Helia Adventure and Castle Vhammos

Documents
NPCs
Images
Shards
Game Records
Castle of Derrix Burgell
Road Encounters
Stinking Trouble
The Village of Blight.htm
To my Son Derrix
Weather
Road Encounters
belabra
Blood and Guts Tavern
BestMO
Heskan
Garrak
Kallista Creed
Leshanna
Myvr Graal
Raiann Daardendrian
Vadania Ilphelkiir
1pageHellia
Castle Vhammos
Blood and Guts Tavern
Flumay Temple
ForestBlightCamp
TwigEncounter
Samel
Coon to Helia Map
HelliaJourney
West-Coon to Helia Map
Shards (Dinosaurs)
Shards Pictures
Shardfall Time

Although I had started a small campaign for 5th edition, it was not intended to be the primary one. It took a lot of time to set up as  wanted to do as much designing as possible myself. Also, I knew it would be introduced at a time when many of the players would not be able to join in. So I designed it to be an adventure where it was natural to have characters joining at different times. Initially there was only JaQuince, Derrix and Gimble would be playing.  The adventurt began on 1-7-2018 on the 15th of Doar in the year AF 2312 (After Fall).
I decided to make the adventure be mostly about Derrix Burgell and have him as the default leader during the sessions.

Derrix didn't know it, but his real name is Derrix Yhammos. When he was young the Yhammos family was the primary political group in Hellia. THey had extensive holding in the docks area and their own castle near the center of the city. Three of the other familys in Hellia (with some support from the city of Maknusi) hired enough mercenaries and assassins to eliminate the heads of the Yhammos family. Derrix's father had suspected this might happen and had a plan to provide his only son with the best chance of living and avenging the attack. Some time before he had bought a specially prepared potion brewed by a alchemist that owed the family a big favor. On the day of the attacks, Derrix consumed the potion that took away his memory of his life so far. A loyal servant
smuggled the unconscious Derrix out of the city with instructrions to take him to a tiny village near the lake Clotha called Coon. He lived there with his guardian who he had been taught to believe was his father. During his youth he was taught the mysteries of the arcane arts. When Derrix expressed a need to get out and see the world, his guardian told him that he had "inherited" a castle in Hellia. As he had been instructed, the guardian said nothing more about the past of Derrix. As anticipated, Derrix set out to get to Hellia and get his inheritance. This is a journey on foot of almost 1500 miles!

On the way Derrix joined up with many people some of which decided to join him in his travels Derrix had promised them a free room in the castle for life if the stuck with him to Hellia. And over the nex few week of play the group they named the Band Of Misfit Adventurers or BOMA (here is the Maching order). This adventure will take them from Lake Clotha in the middle of the kingdom past the Dasste river, the Teshyash River, the Vannten River, to the capitol city of Maknusi and from there to the coast and Helia. At some point they will hit the Kings Trail that leads from Helia to Hickle running coast to coast.

Yovisha Map, Forest Encounters, Road Encounters, Daily Weather, Yovisha KingdomCity Laws, Helia, Maknusi,

Towns Along the Way


Towns and Inns on the way to Helia
Bagyois
Biyans
Blukin
Cakely
Dovich
Farituous
Hickle
Hotsala
Jumping Trout
Lanking
Lilcit
Mingla Farms
Pertu
Quaks
Rortn
Smits
Stamage
Tusons
Vanntown
Wanmae
Roadhouses-Use wherever
Olimpedis Roadhouse
Rusty Two Pence
Blood and Guts Tavern

The Kings Trail
This trail was commissioned by King Corial 240 years before the party will travel it. The primary purpose of this trail is to connect the two coastal towns to the capitol. It has come in and out of favor with the royalty and has at times fallen into disrepair. At other times, the banditry has been so bad from lack of strong patrolling that it is regarded as unusable. It is heavily used when the kingdom is under attack (as it was 123 years ago when Glukla tried to annex Hickle) or there is a revolt requiring the kings troop strength to quell it (like 210 years ago when the mages of Hovoon tried to kill off the royals).

At the time the characters are traveling along it, the road has not seen much maintenance since King Booka became king. He is spending the gold of the nation on having a good time instead of on the infrastructure. The result of this is that the road has become overgrown in some areas which has been bad for the businesses in that area. Although the troops assigned to guard the trail has been reduced, there is still a major presence.

But fortunately there are two aspects to making the road accessible. The military under command of General Honar Guldar is still patrolling the road and keeping most of it free of dangers. Still, there are problems that are too difficult for the troops to handle, so the party may encounter requests to clear out a monster lair or two.

This road has been around a long time. It has been used by thousands of troops, hundreds of caravans, untold numbers of salesmen and the occasional group of refugees from some burned out town or another. A party travels 24 to 30 miles per day. Given this it is safe to say there are many signs of previous camps, roadhouses and small towns along the way. Some of these camps will be nicely made and some will be occupied. This means the party will see at east 2 camps a day, and maybe more.
Here is a quick way to randomly describe a campsite:
Cleared 1d8
Water - 2d6
Forage - 1d8
Shelter - 1d8
  1. Long unused
  2. Fire pit only
  3. Horse picket
  4. 10' Sq. clearing
  5. 20' Sq. clearing
  6. 10' graveled
  7. Kings Camp Unused
  8. Kings Camp Maintained
  1. NA
  2. None
  3. None
  4. Poisonous
  5. Well
  6. Spring
  7. Trickle
  8. Creek
  9. Stream
  10. River
  11. Pond
  12. Lake
  1. None
  2. Horse fodder
  3. Leafy Greens
  4. Mushrooms
  5. Greens and Tubers
  6. Fruit Trees
  7. Bulbs
  8. Fruit and Greens
  1. None
  2. None
  3. Rope for canvas
  4. Overhanging Tree
  5. Small leanto (6x4')
  6. Large leanto (18x6')
  7. 10' square cover
  8. 20' square cover
Roll once off of each column in order, or make one up by choice.
Kings Camp is a rest area that was created and is oven maintained by the Kings troops. These are usually very nice and have amenities. Add 3 to all subsequent rolls. If the camp is unused, it will be in poor shape but if it's maintained it will be really nice.

At the time the party is traveling here are the conditions:
Helia to  Maknusi - Normal speed - This section is the best built, maintained and patrolled. The surface is cobble stones covered with gravel in some sections to reduce vibrations.
Maknusi to Tusons - Normal Speed - Although not as well maintained as the Helia to Maknusi section, this section is still well maintained having almost all of the road cobble stoned. No gravel, but firm footing.
Tusons to the Vannten River (at Vanntown)  - This section is also very overgrown except the part that goes through the town.
Vanntown to Dasste River (at the village Biyans) - Some miles overgrown (-1d3 miles a day)
Biyans to Lanking where two roads meet - Some miles overgrown (-1d4 miles per day)Dovich to Alldel - Normal Speed - This section is maintained by the locals. It is narrow just 1 cart width, but passable
Lanking to Dovich - Less overgrown that some areas, but small trees may still be found. (-1d3 miles a day)

Events during travel
One event that is always good to use is a group of the Yovishia Militia.
Yovishia Malitia
Yovishia is a Lawful Neutral state that is heavy on the Lawful. The further away from the center of the nation at Maknusi, the less strict are the laws and the punishment. There are some quirks in the law so reading about the law and punishment is a good idea. On the Kings road it is unusual to enforce laws of a rank 2 or higher.  You will seldom find officers with a Good alignment of any kind in charge of troops. Only1 in 4 is evil. For violations of 2 or 3, the person is restrained and returned to the nearest large city accompanied by 2 soldiers. For violations of 4 to 6 an officer in the field is regarded as the judge and may meet out punishments without more authority. These are known as Tobor Trials as the small tobor drum is used to announce a verdict which is carried out on the spot.
The uniforms of the basic troops are bright red wool with black trimming (yes, just like the nazis). The foot troops wear a long jacket that ends about 3" from the knees. They are double-breasted with brass buttons. The button holes are embroidered with black thread. The arm, wrist cuffs, high neck collar and bottom seam are also black. The pants are also double breasted (like to old navy uniforms) with matching brass buttons. Belt is black leather and the belt loops are red.  They all wear black soft leather boots. There are 4 ranks of soldier with 0 to 3 1" stripes of black cloth on the arms indicating this. There is no armor visible, although some wear hard leather pieces under the uniform only if they know they will be attacked. They all are equipped with a long sword, a dagger and a light crossbow.
The NCOs wear black leather armor and black boots with a red tabard over it, tucked into a wide black belt. The number of large black stars that are embroidered on the front indicate the rank with 4 being just under officers rank. They carry a long sword, a daggar, a shield and a whip.
The officers wear red leather armor similar in cut and color to the enlisted mens uniform except they will wear some kind of breast armor either chain (for a warrant officer) or plate (for colonel and up) depending on rank. All of the chest armors are decorated with painted on image of a 2 tailed lion. It is also common to see this design on the shields that are carried by the cavalry. The officers carry a long sword, a dagger, a long bow and a shield and a whip.

Here is how to roll up a troop of militia:
# of troops=4d4
4-8 troops will have 1 NCO
9-12 troops will have 1d3 NCO and a warrant officer
13-16 will have 2 NCOs, a warrant officer and a lieutenant
There are also cavalry men with them occasionally:
2 riding horses with riders in full on chain mail and shield
A major troop will have 16 Troops, 3 NCOs, 1 Colonel
6 Cavalry 2 with Light Riding horses and 4 with War Horses. The men on the riding horses wear chain, but the war horse troopers were plate and shield. All of the officers on horse wear red tabards with the lion image on them with black belts
There will be a militia encounter once every 3 (1d3) days regardless of other encounters.
Many of the major battles will be in random encounters. This provides for lots of flexability when adjusting to a variable number of players. And in some cases what are called Forest Random Encounters this doesn't mean I can't pick an encounter to confront the party at will.
Here is what the DMG says about when a random encounter is called for:

As part of detailing the travels of the party, here is how to roll for truly random encounters.
Roll for encounters in the morning, afternoon, evening, midnight. For the morning and afternoon and evening roll a d6 with a 1 indicating an encounter. At midnight roll 1d8 with a 1 being an encounter result. When a d6 encounter is indicated normally roll the type of encounter off of the On Road column. Roll from the Off Road column for night encounters.

Besides the random encounters, there will be planned outdoor encounters.
Some inns will have a posting board where locals may leave notes requesting specific goods or services they need. Here are a few lair type short adventurers that can be used anytime the game seems boring!
Stinking Trouble - A Carrion Crawler has taken residance near the Kings Road
Time of Shardfall - An asteroid breaks into pieces and fall into spots near the Kings Road. Lets fight dinosaurs! From an adventure by Michael Curtis.
The Village of Blight - An unknown force has caused some local flora to become agressive
Belabra Lair - The tentacled pet is causing problems
Blood and Guts Tavern - Spoiling for a fight? You've come to the right place!There are a number of different ways this journey could take. Right now it is