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  RORYSTONE ROAD 
  RORYSTONE ROAD 
  T 
  he accompanying map details an area 
  known as “Rorystone Road,” which runs 
  north from the City State to the dwarven for-
  tress of Thunderhold. Because the area of the 
  City State of the Invincible Overlord is so cru-
  cial to most Wilderlands campaigns, the Ro-
  rystone Road area is provided here in greater 
  detail than the Gazetteer fashion of the rest of 
  this book. This download contains enough 
  information for you to begin a campaign in 
  the core area of the Wilderlands right away! 
  This download is also an example of the level 
  of detail provided in the Wilderlands of High 
  Fantasy Boxed Set. To put things in perspec-
  tive, this chapter details about 1/8th of the 
  content found on one campaign map. The 
  Boxed Set contains 18 campaign maps all de-
  tailed with this degree of detail. There are 
  several difference between this download and 
  the Boxed Set. First, the map contained herein 
  is from the classic Judges Guild Wilderlands 
  maps. All 18 maps are being redone for the 
  Boxed Set. Second, in this download, villages 
  are separated from castles and lairs. In the 
  Boxed Set, villages, castles and lairs are listed 
  consecutively by hex number.  
  Hex Number: Each entry is preceded by its 
  hex number matching the enlarged map of the 
  region.  
  Note on Town Information: The names of 
  towns and cities are in ALL CAPS. Note also 
  that town stat blocks include an entry called 
  “Tech Level,” which measures the technologi-
  cal capacity of the location. This limits what 
  types of items can be made in the location. 
  See the sidebar on page 3. 
  Racial Information: In the city and castle 
  stat blocks, an entry of “human” includes all 
  the sub-categories of Human as well as the 
  races Altanian, Amazon and Avalonian, as 
  detailed in the Player’s Guide to the Wilder-
  lands, even though these latter three races are 
  not technically human. The specific sub-race 
  of any NPC listed as human is given in paren-
  thesis. For example, “Fastis, male human 
  (Tharbrian) LE Ftr11” indicates the NPC is 
  human, specifically Tharbrian. Again, Al-
  tanian, Amazon and Avalonian are considered 
  human for racial purposes. 
  SCALE AND DETAIL 
  The Wilderlands setting uses the “Campaign 
  Hexagon” system. In the Wilderlands of High 
  Fantasy Boxed Set, the Wilderlands setting is 
  detailed on 18 maps, with each map corre-
  sponding to the 18 regions described in the 
  “Regions” chapter of the Player’s Guide to 
  the Wilderlands. Each of these 18 maps is 
  mapped on a huge sheet of hexes with each 
  hex being 5 miles wide from side to side. 
  The Rorystone Road map included in this 
  download contains a section of one of these 
  maps — a rectangular area from hexes 1906 
  to 1927 through hexes 2906 to 2927 on the 
  City State Region map. As noted above, each 
  hex is 5 miles from side to side. 
  Each five-mile hex on these large maps (of 
  which the Rorystone Road shows but a small 
  section) can be subdivided into .2 mile hexes 
  
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  RORYSTONE ROAD 
  (0.2 miles equals 1056 feet from side to side) 
  using the Campaign Hexagon System. Visit 
  the Judges Guild downloads page (www.
  judgesguild.com) to download blank Wilder-
  lands Campaign Hexagon Maps for use in 
  subdividing these five-mile hexes. 
  Again using the blank Campaign Hexagon 
  maps, these .2 mile hexes can be further sub-
  divided into hexes that measure approxi-
  mately 40 feet from side to side. 
  UNDETAILED HEXES 
  A number of the hexes on the Rorystone Road 
  map are undetailed, meaning that they do not 
  have any detailed town, citadel or lair in the 
  text description provided here. This does not 
  mean they are empty. You, as the Judge, are 
  free to add whatever villages, citadels, lairs or 
  ruins to the map as you see fit.  
  This is especially true of monster lairs. The 
  few lairs detailed herein are samples. Every 
  hex, actually, contains several monster lairs as 
  well as many bands of wandering monsters in 
  addition to animals and other creatures. 
  Some hexes may contain small towns or vil-
  lages affiliated with the other nearby larger 
  villages and towns that are listed on the map. 
  For example, Dwarfport, in hex 2809, is not 
  detailed on the map (though it is detailed 
  here). Similarly, the small village of Bullarg, 
  which is in the same hex as Byrny, is neither 
  shown on the map nor detailed herein (other 
  than a brief reference in the entry for the town 
  of Byrny). You may add other similar small 
  villages as you see fit. 
  In fact, nearly every hex also contains ancient 
  ruins of some kind, from broken towers and 
  crumbling walls to strange piles of stones or 
  stretches of ancient roads or aqueducts.  
  Feel free to add to the setting as you see fit 
  and provide the detail that is relevant and nec-
  essary for your particular campaign. Those 
  desiring random ruins or monsters should 
  consult the classic Judges Guild Ready Ref 
  Sheets, available soon from the Necromancer 
  Games’ Judges Guild site (www.judgesguild.
  com).  
  GEOGRAPHIC FEATURES 
  The following major geographic features are 
  
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  RORYSTONE ROAD 
  found in and around the area of the Rorystone Road. 
  Conqueror’s River: Running from the Mountains west 
  of Tain, the Conqueror’s river empties into the Estuary of 
  the Roglaroon near the City State. Its name comes from 
  the fact that armies always used the ford to cross as it is a 
  natural path of attack. 
  Dearthwood: Dearthwood is a vast and dense forest to 
  the North and East of the City State. It is home to the 
  Wild Orcs of the Purple Claw. The wild orcs worship a 
  four-armed blood goddess and, until recently, were led by 
  an Amazon Queen. Fourteen years ago, the orcs at-
  tempted to cut of all supplies to the City State and were 
  finally beaten back when the City State established a re-
  doubt across the river. Although the redoubt guards were 
  slain to a man, the queen of the wild orcs was killed, and 
  the orcs retired to crown her daughter. Since then, the 
  Overlord has successfully appealed to the druids to pro-
  tect his woodsmen brave enough to live adjacent to 
  Dearthwood. No one has located the orcs’ stronghold, 
  although many expeditions have been lost attempting it. 
  The Overlord has posted a reward for the slaughter of the 
  orcs and has staffed many surrounding strongholds to 
  lead forays into the wood against the orcs. The wood is 
  also occupied by many druids and the hardy Dunael 
  wood folk, who are noted rangers. See the Player’s 
  Guide to the Wilderlands for more on the Dunael. 
  Ered Cantref: Known for its abundant outcroppings of 
  fine marble. The only means of traversing this high range 
  is Twinhorn Pass. Lanshen Cap rises to a height of 
  17,000 feet. 
  Howling Hills: Packs of dire wolves as well as were-
  wolves and trolls prey upon unsuspecting travelers and 
  villagers. 
  Majestic Fastness: The Majestic Fastness is a vast un-
  derground complex, like unto a city, that is the ancestral 
  home of the dwarves who now occupy Thunderhold. 
  They were driven out of their halls 400 years ago by the 
  great red dragon Analegorn and his three young, who 
  now lord over the dark domain. Analegorn has called to 
  him hordes of evil creatures that guard the hundreds of 
  miles of corridors and deeps of the Fastness and do his 
  will. In addition to being the fiercest dragon living, it is 
  rumored that Analegorn is also a wizard equal to the 
  most powerful archmage of antiquity. The dwarves of 
  Thunderhold are said to be planning a strike against him 
  to regain their ancestral home. 
  Majestic Mountains: The Dwarves of Thunderhold 
  originated at the Majestic Fastness, deep in the Majestic 
  Mountains. However, they were routed by the Dragon, 
  Analegorn and its three young who dominate the moun-
  tains to this day. The sides of the mountains, once lush 
  with alpine meadows, still bear the scorching of the as-
  sault by the dragons over 400 years ago. Analegorn has 
  not emerged since, but his young can often be seen cir-
  cling the mountain tops and raiding the local area. Sur-
  prisingly, the dragons have not yet led an attack against 
  Thunderhold. 
  Mermist Marshes: Located south-east of the City State, 
  there are many rumors of merfolk associated with this 
  swamp. In the past, the Mermist Swamp was home to 
  refugees from war. Those refugees came to worship a de-
  ity called The Toad, the God of the Mermist Swamp. His 
  worship has not spread much past the swamp, but there is 
  a temple to him in the City State. The swamp is noted for 
  its giant frogs, toads and slugs as well as its venomous 
  and poisonous plants. 
  Moonraker Moorlands: These moors are pocked with 
  craters that resemble the surface of the moon in some 
  spots. The moonraker moorlands are home to the Moon-
  raker Moorfolk, a strange bloodline of human believed to 
  be descended from the Orichalan Dragon Kings that once 
  ruled the area where the City State now stands. See 
  “Common Orichalan” in the Characters chapter of the 
  Player’s Guide to the Wilderlands. 
  Nazharrow Woods: A great stand of evergreens north of 
  the River Stillring. Wood elves live in and around the 
  woods. 
  Old South Road: The only safe overland road south of 
  the City State, this “Old Road” still sees much use, and 
  brigands and highwaymen steer clear of it for fear of re-
  prisal from the Overlord’s patrolling Throngs. The road 
  leads eventually through the Black Baron Pass in the 
  Ered Perack an on to the city of Onhir near Damkina Bay. 
  Phantom Peak: A semi-dormant volcano, occasional 
  bursts of steam released from far below give a haunted, 
  howling wail that can be heard for miles away. 
  River Eorlbane: A branch of the Conqueror’s River, 
  Eorlbane serves as the northern border of the Troll Fens. 
  River trolls live along its banks. 
  River Severn: This wide, slow river is one of the deepest 
  in the world. The bottom of the river has never been 
  reached in some sections. 
  River Stilling: This river starts on the edge of the Naz-
  harrow Woods and ends nearly upon the Howling Hills. 
  In some places river trolls lair near the waters edge 
  Rorystone Road: This cobblestone road runs from the 
  City State all the way to Thunderhold. Patrols from both 
  cities search for bandits living in the area that prey on 
  travelers and caravans. 
  Sabre Scarpe: Called such for the razor-like grass grow-
  
