After joining the Cartographers’ Guild, I’ve learned that most of my rivers have all been messed up and that I’ll never really be done with a map.
The orginally posted version of the Anzorae map with information tidbits on the locations is here.
So I made the following changes:
Fixed the multiple rivers leaving a lake or a river splitting downstream. By “fixed” I mean I found ways to cover up the BAD rivers.
Added smaller townships (red circles with X)
Added roads, major and less well-maintained ones
Filled in the blue ocean around the continent. I just felt unfinished like it was before.
Added “ANZORAE” title to page
I haven’t figured out how to make the wiggle-squiggly, ocean water lines look better. If I squint, I can ignore those. I’m really tempted to take it into GIMP to get rid of those buggars.
Anzorae Map Version 2.0 – now with roads! (To see it without the distracting ocean lines, see below)
Anzorae with the squiggly ocean lines removed. Unfortunately this also removed the island and the title of the map. GIMP is great for a free program, but Boy! Oh boy! I miss PhotoShop!
I originally posted the black & whitish pencil sketch of Yewnaria here. Below are descriptions of the areas of interest on the continent of Yewnaria.
Continent of Yewnaria (Mainland)
Kalenar
Largest settlement on the mainland of Yewnaria
The recognized seat of power for the mainland
Sits at the mouth of the Kale River
Often battered by brutal coastal waves that floods the lower areas
The wealthier live in communities built upon elaborate, multi-level platforms perched on stilts
Goya
Nearest neighbor to Kalenar
Sits between the Kale River and the base of Orgool Hills
The Kale River widens and slows down at this point, making it feasible for larger ships to sail from Kalenar up to Goya
Anika
Coastal town
Next closes territory to Kalenar
Has a large wall around the city which helps brunt the worst of the coastal batterings as well as keep out unfriendlies
Between Anika and Happychance are rich, fertile farmlands
The eastern mountain range of Yewnaria are riddled with tunnels and passageways to the other side of the range. Many of the passageways are controlled by various clans of trolls, kobolds, dwarves, humans and the like that charge tolls and/or offer protection for travelors
Happychance
Upriver from the violent coastal tides
Happychance straddles the water where three rivers merge
Psíanth
Northern most settlement in the Valley of Lakes
Large bridge over the Al’alwan River leads into Psíanth from the east
Mawgenta
In the center of the Valley Loslagos
On the banks of Kershmire Lake
Aberdine
Lake side
Cadeem
Lake side
Bonhaven
Does a lot of trading with Xan and Zemr
South eastern coast is primarily dry, arrid steppe land
Southeastern Yewnaria
Xan
TBD
Zemr
TBD
Northern Yewnaria
Baitan
Snobs
Hate Kalenar and deny that Kalenar has any sovereignty over them
Brakenridge
Isolated
Cold
Rodeego
Bay harbor
Cold
Monokron Isle (Between Northern Yewnaria and the Mainland)
This once beautiful isle changed … elementals battle … death … dispair …
THE FOLLOWING BLOG POST IS PART 20 OF MY CAMPAIGN, DREADSTORMS LOST, FOR THE DUNGEONS AND DRAGONS 5TH EDITION GAME. THESE BLOGS ARE INTENDED FOR OTHER GAME MASTERS WHO MIGHT WANT TO USE THIS CAMPAIGN SETTING AND THE SCENARIOS TO INSPIRE THEIR OWN ROLE PLAYING GAMES. (FREE FOR NONCOMMERCIAL REUSE.)
Notes:
The tricky part about Dreadstorms Lost campaign is the timeline. Once the ritual spell is started, it will increase in intensity each day. At each dawn the life draining wave kills more creatures toand reanimates them at dusk. The Will of Orcus Undead instinctively attack in hordes.
Depending on the party’s actions, like long or short rests, will decide where there are when a plague waves will happens.
Kazel is set up and has begun casting the ritual spell, Will of Orcus, several hours before sunrise.
First plague wave!
At dawn, those awake feel an odd moment of fatigue (*Life Drain). It quickly passes. Everyone needs to save vs the Life Drain, awake or asleep.
*Life Drain [Day 1]: CON save 5
-1 to Max HP on a failed save. If HP reduced to 0 by fatigue wave, target dies and rises as zombie 12 hrs later. Otherwise, a LONG REST restores max HP.
Note: You can only have one long rest ever 24 hours.
