Jamnut Thaumaturgical Reposessions

Undas cast a spell and flew from Faroth, heading south to Bulgar valley, into the far southern Sing’jar mountains between where the Kenku live and the High Elves live, under the shadow of the southern volcano. Elador’nis, priest of Elhona, Father of Oaks, met with him. Undas, of whom a prouder gnome could not be found, this time encouraged his height with his first shield gaurdian, presented a sapling from the Moonsea realm. Elador’nis was speachless seeing something prized of his kin, heard only through legend. One can only imagine the amount of resentment it actually built towards the gnome.

This was typical of Undas’s social interactions. Being such a powerful conjurer, and so focused, his social interaction was still coarse.

Generations of human wizards, elven wizards, dwarven clerics, and a family of stone giants knew of his akward, off-center tactics. Eventually Ji’ilna Lul’linar, a halfling warlock, was the one to develop a relationship with him 200 years later. They would marry and establish the Jamnut Fender Works foundry below Faroth.

Undas hired a variety of earth races to build them an underground workshop: multiple levels, with various underground streams, and at the bottom was a magma pool. Henceforth, this eclectic annex became a business, attacting skilled gnomes, exiled dwarves and metalworkers from across the bay. With magic and skill, a variety of arts and prototypes shown at parties evolved into armors, weapons and defenses put on auction in the Undas fairgounds in the center of Faroth. The final touches would be added courtesy of a stone giant named Thromcron.

Seven hundred years later, these fairgrounds would be neglected ruins inhabited by bugbears fighting refugees from Sing’jar. But in the intervening centuries, the arrival of Crimskil and Rodorax to the east side of the Sing’jar mouontains changed everything. After political embarassment, the Forest elves separated ties to the High elves to the south. The High elves then attempted to enslave the Minotars which then escape. The south seas boiled with evil serpents and the Yuan-ti appeared and conquered the area south of Witclif (the Whitechalk Cliffs). Crimskill destroyed the brotherhood of stone giants in the Sing’jar mountains and chased Thromcron to Sing’jar, followed by a legion of orcs fostered by Rodorax. Rodorax charred the forests and southern Sing’jar bay, until he was stopped by the bronze dragon. Faroth was mostly obliterated by the onsaught of Crimskil, seeking to destroy Thromcron.

Undas, during all this time, stoked his fires and studies his books. Jamnut Fenderworks was incorporated to sell his magical armors and seige weapons that defended Faroth and Sing’jar bay through many battles. The Forest elves, unfortunately, had nothing to pay and too much pride to emploly a gnome to help defend them. The forest elves fell in droves to both orcs, drow and undead that poured from the east after Ludhold, to the east, fell. Jamnut sent a magically armored Ger’nome squad to the Sing’jar mountains to hold the pass. They are the reason Feltor and his squadrons remain.

Other Ger’nome squads where dispatched south to Belgar Island and north east to the Octran Islands, to help defend against the dragonspawn of Rodorax. These battles garnered the attention of actors in the Etherial plane, and Undas was then introduced to a variety of avatars, devils and daemons across the universe. These encounters became sabatoge and assasination attempts that eventually killed Ji’ilna, and Undar traded in favors to conjure a pocket dimension to retreat to, escaping the agents of the Abyss and Hades.

The pocket dimension is only possible because of the celestial proximity of the fey realm to the Faroth realm. Thus a gate to Fog’nia was summoned. From this traveling pocket of Feywild, he rescued the last green dragon from a battle with Rodorax; and El-Vernon’ix became Undas’s planar navigator.

Debts began to trouble Jamnut. Customers from so many different planes often felt that non-payment was something they could get away with. Thus the Thaumaturgical Repossessor team was created.

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(D&D) Southern Sing’jar Sea

Adding more details over next few days.

South of Sing’jar we have Belgar island, populated by sea elves, whom are generally defensive and isolationist. They distrust people from Faroth, notably because of Faroth’s history of sending gnomes south to plunder magic and gems from Belgar.  Belgar elves trade willingly with  the western shore of the Burati valley. Burati are mostly humans and elves, and export lots of grains to the area, except north to Sing’jar, because of the difficulty of crossing he Burati mountains to the north. The Burati river to the south forms a border with the Kyln.