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  RORYSTONE ROAD 
  ing along the hills. Travelers not taking precautions 
  (Survival check, DC 10) take 1d4 slashing damage each 
  10 minutes of travel. 
  Thunder Crag: A looming peak that overlooks the 
  Kingdom of the Dwarves. The mountain is often circled 
  by black clouds. 
  Troll Fens: Crawling with crocodiles and giant frogs. 
  Legend has it that is the home of a group of stone trolls.  
  Twinhorn Pass: Two massive, looming peaks guard 
  what is the only safe passage through the northern 
  Cloudwalls. The Twinhorn Gate (citadel in hex 2127) 
  polices the pass and charges a toll for travelers, though 
  providing rest. 
  VILLAGES AND TOWNS 
  1907 CRUCIBLE (Village): Conventional; AL LE; Tech 
  Level: 4; 200 gp limit; Assets 4,150 gp; Population 664 
  (Able bodied men: 166); Isolated (orc 96%, others 04%); 
  Resources: Iron. Authority Figure(s): Fastis, male human 
  (Tharbrian) LE Ftr11. Important Characters: Nash, male 
  orc LE Adp8 (leader of the orcs); Salarn, male human 
  (Alryan) LE Blk8 (Pal6) (once a paladin of Mitra, he 
  joined the Hellbridge temple three years ago). 
  Fastis seized control of Crucible 10 years ago and is 
  building the village up to use it as a base to dominate the 
  entire Tharbian Coast. Rumors are that he works for the 
  Hellbridge Temple in the City State and is loyal to the 
  Overlord. The Overlord claims he is a rogue adventurer 
  out of his jurisdiction. Fastis has a small army of 150 
  War1-3s led by 15 Ftr2s. 
  2015 SHEWOLF (Village): Conventional; AL CG; Tech 
  Level: 6; 200 gp limit; Assets 4,075 gp; Population 652 
  (Able 
  bodied 
  men: 
  163); 
  Mixed 
  (human 
  79% 
  [predominantly Tharbrian and Skandik, with some Al-
  tanian], dwarf 9%, halfling 5%, elf 3%, others 4%); Re-
  sources: Market. Authority Figure(s): Gorogatan, male 
  human (Tharbrian) NG Ftr10. Important Characters: 
  Darnik, male dwarf LG Exp4 (respected leader of the 
  mining guild); Karai, female human (Amazon) LN Ari8 
  (Lady of the Exchange, appointed by the Overlord). 
  Shewolf is the market for various miners in this region. 
  The gold from Omen is warehoused here before ship-
  ment to the City State. The mining guild has an impor-
  tant hall here. It operates a very lucrative exchange mar-
  ket for merchants from City State and Thunderhold. She-
  wolf is under the direct authority of the Overlord. Lord 
  Gorogatan operates an elite force to guard the gold and 
  the exchange consisting of 25 Ftr3s and 6 Ftr5s. 
  2120 GAEHILL (Small Town): Conventional; AL N; 
  Tech Level: 7; 800 gp limit; Assets 39,400 gp; Popula-
  tion 1,576 (Able bodied men: 394); Integrated (dwarf 
  37%, human 20%, halfling 18%, elf 10%, gnome 7%, 
  others 8%); Resources: Lead. Authority Figure(s): Balda-
  can, male human (Alryan) N Ftr6. Important Characters: 
  Lord Oldstone, male dwarf LN Ari5 (lord of the dwarven 
  clan Oldstone); Lodrin, male human (Alryan) Ftr2 
  (Captain of the guards and son of Baldacan); Durvin, 
  TECH LEVEL 
  Technological level indicates the general advancement 
  level of a location and the knowledge of the citizens of 
  the area regarding crafts. Items reflecting a higher tech-
  nological area may be available at a location with a 
  lower technological level, but they will have been im-
  ported and if for sale will be much more expensive 
  than normal. This is a rough guide and Judges should 
  use their sound discretion. 
  TL Technology 
  0    papyrus, stone, wheel 
  1    stirrup, waterwheel, bronze  
  2    agriculture, rudder, iron,  
  3    sundial, linen, candles 
  4    lantern, chariot, felt 
  5    screw, windmill, silk, steel 
  6    crossbow, chainmail, spinning wheel,  
  7    hourglass, stagecoach 
  8    knitting machine, compass, full plate armor 
  9    rockets, glasses, Damascus steel (masterwork    
        weapons) 
  10  telescope, calculus, sextant 
  Note that there are no known locations with a tech 
  level of 10 in the Wilderlands, and no more than a 
  handful with tech level 9. 
  Weapons: Locations of TL 0 have stone or wooden 
  weapons, or wooden weapons with obsidian. TL 1 lo-
  cations have bronze weapons (see the PHB). Locations 
  of TL 2 to 4 have low grade iron weapons and for this 
  reason tend to use weapons that require little sophisti-
  cated metalworking, such as spears, maces and axes. 
  Locations of TL 5 and higher have fine bladed weap-
  ons. Locations of TL 9 and above can make master-
  work bladed weapons. Of course it is always possible 
  for a low tech level location to have higher tech level 
  equipment, but that would require a special situation. 
  Government Type: Most low tech level locations are 
  tribal, dictatorial or agrarian. Medium and high tech 
  level locations may have tribal, agrarian, republican, 
  democratic, oligarchic, theocratic, dictatorial, feudal or 
  tributary government types. 
  