Dead Bugs
The first wave is fairly week and mostly effects insects: flies, caterpillars, small spiders, grasshoppers, moths, bees, and the like.
On a Perception of 16, an especially observant character will notice that there are no bugs buzzing/crawling/creeping about inside the town. There are dead bugs everywhere once a person starts looking. No live bugs within the wave radius area.
The wave has a radius effect centered around Kazel. His hidden lair underneath Berlstrum is roughly located under building #96 on the town map. This initial radius encompasses the Champions’ manor and a large portion of the town center. (See map below.)
Area of effect of the first wave of the Will of Orcus Plague in Berlstrum
At Dusk/Sunset on Day 1
Dead bugs rise in swarms, attacking any viable meat source in immediate area.
Zombie Bug Swarm
Based on Swarm of Insects (5E Monster Manual pg 338) with a plague zombie template.
Hit Points 40
Movement 20ft, fly 30
Undead Template: +1 STR, +2 CON, -6 INT, -4 WIS, -4 CHA, Undead Fortitude, Poison immunity (damage type and condition)
*Life Drain: *If HP reduced to 0 by infected, target rises as zombie the following dusk; if not dead, LONG REST recovers lost max HP
Actions
Attack. Bites +3 to hit (swarm moves into target’s space). Hit 4d4 HP + Life Drain (DC7 Con or -1 to Hit Point Max ), 2d4 + Life Drain if half swarm
Day 2 of Casting the Will of Orcus – Small animals
Hidden underneath Berlstrum in his impregnable lair, Kazel continues casting the ritual spell, Will of Orcus. If the party is outside of the effected area (like on the farms), they do not need to make the CON save.
Second Plague Wave!
At dawn, those awake feel a moment of fatigue (*Life Drain) that lasts for 6 seconds. Everyone save vs the Life Drain, awake or asleep.
*Life Drain [Day 2]:CON save 6
-2 to maximum HP on a failed save. If HP is reduced to 0 by the wave, target dies and rises as zombie 12 hrs later. A LONG REST restores max HP.
Note: You can only have 1 long rest ever 24 hours.
Small Animals Drop Like Flies
The second wave effects small animals: rats, mice, cats, gophers, etc. The area of effect extends farther than it did yesterday.
On a Perception of 15, someone spots a dead rat (or other area-appropriate critter). Once they start looking, rats, mice, cats, squirrels and other smaller animals have all dropped dead. They very weak or ill people are also effected.
Blue circle shows the area of effect from the second plague wave, overlapping the red circle from day 1.
At Dusk/Sunset on Day 2
Day 3 – Casting the Will of Orcus – medium size animals
At dawn, 24 seconds of fatigue (4 rounds); small children, medium size animals like dogs, deer, wolves, and giant rats (ROUs) are effected by the wave (some make their saves; most don’t).
On a Perception 12, spot a dead cat. Once they start looking and asking around, dogs, wolves, giant rats, and small children were affected when the wave hit. (A small percent made their saves.)
The radius effect continues to grow, centered around Kazel’s location. The area of dead extends outside of the city wall a ways, extending further out than the day before.
Third plague wave!
At dawn, those awake feel a moment of fatigue (*Life Drain) that lasts for 24 seconds (4 rounds). Everyone saves vs the Life Drain, awake or asleep.
*Life Drain [Day 3]: CON save 8
-2 to Max HP each round (4 rounds) on a failed save. If HP reduced to 0 by fatigue wave, target dies and rises as zombie 12 hrs later. Otherwise, a LONG REST restores max HP.
Note: You can only have one long rest ever 24 hours.
People of Berlsturm react poorly to 3rd plague wave and the death of their children and pets…
Mobs
Scared, irrational packs of Berlstrum citizens roam through the town. Houses and business have been set on fire. Some on purpose by those hoping to stop the plague. If they see someone they recognize as a Protector, they will likely become demanding and/or violent.
A Swarming Mob of Angry Villagers
AC 10 The Mob consists of 50 individuals; each successful hit on the mob removes one person from the mob
Movement
Speed Normal 20; Frenzied 40
Surround: The mob will attempt to surround the target(s) of their ire. To avoid being engulfed by the mob, make a DC 15 DEX saving throw. On a successful save, target avoids being surrounded. The mob gains no swarming benefits. If mob succeeds in surrounding a target, they have advantage on attack rolls against their target(s) and +4 to hit. There must be at least 3 villagers in order to surround a target. Divide the total number of remaining mob with the number of opponents. If there were 27 members of the mob still active, the most targets they can attack is 9.
