Tales From Dalentown Trueland Gazetteer OSE - 6x9 - v1 - FINAL
Tales From Dalentown Trueland Gazetteer OSE - 6x9 - v1 - FINAL
Tales From Dalentown Trueland Gazetteer OSE - 6x9 - v1 - FINAL
Credits
Writing: Matthew Bannock and Tim Bannock
Legal
©Tim Bannock. All rights reserved. All characters, names, places, items, art and text herein
are copyrighted by Tim Bannock, with the exception of material previously released as part
of the Open Gaming License; see the OGL at the end of this work. The mention of or
reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned.
Not for resale. Permission granted to print or photocopy this document for personal use
only.
1
Table of Contents
Credits 1
Legal 1
Trueland 6
Underlund 6
Gazetteer 10
Dalentown 11
Griffon 14
2
War Horse 14
Acolytes 16
Roster 17
Whisperwood 21
Lich 23
3
1. Definitions: 25
8. Identification 26
4
Trueland Gazetteer
The eponymous town from A dventures in Dalentown for 5th edition is the
“homebase” for player characters in the Trueland Campaign Setting. You
might already be thinking to yourself: “Bah! I don’t want to learn a
150-page history and 72 patron deities to run it “properly!” I just want stuff
I can use in the campaign setting I already use!” Or, “I built my own
campaign setting! What can I pilfer from here? Or is this one of those
weird settings where the adventures and mechanics don’t mesh with my
setting?”
Don’t worry! All of the Dalentown releases, and as a result the Trueland
Campaign Setting, are meant to be used at your table immediately. If you
want a setting, we’ve set some broad strokes below. If you don’t need a
setting, and you’re just looking for a pre-made town, some NPCs,
encounters, and adventure scenarios, that’s what we try to provide in
spades. Use or ignore the next few pages as you wish; everything else is
primed for adventure!
History Lessons
There only existed one entity, the Sleeper, the old one. This being was the
only thing in the infinite universe. Driven mad by loneliness it began to
wish and dream, creating infinite tales of madness and wonder.
This era of the Gods’ War would not last. They battled to a dwindling
number, and eventually the war captured the attention of the Sleeper.
Even within its torpor it blinked these elder gods from existence, leaving
their bodies behind as stars and planets.
5
The Awakened
When the Elder Gods were — Banished? Destroyed? Who knows — the
soldiers in their armies woke as if from a dream, the memory of it fading
and harder to recall with time. For a long time, lasting animosity and
similar-but-fractured beliefs created a seemingly endless tide of wars.
Much of the world was ravaged by these conflicts, and if not by them,
then by the mutated offspring of the Elder Gods’ worst magical and
biological weapons.
What the people woke to was the fleeting apparitions of a nightmare, but
soon, that too subsided. With the greatest of creatures driven by base
urges mostly destroyed or destitute, it finally fell to the Awakened to
build a new world.
Awakened Ancestries
The term used for any sentient ancestry in Trueland is “the Awakened.”
There is no set list of ancestries that are included in the Awakened, as
the only real criteria is an awareness that leads to building
communities in the sense that dwarves, elves, halflings, humans,
giants, goblins, orcs, and so on understand it.
For example, the antlings (detailed in F olk of Dalentown Volume 1) are
a recently discovered ancestry. Only the folk of the Dalentown region
know of them and have dealings with them. They certainly group
antlings among the Awakened, but folk from far off parts of Valendur
may not know of them, and thus wouldn’t know to consider them at all.
Trueland
An arc of this world has become known as “Trueland,” the home of
humans, elves, dwarves, and other ancestries created by the Elder Gods
and abandoned to their own survival. Many chose simple lives, while
others became adventurers seeking out fragments of knowledge and
power to change the world.
Underlund
In the deep caves of Trueland, it is said there exists mysterious
dungeons that test adventurers to unknown ends. These places are
referred to as Underlund, or sometimes The Sunless or Darkblessed
depending on one’s inclinations:
6
❖ Most elves, rock gnomes, and humans refer to it as Underlund.
So do dwarves, but some dwarves call it Ironhome.
❖ Dark elves, goblins, kobolds, and orcs call it The Darkblessed, or
the Darkblessed Realm.
❖ Halflings, cawbrie, gnomes, and many sylvan creatures call it The
Sunless.
The Western Frontier (scale: 1 hex = 6 miles)
7
It is said that Underlund may be the birthplace of young, new gods, or
they may be the vaults of the Elder Gods’ ancient weapons. Still others
say they simply exist as fragments of the dream. Perhaps they are all
onto something, for the lure of treasure and knowledge untold has
brought a great many people to this realm.
