Stats for large, homogenous groups of humanoids in combat. These were generated by ChatGPT for convenience.
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Friday, May 02, 2025
Monday, April 28, 2025
K24: First Stop - Taldane and Castle Falastra
Saturday, April 12, 2025
K24: Intro to the Krayten Sea Arc - Il Conte de Vento
Soon after, the PC's signed up with a charismatic Gemiri merchant named Marovio LaVorgna, who has a ship docked in Gillheda, called the Il Conto de Vento, the "Wind's Account". It is a fast two-master caravel of Gemiri construction, small as ships go but worthy-looking enough. His plan is to sail around the Krayten Sea, making planned stops at Taldane (in Alastin), Galadova (in Tregosta), and eventually sailing past Gemric all the way to Port Sovran (in Terathmin), trading and pursuing rumors as he goes. The PC's will serve as guards and mercenaries, keeping him alive during this long adventure. At journey's end, the PC's will arrive in Cio Gemir, which he assures them is the most incredible city in the world, wealthy enough to establish themselves as well-to-do residents should they care to.
Tuesday, April 01, 2025
K24: The Road to Gillheda
To get out of town, the PCs had already arranged a minor job escorting a merchant convoy traveling the road from Dinas Halak to the port city of Gillheda. Sadly, the river that flows through Dinas Halak to Gillheda isn't large enough for cargo traffic, so merchants must resort to the road. Gillheda is a reasonably sizeable walled port town, only a few miles from the border with the Ethestis Concord, specifically the city-state of Enxellon. Merchants of several nations put in at Gillheda, and mercenaries are always in demand.
Week 1
The first week began with surprising fortune. Clear skies and firm roads allowed the convoy to make better time than expected. Spirits lifted with the pace, and hopes for an easy journey rose. Midweek, the caravan encountered a troupe of traveling performers — jugglers, fiddlers, and a storyteller — who brought laughter and news from the south. But the mood dampened slightly two days later when heavy rains turned the road to muck near a narrow ford, costing the group half a day's travel and a great deal of swearing from the ox-handlers.
Week 2
The second week turned sour. Just after a problematic stretch of washed-out Halleck roadway, a laden wagon’s axle snapped. The crew spent an entire day unloading, reinforcing, and resetting the wheel with makeshift repairs. That night, the guards spotted distant lights in the woods — too many, too coordinated. At dawn, the convoy was ambushed. Later in the week, the group limped into a fortified hamlet, where merchants from the opposite direction shared grim rumors: uprisings in the borderlands, a noble’s army on the move, and whispers of monstrous shapes in the woods. The tale of the ambush seemed all the more unsettling in this context.
Week 3
Week three was mercifully uneventful. Clear skies and open road greeted the convoy, and the wounds — physical and emotional — began to mend. The days passed with quiet determination. Although the scouts reported strange tracks near the trail twice, nothing came of them. A rhythm took hold: march, camp, watch. No one spoke much after dark.
Week 4
Misfortune returned in the final stretch. Rough stone paths descending into low country shattered another wagon wheel, forcing another stop. Just one day later, yet another cart suffered the same fate — sabotage was whispered in hushed tones, but no culprits were found. As the coastline came within reach, the convoy passed a crumbling waystation where they heard more rumors: something had stirred deep in the salt marshes, and a city watch unit had vanished upriver. No one slept well that night. Still, by week’s end, battered but intact, the caravan rolled over the final rise and saw the walled town of Gillheda.
Gillheda
Population: ~3,500, Region: Southern coast of Halleck, on the Krayten Sea
Main Trade: Salted fish, peat, barley, sea-stone, modest regional exports
Gilheda is one of the few deepwater ports along the Krayten Sea coast, making it a necessary stop for coastal merchants, fishing fleets, and the occasional long-haul trader. Though never rich, its importance lies in reliability — a stable anchorage with steady hands. The town center and harbor are surrounded by an ancient stone wall that has long since outgrown the town. Taxes are levied at the two gatehouses. Gillheda is old, insular, and proud. Weather-beaten statues of ancient sea spirits linger in niches, and the locals observe odd customs when launching boats or burying their dead. Outsiders are treated cautiously but fairly — coin speaks louder than bloodline.
