The Village of Katina and its Environs



Here is a larger area map. And an even larger map. Here is the village displayed in a plauyers map including the city Waterdeep. Here is the same area intended for the DM which includes the smaller villages nearby. Here are the details of the villages in the area. There is a file detailing other locations on that map.  Here is a different style map of the area that includes details of other adventure sites,. Here is an even larger map covering more land.  I made a text compilation containing all the available information about the larger area of the village.

There were a number of nuildings and NPCsin the city that are detailed here.

In the beginning of the House of Stone adventure, this was just the place near the dungeon. But as the players spent more time in the village, it became a part big of the adventure. It suffered from ork hoard attacks, assassins hunting the party members, It was used as the characters main home base for almost the entire campaign after it was introduced.

The area around the Stone House has been inhabited for a very long time. The history in the scrolls of the Temple of Tyr go back for 1500 years, but there are vocal histories in the town and surrounding area that go back 1500 years before that. The fortunes of those here have risen and fallen just as any area.

The founding of the town of Katina goes back to before the Cataclysm.

It was one of the first settlements set out by the settlers of Watersdeep. This was in the year -1359. This valley was a flood plain for the river that flow to the east of town. At from -1200 to 0 (the Catyclism), this was of the most fertile places on the planet. Every spring, this area would become a very shallow lake, receiving the top soil run off. So every summer, it had new soil for the crops to grow on. The 3 square miles around the village was cultivated. The village of Katina became a town, but it was never highly populated as it was not well situated in the trade lanes. Watersdeep with its harbors and navicable river served for the main town. But the Nobility of the village (it passed through the hands of 7 noble houses as its value change through the first 1500 years) always had their royal residance located at the top of the hill to the east of the present village. The original site of the village was located on the rise where the temple of Tyr now stands. There are some ancient ruins located at the very top of the hill. At one time the hill was covered with houses and businesses. Now the remaining stones are used to fence in the areas around the town fields.

The Caticlysm destroyed this area. The tidal forces caused a great flood to cover the town completely with a rapidly moving river. The town went from a flourishing town to a river plane in a matter of one day. There was great loss of life. For a period of three years, the town was completely underwater and the buldings made of wood disintegrated and the foundations were covered with mud and silt. Only the very top of the Temple Hill were left dry for the summer and winter months.

After a hundred years, the course of the river had changed far to the West (it is now called the Dessarian). What remains is a now a small tributary to the Dessarian. No longer does the fresh soil rejuvinate the farm lands here, and the ground is almost farmed out. If it were not for the irrigation of the crops in the spring, the land would be completely fallow.








The lands around Lake Wasamata is a very nice place for camping. They eventually made a hunting lodge on its banks. and possibly for construction of a summer home. They mapped the lake carefully.

Lake Wasamata


This is a description of the area around Lake Wasamata and the parties first encounters there.
There is a dragon here!
Lake Wasamata lies with it's eastern portion bordered by a huge rock fall and the rest burried in a deep  pine forest.
The lake is 40' deep at it's lowest point which is off center toward the rocks in the E.
The bottom and the shores are made up of a thin scattering of gravel about 1" diameter getting larger as you get to the bottom of the lake.
The water freezes over in the winter and never gets warmer than 62deg in the summer. The water is fresh and delicious.
The SW portion of the lake is dense swamp with huge banyan-like trees with their roots rising 3' above the normal water level.

There is a cave under a waterfall at the point where the river empties into the lake. They discovered this place when they saw Griffons flying over the lake and tracked them to the cave behind the waterfall. They eventually captured and tamed the griffons.


There are a number of different resources in the area.
There are no minerals of values in the area (the rock being mostly basalt and sedimentary rock), but there is a variety of trees and other plant life as well as very good hunting for animals to wary or small to be eaten by the Dragon. The bears stay away from the lake and take their water cautiously from the Laugingflow downstream from the lake.
Trees, Herbs and Mushrooms are the most common resources that can be found.
Eatable Plants
  1. Onions in the marsh
  2. Sweet Potatos along the bank
  3. Pumpkins
  4. Celery
  5. Chard
  6. Pale Cherry
  7. Red Berries
  8. Black Berries
  9. Walnut
  10. Apple
  11. Eatable pine seeds
  12. Mushrooms are in the darkest part of the forest
Herbs
  1. Agrimony - Bruises
  2. Asarabacca - Tranquilizer
  3. Borage - Fevers
  4. Chervil - Anticoagulent
  5. Colewort - Anti-alcohal
  6. Delrean - Stinky insect repellant
  7. Eldas - Anti-Seasick
  8. Fennel - Along the river
  9. Laishaberries - Mutes eater
  10. Rampalt - Anti-congestion
  11. Throw-waxe - scar cure
  12. Willow-herb
Other growing good stuff
A large stand of bamboo growing the the rocks on the E side of the lake.
a stand of Ironwood trees in the north forest 1 mile from the lake
Birch woods in the W. lake area just N. of the marsh
A stand of Ash trees are bordering the NE rocks 100 yards back from the lake.
Willow trees grow where the Laughingflow exits the lake

Encounters
Encounter chart for random encounters (2d10)
2 - Badger (as a rat)
3 - Raven
4 - Snake
5 - Wolves
6 - bat (lives in the cave under the waterfall)
7 - 8 - black bear
9 - brown bear
10-11 - Racoon
12 - Weasel
13 - Hawk
14 - Owl
15 - Mountain Lion (as Leapord)
16-17 - grizzly bear
18 -20 Roll again with the creature indicated being a Dire animal

Encounter chart for hunting encounter
Climate
Bird
Small
Medium
Large
Temperate                    
  1. Hawk
  2. Pidgeon (as Raven)
  3. Eagle
  4. Owl
  5. Raven
  6. Swan
  7. Duck (as Swan)
  8. Kingfisher
  1. Beaver
  2. Ermine
  3. Fox
  4. