Disappearance

Adventurer’s Information

 

“Something happened that we cannot explain. At the end of the Great War, over seven hundred years ago, magic disappeared. Our best minds have attempted to discern the reasons, but so far we have only speculation. One day, wizards simply lost their abilities. Witches could no longer curse anyone. More bemusing was that many of the inhabitants of Uteria faded away…the elves, the trolls, and even the little boggarts. And now they are back. It will take a smarter man than me to figure out how or why.”—Norburt the Storyteller, elder of Smithville

 

Little is known or understood about the Disappearance among the common folk, but one thing is for sure: something happened that changed Uteria for over seven centuries. I have gone back through the books of lore kept in the Tower from the old days, and little more is mentioned, save that the tide of war was changed by a miracle. Being one who dislikes the idea of miracles, I was determined to discover more. The council sanctioned a trip to Ferryport, where I was hoping to find representatives of other races who might have more clues. While here, I have talked to the Anarvari and the Kaelvari elves, both of whom have their own take on the matter. The dwarves seem unconcerned about where the old denizens of Uteria had gone, but are rather more concerned with why they are back, pestering them in their cities to the East.

 

Based on what I was told by several of the Kaelvari elves, it seems that something “shifted,” as they call it, and that they became disconnected from our world, while still remaining present…a contradiction, to be sure, but I believe they mean to say they were as ghosts, watching the world, but unable to interfere. They describe watching our world pass through time, as if in a quickly moving dream, unnoticed. There were other areas that were open to the Navirim, the Dream World, and there, they encountered the Unvari, or dark fey. And yet in other places it was as if the world was of its own, untouched by either other world. And there the elves could rest. Deep in the Kaelnor forest, the Kaelvari elves continued their life, and as long as they stayed away from the forest’s edges, along with the darker parts of the forest to the west, they were able to live in peace.

 

Still some traveled the broader world, watching the dream-like happenings as Uteria moved on, fighting back the nausea that these blurred places caused, or literally fighting the creatures of the Navirim as they spawned from rifts between worlds. Now that they have Shifted back into our world, they say that time for them moved much slower during the Disappearance, with only three hundreds years, or one generation having passed for them.

 

The Anavari elves retreated back into the canyons of the far western Wildelands, caught between a myriad of rifts to the Navirim and the wyveres who live among the cliffs of the canyons. 

 

They both describe then a subtle shift, almost as when you realize you are in a dream and start to wake. And within a short decade, the rifts to the Navirim faded and the world of Uteria came into focus. 

 

The trials of the Disappearance not forgotten, they now face a world that had begun to believe they were nothing more than legend.

 

Malynn Andros, Mage of the Tower

Dog

Dog

Challenge Rating: 1/3

Size: Small

Type: Animal

Initiative: +3

 

Defense

Hit Points: 6 (1d8+2)

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Saves: Fort +4 Ref +5 Will +1

 

Offense

Speed: 40’

Base Attack: +0

Melee: Bite +2 (1d4+1)

Ranged: None

Special Attacks: None

 

Statistics

Abilities: STR 13, DEX 17, CON 15, INT 2, WIS 12, CHA 6

Skills: +4 Acrobatics, +3 Athletics, +3 Awareness, +1 Endurance, 0 Knowledge, 0 Persuasion, 0 Spellcraft, +1 Survival, +1 Thievery

Talents: Alertness

Special Qualities: Low light vision, scent, track

 

Ecology

Environment: Any

Organization: Solitary or Pack (5-12)

 

Treasure: None

 

Drake

Drake

Challenge Rating: 5

Size: Large

Type: Draconian

Initiative: +5

 

Defense

Hit Points: 51 (6HD)

Armor Class: 16, touch 10, flat-footed 15  (+6 Natural armor, +1 dex, -1 size, )

Saves: Fort +8 Ref +6 Will +6

Offense

Speed: 40 ft. (8 squares), fly 90 ft. (good)

Base Attack: +7

Melee: Bite +9 melee (2d6 + 4) or claw +4 melee (1d8 + 2)

Special Attacks: Breath Weapon

 