Baron Aldren Velm, ruler of Gillheda, is an unassuming man to hold a noble title. Stooped with age and more ink-stained than blooded, he wears his baronial station like a well-fitted cloak — functional, not flashy. His family has ruled Gilheda for five generations, holding it as a minor but stable barony on the southern coast of Halleck. Though technically noble, Velm’s power is administrative rather than martial; he governs the town from his chamber above the quay, where ledgers, manifests, and tide schedules occupy more space than banners or arms. Velm came into his title early, following the drowning of his older brother, a more martial soul, during a storm-swept voyage. He never expected to rule, but over the decades, he has earned the quiet respect of Gilheda’s merchant class, dockmasters, and even the clergy of the chapel. His leadership is marked by caution, fairness, and a talent for keeping dangerous tensions — such as trade disputes, smuggling rings, and cult rumors — beneath the surface, where they belong. Though his sword is ceremonial, and his retinue minimal, Baron Velm commands deep loyalty from the town’s clerks and harbor guard. Adventurers are met with polite skepticism. If they disrupt the balance, they’ll find his judgment swift — and measured in tariffs rather than threats.
Points of Interest (for Adventurers or Trouble Seekers)
The Saltwind Quay
A broad, creaking quay where the sea meets the town’s heartbeat. A place of rumor, barter, press gangs, and slow deals over barrels of herring and peat bricks. Certain corners turn quiet after dark — especially near Old Dunric’s Loft, a warehouse with a reputation for moving things “quietly.”
The Dunfield Market
A sloped square of thatch-stall vendors, knife-grinders, and peat-haulers. Anyone looking for unusual maps, counterfeit seals, or dried sea creatures with "alchemical" properties will eventually be directed to a half-blind seller named Maegden, who never speaks above a whisper.
The Lank Manse
A ruined building turned boarding house, just off the northern wall, now home to washed-up monks, self-taught apothecaries, and vagrant scholars. Its old cellars predate the current town, and something about them causes compasses and prayer beads to twist oddly near midnight.
Southshore Chapel of Saint Herlan the Seaworthy
Built directly into the cliffside, its seaward wall is little more than carved stone and tide-splashed lintels. Sailors still leave offerings of fishbones and black candles at its iron gate. Officially an Ordainer temple of Vannemid, it is the only temple in the town.
The Drifted Pint
Gilheda’s most infamous tavern, run by a wide-smiling woman called Dreska, who drinks more than she sells. It’s said she can read a tide’s fate in the scum at the bottom of a cup. A good place to find reckless locals and bored foreigners — or to get into a knife fight over dice.
Friday, March 28, 2025
K24: Killing and Skedaddling
To get out of town, the PCs had already arranged a minor job escorting a merchant convoy traveling the road from Dinas Halak to the port city of Gillheda. Sadly, the river that flows through Dinas Halak to Gillheda isn't large enough for cargo traffic, so merchants must resort to the road. Gillheda is a reasonably sizeable walled port town, only a few miles from the border with the Ethestis Concord, specifically the city-state of Enxellon. Merchants of several nations put in at Gillheda, and mercenaries are always in demand.
Sunday, December 01, 2024
K24: The Case of the Kidnapped Jadugar
A Perashdan enchanter has been kidnapped by notorious Halleck knights, and his daughter seeks to rescue him.
Friday, November 15, 2024
K24: Kolde Caumfert Farm (PC's Rented Base)
Kolde Caumfert Farm is a large farmstead located just south of Malmon Hill. It was stripped of its lands years ago, sold off, and is now surrounded by the sparse northern outskirts of Dinas Halak. The property passed through various owners, but the PC's are now renting it as their long-term home in the center of Halleck. The building is rough-looking but in serviceable condition, needing only minor repairs to be livable. Accommodations for the group's horses will be a bit tight, but between the stable and the barn, there is just enough room. It costs $500/month, and they have it for at least six months. It is safe to assume that another $100/month will take care of provisions for the horses, maintenance, and cleaning by locals and the former captives.