8
communities, and even the most powerful only hold a single city-state
and perhaps one or two sizable settlements outside of that.
One such region is the Western Frontier, an area that is claimed by The
Queendom of Valedur, but that effectively is a loose confederation of
small settlements. It is here that the settlement of Dalentown has begun
to grow, though it rests on an interesting piece of not-quite-so-forgotten
history...
When the Elder Gods were banished and most of the dragons driven
back into the mountains, greed lingered. The dwarves sought ways to
mine diamond ore more efficiently, and they turned to an
alchemist-mage who was unknowingly touched by one of the Elder Gods.
The dwarf hold was abandoned when it became ground zero for a horde
of demonic oozes. (See D
D-01 The Darkness Beneath Dalentown for
more!)
Dalentown Settlement
A few centuries passed, with the dwarves having moved south, and the
realms of humans, halflings and elves taking over in the east. When
adventurers discovered the fertile Elkhorn Plains region, folk from the
Queendom of Valedur came to settle the region. They first constructed a
fort to the south of the Sabertooth Ridges, then settled in Dalentown.
And even more recently, the dwarf hold beneath the town was uncovered.
Mining — which was previously relegated to small deposits of silver and
iron ore — may become a whole new industry for the town. Once they
clear out all the demonic oozes, of course. (See DD-01 The Darkness
Beneath Dalentown for more on this.)
9
Gazetteer
The Western Frontier is a nickname coined by the people of Valendur,
which claims the territory but exerts only minimal control over it. They
have their own problems, after all.
Rivalry. Perhaps the scholar-queen has a keen interest in lore and is fond
of hiring adventuring teams to delve into the wilds and ruins that dot the
world. This would certainly bring her into conflict with Xailaria, the head
of the Wizard’s Enclave.
10
you to build the world you want, or to substitute the kingdom or empire
of your choice.
You’ll see more sidebars like this one throughout the following
sections. They are meant to provide inspiration and ideas for 1st
Edition & BX games set in these locations. Many appear in other
adventures (or will appear in future ones), so these ideas are meant as
quick-start guides; find out more by visiting timbannock.com and
looking for all of our Dalentown releases!
Dalentown
Dalentown is a flourishing town, likely on its way to becoming a city in its
own right. The Lord Mayor and a council of influential folk from the
merchant and working classes have ensured the town’s independence
over a few generations now. Its remote location has kept the few
scattered kingdoms from exerting any sort of real power over the region,
though it does have close relationships with some nearby settlements.
That said, many of those settlements are strange, and exist outside of
the typical politics of the Trueland setting.
Brice House
Governor Belina Brice is a charming bard and sage, fond of telling
stories. Known adventurers can expect an invitation to her estate, which
is about two day’s ride from Dalentown, skirting the southern edge of the
badlands of Sabertooth Ridges. She is always accompanied by the lovely
Lady Grey Dalthor, a divination wizard, Belina’s companion, and her most
trusted advisor. Rumors say that Dalthor also has the taint of
demon-blood in her lineage.
11
Governor Brice’s charisma didn’t win her over in the courts of Valendur,
however, so she has been relegated to what most people consider the
worst possible job: governing the Western Frontier. This amounts to
exerting little power over mostly ignored settlements. She does have a
retinue of the Brightguard at her disposal in the fort she calls home, but
their duties are entirely made up of “patrol the road to Dalentown,” and
“track down any criminals.” Half of them are probably on the take from
the Lamplighters or the mysterious Wizard’s Enclave, anyway. There are
some who feel Governor Brice actually knows more about the ruins in
this region than she lets on, and that her political goals brought her here.
12
Brightguard Cavalry
These elite soldiers are mounted on w
ar horses, or 25% chance on
griffons instead.
AC 2 [17], HD 3 (13hp), A TK 1 weapon (1d8 or by weapon), THAC0 19
[0], M
V 60' (20'), S
V D12 W13 P14 B15 S16 (F3), ML 1
0, AL L, X
P3
5,
NA 2 d4 (2d6), T
T V
➢ Armor: Plate mail armor, shield
➢ Weapons: Sword (1d8), lance (1d6)
13
Griffon
AC 5 [14], HD 7 (31hp), A TK 2 x claw (1d4), 1 x bite (2d8), THAC0 13
[+6], M
V 120' (40')/360' (120') flying, SV D 10 W11 P12 B13 S14 (4), M L
10, AL N
,X P 450, T
TE
➢ Attack horses: Although trained, within 120’ of a horse the
griffon will attack the horse unless a morale check is passed.