Statistics

Abilities: STR 19, DEX 13, CON 17, INT 6, WIS 12, CHA 13

Skills: Acrobatics +1, Athletics +4,  Awareness +1, Endurance +3, Knowledge N/A, Persuasion +1, Spellcraft +4, Survival +1, Thievery +1

Talents: Ability Focus (Breath Weapon), Flyby Attack, Improved Initiative,

Special Qualities: Low-Light Vision, Darkvision 60 ft, Immunity to Magic Sleep effects and Paralysis, Scent

Ecology

Environment: Warm Mountains

Organization: Solitary, Pair or Family (1-2 and 2-5 offspring)

Treasure: Standard

 

Breath Weapon

A drake can breathe fourth a cone of fire. This fire when used spreads fourth in a 30 ft cone dealing 6d6 damage, and a character caught in the cone can make a DC 16 (10 + 1/2 its HD + con mod) reflex save for half (any creature held in the Drake’s mouth at the time the breath weapon is used, is not entitled to a reflex save for half damage). This attack is not used often by the Drake, but is most commonly seen when a creature attempts to threaten or provoke the Drake.

 

Drekava

A Drekava is a small malevolent spirit, or demon to some, who escape to our realm to possess and corrupt small creatures.

 

Drekava are small demons from the Navirim who cross into this realm. They take over the body of small animals, transforming them into mockeries of their original form. Once they have taken a form in this world, they revel in causing mischief and harm. They are spiteful and full of anger, some believe due to their entrapment within the Navirim.

 

When they take over a host, the host creature often grows in size, but its skin does not, causing it to often look skeletal and zombie like. They eyes turn black and shiny, filled with hatred. The elves believe that when creatures cross over, they can not be killed, only banished back to the other realm.

 

Etahn

Drekava

Challenge Rating: 2

Size: Small

Type: Fey Navirite

Initiative: +6

 

Defense

Hit Points: 20 (3HD)

Armor Class: 16, touch 12, flat footed 14 (+2 dex, +3 natural armor, +1 size)

Saves: Fort +5 Ref +5 Will +1

 

Offense

Speed:  40’

Base Attack: +3

Melee: Bite +4 (1d6+1), 2 claws +2 (1d4+1)

Ranged: –

Special Attacks: Revolting Smile

Sanity Effects: First encounter 0/1d3, Revolting Smile 1

 

Statistics

Abilities: STR 12, DEX 15, CON 13, INT 16, WIS 17, CHA 13

Skills: Acrobatics +2, Athletics +1,  Awareness +4, Endurance +1, Knowledge +4, Persuasion +1, Spellcraft –, Survival +3, Thievery +1

Talents: 1 point or recommended:Improved Initiative

Special Qualities: Darkvision 60’, low-light vision, scent.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Revolting Smile

 

In their natural state in the Navirim, the drekava constantly twist their faces in devilish grins, curling back their lips to reveal their sharp teeth and blackened gums. They attempt to make the same abhorrent faces when wearing the skins of various animals in this realm, but their new muscle and flesh refuse to obey, instead resulting in a hideous imitation of a grin.

 

As a standard action, a drekava can distort its face into this revolting smile. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The drekava also emits a maniacal laugh when grinning, causing potent fear to a single creature within 100 feet that can see the drekava. The targeted creature must make a DC 15 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same drekava’s ability for 24 hours. This is a sonic, mind-affecting fear that does 1 Sanity damage if successful.

Dretch

Dretch

Challenge Rating: 2

Size: Small

Type: Navirite

Initiative: 0

 

Defense

Hit Points: 18 (2d10+7) DR 5/cold iron

Armor Class: 14, touch 11, flat-footed 14 (+3 natural, +1 size)  

Saves: Fort 5 Ref 0 Will 3

Weakness: Cold Iron

 

Offense

Speed: 20 ft.

Base Attack: +2

Melee: 2 claws +4 (1d4+1), bite +4 (1d4+1)

Ranged: none

Special Attacks: –

Sanity Effects: First encounter 0/1d3

 

Spell-Like Abilities

 

1/day—cause fear (DC 11), stinking cloud (DC 13),

 

Statistics

Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 7

Skills: Acrobatics +0, Athletics +1,  Awareness +2, Endurance +4, Knowledge 0, Persuasion -2, Spellcraft -, Survival +2, Thievery +0

Talents: 1 point or recommended: Tenacity

Special Qualities: DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10, darkvision 60 ft.