Kyln are a small nation of hobgoblins. They are notable for having co-invaded Sing’jar during the Devil Insurgency. Kyln hobgobs are a vigilant society, at peace with Burati and Belgar, but ever watchful of Yil and Witkif.

The Yil heights are occupied by the Yuan-ti and their attending thrall. The area is complicated with lots of secretive house societies that maintain their own trade routes for contraband north into the Kyln, R’rusk, the high elven city east of the Kyln population, is the most popular silk road trade route. Any high level character could get hired as an escort on that illegal trade route.

Witkif is the capital city of the Whitechalk Cliffs region, the large spit that sticks far enough west to change the very seas north and south of it. Inhabited by orcs, ogres, and some giants, they are often rejecting their half-breeds or conscripting them for raids against Kyln and Yil.

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Dandilion spit is a dangerous place to dock because storms can dash your boat ashore so easily. The town itself it made of splintering ship planks, and finding any square carpentry is rare. There are three pubs here, and it is the fafstest way to switch ships or trade goods in bulk if the weather is kind.

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Snail Bay is a twisting sandbar draped araound sharp limestone outcrops in the delta of the Yarrow river. Not as much trade here and a much slower life-style. Sea traffic is barred many hours a day by tides that expose the Yarrow sandbar and the Seal’s Head sandbars. The Yarrow river does not flow fast enough to erode these areas when the tide is out. This makes Snail bay an effive place for smugglers to dock.

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Pinola cliffs is a strange collective that is one of the most curious places to buy magic or make armor. Each of the four large outcrops of rock is joined by rope bridges to large houses built into the side of the limestone cliffs. There are families of dwarves, elves, sea elves, and half-orcs that each have a family business on an island or in the cliffs.

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[D&D] Amroth’s accord with G’ning-ar

spider-darkmoonAmroth Cavepool, a young 70, was a bright miner and good with his fellow dwarves who lived deep below the Sing’jar mountains. Almost since his birth under these mountains, he had been present either defending the clan against the Cult of Ulexnil or repairing dammage to the tunnels from purple worms. Everyone had been busy for years, people were constantly being hurt, but they were saved by two things: the passages between east and west slopes of the mountains that brought trade with the surface, and plentitude of fungus that grew in the old passages left by the purple worms.

Uncle Harnig Ruktite had spent many years leading ore cars up to the elves on the east and out to the humans on the west to trade for game and wheat. On his latest trip he was late, and Agus Cavepool, on patrol, found him slumped against the wall, unconcious from a stab wound in a tunnel on the west side. This was unusual, because the Cult would not have used blades, it would have been magic. The humans were too loud and typically repelled by the traps near the entrances to get so far. Some malicious cavedweller was on the loose!

Amroth, Agus and aunt Elinke stuffed their packs with jars of pickled mushroom slices and salted deer jerky, hefted their picks and set out to find the culprit. First, the connector tunnels between the family areas and the mining viens: normal. Next the ore discard paths that lead east: interesting lone tracks on the gravel. Then the discard paths that lead west: more tracks by the same foot prints and signs of dwarf scat. A new tunnel was found dug to the mushroom grove and it had regular footprints. No one would notice stealing fungus from the back of the cave. The team retreated to watch the path.

A single young dwarf appeared, climbing over a bolder they hadn’t considered had any room behind it, and started walking the path to mushrooms. As he approached, they noticed he was bald with barely a beard. Was he burned? He barely stood out from the darkness as if he was also the color of shadow. Agus signaled and they all jumped down from the walls and surrounded the fellow. Amroth felt a jab below his eye and immediatly fell backwards, but Agus and Elinke both struck him with their picks and he went down.

