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History Tymarell was a rich city-state, located at the headwaters of the Panthera River in modern-day Rakore. Tymarell was founded in 305 Avard, and reached its peak just before it was destroyed by a pyroclastic flow in 612 Avard. A long-dormant volcano known as Mount Weltdown was active just long enough to destroy Tymarell, before going quiescent once again. Tymarell excelled at gold-mining and smelting, and was also known for its fine wools and woolen tapestries. The city-state was ruled over by a duke, who was appointed and supported by a council of the most powerful and influential members of the land. One member of the council was a powerful priest of Mikindim, whose church constructed the vast underground sewers of the realm. Other members of the council included a wizard of considerable skill, a silver dragon, and a representative of the local dwarves, the Deepsmiths. The awakening of Mount Weltdown was met with some concern, but it was not considered a great threat to Tymarell. The pyroclastic flow befell the city so quickly that nearly everyone died instantly. Killishandrastatia, the silver dragon that influenced the city-state, died horribly of asphyxiation after his lungs were burned out by the flow; unfortunately, his death throes collapsed several of the underground sewers that had survived the flow intact. The sewers are currently a confusing maze of tunels and labyrinthine corridors, made more confusing by the incursions of the Deepsmiths after the city had fallen. Some of the sewers came up underneath buildings of considerable importance within the old city-state, in include the city treasury, the wizard's tower, Killashandrastatia's home, the city armory, and the homes of several residents. Killashandrastatia's home contains a hint as to the location of his treasure horde, in the form of a cryptic map set in the floor to his study, hidden in the mosaic tiles. The map was translated by operatives of Firestorm, and indicated Hammer Isle as being the location of the dragon's treasure. A number of creatures have moved into the tunnels, over the years. A few of the old buildings poke up from beneath the stone-formed ashes, allowing various entrances and exits, especially as how many of the buildings were broken into from below, by either the Deepsmiths or various creatures. The Deepsmiths, for their part, tried to access the treasury, only to be turned back by the earth elemental the wizard had emplaced. Most of the Deepsmiths were wiped out by the humans of Stomalin some time later. The former ruler of the underground was Grythe, a powerful troll that lorded it over several Deepsmith slaves, and an otyugh. Grythe was defeated by a small group of Gideon Enterprises operatives, though they withdrew afterwards, having suffered heavy casualties. Two of their bodies lie rotting in the sewers where they died, half-eaten by rats, and cut in half by the greataxe Grythe had wielded. The troll is still regenerating, and it might be several years before he is able to lord it over the Deepsmiths, again. He hides, deep within the sewers, patiently healing from his terrible wounds. Other, lesser creatures currently inhabit the tunnels, as well, including rats, a giant constrictor snake, monstrous spiders, and even a will-o'-the-wisp. A ring of earth elemental control is needed to bypass the summoning ward on the treasury; without it, whole armies could be ground to pieces. Detect magic or similar spells might be used to help find it. As well, a skeleton lies beneath the pipe the rats took the ring down -- the poor fellow was eaten alive by rats, while he tried to get at the ring, where it could be seen down a drain pipe, well out of reach. Adventurers have long since plundered that particular ring. The treasury contained bars of gold bullion, square, golden coins, square silver coins, and square platinum coins minted in Tymarell. It was cleaned out by operatives of Doom Rex and the Marksmen. Although all the treasure is gone, the earth elemental contained within its permanent summoning circle still defends the front entrance -- though the back has a mine shaft punched through it from somewhere else in the ruins.
The Mission to Tymarell After Duke Herod's betrayal and escape, Tram and his wife Rain began to wonder about what had happened in Tymarell. Contacting a friend of theirs, Hone, and getting back in touch with the Marquise Mhenace, Tram finally understood quite a bit -- and was able to deduce quite a bit more. Doom Rex and his Marksmen were gathering gold and monies in order to fund caches of weapons and food, to make bribes and buy nobles, all in preparation against the day the ograns invaded. The estimated treasury at Tymarell had been considerable. Tram and his friends -- Master P'Arkon and Ahira Bandylegs in particular -- had figured out the frescoes on the floor of one of Killishandrastatia's floors, and determined that the silver dragon's treasure was on Hammer Island. An expedition sent by the Marquis had discovered the treasure already stolen. Tram realized in retrospect that Duke Herod must have leaked the treasure's location to Doom Rex. As Tram and his wife Rain looked at their memories of Tymarell in a new light, they came to understand that Tymarell might have considerably more to it than they had originally suspected. Indeed, word had reached Tram and Rain from Takanal that the old salt mines of Grunden -- which had supplied Tymarell with much of its salt and economy -- had been discovered. Unfortunately for all, Grunden and Tymarell lay very close to the Grand Maul Pass, which the ograns had already taken and were heavily fortifying. A large force would be unable to get in to Tymarell or Grunden, but a smaller force might be able to get in, and even find something of note, either in Killishandrastatia's rooms, or in the other towers of the ruined city. The Deepsmiths, or even Grythe, might have critical information about secrets of the ancient city that predated the Storm Wars and the Inquisition. Tram has heard rumors that the people of Takanal are considering evacuating into the ruins of Tymarell or Grunden, and thinks an expedition to the ruins could therefore prove doubly beneficial to Rakore. Tram would be the primary point of contact for the mission, looking to hire someone that could not be sent to the front lines as a fighting man or sent to Lok Magius as a fighting mage. Tram knows of a fighting man in Takanal, and has sent word ahead to Sir Zacchary 'Zap' Kantor to look for his selected people, and inform Zap of their plans. An expedition to the mines would allow whomever Tram hired to board an armed river sloop headed that way the very next day, accounting for one day's travel. A roc-hawke or scrag encounter is entirely possible on their journey. Upon arriving in Takanal, either Zap or his friend Ethos will meet their sloop at the docks in Takanal. From there, the party would have to proceed on foot to the ruins of Tymarell, using a map obtained from Tram. Zap would be able to provide a map to Grunden, if the party preferred to go there. Ogran scout encounters are highly likely on the road from Takanal to Tymarell. As the crow flies, Tymarell is only about 15 miles north of Takanal; going straight there would take as much time as taking the winding old roads that used to supply Tymarell through the forests.
The Sewers of Tymarell
Rats, Tiny Animals (hundreds): CR 1/8; HD 1/4d8 (1hp); Init +2 (Dex); Spd 15ft, climb 15ft; AC 14 (+2 size, +2 Dex); Attacks Bite +4 melee (1d3-4), F/R 2 1/2ft by 2 1/2ft/0ft; SQ Scent; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2; Skills: Balance +10, Climb +12, Hide +18, Move Silently +10; Feats: Weapon Finesse (bite).
Monsterous Spider, Small (6): CR 1/2; Small Vermin; HD 1d8 (4hp); Init +3 (Dex); Spd 30 ft, climb 20ft (40 ft, climb 20ft); AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2 and poison); SA poison, web; SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2; Skills: Climb +10, Hide +14, Jump +6, Spot +8; Feats: Weapon Finesse (bite). Poison (Ex): DC 11, Initial and Secondary Damage 1d3 Str. Web (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 to notice the web; attempts to break free gain a +5 bonus if there is purchase. Vermin (Ex): Immune to mind-influencing effects. 3ft wide; body the size of a man's head.
Will-'o-Wisp, Small Aberration (Air): Cr 6; HD 9d8 (40hp); Init +13 (+9 Dex, +4 Improved Initiative); Spd Fly 50ft (perfect); AC 29 (+1 size, +9 Dex, +9 deflection); Attacks Shock +16 melee (2d8); F/R 5x5/5ft; SQ Spell Immunity, Natural Invisibility; SV Fort +3, Ref +12, Will +9; Str -, Dex 29, Con 10, Int 15, Wis 16, Cha 12; Skills: Bluff +11, Listen +17, Search +14, Spot +17; Feats: Alertness, Blind-Fight, Dodge, Improved Initiative. Spell Immunity (Ex): The only spells that affect them are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil. Natural Invisibility (Ex): A startled or frightened one can extinguish its glow, effectively becoming invisible as per the spell.
