Scholar's Pin: Nicho Maffio

"A silver pin in the shape of a swooping Roc. This pin was worn by scholar and explorer Nicho Maffio for much of his career, after he caught a young roc in his youth for an Ifreeti Shah
"(...) As to the story of the roc, I must shatter your illusions. When one of the accursed things is on the ground in front of you - beak bloody from the viscera of a disembowelled pachyderm, with thrashing wings the size of houses, talons as long as as a man is tall and a snapping beak that can swallow a horse whole - while you struggle to get the nets over it and force a spell of sleep past its resistance as arrows scatter off stone-like feathers, you will find that the species is nowhere near as majestic as they are made out to be. To come across the beast on the ground was blind luck; to attempt to capture it was reckless idiocy - a decision that in retrospect I can scarcely believe I made sober. And yes, it worked and we caught the thing, but the undertaking lost us four guides and half a company, not to mention burdening us with the duty of feeding its monstrous appetite for the rest of the trip. However much the Shah paid me - which was admittedly a huge amount, though not literally the bird's weight in gold; that story is the result of a mistranslation [1] - I would not do it again if I had the chance. Nor should he have bought it. It killed him nine years later, did you know that? He was foolish and thought it was tame. There is no such thing as a tame roc. [2] He should have remembered that. (...)"

-- Excerpt from the unpublished letters of Nicho Maffio to his nephew.

Scholar's notes:
[1] The Ifreeti Shah who made the purchase paid Maffio a vast sum for the delivery of a live, full-grown roc (the specimen he delivered was a young adult male); equal to the bird's weight in the currency of his kingdom. These coins were not solid gold, however, and were individually of low value; equivalent to copper pieces. While this still represented a fortune that funded Maffio's mercantile ventures for the rest of his life, it was nowhere near the apocryphal "hill of gold" he was said to have been rewarded with.
[2] Maffio's experience with the roc led him to the firm belief that they are creatures of elemental wilderness which cannot thrive in captivity. Nicho's Roc survived only sixteen years under the care of three Shahs, one of whom it killed personally after a storm weakened the bars of its enclosure. Many attempts have been made both before and since to capture an adult roc, but Maffio's expedition is the only one known to have succeeded, and while eggs have been captured and reared in captivity, such chicks are sickly and never reach more than half the size of a wild specimen.

Come on there's a people eating memory-massaging monster that only grows more terrible and fearsome with time you know what I'm saying is Van Cave, also lots of fire
yessssss~

return to the cave of happy songs and invisible hugs~

only good things can come of this~

: 3
 
I am really sad/glad that I didn't change my stuff out for the great old one covenant after our former warlock turned bard. Even if running into the hydra and others with thelepathy would have been nice.
 
Known History: Ruined Acrabatta:

The kobolds of Ruined Acrabatta have two histories. A written history, which goes a mere twenty years back, and the oral one, preserved by Varan, which goes sixty years back (He is eighty years old, but does not remember much before this, for Gnomes grow slowly and rarely remember anything of use before they are twenty to thirty).

The kobolds of Acrabatta were part of the normal population at the time. Acrabatta was largely human, but was a large and diverse city. Goblins, gnomes, orc, dwarves, merfolk, and even a smattering of young elves called the city their home. It was, however, increasingly unpleasant. Disappearances, riots in the street, pogroms and race riots. The mayor went mad, one day, and erupted into a Siege Rephaim that killed fifteen guards and a wizard before the Merfolk pulled it into the river and drowned it. The captain of the guard went mad and ate her own children before throwing herself off of the tallest tower in the city. Many nights, most of the cities lamps would go unlit, and no-one could remember who was supposed to be in charge of lighting them, until one day no-one was willing to volunteer and the nights were plunged into darkness. People would volunteer for the Legion, to go fight the Rephaim to the south or participate in suicidal voyages across Lake Isonzo to try and find other civilizations beyond it, simply because it meant that they would not die at home.