Action
MultiAttack. The full mob of 50 makes 4 attacks on each enemy within range, +1 to hit unless they have successfully surrounded a target, then +4 to hit with advantage. Each successful hit from the swarm does 1 HP subdual damage. If the mob makes all 4 attacks in the round, their damage is doubled. If the mob is brought below half its numbers, it only makes 2 attacks.
The mob can split up to attack multiple targets (at least 3 villagers per victim, but will try to herd everyone to the same spot.
Herd. If the mob successfully surrounds a target, the mob can force an opponent up to half the mob’s movement in any direction as a bonus action. STR save 15 to resist being push.
(Subdual) Knocking a Creature Out – Player’s Handbook, page 198,
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
The mob flows like water. Image that the swarm takes up 50 squares on a battle map. The mob can move through each other’s space to gain the best spot to surround and attack all targets. And because there are so many of them, they do not provoke attacks of opportunities when leaving a threatened square, unless the whole mob is frightened away.
1-10 people subdued = 25% chance of the mob becoming frightened, causing the mob to breaking up and become individuals fleeing
11-20 people subdued = 50% chance of the mob becoming frightened
21-30 people subdued = 80% chance of the mob becoming frightened
31-or more people subdued = 100% chance of the mob becoming frightened
Area effects on the mob, like cone of cold or fireball, will insta-kill the number of villagers equal to the squares the spell affects. Example a 15ft radius = 6 squares on battlemap = 6 dead villagers. (To help, this is an image of common spell shapes.)If an area affect is used on the crowd, they will instantly go into Frenzied Mob state.
Frenzied Mob of Terrified Villagers
If a member of the mob is killed (instead of knocked unconscious), there is a percentage chance that the mob will go into a frenzy. If an area effect takes out a bunch of them at once, they go into a frenzy.
If enough villagers are killed in individual combat, there is a chance that the mob will frenzy.
1-10 villagers in mob killed = 25% chance of frenzy
11-20 villagers in mob killed = 50% chance of frenzy
21-30 villagers in mob killed = 80% chance of frenzy
31-or more villagers in mob killed = 100% chance of frenzy
Frenzy Attack: The frenzied mob makes 6 attacks on each target within range. Each successful attack does 2HP damage and is no longer subdual. If all 6 frenzied attacks hit, damage is doubled. A frenzied mob will keep attacking until each target within range is dead.
One-one-one with someone in the mob
An individual seperated from the mob has 0 bonus to all saves.
Action
Attack. -1 to hit. A successful hit does 1 HP subdual damage.
The Mob consists of 50 individuals; each successful hit on the mob removes one person from the mob
A Swarming Mob of Angry Villagers
Speed Normal 25; Frenzied 35
Surround: The mob will attempt to surround the target(s) of their ire. To avoid being engulfed by the mob, make a DC 15 DEX saving throw. On a successful save, target avoids being surrounded. The mob gains no swarming benefits. If mob succeeds in surrounding a target, they gain a +4 to hit. Target is flat footed (loses DEX bonus on AC). And yes, that is a holdover from 3.5 edition.
Attack: The full mob of 50 makes 6 attacks on each target within range, -1 to hit unless they have successfully surround a target, then +4. Each successful hit from the swarm does 1 HP subdual damage. If the mob makes 6 successful attacks in the round, their damage is doubled. If the mob is brought to half its numbers, it only makes 3 attacks.
(Subdual) Knocking a Creature Out – Player’s Handbook, page 198,
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
The mob flows like water. Image that the swarm takes up 50 squares on a battle map. The mob can move through each others spaces to gain the best attack spot to surround all targets. And because there are so many of them, they do not provoke attacks of opportunities when leaving a threatened square, unless the whole mob is running away.
1-10 people subdued = 25% chance of becoming frightened, cause the mob to breaking up and individuals to flee
11-20 people killed = 50% chance of frenzy
21-30 people killed = 80% chance of frenzy
31-20 people killed = 100% chance of frenzy
Area effects on the mob, like cone of cold or fireball, will kill the number of squares the spell affects. Example a 15ft radius = 6 squares on battlemap = 6 dead villagers. If an area affect is used on the crowd, they will instantly go into Frenzied Mob state. (To help, this is an image of common spell shapes.)
