiet.

The band of Idle Mercenaries you hired has me worried and more than a little scared at this point. For the last few weeks I have listened into their banter and talk of past exploits and encounters with great interest. Now I am not sure what to think.

Let me explain, we just crossed over into your lands and immediately I can sense a change in the air. The guards at the last of Baron Edwards garrisons got me wondering what we would encounter. They talked of banditry and roving bands of undead abominations as if it was just another day down here. As soon as we entered the forest at the edge of your new domain I felt a change in the air. A tenseness has overcome us.

Then not even a full day into your lands we are beset upon by a group of 8 bandits. They have barricaded the road and are demanding us to pay to pass. The Mercenaries you hired jumped into the fray with an almost relief. The group did not last long, maybe a few minutes, in that time a saw trees burst into flames and dropped onto the bandits. The bandits were dealt with without quarter. They were buried along the road and the group just fell back into place and moved on as if nothing had even happened.

I will grant that they were effective and I have no concerns about their ability to do the job you requested, but I am not quite sure if any of them are quite sane.

Yours in Service
Brother Demsey

Local Threats

Splittongue Gang
- Lizardfolk
- Stick to the border
- Unknown Politics
- Vanished into swamp

Bloodfist Ogres
- Western Hills
- Actual Ogres
- Keep to themselves mostly

Darek’s Dozen
- 3 dozen of them
- Why are they not “Darek’s DozenS”?
- Current Kings of the Castle
– Used to be a second group in the castle; recently defeated
– Likely took the “Rod of Balthius”

Amberflow River Gang
- Works on the river near the Castle
- Name not remembered

Bridge Mercenery Group
- Run the bridge town

Hill Bog Giants - Between Coaltown and Smithtown

-Most undead are Skeletons, occasional Zombears
-South of Gallow’s Hill in the swamps there’s an old manor that may or may not be haunted.
-Closer to the Swamp, More Undead

Nuclear Town:
-Golem-esq thing in basement
-Carrion Crawler (dead)
-Demons occasionally spawn

Local Wildlife:

– Leader is “Grandfather”
– Connected to “Y” Religion
– 1 is in the basement of Conway
– 1 lived in the explody tower (not Grandfather)
– at least 1 is a Lich; phylactery containing mercury and platinum

Local Area Notes

-If the land “looks/feels” wrong/sick, avoid it. Move occasionally, but slowly. Burn the dead in these sick lands to prevent undead.

Gallow’s Hills:
-Town at the bottom center of the map
-Near an Iron Mine
-Trades to the south
-Their cup of smiths floweth over
-Site of supposedly haunted mansion

-Former Capital
-Long emptied
-North of Conway
-Undead for days

3 days down river from Conway
- Cave filled with Zombats

-Run by bandits
-Undead most likely
-Wedge-shaped town
-Town has no walls
-Narrow castle on a bend in the river
-moat and walls
-secret entrance?
-Entrance to castle is causeway near beginning of town
-Bandits apparently disinclined to talking with outsiders
- Lower portion least guarded
– 1 guard on each segment at all times
– no one on top of the big towers themselves
– 1 guard at the top of each of the smaller towers
– 2 guards out of the front gate to go to the barbican
– Stop checking the barbican from midnight to sun up
– not sure who is watching the water gate (could not see)
– non-uniformed equipment
– 45+ guards assuming 3 shifts
– Lighting: upper portion well lit, bonfire in lower but out by midnight
– guards don’t carry much light
– insides of towers are lit

Whisper Woods:
-Haunted because of course it is.
-Seasonal Silent Lightning Storms

-Popular stopping spot for tax collectors
-Center for religious reflection rather than kung-fu school

-Has ruins of a nuclear tower. – Glowing Limestone
-Limestone does not glow during day, underground
-Occasional demonic/devlish monsters come out
-Monsters generally confused and wander off into forest
-Occasional cultists come visit
- Lumbermill
- Shipping concern – moes goods up and down the road
- Tanner – mostly farm goods
- Blacksmith
- Mason

Bridge City:
-Massive 2-mile long, 200 foot wide bridge
-Buildings on bridge like Old London Bridge
-Multiple towers, multiple basements throughout spans
-Many basements barred off, dubious claims of “we’re just being cautious”
-City is in two parts coming from each bank of the river
-Fees to enter city (1 silver) but not to move around city once inside
-Has multi-level sewer dungeon
-Bridge built as a series of short arches throughout
-This bridge is seriously four times the size of the Brooklyn Bridge
-This bridge should not exist
Has 5 magic doors:
1) Silent Lake
2) Ruined Tower Between Vlarn Forest and Dark Mountains
3) Coal Town
4) Somewhere In Swamp
5) Ruins North-West of Whisper Wood (Probable)

River Town:
-Mostly fisherman and scavengers
-Not to be confused with Lake Town
-Not to be confused with River City

-Occasionally throughout area in communities

Non-Human Residence:
Former clan of Dwarves; Clan Skerbitr
— Found axe in bridge

List of Party Treasure/Favors

Total: tbd

6.5 pots Grease Paint
5x 1/2 lb Raw Bars of Adamantine – 1000gp/lb
1x Ancient Suel Alchemy Lab – 1000gp
100x Bag of gems – 50gp each (400gp total)
4x Skyburst Signal Rockets (disadvantage on attacks, 4d8 damage)
1x Size Large Alchemist Kit + Alchemist Fire Ingredients
6x Animal Skins – 300gp total
15x Misc. Size Huge Jewellery – 3750gp total
Lots of Fireworks
15x Gems – 750gp total