This state of affairs lasted for ten years, until something happened that Varan has no memories of. There is a year-long blank in his memory, at the start of which he lived in Acrabatta, and at the end of which he fled the city alongside his parents and the remaining kobold population as it burned, necks of some colossal monster writhing in the air.

At the time, this was the state of the region:

To the south was Aravet, the jungle of the elves. It had been overrun by Rephaim some time prior, and occasionally elvish refugees would join them as they fled. Beyond it were the Grey Moors, home of the Rephaim. East of Aravet were the Azamot Barrowlands, which held the great goblin cities of Joppa and Hebron, and the great halfling city-necropolis at Alexandrion. East of Acrabatta was Lydda, a great goblin city and the destination of the refugees at the time. East of Lydda was Chesed, the city you now know as Foothold, which was known to be unsafe and to be avoided at all costs. South of Chesed were the Greenhaven Hills, which housed the halfling fortress-city of Emmaus, and south of Emmaus was Azamot. Emmaus, Alexandrion, Hebron, and Lydda were at the time at war with the Rephaim, but Joppa did not commit its armies until later, for it did not think they would come south to Azamot. North of the Isonzo plains was the Tripartite, a gnoll queendom who kept the peace in the Vordt Steppe, and Chokmah, an Orcish kingdom and the great shield against the threat of Northern Rephaim.

The refugees escaped Rephaim outriders and took refuge in Lydda. Things were good for a time, however after some eight years the city was sacked by the Rephaim and they were forced to flee to Emmaus. Three years later, Joppa fell to a surprise attack, weeks after they entered the war, and Alexandrion was put to the torch, its fleeing citizens slaughtered as they attempted to escape their burning city. The Tripartite sent an army to assist, and though it died their sacrifice helped push the Rephaim into the Isonzo Plains, and thirty one years ago they were destroyed in the Battle of Rehoboam Hill. The battle was enormously brutal, however, and a conflux of necromantic energy turned it into a pit of undead that is dangerous to this day.

The bulk of the Rephaim armies moved north after that, fighting the Tripartite and Chokmah, and with pressure lower in the South the gnomes and kobolds decided to attempt to resettle Acrabatta. The trip across the plains was hazardous, menaced by Rephaim outriders and feral fauna, but it was successful. The group reached Acrabatta and began to resettle the Docks, with the hopes of eventually establishing proper trade with the Barrowlands and Greenhaven hills.

This, however, was not to be. Over the next fifteen years the Rephaim were pushed back into the plains and over the Isonzo by the Orcs and Gnolls, and promptly went to war with the halflings and goblinoids again. Contact was lost with the Barrowlands, and Rephaim raiders crossed into Acrabatta at one point, destroying much of what the kobolds had rebuilt. Some help came from the Orcs and Gnolls, but between attacks on anyone outside of Acrabatta by Rephaim and attacks from Merrow and Crab People on the river and inside of the city itself, the situation was incredibly precarious. A break came fifteen years ago, when without warning the Rephaim began to move north.

It was around then that the kuo-toa were discovered. The mad fishpeople were being hunted by nastier creatures in the Isonzo Lake, and were in danger of being driven entirely extinct. The kobolds and what few gnomes remained took them in, sheltering them in particularly defensible parts of the docks.

From here, the situation worsened. Attacks by Crab People and an infestation of dangerous fauna made it difficult for the kobolds to traverse their own city. A dragonborn wizard, who had turned one of the False Hydra's heads into a wizard tower, disappeared into the tower under mysterious circumstances, and a preliminary scouting party claimed that the tower was now infested by monsters, and was not safe to enter. The high priest of Marfur died, and then a plague swept through the few gnomes who still lived, killing all save Varan. Refugees began to pour into the city, orcs, tieflings, and dragonborn from the Ash Hills and halflings and goblinoids from Azamot and the Greenhaven Hills. Evidently Hebron had been sacked by Rephaim, and Emmaus had been overrun by a bugbear bandit-queen. The army sent to subdue the bandits went rogue, and instead took over a section of the Isonzo Plains under the guise of creating a new city-state. And, make everything worse, Rephaim raiders were beginning to come south again from the Ash Hills and Vordt Steppe.