Snake, Giant Constrictor, Huge Animal: CR 5; HD 11d8+11 (60hp); Init +3 (Dex); Spd 20 ft., climb 20ft; AC 15 (-2 size, +3 Dex, +4 natural); Attacks bite +13 melee (1d8+10 damage); F/R 15ftx15ft (coiled)/10ft; SA Improved Grab, Constrict 1d8+10; SQ Scent; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9.
Otyugh, Large Aberration: CR 4, HD 6d8+6 (33hp); Init +0; Spd 20ft; AC 17 (-1 size, +8 natural); Attacks 2 tentacle rakes +3 melee (1d6 ea) and bite -2 (1d4); F/R 5x5/10(15w/tentacles); SA Improved grab, constrict 1d6, disease, SQ scent; SVs Fort +3, Ref +2, Will +6; Abilities STR 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6; Skills - Hide +5*, Listen +6, Spot +9; Feats - Alertness. Improved Grab (Ex): Auto-grab with a successful tentacle attack. Constrict (Ex): Automatic tentacle damage with a successful grapple attack. Disease (Ex): Fort save (DC 12) or 'filfth fever' - damage 1d3 Dex and 1d3 Con temporarily. *Skills: +8 bonus to hide when in its lair, because of camouflage. Treasure: ghosttouch dagger +1, spessartine (red to orange garnet, 3,671 SP), medium masterwork dwarven waraxe (330 GP).
Grythe, male troll Ftr4: CR 9; Size L (9 ft., 3 in. tall); HD 6d8+48 + 4d10+32; hp 131; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+3 Dex, -1 Size, +7 Natural); Attack +17/+12 melee (greataxe 1d12+8, crit 20 x3), or +9/+4 melee (greataxe 1d12+16, crit 20 x3), or +12/+7 ranged; SV Fort +17, Ref +6, Will +1; AL NE; Str 27, Dex 16, Con 27, Int 10, Wis 3, Cha 8. Languages Spoken: Common, Giant. Skills and feats: Climb +13, Craft +6, Handle animal +2, Hide -1, Listen +2, Move silently +3, Spot +2; [Alertness], Combat reflexes, Improved bull rush, Improved initiative, [Iron will], Power attack, Run.
Grythe's Lair: Large, well-done wool tapestry (297.2 gp), 198 gold coins (198 gp), gold sheen obsideian (65.3 gp), ring of protection +1 (2,000 gp), bastard sword +1 (2,344 gp) (cursed -- wielder's eyes turn a reflective silver color -- immune to gaze attacks, but at the same time, the wearer forever loses any enhanced vision, and cannot receive magically enhanced vision), ring of climbing (2,000 gp).
Dagonneth Deepsmiths (scores of them), male dwarves (deep) Ftr1: CR 1; Size M (4 ft., 4 in. tall); HD 1d10+1; hp 11; Init +1 (+1 Dex); Spd 20 ft.; AC 17 (+1 Dex, +6 Banded mail); Attack +2 melee (battle axe 1d8+1, crit 20 x3), or +2 ranged (dagger 1d4+1, crit 20 x2, range incr 10ft); SV Fort +3, Ref +1, Will +0; AL CN; Str 13, Dex 13, Con 13, Int 7, Wis 11, Cha 9. Languages Spoken: Dwarven, Common. Skills and feats: Hide +1, Knowledge (nature) +0, Listen +2, Move silently +1, Spot +2; Alertness, Combat reflexes.
Dagonneth's Treasures: Melf's Acid Arrow (l2, cl3) (2 charges) (180 gp), potion of reduce (at 5th level) (250 gp), spined shield (2,670 gp), cloak of charisma (+4) (16,000 gp), staff of healing (25 charges) (16,500 gp), nunchaku +2 (23,302 gp) (Int: 17, Wis: 12, Cha: 17, Ego: 12, Communication: empathy, Alignment: neutral good, Skills: sense motive +10, grants bearer free use of blind-fight, 'cure light wounds' / 1d8+5 /on self / 1 per day, sheds light in a 20-foot radius / as a torch), brass mug with jade inlays (281.2 gp), carved ivory statuette (90.8 gp), jeweled anklet (3,917.4 gp), sapphire pendant on gold chain (1,654.7 gp), 2,059 gold coins (Tymarellan/Karatikan make), woolen tapestry (412 gp). |