War Horse
AC 7 [12], HD 3 (13hp), A
TK 2 hooves (1d6 ea.), T HAC0 17 [+2], MV
120' (40'), S V D12 W13 P14 B15 S16 (2), ML 9 , AL N, X
P 35, T
T None
➢ Charge: When not in melee. Requires a clear run of at least 20
yards. Rider’s lance inflicts double damage. Horse cannot
attack when charging.
➢ Melee: When in melee, both rider and horse can attack.
➢ Beast of burden: Carry up to 4,000 coins unencumbered; up to
8,000 at half speed.
Brightguard Soldiers
Elite foot soldiers.
AC 2 [17], HD 1 (4hp), ATK 1 weapon (1d8 or by weapon), THAC0 19
[0], M
V 60' (20'), S V D12 W13 P14 B15 S16 (F1), ML 9
, AL L, X
P1
0, NA
2d4 (2d6), T TV
➢ Armor: Plate mail armor, shield
➢ Weapons: Sword (1d8), crossbow (1d6)
14
Command Staff
Strategists, organizers.
AC 2 [17], HD 3
(13 hp), A TK 1 x weapon (1d8 or by weapon), THAC0
17 [+2], MV 60' (20'), S
V D12 W13 P14 B15 S16 (3), ML 8
, AL L, X
P3
5,
TT V
x3.
➢ Armor: Plate mail armor, shield
➢ Weapons: Sword (1d8), 2 daggers (1d4)
15
Chapel Priest
The head of the fort’s chapel.
AC 2 [17], HD 1
(4hp), ATK 1
x mace (1d6), THAC0 19 [0], M V6 0' (20'),
SV D
11 W12 P14 B16 S15 (C3), ML 7, AL L, X P1
0, NA 1
, TT U
➢ Armor: Plate mail armor, shield
➢ Weapons: Mace (1d6)
➢ Spells memorized:
○ Level 1: detect magic, light
Acolytes
The chapel’s defenders.
AC 2 [17], HD 1
(4hp), ATK 1
x mace (1d6), THAC0 19 [0], M V6 0' (20'),
SV D
11 W12 P14 B16 S15 (C1), ML 7, AL L, X P1
0, NA 6
, TT U
➢ Armor: Plate mail armor, shield
➢ Weapons: Mace (1d6)
16
Brightwell Manor
A couple days’ journey from the town, in a valley forming low mountain
pass, is Brightwell Manor. This large estate is owned by Eldon Brightwell,
a noted alchemist and physician. He has a very large family, and employs
many mercenaries to help guard both his estate and the mountain pass
itself. (This place is the focus of the module DD-02 The Darkness Beneath
Brightwell Manor.)
Roster
Can’t wait for DD-02 The Darkness Beneath Brightwell Manor to come
out? Here are a few options.
Normally, Eldon Brightwell might have minor magical potions for sale.
Though kooky, he’s generally reasonable to deal with from a business
perspective. His family (use stats for b rigand cavalry and, mediums,
including m
aster mediums) and the mercenaries he hires for protection
from the beasts of the wilderness include commoners (normal human
house staff and servants), a handful of brigand foot soldiers, and the
occasional b andit or b
andit leader.
17
Eldon Brightwell
Chaotic human, he/him; eccentric, wily
AC 8 [11], HD 1
1** (40hp), ATK 1 x dagger (1d4) or 1 x spell, THAC0 1 4
[+5], M
V 120' (40'), S
VD 7 W8 P7 B10 S7 (MU11), ML 8, AL N , XP 2
,700,
TT F
➢ Weapons: Dagger (1d4)
➢ Gear: spellbook, ring of protection +1 (factored into above
stats), wand of paralyzation,
➢ Spellbook: C ontains all 1st and 2nd level magic-user spells,
plus 1d6 randomly determined spells of each subsequent level
in addition to the spells memorized, below.
➢ Spells memorized:
○ Level 1: magic missile, read languages, sleep,
ventriloquism
○ Level 2: continual darkness, knock, phantasmal force
○ Level 3: fly, invisibility 10’ radius, protection from
normal missiles
○ Level 4: charm monster, polymorph others, polymorph
self
○ Level 5: animate dead, magic jar
○ Level 6: invisible stalker
Rock Down
Rock Down is a small village of gnomes and halflings that provides
Dalentown with the finer things in life. They have apple and pumpkin
orchards, as well as extensive wineries.