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  RORYSTONE ROAD 
  male dwarf War5 (Sergeant, friend of Baldacan and there 
  to make sure Lodrin doesn't get killed). 
  Baldacan is lord of Gaehill and a senator of the City 
  State. His clan has grown wealthy on the lead mines that 
  surround the village. His grandfather forged an alliance 
  with a powerful dwarven clan of Thunderhold to run the 
  mines. Today over half of the population are dwarves.  
  2125 FLINT (Village): Conventional; AL N; Tech Level: 
  3; 200 gp limit; Assets 7,300 gp; Population 1,168 (Able 
  bodied men: 292); Mixed (human 79% [mostly Thar-
  brian], dwarf 9%, halfling 5%, elf 3%, others 4%); Re-
  sources: Marble. Authority Figure(s): Disbad, male hu-
  man (Alryan) LE Ftr12. Important Characters: Pox, 
  male human (Tharbrian) CN Exp4/War2 (leader of the 
  largest mining gangs, high natural charisma despite hide-
  ous disfigurement); Hoxar, male half-orc, N Exp6 (leader 
  of the second largest mining gang). 
  Most of the marble in the City State comes from Flint. 
  This town has little but the quarries. The miners live in 
  barracks and there is little else other than an assortment 
  of taverns. Gang warfare is rife in the town with rival 
  gangs of miners engaging in bloody battles nearly every 
  night. Lord Disbad is high in the Hellbridge Temple and 
  has been brought in to restore order to the town. 
  2312 BYRNY (Small Town): Conventional; AL CG; 
  Tech Level: 7; 800 gp limit; Assets 46,200 gp; Popula-
  tion 1,848 (Able bodied men: 462); Mixed (human 79%, 
  dwarf 9%, halfling 5%, elf 3%, others 4%); Resources: 
  Iron. Authority Figure(s): Governor Hetalan, male hu-
  man (Tharbrian) N Ftr9. Important Characters: Aleorax 
  of Altanis, male human (Altanian) Exp4/Clr6 (head of 
  the temple of Hephaestius), Bullarg, male human 
  (Tharbrian) N Ftr5 (employee of the Shipping Guild and 
  ferryman); Karno One-Hand, male human (Alryan) LG 
  Clr7 (high priest of the temple of Odin); Tallulah, female 
  human (Tharbrian), CG Clr6 (high priestess of Athena); 
  Nebellor the Gray, male dwarf N Wiz8 (armorer); Tar-
  gorn, male human LG Ftr7 (smith); Tellesh the Wise, 
  male human (Tharbrian) CG Ftr7 (proprietor of the Inn 
  of the Golden Chimera); Sandy Malek, female human 
  (Tharbrian)  CG Ftr7 (owner of the War Wagon Inn); 
  Laughing Bart, male human (Alryan) CG Ftr6 (head of 
  the mining office). 
  Named for the Lawful Good fighter, Byrny, who led set-
  tlers into the area in 2881 BCCC, the town has always 
  been plagued by nearby orcs. Rich deposits of iron were 
  discovered nearby and the village’s technology was im-
  proved. Iron mining and the working of metal became 
  the core trade of Byrny. In fact, the smiths of Byrny are 
  now famous for their chainmail coats (known as 
  “Byrnys”) as well as their swords and shields. Byrny 
  supplies many of the weapons and armor for the Overlord 
  and others.  
  Byrny has established a small hamlet known as Ironload 
  with a ferry and shipping guild on the banks of the River 
  Stillring allowing for shipping iron from the mines to the 
  nearby small hamlet of Dwarfport (hex 2809)—the mari-
  time outlet for the Kingdom of Thunderhold—where the 
  ore is turned over to the dwarves who transport it via 
  heavily armed caravan to Thunderhold. Iron ore is also 
  transported by ship downriver and around the Mouth of 
  the Roglaroon to Modron, where the ore is loaded on 
  larger ships for trade to all parts of the world, including 
  the City State. Rates for transport from Byrny to Modron 
  on an iron shipping boat is 100 gp per person, 200 gp per 
  axle of wagon and 150 gp per animal up to the size of an 
  ox.  
  The village has an impressive triple-towered keep as well 
  as vast underground galleys below it. The keep has with-
  stood dozens of sieges and lesser raids, including major 
  sieges by gnolls during the Gnoll Times (though the town 
  itself was burned to the ground). The village has a rather 
  large and experienced militia since they are frequently 
  attacked by orcs and goblins. The village leader is a mili-
  tary governor in the City State and the town militia be-
  came a regular regiment in the City State ranks, called the 
  Byrny Royal Guard. The village has temples to Athena, 
  Hephaestius and Odin. 
  The current Governor, Governor Hetalan, was appointed 
  by the Overlord. The village is currently suffering from 
  raids by the goblins of Trollslore. 
  Just east of the town, on the bank of the River Stillring, is 
  the small hamlet of Bullarg’s Ferry which in reality is no 
  more than a ferry crossing and home of a cargo company 
  that handles cargo barges that travel down the river carry-
  ing arms and armor, iron, surplus grain and other goods 
  downriver. 
  For more information on Byrny, see the original Judges 
  Guild product The Mines of Custalcon by Bryan Hinnen 
  or visit the Judges Guild site (www.judgesguild.com) for 
  the upcoming updated and revised Byrny download. 
  2314 TROLLSLORE (Village): Conventional; AL CE; 
  Tech Level: 6; 200 gp limit; Assets 4,850 gp; Population 
  776 (Able bodied men: 194); Isolated (goblin 96%, oth-
  ers 04%); Resources: Gold. Authority Figure(s): Custal-
  con, male human (Alryan) LE Ftr11. Important Charac-
  ters: Mok, male human (Tharbrian) Clr16 (main priest of 
  Mokmalla, more than 200 years old, he is the guiding 
  force of what little order there is in the village), Halamok, 
  male human (Alryan) NE Ftr6 (personal bodyguard of 
  Custalcon); Tarmok, male human (Tharbrian) CG Ftr5 
  (innkeeper of the White Boar Inn). 
  
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  RORYSTONE ROAD 
  Built on the remnants of an ancient advanced civiliza-
  tion, Custalcon took over the local goblin tribe after dis-
  covering gold here some ten years ago. He and his men 
  have built a manor here directly over the old gold mine 
  so that they can mine the gold without the goblins having 
  knowledge of it. He leads several hundred local goblins 
  in the area on raids the mostly against the village of 
  Byrny. Custalcon and all his men worship a strange 
  demi-goddess, Mokmalla (Demi-goddess of Love, CE, 
  see the Gods chapter of the Player’s Guide to the 
  Wilderlands), a deity of an ancient civilization that was 
  accidentally summoned by a wandering cleric in the area 
  who subsequently converted Custalcon and his men, 
  though not the goblins. The village has an inn, called the 
  White Boar Inn that is adjacent to the manor built by 
  Custalcon and his men.  
  For more information on Trollslore, see the original 
  Judges Guild product The Mines of Custalcon by Bryan 
  Hinnen or visit the Judges Guild site (www.judgesguild.
  com) for the upcoming updated and revised Trollslore 
  download. 
  2321 HAGHILL (Hamlet): Conventional; AL N; Tech 
  Level: 6; 100 gp limit; Assets 1,900 gp; Population 608 
  (Able bodied men: 152); Mixed (human 79% [mostly Al-
  ryan and Tharbrian], dwarf 9%, halfling 5%, elf 3%, oth-
  ers 4%); Resources: Horses. Authority Figure(s): Hube-
  ric the Stout, male human (Alryan) N Ftr7. Important 
  Characters: Ochcall Cat-Eye, male human (Alryan) CE 
  Ftr5 (Companion of Sir Huberic, wild-eyed, high pitched 
  laugh); Bronk, male human (Tharbrian) NE, Clr3 (priest 
  of the spider god Yezud, see the Gods chapter of the 
  Player‘s Guide to the Wilderlands). 
  Sir Huberic has ruled Haghill for the past 14 years. He 
  enlarged the small castle and shocked the villagers by 
  occupying the long deserted ‘Tower of Torpid Terror’. 
  The large tower is the most ancient structure in the sur-
  rounding area and legend says that a terrible creature of 
  the Elder Days sleeps beneath it. While Huberic laughs 
  off the superstitions, he prudently sealed off all entrances 
  to the dungeons beneath the tower. Huberic is especially 
  fond of banquets and uses every opportunity to increase 
  his grisly girth. His retainers are very loyal because 
  Huberic is famed for giving gold rings to his favorites. 
  He entertains them by frightening animals (and an occa-
  sional peasant) with his 20 foot whip. 
  For more information on Haghill, see the original Judges 
  Guild campaign setting Wilderlands of High Fantasy or 
  visit the Judges Guild site (www.judgesguild.com) for the 
  upcoming updated and revised Haghill download. 
  2422 DARKFIELD (Village): Conventional; AL N; Tech 
  Level: 5; 200 gp limit; Assets 4,375 gp; Population 700 
  (Able bodied men: 175); Mixed (human 79% [mostly 
  Tharbrian and Alryan with some Altanians], dwarf 9%, 
  halfling 5%, elf 3%, others 4%); Resources: Market. 
  Authority Figure(s): Snarzak, male human (Common 
  Orichalan) LE Sor11. Important Characters: Tanir, male 
  human (Tharbrian) LN Ari5 (Lord Merchant of Dark-
  field); Bashirl, male halfling CG Com6 (Leader of the 
  Teamster's guild, despises Tanir). 
  Darkfield is a market center for the local estates and 
  farms. It is prime source of food for the City State. The 
  merchants organize before dawn at Darkfield to buy 
  grain, and foodstuffs for the City State. The caravans are 
  then driven 10 miles to the City State to be placed on the 
  market by noon. The village is a mad house during har-
  vest. Snarzak, a devotee of the Hellbridge Temple, is the 
  lord. Though inwardly evil, he is not cruel, as that would 
  hamper the flow of gold into his pockets and the coffers 
  of his church. 
  2509 ANVIL (Village): Magical; AL N; Tech Level: 5; 
  200 gp limit; Assets 4,600 gp; Population 736 (Able bod-
  ied men: 184); Mixed (human 79% [mostly Tharbrian 
  with some few Common Orichalan allied to Thunder-
  hold], dwarf 9%, halfling 5%, elf 3%, others 4%); Re-
  sources: Silver. Authority Figure(s): Fladhal, male hu-
  man (Tharbrian) N Clr11. Important Characters: Gani, 
  female dwarf LN Ftr2/Ari2 (leader of the dwarves in An-
  vil); Tandel, male human (Tharbrian) N Clr8 (master of 
  the novices, ill-tempered); Vanai, female human LN 
  Mnk6 (high teacher of the monk school). 
  Anvil is based around a monastery of Thoth founded af-
  ter the gnoll invasions 400 years ago. Anvil is under the 
  authority of the King of Thunderhold. The prime resource 
  of Anvil is silver. 
  2606 THUNDERHOLD (City): Conventional; AL LG; 
  Tech Level: 9; 3,000 gp limit; Assets 750,000 gp; Popu-
  lation 8,000 (Able bodied men: 2,600); Integrated 
  (human 37% [mostly Common Orichalan, Tharbrian and 
  Alryan], dwarf 20%, halfling 18%, elf 10%, gnome 7%, 
  others 8%); Resources: Gems. Authority Figure(s): Nor-
  dre Ironhelm, male mountain dwarf NG Ftr6/Ari2. Im-
  portant Characters: Squire Zotik, male mountain dwarf 
  N Ftr2/Ari1 (Mayor of Thunderhold); Ni-Weser-Re, male 
  astari LG Sage10/Wiz10/Lor10 (869 years old, ancient 
  sage of Thunderhold; for more details on the astari, see 
  the ENWorld Player‘s Journal, Volume 4, “Lesser Races 
  of the Wilderlands“). 
  The dwarves of Thunderhold originated at the Majestic 
  Fastness, deep in the Majestic Mountains. However, they 
  were routed by the great dragon, Analegorn and its three 
  young, some 400 years ago and driven from their ances-
  tral halls. The dwarves journeyed north to the Sunstone 
  