The prisoner was clearly foreign, and appeared to resent the sight of them. He was gray skinned and had a few spines as wiskers on his chin. This was a Deurgar, but none had been seen in this land…ever. His name was G’ning-ar, and he didn’t now how to get home. He liked how dark it was in the caves, because where he came from it wasn’t dark enough. But wherever that was, he couldn’t find a way back. He was lost from his family and doing fine by himself, thank you. The shook G’ning-ar down and found almost a sack’s worth of daggers, gems, and stolen jerkey from their pantries.

There was no way this Deurgar was going to live among the Cavepools, he was a thief and an unrepentant one. No recognition of good dwarven god was about him…this was a rogue from another world here for no apparent reason. Agus, Amroth and Elinke tied his hands and lead G’ning-ar up a dozen levels, nearly to the surface, and left him there on the floor, without his daggers. “Go any lower,” they said, “and we’ll break your legs and leave you on the surface, you thief!”

G’ning-ar hated the Cavepools. Hated them more than the other wierdo magic using dwarves he met in the south that kept shooting magical arrows and fire at him. That wasn’t comfortable, but at least he didn’t get a chance to be insulted and humiliated. These Cavepools were all dicks. Any chances to steal from them would be welcome!

And for the next 200 years, G’ning-ar make a trip every week to wreck something owned by the Cavepools. Not always successfully, but enought to keep them constantly cautious. No dimwitted knuckle dragging pick swinging dwarf would find a rogue deurgar in a million years, right?

 

[D&D] G’ning-ar’s Long Walk

barrel-headGruuden’kar son of Gnuden’tik, slayer of Shivvek, was always full of stories, and constantly derailing conversations with a “one time, you know…” and a “that reminds me of,” to the point at which granson G’ning-ar son of Pubshan son of Gruuden’kar learned to just say “that’s right, grandpa,” and go on swinging his toy hammer when being toted about on Pubshan’s back.

They, Pubshan and Gruuden’kar, would take G’ning-ar scavenging in the old city Tatus, once home to a hundred-thousand Githyanki. Old buildings would be stacked with abandoned weapons, magic wands, staves and bows decorated in many manners. Not all of them were safe, either. Before touching any appealing item, it would get collected into a blanket and not directly touched until cleric Tru’de-gar could determine if it was cursed.

G’ning-ar, when he was a young thirty or so, decided to wander off while Pubshan grandpa were moving a pile of fallen bricks away from a big door. Duergar are hardy, but any chanse of slipping away and finding some silence always appealed to G’ning-ar. It became very quiet, very suddenly…and he couldn’t hear his clothes rustle, he breath, or his heart beat. He looked down and found himself in a glowing circle of runes.

The next place he saw was nothing but endless sky. In the far, far distance was a floating island that looked like a corpse covered in tiny buildings…just floating in the sky…getting smaller. Turning around, he saw an short, iron banded house floating about twenty steps away. He was twisting to the left, the house was slowly twisting to the right. He waved his legs and started twisting backwards.

This was trouble. Shouting wouldn’t help, he knew. Duergar common sense told him that he was probably doomed. But Gruuden’kar might have told a story about something like this. So he spun and thought. And got more and more hungry. Grandpa Gru once told a story about how he followed a Githyanki through a portal onto a field of air. It didn’t make any sense to G’ning-ar at all at the time. But Gru said he figured out that in the field of air, if you thought in unison with your feet, your intention would wisk you along. Gruuden’kar finally cought up to the Githyanki and stabbed him in the back, stole his purse and satchel of onyx stones that he then threw away becuase they would only be useful to a filthy wizard.

The iron-banded house was slowly rotating into view. G’ning-ar purposefully swung his leg and opposite hand in stride as if we were walking to the house. And he got moved closer. In a few strides he even felt like he was walking on a path. In a minute, he grabbed the handle to the door, swung it open, and stepped through.

And his back smaked as if he fell twenty feet onto a tallas slope. He slid down and crumpled up against a rock wall. Welts and scratches along along his back, arms and legs were stinging madly. And it was much darker than he remembered seeing in a long time. Grampa Gru tended to wander about the city in it’s dim light so frequently that the total dark of a cave was rather rare.