 

Ecology

Environment: Any

Organization:

 

Treasure: None

 

Drink and Dungeon

An ongoing RPG show following three adventurers in the dark lands of Atheles.

Characters:

Locale:

Ferryport and the surrounding areas.

Adventure Arc:

The Return of the Fey

Support us on Patreon: https://www.patreon.com/drinkanddungeon

Starring: Laura Bielaczyc, Hannah McGinnis, Anton Souvorin and Michael Bielaczyc. Based on the SagaBorn Roleplaying Game and the Dark Return Setting.

Introduction: The Beginning

Ada fidgeted. The room was comfortable enough, books everywhere, large tables, leather backed chairs. But she was nervous. She pulled on a loose string on her scarf, and then her brow furrowed as she knew this would just cause it unravel more.

“Don’t worry young one, it’s nothing but a life of adventure that waits for you!” An elfling seemed to appear out of a pile of books and maps. He was old for an elfling, gray streaking his hair and deep laugh lines marking his face. And not a small share of scars too. He smiled, all of his teeth straight and white, save for a single silver tooth. He eyes, wide set even for an elfling gazed at Ada, but even those large strange pupils didn’t break his comforting spell. “I mean what’s the worst that can happen? You don’t come back!? Well maybe you will find a better place. Or maybe you will no longer be a part of this world, still just all part of the adventure!”

Ada smiled, “I’m not nervous.” But the tone of her vice betrayed her. Had she made a mistake signing up for the Wanderers? Was she meant to be an wandering soul, lost on the roads of Atheles? Her parents had not been overly excited, but they had been supportive. Jobs with the Wanderers could bring a level of income that could make her and her family comfortable. But not without risk.

The door slammed open and the strangest… person Ada had ever seen strode in from the street. He had long golden dreadlocks covering most of his exposed skin, though I guess then it wouldn’t be exposed skin. Two small horns stuck up out of the tufts of hair atop his head, and large goat like ears poked out from either side. She wondered for a moment how such a obvious fey had come through the streets of Ferryport, which were always filled with at least some loudmouthed superstitious people. But then he spoke, and she saw how. There was just something intensely charming about him. “Well, hello hello.” His voice had a ring of music to it,”I heard that you all could use my services. So I am here and ready to go.”

“Ah yes, hail there Bergamot. Yes, have a seat, we are waiting for one more.” the elfling pulled around another large leather seat near Ada.

“Well thank you Bergas!” the hairy fellow sat down with a flourish.”I assume you will be traveling with us as well?”

The old elfling laughed, “No, my days on the road have long left me.”

Another man walked in from an adjacent room. He was older as well, his face wrinkled and scarred. His leather vest showed travel stains, and as he gripped a chair behind a large desk, Ada saw he was missing a couple of fingers. “I think you have a couple more good years left in you Bergas.” He said with a half smile.

As Bergas started to retort, the door opened and closed, though it seemed no one entered. Ada sat up and peered over a tall pile of books to see another elfling, this one a younger woman, standing in front of the door. She stood in a wide stance, her hands on her hips. “Ok, I’m here. The adventure can start!” she belted out in a high pitched voice, which was followed by a broad smile and a laugh.

Bishop, the older man behind the desk, leaned forward. He was the guildmaster of the Wanderers in Ferryport. The man who found those willing to explore the lost lands outside of the comfortable city. The man who runs this region’s adventurer’s guild. “Ah, there we are, the last applicant.” He gave a comforting smile. “So this will be your test to see if you are worthy of the Wanderers membership and coin. But first introductions.”

“This is Xyla, and elfling from outside of Byrn. She wrote on her application that she needs some people who she can show the ways of adventure and excitement. And that any shiny things along the way would be bonus. Welcome to the group Xyla.”

Bishop pointed over at the hairy one, who was now, as could only be described as draped over the large leather chair. “This is Bergamot Kommondor, a faun from the Kommondor family of the Swordspyne Mountains. He has been having a bit of a rough time here in the lands of men, and so we offered him sanctuary and a way to expand his search for knowledge.”