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  Caverns, rumored to possess a load of mithrill. There, 
  they found and defeated an army of gnolls who held the 
  caverns and an adjacent castle.  
  Zephrus Iron-Helm, then the leader of the dwarves who 
  were occupying the castle, led a band to the City State in 
  answer to the Overlord’s call for help against a maraud-
  ing dragon and her brood. Afterwards, the Overlord re-
  warded Zephrus with the resources of City State to help 
  to gather the remnants of the dwarves and establish 
  Thunderhold as their new home. Zephrus Iron-Helm was 
  made king and his descendents have ruled ever since. 
  In older times, the castle was the stronghold of a hardy 
  race of men called Moonrakers (who now are relegated 
  to this area and to the Moonraker Moorlands), many de-
  cendants of which now live in the castle village 
  (population 600). The Moonrakers traded with an earlier 
  tribe of dwarves located in the two dungeons outside the 
  castle. With time, the Moonraker/dwarven alliance broke 
  down in the face of gnoll invasions led by the evil wiz-
  ard, Lychin, and the Minotaur-Priest, Bragash. The 
  dwarves and their current leader, Nordre Iron-Helm, de-
  stroyed the gnolls and their wizard, but the Bragash es-
  caped deep into the Sunstone Caverns.  
  The dwarven King maintains close ties and trade with the 
  City State. He supplies armorers to the City, workers for 
  the mines to the northeast and troops. To facilitate trade 
  the Rorystone road was built between the two cities. The 
  main industry is the gem mines scattered throughout the 
  area. It is rumored that several of the dwarven smiths of 
  Thunderhold can make or repair magical armor. 
  Although not a Tributary Lord, the King gets a vote in 
  the Senate of eight and has a mutual protection alliance 
  with the City State. The dwarves generally worship 
  Goibhnie, blacksmith of the gods. The dwarves have 
  lately regained some territory from the giants living west 
  of the them, and it is also rumored that they are preparing 
  a strike against Analegorn, the great red dragon, to retake 
  their ancestral home in the Majestic Fastness. 
  For more information on Thunderhold and the Sunstone 
  Caverns, see the classic Judges Guild product City State 
  of the Invincible Overlord, or visit the Necromancer 
  Games’ Judges Guild page (www.judgesguild.com) for 
  the updated and revised Thunderhold and the Sunstone 
  Caverns download.  
  2622 WOE (Village): Conventional; AL CE; Tech Level: 
  4; 200 gp limit; Assets 6,750 gp; Population 1,080 (Able 
  bodied men: 270); Isolated (human 96% [mostly Alryan, 
  Tharbrian and Dunael with some Altanians], others 
  04%); Resources: Hides. Authority Figure(s): Vardanit, 
  male human (Alryan) LG Ftr7. Important Characters: 
  Ernit, male human (Tharbrian) NE Ftr9 (leader of the 
  largest gang); Bogar, male human (Alryan) CE Rog6 
  (serial killer, has killed over 19 individuals in his current 
  spree). 
  Woe is a dingy muddy town clinging on a raised embank-
  ment between the Conquerors River on the east and the 
  Troll fens on the west. The surrounding farms barely 
  raise enough food to support themselves and the town. 
  Periodically bands of Trolls or orcs come sweeping 
  through the region and the populace has to take refuge 
  within the town walls. The region mainly supports itself 
  through herding and is a source of hides for the leather-
  workers of the City State. Life here is solitary, poor, 
  nasty, brutish and short, and the populace is terrorized by 
  local strongmen. The town is under the direct authority of 
  the Overlord. Vardanit was appointed three years ago by 
  the Overlord to clean up Woe as the Overlord plans to 
  use the town as a base for expeditions to clear Dearth-
  wood of orcs. He has had little success so far in cleaning 
  up the town. 
  2623 CITY STATE OF THE INVINCIBLE OVERLORD 
  (Metropolis): Conventional; AL N; Tech Level: 9; 
  100,000 gp limit; Assets 250,000,000 gp; Population 
  80,000 (Able bodied men: 20,000); Mixed (human 72% 
  [mostly Alryan, Tharbrian and Altanian], dwarf 16%, hal-
  fling 5%, elf 3%, others 4% [including goblins, trolls and 
  others]); Resources: Market. Authority Figure(s): The 
  Overlord, male human (Tharbrian) LN Ftr20. Important 
  Characters: Balarnega, male human (Alryan) LE Ftr16 
  (Grand Vizier); Captain Rikter, male human (Tharbrian) 
  LN Ftr16 (Captain of the Royal Cavalry); Langwellan the 
  Blue, male human (Antillian) NG Wiz15 (Lord of the 
  Wizards Keep); Paramswarn the Red, male human 
  (Ghinoran) NE Sor16 (Lord of the Southern Keep, ru-
  mored to be an uncle of the Overlord); Tergo Di Bragit, 
  male human (Alryan) N Ftr15 (Commander of the Regu-
  lar Army, one of the Overlord’s Vasthosts). 
  Located on a bluff on the western edge of Dearthwood on 
  the Estuary of Roglaroon, the City State of the Invincible 
  Overlord was founded in 3075 BCCC on the ruins of 
  what is believed to be the ancient capital of the long lost 
  Dragon Empire of the Orichalans. The City State is one 
  of the greatest cities of the north. Its importance is ex-
  ceeded only by Viridstan, the city of spices and seat of 
  the Falling Empire, far to the west. 
  Atrabilorin, the famous dwarf warlord, established the 
  city after the fall of the Dragon Lords and was known as 
  the Invincible Overlord. Though known as Ryan’s Ruin 
  by sages, Rhamsandron by wizards, and Normoot by Al-
  tanians, the city came to be known as the City State of 
  the Invincible Overlord and its former name under the 
  Dragon Empire was forgotten. The title “Invincible Over-
  lord” has been held by every ruler of the City State since 
  