The village has no central leadership, though most of the folk listen to
either the married priestesses Kashia and Verdi, or “Pops” the Gnome, a
druid. Beyond the confines of the village, however, the most well-known
resident is Cordia, because every foodie knows she’s the best baker in all
of the region’s festivals.
18
The Wizard’s Enclave
Xailaria (sometimes “Xailaria the Red”) appears to be a young wizard
who has inexplicably built an entire village around her manor, as well as
an organization of spellcasters, artifact-hunters, and smugglers of all
types. They travel throughout the region collecting magical items, tomes
of lore, and exploring the many ruins that dot the region.
Other Settlements
A number of other settlements can be found in the Western Frontier, but
they are almost all unique in that they are not folk normally settled in
other regions of Trueland.
The Colony. A large antling settlement known only as “The Colony” can
be found in the foothills of the Warring Mountains. Only a single area
above ground is known to the folk of Dalentown, for they trade with the
antlings for ore and Underlund delicacies like spidersilk and mushrooms,
while the antlings crave baked goods.
Geographical Features
The following are among the most noteworthy geographical features in
the Western Frontier, at least in terms of the rumors of danger, riches, or
both.
19
Dragon’s Roost
When the Elder Gods were banished, the wars immediately following
were mostly invoked by dragons. They were cursed (and kept in line) by
the Elder Gods with incredibly powerful base compulsions such as greed,
which put them at odds with the more tumultuous and elemental giants.
Dragon’s Roost was one of the key fortresses for the dragons, built by
servitors among the dwarf, orc, and goblin ancestries.
In the last days of those wars, Dragon’s Roost was the site of one of the
greatest betrayals: the dwarves rose up against their oppressors, and
began destroying the citadel from within using booby traps and
explosives. The orcs joined them, using the destruction to trap or kill as
many dragons as they could. And the goblins fled, as they do.
The ruins of Dragon’s Roost are said to contain some of the greatest
artifacts of both the dragons and the Elder Gods. But the Warring
Mountains remain the domain of what few dragons survived, and thus
few are willing to brave this area to find out what still rests beneath the
rubble. Though it is said that goblin warrens still provide a secret
backdoor…
Roll 1d8 to determine the main encounter type or group, and come up
with (or steal from other sources) a few additional encounters to expand
it.
1. A wraith p
rotected by a bronze golem. The wraith is all that
remains of a spellcaster, and the golem was its guardian in life,
but remains bound so in death as well.
2. A master medium l eads a band of 3d4 mediums, a band of
mercenaries including 2d6 h obgoblins, and their giant bat
mounts. They’ve come to the earth mote seeking magical
20
treasure (roll or choose a magic item as the object of their
quest).
3. The facilities on the floating island are infested with aberrations,
and a portal continues to spew out more periodically. The party
must shut the portal down. Creatures might include giant
vampire bats, fire beetles, c himera, manticores, owl bears, or
stirges.
4. A mated pair of chimeras l ive on the island.
5. Stone statues of people dot the island. Lurking in ruined
buildings are a herd of b asilisks.
6. A roc u ses this as its lair.
7. A lich a nd nearly a dozen shadows scheme vengeance upon
their living world below.
8. A vampire t rapped in a magical circle can be found inside one of
the buildings. She is guarded by 2 flame salamanders; she’s an
outcast from the fiendish courts, and she may be willing to help
the party in exchange for her freedom.
Whisperwood
Whisperwood is a pine forest, and the unique whisper pine trees muffle
sound. Also whisper wood burns poorly, and so locals say travel in the
winter is very dangerous.
21
Swamp Hag
Hags are giantesses,
horrid looking females
as large as ogres. They
lust for human flesh to
eat, and often
polymorph themselves
into human form to hunt
(an old lady being a
common shape), or to
lure their prey from
places of safety.
AC 1 [18], HD 8
* (36hp), ATK 2
x claws (2d8), 1 x bite (1d8), THAC0 12
[+7], M
V 120' (40'), S
VD
8 W9 P10 B10 S12 (8), ML 7 , AL C, XP 1,200,
TT E
➢ Call Mist: The hag can summon a mist that covers an area 80
feet in diameter.
➢ Polymorph: The hag can change its shape to appear as an old
woman (human, elf, dwarf, or halfling). It retains all of its
abilities in this form.