“And Ale!” Bergamot interjected which caused a laugh to escape Xyla and Bergas.

“And finally this is Ada. She is from here in Ferryport, but she is looking for a way to help her family in these difficult times. And, knowing a bit about her skill set, she is probably in need of stretching her legs and discovering a bit about herself away from the oppression of the city.” He stood and walked about to the front of the desk.

“Now each of you has something that sets each other apart, and something I felt meshed well with another in the group. None of you seem hung up on prejudices and small mindedness that seems so rampant these days. And I sensed a loyalty in each of you. The path will not be easy for you. Each of you stands out from what many consider normal, so you must look out for each other. And, if you pass this first test, the Wanderers will look out for you as well.” He leaned back against his desk and ran his hand through his gray hair.

“Your first assignment will be to head to South Hollow…”

Ada’s head started to spin a bit. Today. Today you leave the comfort of your home to see a larger world. So many emotions. Excitement, fear, joy all tumbled over each other in Ada’s stomach. She knew Bishop was still talking, and Xyla and Bergamot were already chatting together about what their favorite haunts were along the road to South Hollow. Did Bishop just say something about an adventure board? It didn’t matter.

Today my adventure starts.

Drogga

Drogga

Challenge Rating: 1/4

Size: Small

Type: Humanoid (goblinoid)

Initiative: +1

 

Defense

Hit Points: 4 (1d8)

Armor Class: 16 (+1 Dex, +3 Natural, +1 size, +1 Dodge) touch 12, Flat footed 13

Saves: Fort +2 Ref +1 Will -1

 

Offense

Speed: 20

Base Attack: +1

Melee: 2 claws +1 (1d3) or Rusty Dagger +1 (1d4)

Ranged: Sling +2 (1d3)

Special Attacks:

 

Statistics

Abilities: Str 10, Dex 13, Con 10, Int 9, Wis 9, Cha 7

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: Dodge

Special Qualities: light sensitivity, darkvision 80’

 

Ecology

Environment: Any underground, deep forest.

Organization: Single Scout, Hunting Party 2-6, Tribe 6-18

 

Treasure: Personal gear, shiny objects.

 

Drueglem

A short squat creature that is muscled and covered in a rough textured skin. It’s dark eyes catch the torchlight as it turns is block like head in your direction, an unnatural deadness reflected in the dim light. It’s thick arms reach the ground where massive hands slowly flex.

 

Only once have I faced a Drueglem, deep in an underground lair where an ancient wizard had tasked one to guard a room. They are just that, a single minded creation meant to follow simple orders. They are not particularly powerful, though they have a tough hide and seems to absorb most damage. They can be taken down, with mundane weapons, so if you face one, fear not, just keep hacking.

 

Etahn

Drueglem

Challenge Rating: 3

Size: Small

Type: Construct

Initiative: 0

 

Defense

Hit Points: 52 (5d10+22)

Armor Class: 14 ( +4 Natural)

Saves: Fort +6 Ref +0 Will +2

Weaknesses: –

 

Offense

Speed: 20

Base Attack: +3

Melee: +5 pummel (1d4+2)

Ranged: –

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 15, DEX 11, CON 15, INT 3, WIS 8, CHA 5

Skills: Acrobatics +0, Athletics +2, Awareness -1, Endurance +4, Knowledge -, Persuasion -, Spellcraft -, Survival -1, Thievery 0

Talents: 1 point or recommended: Toughness

Special Qualities: DR1 , immune to fire

 

Ecology

Environment: Any

Organization: Singular

 

Treasure: None

 

Druid Grove of Thay

Thay is a human magic user who came to Kowal with a knight named Roe. He was a traveler from the Tiren Druidic order, sent West to find knowledge and start his own grove. The attitude towards magic in Kowal was much more closed minded than the kingdom of Tiren

In the face of such bigotry, Thay knew his mission was to create a place of safety and knowledge for those seeking refuge from persecution. He built his grove hidden away in the Lesh Forest, where a close friend had shown him a waystone. This place of power was hidden deep in the forest and Lesh found this the perfect place for his abode. The grove is small now, but with the right guidance it shall grow.