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  RORYSTONE ROAD 
  its creation. Because the city was initially founded by a 
  dwarven hero, the city became home to a large expatriate 
  population of dwarves and is allied to the dwarven city 
  of Thunderhold to the north. Many years ago, Lucius the 
  Great—a Tharbrian warlord—took advantage of a civil 
  war that embroiled one of Atrabilorin's successors and he 
  and his allied clans swept eastwards and conquered the 
  City State. Since Lucius’ reign several hundred years 
  ago, the City State has come to dominate the region from 
  the eastern border of the Viridian Empire at the Plateau 
  of Bendigroth to the Winedark Sea. Today, the only city 
  that the City State pays tribute too is Viridstan itself.  
  The City State is situated at the intersection of the Ro-
  rystone Road that runs north to Thunderhold and the Old 
  South Road that runs south through the Pazidan Penin-
  sula through Black Baron Pass, over the Bellystone Ford 
  on the River Mageven an on to the elven city of Onhir. 
  Most trade, however, is done by ship, as the Estuary of 
  Roglaroon allows large drafted ships to sail inland as far 
  as the City State. For this reason, the City State supports 
  the important village of Byrny and the newly-refounded 
  city of Modron which is strategically located on the Estu-
  ary of Roglaroon, aiding in the Overlord’s campaign to 
  oust the Pirates of Hagrost that prey on the City State’s 
  tradeships from their secret hideout on the River Ha-
  grost. 
  Though few know his true name, the current Invincible 
  Overlord is Hygelak “the Dread,” a cruel ruler whose 
  elite group of assassins and secret police known as the 
  Black Lotus roam the city and the surrounding lands en-
  forcing his will and eliminating rivals.  
  The army of the Overlord is organized into units called 
  “Throngs,” with each “Throng” containing 100 men. 
  Throngs of mounted units are called “Equithrongs.” Five 
  Throngs are called a “Vasthrong.” Two to eight Vas-
  throngs and one to four Equithrongs are called a 
  “Battle.” It is rare for a Battle to contain more mounted 
  troops then footmen. Battles are usually augmented with 
  approximately 500 additional troops consisting of merce-
  naries, militia, peasant leavies, engineers, batchelor 
  knights, noble retainers and men-at-arms. Three Battles 
  are called a “Vasthost,” or an Army. The Overlord nor-
  mally keeps two Vasthosts in the field, one composed of 
  regular army types and the other composed of nobles and 
  mercenaries. After a successful campaign, a Vasthost 
  will be immediately given a new mission, preventing a 
  successful commander from returning to overthrow the 
  Overlord. The Overlord also keeps a substantial fleet, 
  including a number of pirates and freebooters.  
  Over the years, there have three major military cam-
  paigns (and numerous minor ones) by the City State 
  against the World Emperor at Viridistan, the last result-
  ing in tribute being paid on an annual basis by the Over-
  lord. It is rumored that over the last five years he has 
  greatly reduced the tribute, resulting in tension with 
  Viridistan and the World Emperor.  
  The City State is the site of several major temples, in-
  cluding temples to Thoth, Odin, Manannan and Nephtlys 
  the Spider God, as well as the temple of Harmakhis and 
  the influential Hellbridge Temple, which holds the legen-
  dary Baleful Eye of Morg. 
  The City State is plagued by the Orcs of the Purple Claw 
  from nearby Dearthwood and from the fell beasts of the 
  Troll Fens and Mermist Marshes to the northwest and 
  southwest. The Overlord has had several strongholds 
  built or occupied by those loyal to him to keep these 
  creatures in check. He has even posted rewards for their 
  slaughter.  
  See the “Traveler's Guide to the City State” chapter in the 
  Player’s Guide to the Wilderlands for more details on 
  the City State as well as the revised and updated City 
  State of the Invincible Overlord, coming soon from Nec-
  romancer Games and Judges Guild. 
  2626 GOODNAP (Village): Conventional; AL N; Tech 
  Level: 4; 200 gp limit; Assets 5,375 gp; Population 860 
  (Able bodied men: 215); Mixed (human 79% [primarily 
  Tharbrian, Alryan and Altanian], halfling 9%, elf 5%, 
  dwarf 3%, others 4%); Resources: Market. Authority Fig-
  ure(s): Kofsyra, male human (Tharbrian) N Ftr10. Impor-
  tant Characters: Kozan, male human (Tharbrian) LE Ftr6 
  (Kofsyra's son and heir); Dalia, female human (Alryan) 
  LE Sor6 (Kozan's advisor and companion from the Hell-
  bridge Temple). 
  Goodnap is a market town for the farms along the south-
  ern shores of the Roglaroon. The area is one of the bread-
  baskets for the City State and the Overlord takes great 
  interest in maintaining the peace. Lord Kofsyra is con-
  cerned over the threat poised by the pirates of Hagrost. 
  His taxes have been raised to cover the cost of stationing 
  the extra company at Northguard and he is looking to 
  mount an expedition to get rid of the pirates once and for 
  all. As he is fifty years old and not in good health, Lord 
  Kofsyra will appoint his son Kosan to lead the expedi-
  tion. He is also concerned about his son’s relationship 
  with the Hellbridge Temple. However the Temple has 
  backed several lucrative caravans into Goodnap because 
  of Kosan and Lord Kofsyra is willing to tolerate it for 
  now. 
  2708 ERED CHIMERA (Village): Nonstandard; AL CE; 
  Tech Level: 3; 200 gp limit; Assets 6,450 gp; Population 
  1,032 (Able bodied men: 258); Isolated (orc 96%, others 
  04%); Resources: Lead. Authority Figure(s): Kemac, 
  male human (Skandik) LG Clr10. Important Characters: 
  
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  RORYSTONE ROAD 
  Gornat, male orc, LE War8 (convert and Kemac’s lieu-
  tenant, doesn't quite get the idea of morality at times). 
  Kemac leads a mission from the faith of Odin to convert 
  the orcs. He became leader of the orc tribe when he suc-
  cessfully challenged the chieftain for leadership of the 
  tribe. Since then he has made slow and steady progress in 
  converting the tribe. The prime resources of the area are 
  the lead mines. 
  2711 TROTH (Village): Conventional; AL N; Tech 
  Level: 4; 200 gp limit; Assets 4,425 gp; Population 708 
  (Able bodied men: 177); Mixed (human 69% [mostly 
  Tharbrian, Alryan and Altanian with some Skandik], 
  dwarf 19%, halfling 5%, elf 3%, others 4%); Resources: 
  Market. Authority Figure(s): Tregaric, male human 
  (Tharbrian) N Ftr7. Important Characters: Cragen, male 
  mountain dwarf LN Rgr5/Ftr1 (Captain of the Border 
  Warders); Hokaei, male half-elf CN Rgr6/Exp4 (best 
  riverman in the village and noted troublemaker). 
  Troth is an important base for the Border Warders of 
  Thunderhold. It is a riverside market village that sends 
  its goods to the towns and villages around Goodholm 
  Haven. The Citadel Loudring protects the village from 
  pirates and raiders. Governor Tregaric aids in the defense 
  of the Council of Alderock (involving the towns of Ad-
  derwood, Boughrune, Limerick and Elf-burn, to the east) 
  and encourages trades between Thunderhold and the 
  Council. 
  2814 TAIN (Small Town): Conventional; AL N; Tech 
  Level: 5; 800 gp limit; Assets 40,400 gp; Population 
  1,616 (Able bodied men: 404); Mixed (human 79% 
  [mostly Tharbrian and Alryan], dwarf 9%, halfling 5%, 
  elf 3%, others 4%); Resources: Market. Authority Figure
  (s): Governor Krogin, male human (Alryan) CG Ftr6. Im-
  portant Characters: Cornelius Grump, male hill dwarf 
  NG Clr5/Ftr5; Amund, male human (Alryan) CN Ari3 
  (High Sheriff); Farley Smith, male human (Tharbrian) N 
  Ftr6 (smith).  
  Tain has a semi-autonomous relationship and maintains a 
  seat on the Senate, although it still pays tribute to Mo-
  dron. The Lady Grimm of Raedwulf Castle is very influ-
  ential among the nobles and merchants of the town. It is 
  a matter of conjecture about whether Krogin or Lady 
  Grimm has true control of Tain. It's strategic location and 
  the recent importance placed on clearing Dearthwood has 
  drawn the interest of many important factors to the town. 
  2809 DWARFPORT (Thorp): Conventional; AL N; Tech 
  Level: 8; 100 gp limit; Assets 450 gp; Population 75 (75 
  able bodied); Isolated (dwarf 96% [almost exclusively 
  mountain dwarves], other 04%); Resources: Port; 
  Authority Figure: Lodrig, male mountain dwarf Ftr10. 
  Important Characters: Fenderluk, male mountain dwarf 
  War5/Exp8 (chief steward of the port). 
  This small thorp is the armed outpost of the dwarven 
  Kingdom of Thunderhold. Though not quite a citadel, the 
  small hamlet has a 50 foot wall around it, guarding its 
  pier and warehouse. All the residents of the hamlet man 
  the port and pier, and all are competent fighters (Ftr3s). 
  They unload the ore shipped here from Byrny and load it 
  into waiting caravans that transport the ore to Thunder-
  hold. They also receive dwarven products from Thunder-
  hold here and ship them via larger ship to Modron. 
  Note: This small outpost is not labeled on the Rorystone 
  Road map. 
  2926 BIER (Village): Nonstandard; AL CG; Tech Level: 
  4; 200 gp limit; Assets 4,250 gp; Population 680 (Able 
  bodied men: 170); Mixed (human 79% [Tharbrian, 
  Dunael, Altanian and Alryan], halfling 9%, elf 5%, dwarf 
  3%, others 4%); Resources: Market. Authority Figure(s): 
  Laskinor, male human (Thabrian) N Rog4. Important 
  Characters: Iskar, male human (Dunael) N Com8 
  (Leader of the wharfmen, he aids Laskinor in the smug-
  gling operation, Str 19); Galedon, male human 
  (Tharbrian) LE Rog7 (Black Lotus spy working as a 
  teamster and trying to join the wharfmen). 
  Many of the sailors that work the ships and barges be-
  tween City State and Modron are recruited here. Bier is a 
  chaotic rough and tumble river town. Despite the lack of 
  law and authority the people of Bier are generally hard 
  working and good-natured. Any muggers or out right 
  thieves that attempt to take up residence are beaten to 
  within an inch of their life and dumped into the river to 
  the cheers of the crowd. Murderers have stones tied to 
  their feet. The closest thing to a leader the town has is 
  Laskinor of the City State Thieves’ Guild. Laskinor is in 
  charge of an extensive smuggling operation running out 
  of Bier. The goods are transferred when the barges and 
  ship put in to take on or discharge sailors. From Bier the 
  goods are taken overland to City State. 
  CITADELS AND CASTLES 
  Castles are primarily military strongholds, normally with 
  excellent fortification and a professional military garri-
  son. Citadels are strongholds of NPCs or are other alter-
  native structures that are not castles, such as a remote 
  temple or a wizard’s tower. Both castles and citadels are 
  usually surrounded by a few simple farms and include a 
  number of dependants, normally Com1-2s who are mun-
  dane servants, farmers or craftsmen under the protection 
  (or domination) of the local lord. Lords of a castle or 
  citadel are generally expected to keep a 4-hex radius from 
  their stronghold clear of monsters, though this only ap-
  plies to plains hexes and not to mountains, forests or 
  