Letting his head spin, his ears ring, and his welts throb…slowly the shape of the tunnel, the rubble, and the pick marks of the mine he was in became clear. This tunnel was crap dwarven work! Their tools were dull, the idgit bastards! They didn’t clear a path on the floor so they could keep clearing. Sigh–he got up, shook himself a bit and found his balance, and decided that he brought this exile on himself. He would miss his dad and grandpa, but clearly, this place was entirely new…

[D&D] Meet Alberich

Dwarf_by_BrokenMachine86-jAlberich Ungart is a mountain dwarf, a cleric.
Why adventure in caverns? Well, I would be interested in finding about the history of the dwarves who lived in the caverns, as it is important to me so understand where I come from. I feel I could be useful to the other adventurers because I am a dwarf and a cleric, I might be able to help navigate caverns and keep everybody calm and alive.
As for working above ground… I am sensitive to the sunlight and prefer to work in shaded conditions.
Yes I think it’s possible there is a beholder within the caverns. As beholders have so many potential powers it makes me wonder if it is somehow related to where the dwarves might have gone that abandoned the caverns.

[D&D] Meet Thardis

Minotaur_Gladiator_II_FigureThardis Hornhelm is a minotaur fighter. Thardis comes to the caverns in the hope of finding ancient wonders. he also hopes to end the evil of the cult of Ulexnil. Thardis doesn’t hate life above ground but he would rather be underground away from the darkness that plagues his race and hunting the evil dwarves he despises. Thardis fears that a beholder may be influencing the cult of Ulexnil…he would prefer it if it didn’t exist…but if it does, he would be happy to put an end to its vile monstrosity of a life.

Meet Snilla

Snilla is a greedy hafling rogue, on this expedition so she can pay back her debts. Maybe find some valuable ancient artifact. Sell it to the highest bidder, then leave. Works below ground so she can hide from adverseries.

The beholder is a myth.

[D&D] Meet Noomi

Noomi Rockslayer, son of Kiven Stormskin, Minotaur fighter, traveler of caverns and heir to the throne of Gorith. Sent adrift through the caves of the world after being denounced by his father for his small size.

Noomi Rockslayer seeks money, power, and to one day…rule the greatest kingdom in the world! That would show his father just how wrong he was. He seeks fame and respect, for these things (that would be his right) have been wrongfully denied him. Noomi wishes not to touch the light of day until he has proven himself worthy of the respect that he desires. He wishes to collect the riches of the earth–and with them build his empire!

Noomi Rockslayer knows about beholder…their twisted minds and forms to match…born into this world literally of nightmares. Beholder horde their treasure deep within the earth where it cannot be found…they spend their days planning contingencies–and at night they dream, horrible terrifying dreams that would kill any sane creature! Yes Noomi knows of them–he knows what they are, how they act…but most importantly: he knows to stay well enough away from them, lest they (in their paranoid insanity) deside that he is a threat…

(D&D) New Occupation of Sing’jar

General Gaeal Bunfur, hobgoblin warlord, lead his troops west across the Sing’jar mountains after the orc shock troops. Following closer and sooner than planned, the hobgoblins lead with kobolds to capture the lagging orcs. The hobgoblins, kobolds and bugbears methodically captured and imprisoned the civilians of the area.

General Scabwart the Orc warlord was assassinated upon claiming the mayors mansion, and a coup de tat stole the city from the orcs. Bunfur installed new military leadership, if somewhat unconventional. The following mercenaries were brought into run the city:

Uulopa Sadgrin (Warlock. Human. Archfiend, L14)

Wylan Darkglove (Oathbreaker Paladin. Human. L14)

Yuseph Pitland (Necromancer . Human.
L14)

Eucalors Helm of Control
Sends controllee into rage or double rage CON damage to controller
Target must be in sight of both
Range 120
Requires concentration

Welkers Robe of Spirit Shifting
Allows raise dead / control dead
By touching dead and living subject
Costs 1 con per use
Effects as per Finger of death

Ring of Malignment
Used when bring a spirit into a body, changes the spirit alignment to evil. Transfer +2 int to strength.