860.1 gp in mixed coinage

2x 3rd Level Warriors (saved their lives from Orcs)
Alder the Wight who trades information for rats
Alchemist owes us for some loot.(Beholder Eyes and Alchemist’s Labs and Books)
Elias – Bridgetown Sage – Knows Suel, borrowing Suel notebook
Gomdal – Goblin Mayor of Gobolis
Rick – Councilman of Gobolis
Airx – Kobold Persian General we tricked/bribed into leaving; theoretically friendly now.
Beerburg Arcanaholic – 4th level spell scrolls/potions + common/Uncommon magic items

Survival Items:
2x Mules (Bethany and Other Bethany)
1x Cart
2x Weeks, 3x days Food/Water for Party
3x Hunter’s Traps
Ton of Hemp Rope
Pile of stuff – Search check to see if we can find what we need
1000ft of String
90 pieces of Chalk
misc small tools
1x Poisoned Dart (2d10, DC 15 Fort negates, Fungal based)
Various Poisons from the underbridge poison lab
4x doses – 3d6 poison (DC 14 Con)
5x Phase Spider Poisons
Artificing Lab
1x mild gem cutting tools
Fancy Furniture – In Storage for later lair
Full Construct Manufacturing Lab
6.5 pots Grease Paint
4x 2d6 Acid Pots
Caller in the Dark Ritual Tools
2x ladders

1x Magic Spoon
10lbs Powdered Glowing Stone
10lbs Normal Glowing Stones
15x Creepy Cthulhu-esqu Statue (a “Servitor” as Alder calls it)
1x Rope of Climbing – 60ft, 3000lbs carrying capacity
1x Oil of Slipperiness
8x vials of dust of sneezing and choking -40,000
1x Sphere of Sending – speak with twin somewhere
1x Ambermarle Key Sphere – Silver
3x Doses of Keothtom’s Ointment – 2d8+2 heal, cures poison/disease
1x Sarcophagus of its Actual Use – sell
1x Candle-box of Endless Candles
2x continual flame candles
1x Decanter of Endless Air
1x Wand of Secrets – 3 charges, Detects Secret Doors/Traps – 1d3 at dawn – sell?
1x magic desk that turns stuff into wood
1x Elixir of Health – Cured all status conditions
1x Bag of Tricks
1x Ring of Spell Storing (5 spell levels) – Currently contains Cone of Cold – With Mali
1x 6in diameter magic ring – key to secret door in exploded tower burned room
2x Wand of Magic Missile with 7 Charges max (recharge 1d6+1/day)
Magic crown (Detect Thoughts as spell, 3 charges, no burnout) – sell?
Magic box – Key to a secret chest
Statuette – 1/week, remove any status condition.
2x Boxes of Preservation – one contains a blood-soaked Cloth connected to grandpa
1x Wand of Burning Hands (7 charges, DC 15, 1d6+1 charges/day; 1 charge = 3d6, +1 charge per spell level)
5x Potions of Fire Breath
Potion of Invulnerability
x1 Potion of Water Breathing
1x Potion of Supreme Healing
1x Potion of Clairvoyance
Hat of Disguise – sell?
300lb, 2ft dia stone sphere of sending. – Still in swamp
Toadstool: Even roll, 50/50, last 30 days
– gain 5d6 temp HP for 1 hour
– DC 15 Con take 5d6 poison damage and poisoned 1 hr

Merchant Goods
1x Goblin Sample-Pack – With the Baron’s Secretary of Trade

Plot Item:
Scrolls and Books (Abyssal)
1x Dwarf “Statue” – 500lbs – Sleep, Enervation, Paralysis, Fear Eyes of Undead Beholder in payment
Crossed-Sword Pendant – knightly order symbol
2 books (in Abyssal)
1x two-pronged Dagger (ivory) (1d4+1, silver)
Documents and Maps (50 years old)
3x Ambermarle signet rings on goblins (goblins died significantly less than 50 years ago)
Alchemist’s Spellbook – Draconic
Spellbook – Elven
Gnomish Hipster Poetry Book
Invisible Key (Found in the fancy room behind the throne in the bridge)
Papers from desk in bridge – including letters
Library of books in various languages from under the bridge behind the throne – poison making stuff
1x Suel Notebook – on creation of fleshy constructs.
Artificing Books – Elvish, Suel, Abyssal
1x massive library of arcane spell research
1x notes on supplies to castle about 10 years ago
1x leather map (no longer alive)
1x library of notes
1x small library of magic
1x Library of books on undead
1x library of journals/notes
1x Cultes des Goules – Book on a Roman Ghoul Empire
1x list of named locations where constructs were delivered (no map)
1x Construct blueprints
Holy Symbol of Selket
1x set of roomba assembly & user guides
1x Diary (Destroyed Tower)
1x Suel Cookbock
1x 10,000 fold kitchen knife
1x Y-Religion Black Bible; Black sect (Callers in the Dark) focuses on Summoning/Binding
– Large section on how to become a Caller in the Dark
1x Ogre Magi Documentation

Diagrams of Constructs (including Roombas)

1x dead snake construct
1x “Robo-Crab” claw (bastard sword sized) – for story telling
1x Clockwork Abomination limb
5x dead Prismatic Scarabs
1x Half-Petrified Wagon Wheel


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.