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  RORYSTONE ROAD 
  swamps which cannot be kept free of monsters. Nor-
  mally, lords of a castle or citadel do not come even close 
  to meeting this obligation. 
  1906 Grey Fang Keep (Castle): Conventional; AL NE; 
  Tech Level: 6; 100 gp limit; Assets 2,000 gp; Population 
  400 (80 Ftr2s and 20 Ftr3s serve as loyal troops to Hara; 
  the balance are old human workers Com1s); isolated 
  (human 96% [Tharbrian and some Skandik], others 
  04%). Authority Figure(s): Hara, female half-orc LE 
  Ftr8. Important Characters: Ash, male human NG 
  (Altanian) War6 (leader of the workers who were able to 
  escape to the surrounding mountains, wields a large two-
  handed hammer).  
  This castle was a keep controlled by a conclave of wiz-
  ards. Fastis of Crucible seized control five years ago and 
  placed Hara in charge. They have recently completed the 
  addition of castle walls. This castle is in an excellent lo-
  cation to further Fastis’ plans to dominate the Tharbrian 
  Coast. The old human workers of the conclave are now 
  slaves of Fastis. 
  1913 Temple of the Azure Sky (Citadel): Magical; AL 
  LG; Tech Level: 3; 40 gp limit; Assets 160 gp; Popula-
  tion 80 (20 devout warrior-priests Clr2/Brb1s guard the 
  temple, the balance are priest-farmers Clr1/Com1s who 
  work the land); Isolated (human 96% [mostly Tharbrian 
  with some few Skandiks], others 04%). Authority Figure
  (s): Donagel, male human (Tharbrian) LG Clr7. Impor-
  tant Characters: Orovin, male human (Dunael) NG 
  Rgr2/Clr3 (helps the nearby village of Smite track down 
  criminals, rival to Calan, the notorious bounty hunter 
  from that region).  
  This is a small monastery that has been in existence for 
  over 400 years. It is closely associated with the town of 
  Smite (hex 1812) to the west. The clerics worship Odin 
  the Sky Father. 
  2010 Mistwind Conclave (Citadel): Magical; AL LN; 
  Tech Level: 8; 100 gp limit; Assets 600 gp; Population 
  120 (30 armed Cyclopean Ogre Ftr3s are fanatically loyal 
  to the conclave and serve as guards; there are 2-8 other 
  Wiz2-9s here at any time; the balance are Com1-3 mun-
  dane servants and farmers); Integrated (human 37% 
  [mostly Tharbrian, but the wizards may be of any sub-
  race of human], half-elf 20%, elf 18%, halfling 10%, 
  dwarf 7%, others 8%). Authority Figure(s): Serinal, fe-
  male halfling N Wiz5. Important Characters: Daladgael, 
  male elf CG Wiz15 (one of the older members who 
  choose to stay, not present often as he often undertakes 
  quests to other planes). 
  This keep is the site of a wizard conclave lead by Serinal. 
  The conclave was very old and respected among the wiz-
  ard community. Twenty years ago many of the members 
  of the conclave began to fight among themselves and the 
  conclave went into decline. Serinal was elected the leader 
  of the conclave and began to revitalize it. Today it is 
  growing and has attracted several bright young wizards. 
  2024 Keystone Castle (Castle): Magical; AL LE; Tech 
  Level: 8; 100 gp limit; Assets 2,000 gp; Population 400 
  (Able bodied men: 100; there are 20 acolyte Clr2s and 80 
  troops all War3s in residence at the castle; there are al-
  ways 2d6 Clr2-8s here at any time in addition to the aco-
  lytes; the balance of the population are Com1-3s or 
  Exp1-3s mundane servants, workers and farmers); Mixed 
  (human 89% [predominanatly Tharbrian and Alryan], 
  half-orc 9%, others 2%). Authority Figure(s): Palagad, 
  male human (Alryan) LE Clr7. Important Characters: 
  Darnax, male half-orc LE War6 (commander of the four 
  companies of troops (80 men) stationed at the castle). 
  The Overlord’s father granted this castle to the Hell-
  bridge Temple. It is the main stronghold of the Hell-
  bridge Temple outside of the City State.  
  2127 Twinhorn Gate (Citadel): Conventional; AL LN; 
  Tech Level: 3; 40 gp limit; Assets 80 gp; Population 50 
  (A well-armed and armored guard of 20 Ftr4s loyal to 
  Nevron guards the citadel, the other 30 residents are 
  War1/Com1s who raise meager crops and serve as fight-
  ing men when needed, though all are well outfitted); Iso-
  lated (human 96%, others 04%). Authority Figure(s): 
  Nevron, male human (Alryan) LG Pal2/Ftr6. Important 
  Characters: Duci, male hill dwarf LG Ftr5 (Sergeant of 
  the guard, tries to mitigate the worst of Nevron's obses-
  sions).  
  Twinhorn Gate is a small citadel acting both as a guard-
  house and a toll booth for the Twinhorn Pass. Nevron is a 
  fanatical follower of Mitra. His worship borders on ob-
  session and his family prevailed on the Overlord to ap-
  point him to this post to get him away from Modron. 
  2422 Conclave of the Twilight Anvil (Citadel): Magi-
  cal; AL N; Tech Level: 8; 100 gp limit; Assets 1,000 gp; 
  Population 200 (50 well paid mercenaries Ftr2-4s guard 
  the conclave; the balance are Com1-2 or Exp1-2 mun-
  dane servants and farmers); Integrated (human 37% 
  [mostly Tharbrian, Alryan, and Altanian with some 
  Dunael], gnome 20%, halfling 18%, elf 10%, dwarf 7%, 
  others 8%); Resources: Citadel. Authority Figure(s): 
  Dorvilla, female half-elf N Wiz6. Important Characters: 
  Langeril the Great, male gnome N Ill5 (flamboyant illu-
  sionist, recently had a command performance of his art in 
  front of the Overlord).  
  This is a relatively new conclave of wizards. Two years 
  ago they gained great personal wealth from an adventure 
  and they have built a castle. Their sudden rise in wealth 
  has caused many of the other conclaves in the region to 
  