Friday, October 18, 2024
K24: The Encounter at the Chapel of St. Lumina of Makipola
A necromancer had recently taken residence in the abandoned cemetery of a ruined town, once known as Makipola, now infamous as "Bad Ground" due to its destruction in the Great Scourging during the Twenty Years War. The area had been plagued by restless spirits, angry at the long neglect of their graves, creating a malevolent atmosphere. The necromancer, who had moved in about a month prior, began reanimating skeletons, causing unrest in the nearby village of Hiddleton, home to the descendants of Makipola’s survivors. Desperate for help, two villagers from Hiddleton with little money and no connections, sought aid from the Armsman’s Guild. The guild, seeing an opportunity to engage the newly formed group of adventurers, especially as they included two priests, directed them to assist.
Saturday, August 24, 2024
K24: The Escaped Slaves of Makipola
These are the eight escaped slaves that the PC's encountered in the ruins of Makipola. Based on their accounts, they were onboard an Imperial Kehler slave ship bound from Niemi to the city of Hyrkala, on the western end of the Kehler Sea. This city is one of the empire's larger slave markets. The ship foundered during a storm about a week ago, and the slaves attempted to escape in the chaos. This group is the only one that made it to the safety of the dozens on board.
Friday, August 02, 2024
K24: NPC - Adelwulf Kerner, Landsknecht
Adelwulf Kerner is a Tempelhoff Landsknecht who has fought for and against other Tempelhoffers. Dieter and Adelwulf crossed paths during a brutal campaign in the ongoing war between Mismallon and the Empire. Initially rivals, their mutual respect grew as they fought side-by-side in numerous battles. Dieter’s strength and bravery complemented Adelwulf’s strategic acumen and leadership. Their camaraderie was forged in the fires, skirmishes, at least one siege, and a desperate retreat. Dieter encountered Adelwulf again at the Armsman's Guild Hall in Dinas Halak, a welcome sight indeed.
Thursday, August 01, 2024
K24: City of Dinas Halak
The city is moderately large (ca 25,000), sitting astride several minor trade routes, but has few features to commend it over the other great cities of the Kehler Lands. The town grew in the shadow of a vast rocky hill called Malmon Hill. This huge granite rock towers several hundred feet above the plain where Halleck’s capital city now sprawls. Sages claim that the rock is the remnant of an ancient volcano, but few Hallecks pay them much attention. The sloping dome of the rock, which has been marred by attempts to quarry rock and build there, is covered with the ruins of several different forts and castles. Each has fallen over within five years of being built, confounding numerous Dwarven engineers hired at great expense. Malmon Hill frequently emits low, eerie groaning noises, and occasionally, strange lights are seen among the ruins at night. Numerous attempts have been made to explain this phenomenon, resulting in as many theories as there are sages to expound upon them. Clerics who venture onto Malmon Hill have sometimes reported a disturbing sensation of being “unwelcome” at the summit, but this likewise has no clear explanation.
Saturday, July 13, 2024
K24: Battle of Humbdon Bridge
This is the chronicle of the Battle of Humbdon Bridge, a battle between the Counts of Sianar and Drathaid. It happened in the spring of 827 IY, in Northern Halleck.
Saturday, June 29, 2024
K24: St. Olan's Company
St. Olan's Company
St. Olan's Company is a medium-sized fighting company from southwestern Halleck, near the border with Alastin.
Friday, June 21, 2024
K24: Post-Ogre Tower Briefing
Resolution of the Ogre Tower Incident: Sir Hagar McDowtan, castellan of Castle MacHeeran, has tasked you all with taking the rescued merchant and his goods across the border into Nyremi, where the goods will be given over to Lord Mikaol Rennekoi, a Nyremian lord who is also an Aurinian (uh-oh, they were the enemies in the previous war!).
Monday, March 18, 2024
K24: Kehler Lands Campaign Premise
Adventure Hook: The characters are the survivors of a destroyed merc unit, the Suthlundt Green Company (established in Silverwater). They had been hired by the government of Mismallon to help defend the country against the forces of Tempelhoff and the Ascendant Kehler Empire. The company was based in southern Mismallon in the foothills of the Middlemounts, guarding a hill fort with several local Mismalloni units. The fort was attacked by a mix of Tempelhoffer knights and several cohorts of the Kehler Imperial Legions, including their experienced combat engineers. When the besieged fort fell to the Legions, the PC's escaped on foot with what they could carry, pursued into the mountains by their attackers. The escaping mercs followed the mountain passes into Halleck, where they wound up in Glen Stardecampayne, a Halleck castle town near the border with Nyremi.









