history of tharcia clues - wordpress.com• beware of trolls • etraika is slowly sinking • some...
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Stroglee clues, history checks, your map so far, and Stroglee’s Map
• Traveling during the rainy season is faster and safer
• The Suel ruins at Etraika hold a clue to the location of Thracia
• The Thracians mastered the creation of sentient weapons
• The tribesmen in the Suss fens are cannibals
• Beware of Trolls
• Etraika is slowly sinking
• Some tribesmen will trade for steel weapons
• Precious gems can be found at the lost city
• Some plants will eat you
History of Tharcia clues
Trip to Caves of chaos
From the chapel of evil chaos…The south wall is covered by a huge
tapestry which depicts a black landscape, barren trees, and
unidentifiable but horrible black shapes in silhouette – possibly
demons of some sort - holding aloft a struggling human. A gray sky is
torn by wisps of purple clouds, and a bloody moon with a skull-like
face on it leers down upon the scene.
Stroglee says… the bloody moon with a skull-like face was the
symbol for the God of death, Thanatos. Thanatos was worshipped
by the Thracians that survived the rain of colorless fire.
Hafner: The ruler of the lizard men, the Immortal King , a long-dying sorcerer of vast power, transformed himself into a lich and await the return of his people. The lizard men sealed away their temples and scattered into the swamps. Lia: At this time humans began using the beast men ( gnolls, minotaurs, dog brothers ) as slaves, and it was with their labor this secret cavern was transformed into an underground palace and pleasure dome for Thracian nobility . This work was completed under the reign of Argos II . Tincel: 150 years later worship of the Death God Thanatos was outlawed , his priests tortured to death or sealed away alive inside his temple on the 1st floor .
Plaza clues • Thracia is a sub-tribe of the Suel
• The ruins at Etraike were of a major Suel city
• The plaza map showed a major road network through the Suss forest
• One of the sub-tribes symbols was a black sword, trident and a hammer
Plaza Map When the weapons symbol was placed in the magic table a route was illuminated on the plaza map. The route lead from the plaza to a dock on a large lake. The route then traveled across the lake to a smallish city. The drawings on the map showed a fish symbol at this location. There were three roads from here, north-west, north and south-east. The illumination route followed the north road over a small mountain to a river. There the route followed the river, then it exited the river north, onto a road traveling east and west . The route went east along the road until it crossed a large stone bridge over a deep chasm. The illuminated route continued east; but unfortunately, this section of the plaza map was destroyed.
Stroglee’s Map
Your map so far
Village Store Acid (vial) 75 1 lb. Alchemist's fire (flask) 150 1 lb.
Antitoxin (vial) 150 -
Backpack 2 5 lb.
500
Block and tackle 10 5 lb.
Book 25 5 lb.
Bottle, glass 20 2 lb.
Bucket 1 2 lb.
Admantine chain shirt 1250
Candle 1 -
Climber's kit 25 12 lb.
Canoe repair kit 35 4 lb.
Fishing tackle 1 4 lb.
Flask or tankard 1 1 lb.
Healer's kit 50 3 lb.
Holy water (flask) 25 1 lb.
Lamp 5 1 lb.
Mirror, steel (1) 500 1/2 lb.
Oil (flask) 1 1 lb.
Pole (10-foot) 1 7 lb.
Pot, iron (3) 20 10 lb.
Potion of healing 250 1/2 lb.
Rope, hempen (50 feet) 1 10 lb.
Rope, silk (50 feet) 10 5 lb.
Tent, two-person 2 20 lb.
Tinderbox 5 1 lb.
Torch 1 1 lb.
