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

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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)
- Faerie Fire (2)
- Identify
- Detect Magic
- Mage Armor
- Create or Destroy Water
- Unseen Servant

2nd Level:
- Gust Of Wind
- Aganazzar’s Scorcher (PotA)
- Mirror Image
- Melf’s Acid Arrow

3rd Level:
- 2x Revivify
- Water Breathing

4th Level:

5th Level:

6th Level:

7th Level:

8th Level:

9th Level:

1st-6th, all spells in the PHB affecting plants, constructs, and Undead (Regardless of class)

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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

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Local Threats

Bandits
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

Undead:
-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:
-Deer
-Bears
-Wolves
-Stirges

Ambermarles:
– 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

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Local Area Notes

Land:
-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

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

3 days down river from Conway
- Cave filled with Zombats

Conway:
-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

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

Banneux:
-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
Establishments:
- 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
-THERE IS NOT ENOUGH MAGIC TO JUSTIFY THIS.
-IT MUST BE DESTROYED.
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

Armories:
-Occasionally throughout area in communities

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

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List of Party Treasure/Favors
The Party Bag of Hoarding

Treasure/Loot:
20x bottles of Fancy Wine – 5000gp
1x Crystal Ewer

Money:
5,000 gp in mixed coinage
2,000 gp in checking account for tower expenses (after deducting cost of fixing)

Favors/Contacts:
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
Bridgeburg Trade Guild – 5% take on trade goods (vs. normal 20%)

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)
40x poisons (in darts) (2d8 poison, DC 14)
2x Capsules of poison gas 5ft (2 for one 10ft)
Various Poisons from the underbridge poison lab
4x doses – 3d6 poison (DC 14 Con) (in darts)
5x Phase Spider Poisons (in darts)
1x 12 ounce metal bottle or Mercury
Artificing Lab
Fancy Furniture – In Storage for later lair
Full Construct Manufacturing Lab
6.5 pots Grease Paint
Caller in the Dark Ritual Tools
2x ladders
2.5lbs Raw Bars of Adamantine – 1000gp/lb
6x Mithral Tubes – 3lbs of Mithral (500gp/lb)
1x Spyglass
Tiny Locked Box
5x Ropes for Binding

Magic:
– 26x Pearls for Identify
– Lead Pellets (Magic)

Weapons:
– 24x Stun Eggs – Improvised Weapon, Hit DC 15 Con save or Unconscious 8 hrs (Inhale, Poison) – uses Essence of Ether

Armor:
– 1x +2 Chainmail – Sell

Potions/Oils/Like:
– 1x Oil of Slipperiness
– 8x vials of dust of sneezing and choking (in darts)
– 3x Doses of Keothtom’s Ointment – 2d8+2 heal, cures poison/disease
– 3x Potions of Fire Breath
– 1x Potion of Invulnerability
– 1x Potion of Water Breathing
– 1x Potion of Supreme Healing
– 19x Sovereign Glue; Set Time = 1 min
– 1x Potions of Fire Resistance
– 1x Potions of Lightning Resistance
– 1x Potions of Cold Resistance
– 3x Potions of Hill Giant Strength
– 1x Potion of Vitality
– 1x Elixir of Health – Cured all status conditions

Wondrous:
– 1x Portable Hole
– 3x large polished stones – magical – Ward against Undead when setup
– 10lbs Powdered Glowing Stone
– 10lbs Normal Glowing Stones
– 1x Rope of Climbing – 60ft, 3000lbs carrying capacity
– 1x Sphere of Sending – speak with twin somewhere
– 1x Ambermarle Key Sphere – Silver
– 2x continual flame candles
– 1x Decanter of Endless Air
– 1x Wand of Secrets – 3 charges, Detects Secret Doors/Traps – 1d3 at dawn
– 1x magic desk that turns stuff into wood
– 1x 6in diameter magic ring – key to secret door in exploded tower burned room
– Magic box – Key to a secret chest
– Statuette – 1/week, remove any status condition. – Give to brother dog
– 2x Boxes of Preservation – one contains a blood-soaked Cloth connected to grandpa
– 300lb, 2ft dia stone sphere of sending. – Still in swamp
– 1x Another half of a sending stone pair
– 1x Lamp (30ft, 60ft dim, 6hrs/pint), Reveals incoporeal/invisible things in its light
– 10 gallons of oil
– 3x magical paintings – Garden, a Chateau on a Hill, and a desert

Merchant Goods

Plot Item:
1x Amulet w/ Ambermarle Y = 25gp
Scrolls and Books (Abyssal) – In Translation
1x Dwarf “Statue” – 500lbs
Crossed-Sword Pendant – knightly order symbol
2 books (in Abyssal) – In Translation
1x two-pronged Dagger (ivory) (1d4+1, silver)
Documents and Maps (50 years old) – w/ Sage
3x Ambermarle signet rings on goblins (goblins died significantly less than 50 years ago)
Spellbook – Elven
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 Cookbook
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 folio of papers on Grandfather from Zombie Plant Mansion
Room of Paintings
Ritual Paintings (Naked people w/ candles at Stonehenge)
Diagrams of Constructs (including Roombas)
1x library of books from zombie plant house
1x panting of area- 1000gp
1x pile of art pieces – 600gp
1x forging facility of stuff
1x collection of the Uley capital city maps

Trophy:
– 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
– 1x 2000gp Owlbear statue = 2000gp
– 1x 5ft stone Talking head – named Alexa

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