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  RORYSTONE ROAD 
  look at them as upstarts and this is causing them great 
  difficulty. 
  2509 Keep of Winter's Light (Citadel): Magical; AL 
  N; Tech Level: 8; 100 gp limit; Assets 600 gp; Popula-
  tion 120 (30 King’s Guard dwarf Ftr3s; the balance are 
  Com1-2 or Exp1-2 mundane servants and farmers; from 
  1-3 visiting Wiz1-4s can be found here at any time); Inte-
  grated (human 37% [mostly Tharbrian and Alryan, 
  though some few Common Orichalan also], dwarf 20% 
  [mostly mountain dwarves], halfling 18%, elf 10%, 
  gnome 7%, others 8%). Authority Figure(s): Tavel, male 
  human [Common Orichalan] N Wiz6. Important Charac-
  ters: Terai, female dwarf LG Wiz3 (daughter of King 
  Nordre and student of Tavel). 
  This keep is the wizard stronghold of Tavel. King Nordre 
  Iron-Helm of Thunderhold granted the keep to Tavel and 
  his group of followers after they saved his son from an 
  orc ambush in the Majestic Mountains. The King’s 
  daughter, Terai, is a student. The men-at-arms are a divi-
  sion of the King’s Guard from Thunderhold, though sev-
  eral of them have been magically corrupted by a lich 
  whose tomb is in the area and are hatching a plot to kid-
  nap Terai for the lich and extort a large ransom from 
  King Nordre. 
  2611 Troll Keep (Citadel): Conventional; AL LG; Tech 
  Level: 6; 100 gp limit; Assets 1,200 gp; Population 240 
  (60 Ftr2/Rgr1 dwarves constitute a scout patrol and gar-
  rison; the balance are Com1-3s or Exp1-2s mundane 
  farmers 
  or 
  craftsmen); 
  Isolated 
  (dwarf 
  96% 
  [overwhelmingly mountain dwarves], others 04%). 
  Authority Figure(s): Carahas, male dwarf LG Ftr5. Im-
  portant Characters: Karni, male dwarf NG Rgr6 (head 
  of the scouts at the keep, considered too “elf-like” by the 
  other dwarves). 
  This keep is controlled by Thunderhold and is stationed 
  by three companies of dwarves. They patrol the northern 
  Trollslore Mountains and aid the Border Warders sta-
  tioned at Troth. This is considered as an important train-
  ing post for dwarven officers. The dwarven companies 
  stationed here are unique mountain fighters, trained in 
  negotiating the local terrain and tracking—unusual skills 
  for dwarves. 
  2620 Castle Balarnega (Castle): Magical; AL LE; Tech 
  Level: 6; 100 gp limit; Assets 1,400 gp; Population 280 
  (Able bodied men: 70); Isolated (human 96%, others 
  04%); Resources: Castle. Authority Figure(s): Dargitt, 
  male human (Tharbrian) LE Clr6. Important Characters: 
  Anonal, male human (Common Viridian) NE Clr5 (a 
  frustrated old man whose lack of ability stalled any rise 
  beyond his present position, five years ago secretly con-
  verted to the worship of Haramakhis and has built a cult 
  in the dungeons of the castle). 
  Named for the vizier to the Overlord, the Hellbridge 
  Temple of the City State built this castle as their contri-
  bution to the Overlord’s plans to clear Dearthwood. Dar-
  gitt is a rising star within the temple and his performance 
  in commanding this stronghold will determine whether 
  he continues to rise in power. 
  2626 Northguard Tower (Citadel): Conventional; AL 
  N; Tech Level: 6; 100 gp limit; Assets 800 gp; Popula-
  tion 160 (two companies of 20 men-at-arms War2s are 
  the garrison; the balance are Com1-2 or Exp1-2 mundane 
  servants and farmers); Isolated (human 96% [Alryan, 
  Tharbrian, Altanian and some Dunael], others 04%); Re-
  sources: Citadel. Authority Figure(s): Bandan, male hu-
  man (Alryan) N Ftr5. Important Characters: Nadine, fe-
  male human (Altanian) N Pys6 (Protector of the Rock 
  Lizard Clan wandering the Queans Waste near North-
  guard tower). 
  Northguard Tower defends the northern approaches of 
  Goodnap from any forces raiding from the estuary of the 
  Roglaroon. In the last few years the pirates of Hagrost 
  have proven troublesome causing the Overlord to add an 
  extra company (20 men) to the tower's garrison. This is 
  Sir Bandan first command and he desires to prove him-
  self worthy to the Overlord and to his love, Nadine. Nad-
  ine is a Protector with an Altanian tribe wandering the 
  Queans Waste. Bandan met her on patrol several years 
  back and fell in love. 
  2708 Silent Winds Conclave (Citadel): Magical; AL N; 
  Tech Level: 8; 100 gp limit; Assets 600 gp; Population 
  120 (30 lesser constructs and golems guard the citadel; 
  the balance are Com1-3 or Exp1-2 mundane servants and 
  Wiz1 apprentices); Integrated (human 37% [a strange 
  mixture of normally persecuted races such as Common 
  Orichalans or Common Viridians, or other strange human 
  sub-races such as lunari, solari or ghuls], dwarf 20%, hal-
  fling 18%, elf 10%, gnome 7%, others 8%). Authority 
  Figure(s): Estella, female human (Dorin) N Wiz6. Impor-
  tant Characters: Geri the Golden, female dwarf CN 
  Wiz14 (a failed ritual long ago transformed her into a go-
  lem made of gold, her wing of the conclave is populated 
  with the results of her failed experiments in transforming 
  her back). 
  This is a long established conclave of wizards. They have 
  long ago taught the orcs of Ered Chimera to stay away 
  from their keep. This conclave is in decline and many old 
  experiments have twisted the keep and the surrounding 
  land in strange ways. Estella is merely the latest caretaker 
  of the grounds and attempts to help the surrounding ham-
  let when one of the magical experiments goes awry. The 
  conclave has also proved to be a haven for persecuted 
  
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  RORYSTONE ROAD 
  individuals, so it is not uncommon to find Common 
  Orichalans, Common Viridians and others living here in 
  relative peace. Estella herself is a Dorin from the far-off 
  Desert Lands. 
  2814 Raedwulf Castle (Castle): Conventional; AL N; 
  Tech Level: 6; 100 gp limit; Assets 1,200 gp; Population 
  240 (3 companies of 20 Ftr1s led by 1 Ftr3 each; the rest 
  are Com1-2 or Exp1-2 mundane servants and farmers); 
  Isolated (human 96% [predominantly Tharbrian and Al-
  ryan with some Altanian and Dunael], others 04%). 
  Authority Figure(s): Lady Grimm, female human 
  (Alryan) N Ftr5 (Cha 18). Important Characters: Carvil-
  ius Law, male human (Tharbrian) N Wiz8 (competent 
  political advisor to Lady Grimm); Captain Gladius, male 
  human (Alryan) LN Ftr9 (Lady Grimm's no nonsense 
  military commander).  
  Sitting atop a short hill overlooking Tain, and with west-
  ward approaches impassable due to the steep inclines be-
  tween the River Severn and the Conquerors River, Castle 
  Raedwulf is a formidable barrier to anyone approaching 
  to attack the town of Tain. The Lady Grimm has built up 
  a considerable following in Tain and the region. The 
  Citadel is very well run and its three companies are con-
  sidered among the best in the lands of the City State.  
  2916 Barnelby Citadel (Citadel): Conventional; AL N; 
  Tech Level: 4; 40 gp limit; Assets 160 gp; Population 80 
  (20 War2 cavalry on light horse; the balance are Com1-
  3s mundane farmers and servants); Isolated (human 96% 
  [mostly Tharbrian and Alryan with a larger than normal 
  percentage of Dunael], others 04%). Authority Figure(s): 
  Lord Aylbryght, male human (Alryan) N Ftr6. Important 
  Characters: Sergeant Holbrook, male human (Dunael) N 
  War5 (grizzled veteran and advisor to Lord Aylbryght); 
  Gangitt, male human (Dunael) CN Rog5 (recently ar-
  rived and looking at the thorp as a base for a smuggling 
  ring). 
  Lord Aylbryght has 20 cavalry under his command. He 
  watches over the small thorp of Barnelby, a trader and 
  merchant stop for anyone traveling between the City 
  State and the Council of Alderock (based in Adderwood, 
  a nearby village in hex 3117). Lord Aylbryght has been 
  charged to keep the roads clear between Tain and the 
  Council. However, with just 20 men, he is hard pressed 
  just keeping the thorp safe and secure. Lord Aylbryght is 
  a close friend of Sir Gofynan warchief of nearby Adder-
  wood. They are encouraged by the Overlord's placing 
  bounties on the orcs and goblins and other evil human-
  oids but worry about the rough men being attracted to the 
  region. 
  2926 Nightcave Coven (Citadel): Magical; AL NE; 
  Tech Level: 8; 40 gp limit; Assets 160 gp; Population 80 
  (20 well-armored zombie servants and several shadows 
  guard the coven; the balance are Com1 slaves and Adp1 
  apprentices, with several Wiz1-4s, Drd1-3s or Witch1-5s  
  here visiting at any time); Mixed (human 79% [Tharbrian 
  or Swerting; for more on the vile Swerting, see the EN-
  World Player’s Journal, Volume 4, “Lesser Races of the 
  Wilderlands”), goblin 9%, half-orc 5%, orc 3%, others 
  4%). Authority Figure(s): Melanie, female elf CE 
  Witch8. Important Characters: Mordant, male human 
  NE Wiz4/Rog2 (in charge of supplying the coven, ne-
  glecting his studies to pursue deals with Laskinor). 
  South of Bier is a karsts terrain riddled with sinkholes 
  and limestone caves. Nightcave Coven’s lair is in one of 
  the larger caves that is above the water table. Its members 
  regularly attend the gathering at Witches’ Court Marsh. 
  The coven regularly deals with Laskinor of Bier to smug-
  gle hard to find components and goods out of City State. 
  Mordridda (from Witches’ Court Marshes) and other 
  covens often deal with the Nightcave Coven as a source 
  for these items. Melanie is a cruel and sadistic elf twisted 
  when gnolls slaughtered her family during the Gnoll 
  Times. She found the tribe and slaughtered every gnoll 
  yet this did not satisfy her need for revenge. Eventually 
  she found Mordridda of the Witches’ Court and became 
  her apprentice. Feeling that she now had control over her 
  own destiny she left Morridda and founded her own 
  coven. 
  LURID LAIRS 
  This list is by no means meant to be a list of the only 
  monsters in the area. These are simply sample lairs. 
  Many more monsters of course roam the dangerous 
  Wilderlands. In this area it is not uncommon to see many 
  animals and dire animals, lycanthropes, trolls, lizardmen, 
  monstrous frogs, as well as a great many orcs from 
  Dearthwood, gnolls and goblins; not to mention human 
  bandits and brigands of all kinds. 
  1911 Lair of the Cloud Giants (EL 15): Four Cloud gi-
  ants live here. Oldak of the Mists, his wife, and two sons 
  make their lair in a massive, yet Spartan tower atop this 
  mountain in the Saber Scarpe range. Oldak and his sons 
  hunt dire bear and perytons within their range, often 
  camping for weeks at a time upon the highest peaks of 
  the mountains, so near to the clouds they love. If their 
  tower is attacked, they lay down a heavy barrage with 
  perfectly shaped round stones of massive weight, target-
  ing lightly armored opponents before those in armor and 
  using the towers huge crenellation stones as cover. 
        Cloud Giants (4): CR 11; hp 178 each; see the MM. 
  2209 The Hydra Lair (EL 8): A fissure in the rock face 
  holds the lair of 3 six-headed hydras. The beasts are rav-
  