At current time Ruined Acrabatta is trying to resettle and take care of its influx of refugees, clearing dangerous fauna out of Acrabatta as a whole, and attempting to ensure that they will not all die the moment the Rephaim come their way.
 
The mayor went mad, one day, and erupted into a Siege Rephaim that killed fifteen guards and a wizard before the Merfolk pulled it into the river and drowned it.
So. Does the Rephaite grow like a seed in a person, or was he always one of the Rephaim?

At least they drown :|

East of Lydda was Chesed, the city you now know as Foothold, which was known to be unsafe and to be avoided at all costs.
I am not sure if we're sitting on the Kiln of the First Flame or the door to the Abyss, but we're fucked either way.

The battle was enormously brutal, however, and a conflux of necromantic energy turned it into a pit of undead that is dangerous to this day.
Somewhere, Mrak-Caw stops building his nest and eagerly clacks his beak.
 
Chesed is one of the ten Sephirot on the Tree of Life.

On one hand :D

On one hand :o
 
New Leads:

Foothold:

1. You have found the pin, and body, of Nicho Maffio, one of the nine scholars who went missing inside of the plateau. Finding his other possessions may be a vital clue towards uncovering the fates of the other 8.

Kadi:

1. A group of former Chokman soldiers have turned bandit and have been attacking refugees from the Ash Hills. Finding their base of operations and shattering their spine would save, potentially, hundreds of lives.
2. A scouting party saw several plumes of smoke in the Ash Hills (65.38 on the map). The area is a refugee corridor, and if those plumes represent new settlement by Chokman Orcs, establishing contact could be vital. If not, the information would be important anyways.
3. A scouting party found a dead Dwarven Messenger, recent, he was killed within the past few weeks. Most of his things had been stolen, however a seal found by his person identified him as a messenger for 'The Patriarch of Jericho'. If Jericho is truly a surviving dwarven hold, finding it would be incredibly important.
4. The ruins of Vuln (75.36) were never cleared out. They may contain valuable information and items, or even survivors, if explored.
5. There was a gem-mine near Vuln that was incredibly profitable for the Tripartite. Finding it and securing it for the cause would be a great boon.
6. There are mountains beyond the Ash Hills that have never been properly explored. Figuring out the extent of the range would help mapping immensely.
7. The Orcish cities of Yahara and Fuldurn were bastions against the Rephaim hordes, throwing back invasion after invasion. If the Rephaim lines could be breached or infiltrated and contact made, they would be invaluable allies.

Ruined Acrabatta:

1. The flow of Orcish refugees into Acrabatta has slowed to a trickle in recent months, and some of those refugees reported massive plumes of smoke in the Ash Hills (65.38 on the map). Check it out.
2. Crab People have been attacking Kuo-toa along the southern shore of Lake Isonzo and in the Isonzo river. Finding their holdout and stopping the attacks would be great.
3. Merrow and Crab People make the underwater journey to the merfolk rivers downstream incredibly difficult. Figure out where the Merrow are basing themselves and drive them off to enable submerged trade with the Merfolk.

Assorted Azamot:

1. Someone made all those mass graves and while you may have your suspicions, you're not sure who. Check it out.
2. The people at Highspring mentioned a bunch of other settlements in the Barrowlands, look for them?

Aravet Jungle:

1. Those Awakened Blights were bizarre, sapient, and aligned against the Rephaim. That's probably worth checking out at some point.
2. The elves you rescued were incredibly young, for elves, and seem incredibly surprised at the number of adult elves in Foothold (Which, frankly, isn't many). Something is going on with the elf population in Aravet, however many are there.
3. The Rephaim were literally hunting elves for sport. That cannot stand.
 
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2. The elves you rescued were incredibly young, for elves, and seem incredibly surprised at the number of adult elves in Foothold (Which, frankly, isn't many). Something is going on with the elf population in Aravet, however many are there.
@Icarus, I believe as the only two full blooded elves in our band, we are obligated to take this one on.