Vial 1 -
Waterskin 1 5 lb. (full)
Spearman Hireling: 150gp AC 14 HP 15 Dex +3, Str +3, spear +5 to-hit, d6 (8 2
handed) +3 Piercing range 20/40 Stealth +5 Survival +5
Porter Hireling: 50gp AC 10 HP 8, club +2 to-hit, d6 Bludgeoning
Henchmen
Effective Location of Henchmen: While there might be as many as 25 or more prospective henchmen in the city of 25,000 cited above, the player character desirous of locating one or more for service must be able to reach the NPCs in order to let them know there is a henchman position available. In order to get this sort of information around, there are several methods which can be used singularly or in combination: Method Cost Effectiveness POSTING NOTICES IN PUBLIC 50 g.p. 10% - 40% HIRING AGENTS TO SEEK PROSPECTS 300 g.p. 20% - 50% FREQUENTING INNS AND TAVERNS special special HIRING A CRIER 10 g.p. 1% - 10% Each method can be tried but once a month with any hope of success. Reduce the percentage chance of effectiveness of each method by 5% when used in combination; this reflects the duplication of effort. The special costs for frequenting inns and taverns is a combination of the price of a round of drinks for the house and a fee to the barkeep to mention the prospective employer to adventurers. For each 10 g.p. (50 g.p. maximum) of fee, there is a 1% - 4% chance of reaching a henchman. Classes Of Prospective Henchmen: Of the total number of prospective characters who are capable of working upwards in level, the distribution of class will be as follows: CLERICS 20% FIGHTERS 44% MAGIC-USERS 20% THIEVES 15% SORCERER 1 % Races Of Prospective Henchmen: 80% Human, 15% half-elf, 5% Genasi
Copyright dmg 😉
Schitt’s Creek Queen Sheba speaks
• Your group is the first adventurers from across the river (west) in 10 years
• There is a sub-tribe of Suel that she calls the ‘metal men’ because they wear plate
• The location of the metal men is north-east
• Over the low mountain is a tribal village on a river
• Down the river before the falls is Fort Bravo
• Supplies from the north have slowed down over the last two years
Large population of ½ elves and Genasi
Henchmen as per the ad&d dmg Alchemist: one steel longsword = one item, sold out!
Village store: one steel longsword = 450gp Many new items!!!
Alchemist – Simbolic Air Genasi
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Genasi
Those who think of other planes at all consider them remote, distant realms, but planar influence
can be felt throughout the world. It sometimes manifests in beings who, through an accident of
birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of
genies and mortals. The Elemental Planes are often inhospitable to natives of the Material Plane:
crushing earth, searing flames, boundless skies, and endless seas make visiting these places
dangerous for even a short time. The powerful genies, however, don’t face such troubles when
venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and
they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt
mortal guise and travel incognito.During these visits, a mortal might catch a genie’s eye. Friendship
forms, romance blooms, and sometimes children result. These children are genasi: individuals with
ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others
have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an
elemental heritage that’s lain dormant for generations.
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language,
filled with harsh syllables and hard consonants. Ability Score Increase Your Constitution
score increases by 2.
Age
Genasi mature at about the same rate as humans and reach adulthood in their late teens.
They live somewhat longer than humans do, up to 120 years.
Alignment
Independent and self-reliant, genasi tend toward a neutral alignment.
Size
Genasi are as varied as their mortal parents but are generally built like humans, standing
anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods
shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies
them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked
by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase
Your Dexterity score increases by 1.
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind
You can cast the levitate spell once with this trait, requiring no material components, and you
regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting
ability for this spell.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t
necessarily evil. You have inherited some measure of control over earth, reveling in superior
strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your
options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always
have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no
matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of
deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh,
dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded
crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase
Your Strength score increases by 1.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone
You can cast the pass without trace spell once with this trait, requiring no material components,
and you regain the ability to cast it this way when you finish a long rest. Constitution is your
spellcasting ability for this spell.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward
impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in
it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red,
coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under
extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire
genasi voices might sound like crackling flames, and their eyes flare when angered. Some are
accompanied by the faint scent of brimstone.
Ability Score Increase
Your Intelligence score increases by 1.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you
see in darkness is in a shade of red.
Fire Resistance
You have resistance to fire damage.
Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands
spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you
finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call
to your heart. You wander freely and take pride in your independence, though others might
consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their
skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most
have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely,
swaying and waving as if underwater. Some have voices with undertones reminiscent of whale
song or trickling streams.
Ability Score Increase
Your Wisdom score increases by 1.
Acid Resistance
You have resistance to acid damage.
Amphibious
You can breathe air and water.
Swim
You have a swimming speed of 30 feet.
Call to the Wave
You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy
water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way
when you finish a long rest. Constitution is your spellcasting ability for these spells.