Bugbear Platoon

Platoon Structure

Hobgoblin General Brunfur’s veteran batallion occupying Sing’jar have plenty of resources, and the battle to get north involved fighting elves, drow and orcs. Bugbears are trained as rangers and gnolls are trained as shock troops. Platoons have wizards and clerics as part of the team as well. Goblins are not even offered non-commissioned status: they are kept as conscripted troops and slave servants. There are 30-150 goblins per platoon, typically centered in service to the Lieutenant’s command in service of all the cooking, cleaning and platrol of the command camp.

  1. Squad 1
    1. Team 1
      1. Corporal, Fighter, Hobgoblin, Raven
      2. Fighter
      3. Fighter
    2. Team 2
      1. Corpral, Fighter, Hobgoblin, Raven
      2. Fighter
      3. Fighter
      4. Fighter
    3. Team 3
      1. Sergeant, Fighter, Hobgoblin, Raven, Worg
      2. Ranger, Bugbear
      3. Cleric Hobgoblin
      4. Fighter
  2. Squad 2
    1. Team 4
      1. Corporal, Fighter, Hobgoblin, Raven
      2. Fighter
      3. Fighter
      4. Fighter
    2. Team 5
      1. Corporal, Ranger, Bugbear, Raven
      2. Fighter
      3. Fighter
    3. Team 6
      1. Sergeant, Fighter, Raven, Worg
      2. Cleric Hobgoblin
      3. Fighter
      4. Fighter
  3. Squad 3
    1. Team 7
      1. Corporal, Bugbear Ranger, Dire Wolf, Raven
      2. Gnoll Fighter
      3. Gnoll Fighter
    2. Team 8
      1. Lieutenant, Fighter, Worg, Raven
      2. Wizard, Hobgoblin, Horse
      3. Bugbear Ranger
      4. Cleric Hobgoblin

Platoon Stat Blocks

class

Level/CR

XP

HP

AC

To Hit/Damage

Dire Wolves: 4/2 800 48/6d10+12 15 (leather) +6/2d6+4 bite, +6/1d4+6 claw (1-3 attacks)
Hobgoblin Fighter 4/2 450 39/6d8+12 17 (half plate) +4/1d6 +2 longsword

javelin

Gnoll Fighter 4/2 450 39/7d8+2 17 (studded leather) +6/1d4+6 bite,

+6/1d6+6 spear,

+5/1d6+5 (x2) dual short swords

Hobgoblin Clerics: 5/3 700 53/8d8+16 17 (half plate) +6/1d10+6 war hammer
Hobgoblin Wizard: 4/2 650 42/8d6+16 12 (amulet, robe)
Hobgoblin Ranger: 4/2 650 53/8d8+16 17 (Breastplate, buckler) +5/1d8+5 longsword
+5/1d8+5 longbow
Bugbear Ranger: 5/3 800 65/10d8+20 17 +5/2d8+3 morningstar

+6/1d8+4 longbow

Raven: 1
Corporal Bugbear: 6/4 1600 71/11d8+22 17 +6/2d8+4 +1 morn

+7/1d8+5 longbow

Corporal Gnoll (dual wielding) 5/4 1500 42/7d8+8 18 leather/mail shirt +9/2d4+4 bite, poison

+9/1d6+9 glaive

+7/1d6+9, +5/1d6+5 dual shortsword (2 attack)

Corporal Hobgoblin: 3/4 1600 46/7d8+13 17 (half plate) +5/2d6+4 greatsword
Sergeant Hobgoblin: 6/6 3200 97/13d8+39 20 (plate, shield) +9/1d8+6 +1 greatsword
Lieutenant Hobgoblin: 9/7 6500 115/16d8+45 21 (plate +1 sh) +13/2d8+9 +2 greatsword
Worgs: 4/2 58/8d10+8 14 (leather) +7/2d6+7, DC14 trip

The teams with fewer members are often supplemented with goblins, gnolls, bugbears or mercenary specialiists.

The Gnoll corporals are part of a dual-wielding training regimen that gives them two attacks when dual wielding their short swords.

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