Frenzied Mob of Terrified Villagers
If a member of the mob is killed (instead of knocked unconscious), there is a percentage chance that the mob will go into a frenzy. If an area effect takes out a bunch of them at once, they go into a frenzy.
1-10 people killed = 25% chance of frenzy
11-20 people killed = 50% chance of frenzy
21-30 people killed = 80% chance of frenzy
31-20 people killed = 100% chance of frenzy
Frenzy Attack: Each successful attack does 2HP damage and is no longer subdual. If all 6 frenzied attacks hit, they still do double damage. A frenzied will mob keep attacking until each target within range is dead.
Activities at Specific Locations During the Rioting
Town Hall
The mayor and several of the council are barricaded inside the town hall building (#82). Outside hundreds of people are yelling and throwing rocks at the building, angry that the town leaders closed the gates, trapping them all inside and demanding that gates be opened to escape this cursed town.
Inside Town Hall is:
Mayor Cobblekeep (Halfling)
Tomo* (1/2 Elf Druid, Aphodel’s mentor) has been wounded, but is currently stable.
Hammond* (Human, Farmer)
Mostrad (Human, Katrine Cafe #52)
Other Council members
Wabae (Human, Cleric Acolyte, runs Medical Aid) is at Sure Luke’s Pub with her nephew Serifo. Her sister Mamet is dead after her boarding house was set on fire by the angry mob. She went back in to save a tenant. Wabae was unable to heal her burns. Wabae is doing what she can for the wounded holing up in Sure Luke’s.
Agosta Amagoste (Dragonborn)* and Xendric (dwarf) are helping to guard the library from looters.
R’dsché is at his church (#37), trying to keep the people seeking sanctuary calm and safe.
Grant Tan (1/2 Orc ) had his Survival Gear store overrun by frantic citizens. A fight broke out. While trying to break it up, he was stabbed to death.
*It is assumed that Amagoste, Hammond, and Tomo were successfully escorted back to the city by the party (#12 – Going to the Farm)
City Gates
The gates won’t open. Someone sabotaged the mechanisms! (In one game, a player ran a warlock with a fiend pact. The fiend was, of course, tied to Orcus. The warlock was given a solo mission to secretly sabotaging the city gates.)
Individuals are being crushed against the gate by the mob trying to get out. Some are trying to break down the gates, but so far have had no luck.
Churches
A large percentage of the population have gone to the churches (#6, #7, #8, #37) for protection and divine aid. All of the churches are packed to the max and have been forced to bar their doors from anymore coming in.
Council member R’dsché (Elf, Cleric) is at church #37 trying to keep the people there calm.
Docks/Harbor
Others in the town have tried to leave by the sea. The warf has only one ship remaining, which is completely engulfed in flames. Many ships have crashed upon the rocks in the harbor without a proper harbor guide. The harbor is full of wreckage and floating bodies. All the blood and fresh meat has attracted large water predators. Not to mention getting the Sea Hag’s sharks all excited.
The City Wall
Some citizens are trying to climb over the wall with their possessions on their backs. Not everyone makes the climb successfully.
Dragon’s Rest Inn
Somone started a rumor that the plague was coming from a rich visitor staying at the Dragon’s Rest Inn (#45). A mob stormed over there with torches, set the place on fire, and killed any who tried to escape the building. Some of the inn’s guest tried leaving by climbing down the cliff side, only to plummet to their deaths.
The mob has been roaming the city, setting fire to buildings they suspect might have plague barers.
Library of Esoteria
Many of the casters and scholarly types have set up a perimeter around the Library of Esoteria (#44), defending the building and its precious contents from crazed mobs and looters.
The council members Agosta Amagoste and Xendric are helping to guard the library from looters.
Champions’ Manor
A large group of people (~300) are gathered throughout the lower level of the champions’ manor (#122), waiting anxiously for the champions to return – in the dining hall, the gallery, the meeting hall, hallways, kitchen.
There’s an argument going on between 2 groups at the base of the stairs in the back. One arguing to search the upstairs area for something to protect themselves with and the other arguing that it would be disrespectful to invade the Champions’ private quarters.
Some people have heard that their is a secret door in the Champions’ manor and break into the building searching for the way out. Will the group help them leave Berlstrum via the secret door(s)? At some point, the scared citizens will find the back door leading into the forest. The hinges have been twisted, making it impossible to completely close.
Some of those fleeing carry wrapped bundles which you suspect are dead children or pets.