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  enous as they have eaten nearly every living creature 
  within miles of their lair, yet are too stupid to move off 
  for better hunting grounds. If they do not eat soon, canni-
  balism is an inevitable solution to their food shortage. 
        Six-Headed Hydras (3): CR 5; hp 63 each; see the 
  MM. 
  2222 Crocodiles (EL 11): The swamps near Haghill 
  crawl with dangerous crocodiles (25 total) who consider 
  anything passing through their territory to be good eats. 
        Crocodiles (25): CR 2; hp 22 each; see the MM. 
  2325 Lizardmen Den (EL 11): This cannibalistic tribe 
  of 30 lizardmen thrives on the flesh of other humanoids. 
  Their mud and wattle huts are above ground and there 
  are many wooden spike traps surrounding their den. The 
  lizardmen hunt by remaining partially submerged for 
  cover, then attacking in a half circle with javelins, driv-
  ing their prey towards their elaborately placed traps. 
  Thus far they have been the death of dozens of explorers, 
  whose heads decorate poles outside their communal 
  lodge as grim tokens of their ferocity. The lizardmen 
  have 16,000 gp, an ermine blanket (75 gp), a potion of 
  darkvision, a potion of aid and a ring of feather falling. 
        Lizardmen (30): CR 1; hp 11 each; see the MM. 
        Seraenu, Male Lizardman Drd4: CR 5; SZ M 
  [Aquatic, Reptilian]; HD 2d8+2 plus 4d8+4; hp 36; Init 
  +0; Spd 30 ft.; AC 15; Atk +5 melee (1d4+1 [x2], claws) 
  or +5 melee (1d10+1, greatclub), +3 melee (1d4, bite) or 
  +4 ranged (1d6+1, javelin, range 30 ft.); SQ nature 
  sense, animal companion, woodland stride, trackless 
  step, resist nature’s lure; AL N; SV Fort +5, Ref +4, Will 
  +6; Str 13, Dex 11, Con 12, Int 11, Wis 14, Cha 12. 
        Skills: Balance +4, Concentration +6, Knowledge 
  (nature) +7, Jump +7, Spellcraft +5, Survival +8, Swim 
  +9. Feats: Multiattack, Power Attack, Silent Spell. 
        Spells Prepared (5/4/3; base DC 11 + spell level): 
  0—create water, know direction, light, resistance, virtue; 
  1st—calm animals, entangle, goodberry, obscuring mist; 
  2nd—hold animal, resist elements, warp wood. 
  2406 Cockatrice Lair (EL 7): This high peak in the Ma-
  jestic Mountains is strange in the number of stone statu-
  ary in the area. Lifelike orcs, goblins, a young hill giant, 
  and several elk, all done in hard marble decorate the area 
  in a half-mile radius. The serene and almost garden like 
  quality belies the danger present in this brood of 5 
  cockatrices.  
        Cockatrices (5): CR 3; hp 27 each; see the MM. 
  2521 Giant Frogs Lair (EL 7): On the north edge of the 
  Troll Fens are many things, among them 6 giant frogs. 
  They attack any they encounter, only fleeing from fire. 
        Monstrous Giant Frogs (6): CR 2; hp 17; see the 
  Tome of Horrors by Necromancer Games. 
  2618 Dire Beavers (EL 5): Three dire beavers live 
  here. These friendly, playful creatures use small size hu-
  manoids as toys, slapping them about with their tails. 
  They mean no harm, but sometimes get carried away in 
  their playfulness. 
        Dire Beavers (3): CR 2; SZ M Animal; HD 3d8+12; 
  hp 25; Init +3; Spd 30 ft., swim 30 ft.; AC 16; Atk +4 
  melee (1d4+2, bite) or +4 melee (1d6+2, tail slap); SQ 
  scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 
  17, Con 19, Int 2, Wis 12, Cha 10. 
        Skills: Listen +6, Spot +6. 
  2818 The Woodmaidens’ Lair (EL 10): Deep in a for-
  ested glade along the Conquerer’s River is the area 
  known to locals as the Woodmaiden’s Grove. Here along 
  the bubbling brooks resides Teelinthy the dryad. Teelin-
  thy is known as a paragon of purity to creatures of both 
  forest and water, and is the keeper of this grove where the 
  roots of the forest touch the ever flowing waters of the 
  Conquerors River. Jealously guarded by her 5 nymph 
  sisters this gathering of fey and beautiful beings does not 
  really seem to live within the world of mortals, being 
  more tuned to their natural groves and the dreams of fair-
  ies than those of men. Teelinthy keeps 3 purple gems 
  (corundum, 500 gp each) which were gifts from an elven 
  knight who seeks to woo her away from her grove, much 
  to the dismay of her wilder, more elemental sisters. 
        Teelinthy (Dryad): CR 1; hp 7; see the MM. 
        Nymphs (5): CR 6; hp 10 each; see the MM. 
  2822 Treant Grove (EL 16): Deep within the confines 
  of the Dearthwood Forest reside the Whiteleaf League, 
  the great and ancient council of 18 treants. Concerned 
  with all things arboreal, the Whiteleaf League ponders 
  deeply the troubles of the natural world, seeking always 
  to expand the depths of their woods from those who 
  would harm the old growth. 
        Treants (18): CR 8; hp 66 each; see the MM. 
  2903 Giant Crocodile Lair (EL 4): One of the perils of 
  this coastal area is the presence of a giant crocodile. It 
  hides in the sand and attacks anything it can surprise. 
        Giant Crocodile: CR 4; hp 59; see the MM. 
  2905 Giant Wasp Nest (EL 8+): In the mountain pass of 
  Demontongue is a nest of giant wasps. Six wasps strike 
  out to attack anyone that gets within 100 feet of the nest. 
  The colony contains hundreds of wasps. 
  
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  RORYSTONE ROAD 
        Giant Wasps (6): CR 4; hp 32; see the MM. 
  2923 Dryad Grove (EL 6): Travelers whisper of the al-
  luring “ladies of the wood,” a gathering of 6 dryads that 
  keep their great trees deep within the forests of the 
  Dearthwood. The dryads generally avoid being seen as 
  best they can, though none of their band can resist a 
  handsome man, especially a paladin or bard. Such indi-
  viduals with a Charisma of 16 or higher are set upon al-
  most instantly by the seductive charms of the ladies of 
  the wood, each competing with greater and greater zeal 
  to be the one to keep the fellow as a new lover. Such ac-
  tivities are even stronger in the springtime when the sap 
  flows anew and the blossoms begin to bloom. 
        Dryads (6): CR 1; hp 7; see the MM. 
   
  
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  RORYSTONE ROAD 
  LEGAL APPENDIX 
  This Rorystone Road is done under version 1.0a of the of the Open Game License, below, and version 3.0 of the d20 System Trademark License and the d20 System 
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  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open Game Content may only be Used 
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  Designation of Open Game Content: Any content herein that appears in or is derived from the System Reference Document (v3.5) is hereby designated as Open 
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson.  
  Wilderlands of High Fantasy Player’s Guide Copyright 2003, Necromancer Games, Inc. and Judges Guild; Authors Bob Bledsaw 
  and Clark Peterson based on original material by Bob Bledsaw, Bill Owen and Bryan Hinnen. 
  Rorystone Road Copyright 2003, Necromancer Games, Inc. and Judges Guild; Authors Bob Bledsaw, Clark Peterson, Rob Conley 
  and the Necromancer Games/Judges Guild Design Team; based on original material by Bob Bledsaw, Bill Owen, Bryan Hinnen and 
  others. 
  
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