➢ Rend: If the hag hits with both of its claw attacks, the victim is
held and the hag inflicts automatic damage with all three
attacks thereafter.
➢ Witch-Hag: Only 25% of hags are witch-hags, but if a coven of
three hags is formed, then one of them is automatically a
witch-hag. Witch-hags have the following spell-like abilities,
each of which can be used 3 times per day.
○ Charm monster
○ Clairvoyance
○ Phantasmal force
22
Lich
Liches are the undead
remnants of wizards,
either made undead by
their own deliberate acts
during life, or as the result
of other magical forces
(possibly including their
own magics gone awry).
This lich is based on a 12th level magic-user, and is a good indication of
the type of spells a lich would have ready.
AC 0 [19], HD 1 2** (54hp), ATK 1 x claw (1d10 + paralysis) or 1 x spell,
THAC0 10 [+9], M V1 20' (40'), S
V D6 W7 P8 B8 S10 (12), M
L 9, AL C,
XP 2 ,700, T
T G
➢ Visions of Fear: The very sight of one of these dread creatures
causes any being of 4 HD or below to flee in abject terror.
➢ Paralysis: For 3d6 turns (no saving throw). Elves and creatures
larger than ogres are unaffected.
➢ Gear: ring of spell turning, rod of cancellation, spellbook
➢ Spellbook: Contains all 1st, 2nd, and 3rd level magic-user
spells, plus 1d6 randomly determined spells of each
subsequent level in addition to the spells memorized, below.
➢ Spells memorized:
○ Level 1: charm person x 2, darkness, read magic
○ Level 2: invisibility, mirror image, web, wizard lock
○ Level 3: dispel magic, fire ball, lightning bolt
○ Level 4: dimension door, hallucinatory terrain, wall of
fire
○ Level 5: feeblemind, hold monster, teleport
○ Level 6: anti-magic shell, death spell
23
Whisper Wraith
Whisper wraiths are shadowy
humanoid figures with bright
pinpoints of light for eyes, almost
like starlights.
AC 3 [16], HD 4 ** (18 hp), A
TK 1 x touch (1d6 + paralysis), T
HAC0 16
[+3], M
V 120' (40')/240' (80') flying, SV D 10 W11 P12 B13 S14 (4), M
L
12, AL C
, XP 1
75, NA 1 d4 (1d6), T
T E
➢ Undead: Make no noise, until they attack. Immune to effects
that affect living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g. c harm, hold, s
leep).
➢ Mundane weapon immunity: Only harmed by silver weapons
or magic.
➢ Damage reduction: Half damage from silver weapons.
➢ Paralysis: For 2d4 turns (save versus paralysis). After
paralysing a target, whisper wraiths will attack others.
➢ Magic Abilities: Each can be used once per day.
○ Commune
○ Confusion
○ Curse
○ Phantasmal force
○ Remove curse
24
OPEN GAME LICENSE Version 1.0a
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System Reference Document © 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan
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OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based
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27
Swords & Wizardry Core Rules, © 2008, Matthew J. Finch. Eldritch Weirdness, Book One, ©
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Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan
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First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, © 2011 Daniel
Smith.
First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, © 2011
Joel Rojas.
Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott
Greene and Clark Peterson, based on original material by Gary Gygax.
Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
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Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
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Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott
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Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
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Greene and Clark Peterson, based on original material by Gary Gygax.
B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin
Norman.
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Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
Norman. Author Gavin Norman.
Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”),
Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone
(“Stonegiant”), Sean Wills (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”),
Mike Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten (“Chgowiz”),
Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of Oz, James Malizsewski,
Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark,
Tanner Adams, and Matt Finch (“Mythmere”).
Tales from Dalentown: Trueland Gazetteer for 1st Edition and BX. © 2020, Tim Bannock;
Authors Matthew Bannock and Tim Bannock.
DD-01 The Darkness Beneath Dalentown for 1st Edition and BX. © 2019, Tim Bannock;
Authors Matthew Bannock and Tim Bannock.
Adventures in Dalentown for 1st Edition and BX. © 2020, Tim Bannock; Authors Matthew
Bannock and Tim Bannock.
DD-02 The Darkness Beneath Brightwell Manor for 1st Edition and BX. © 2020, Tim
Bannock; Authors Matthew Bannock and Tim Bannock.
Folk of Dalentown Volume 1 for 1st Edition and BX. © 2020, Tim Bannock; Authors
Matthew Bannock and Tim Bannock.
END OF LICENSE
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Adventures in Dalentown