Even though you're a weirdo wild child raised by wolves and I'm a street urchin.

IT'LL BE GREAT!
 
Magic Items for Sale
Magic Item List:

Common:

Spell Scroll: Cantrip (Any): 25 Gold, 0 Downtime
Potion of Healing: 25 Gold, 0 Downtime
Spell Scroll: 1st Level (Wizard Spells, Cleric Spells, Sorceror Spells, Warlock Spells): 50 Gold, 1 Downtime
Potion of Climbing: 50 Gold (First 5 purchased require 0 downtime)

Uncommon:

Lantern of Revealing: 400 Gold
Ring of Warmth: 175 Gold
Saddle of the Cavalier: 500 Gold
Sending Stones: 250 Gold/Pair (First three pairs purchased require 0 downtime)
Boots of the Winterlands: 375 Gold
Weapon +1: +500 Gold
Ammunition +1: +125 Gold (First ten purchased require 0 downtime)
Potion of Greater Healing: 100 Gold, 1 Downtime
Gnollbite Choker +0: 300 Gold, 2 Downtime
Gnollbite Choker +1: 750 Gold, 20 Downtime

Rare:

Quaal's Feather Token (Tree): 750 Gold
Gnollbite Choker +2: 4000 Gold, Minimum Level 9


Very Rare:

Gnollbite Choker +3: 45,000 Gold, Minimum Level 13 (First purchased costs 10 Downtime)
 
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Clearly we need to kill more people and take their stuff. Those orc soldier look like they want to donate to the ex mercenaries equipment fund, why dont we talk to them?
 
@Icarus, I believe as the only two full blooded elves in our band, we are obligated to take this one on.

Even though you're a weirdo wild child raised by wolves and I'm a street urchin.

IT'LL BE GREAT!

Funny you mention that, I did have a long-term plan for this.

If Havoc approves and the elves are down with the idea, Morcaed can set up a grove in the Van Cave (once we clear it out which is happening soon iirc) as a place to shelter elven refugees and also possibly train them as druids of the Circle of the Moon. Van is close to Aravet so it's a convenient place to put them at any rate.

f what's happening in Aravet is what I think is happening, they're going to need their own community to live in, especially considering they're very different from traditional elves. And they would be helpful allies if we manage to rescue enough of them.
 
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New Leads:
Kadi:
1. A group of former Chokman soldiers have turned bandit and have been attacking refugees from the Ash Hills. Finding their base of operations and shattering their spine would save, potentially, hundreds of lives.
2. A scouting party saw several plumes of smoke in the Ash Hills (65.38 on the map). The area is a refugee corridor, and if those plumes represent new settlement by Chokman Orcs, establishing contact could be vital. If not, the information would be important anyways.
3. A scouting party found a dead Dwarven Messenger, recent, he was killed within the past few weeks. Most of his things had been stolen, however a seal found by his person identified him as a messenger for 'The Patriarch of Jericho'. If Jericho is truly a surviving dwarven hold, finding it would be incredibly important.
4. The ruins of Vuln (75.36) were never cleared out. They may contain valuable information and items, or even survivors, if explored.
5. There was a gem-mine near Vuln that was incredibly profitable for the Tripartite. Finding it and securing it for the cause would be a great boon.
6. There are mountains beyond the Ash Hills that have never been properly explored. Figuring out the extent of the range would help mapping immensely.
Ruined Acrabatta:
1. The flow of Orcish refugees into Acrabatta has slowed to a trickle in recent months, and some of those refugees reported massive plumes of smoke in the Ash Hills (65.38 on the map). Check it out.
2. Crab People have been attacking Kuo-toa along the southern shore of Lake Isonzo and in the Isonzo river. Finding their holdout and stopping the attacks would be great.
Colour coded in descending order of how much Genrik wants to do it - from brightest green to dark yellow. Yes, the dwarven thing is 4th on the things he wants to do. This is not a mistake.
 
@Icarus, I believe as the only two full blooded elves in our band, we are obligated to take this one on.

Even though you're a weirdo wild child raised by wolves and I'm a street urchin.

IT'LL BE GREAT!
I'm pretty sure the half-elf is the elfiest character here what




Also I'm semi-forcefully volunteering Beyza on the Van Cave run (everybody loves Sneak Dice, and I'm wide open for the most part) and also also he is super ready to get vengeance on those Rephaim hunting bands.
 
Allied Combat NPCs:

You will, on occasion, have allied NPCs who can actually help you out in combat. This isn't going to be super common, and will generally happen when you hit up a dungeon or area that is of real relevance to an NPC.

Instead of statting each NPC out as a character and bogging down combat further, they instead give players options. Each one of these has a Cost to bring on an expedition, something they demand as their price for helping you out. Each also has requirements, they will only go to certain areas or dungeons (Based on their desires and history) and may demand certain actions from the group, or constrain them in certain ways. Then they each have their benefits.

A given NPC will have several passive benefits, that are always on, a few abilities that can be used once per short rest, and one or two abilities that can be used once in the dungeon. If the ability requires an action to activate, then any player can, on their turn, use the appropriate action (Reaction/Action/Bonus Action) to activate the ability.

For example, here's Uptil, who will be available for Van Cave:

Uptil al-Muallaqati

Cost:


Uptil takes a share of the treasure, as if he was an additional party member.

Requirements:

Can only be taken to Van Cave with the intention of fighting the False Hydra (Ends Questline).

If taken, group must at least attempt to fight the False Hydra.

Passive Buffs:

Zombie Minions:
The group gets four free hirelings for the purposes of transporting loot out of the dungeon.

Disposable: The group may sacrifice one of the zombies to take a hit, spell, or sprung trap they would otherwise suffer. Obviously, that zombie is no longer available for transporting loot. This uses the Reaction of the character activating the ability.

I Will Die For You: The DM picks one character at the beginning of the delve. If that character would be reduced to 0 HP, they instead are set to half their max health, and Uptil is reduced to 0 HP. He makes death saving throws at the end of each round as if he was a normal character, but dies if he fails two, or is attacked once by a hostile creature while unconscious. None of his other abilities are available while he is unconscious or if he dies.

Short-Rest Abilities:

Swarm Them!:
Action: Undead swarm the enemy, for one turn all characters receive the Help action on their first melee or ranged attack roll. Does not assist Spell Attacks.

From Death, Life: Action: For each creature that has died in the last minute, stabilize a dying creature or restore 7 (1d8+4) health to a wounded creature, any given creature can only benefit from this ability once per activation.

From Life, Death: Action: For each allied creature that took damage last round that is not incapacitated, deal 7 (1d8+4) damage to an enemy, any given enemy can only be targeted with this ability once per activation.

Once/Dungeon Abilities:


Witness, Qarin!
Bonus Action: All hostile creatures with less than 60 health within 40 feet must make a DC 15 Wisdom Save or be Frightened of Uptil for 1 minute or until they break contact with the party.
 
Cool guys do all the NPC questlines they can. I mean they always leave their gear for you at the end! I say we bring Uptil along to go all Heracles on this False Hydra busta.

Besides, when he dies saving Ilyana, we don't have to pay him a share of the treasure any more!
 
Cool guys do all the NPC questlines they can. I mean they always leave their gear for you at the end! I say we bring Uptil along to go all Heracles on this False Hydra busta.

Besides, when he dies saving Ilyana, we don't have to pay him a share of the treasure any more!
And nothing negative will happen from his death whatsoever!

genius
 
I Will Die For You: The DM picks one character at the beginning of the delve. If that character would be reduced to 0 HP, they instead are set to half their max health, and Uptil is reduced to 0 HP. He makes death saving throws at the end of each round as if he was a normal character, but dies if he fails two, or is attacked once by a hostile creature while unconscious. None of his other abilities are available while he is unconscious or if he dies.
That had better be Ilyana and nobody else.
 
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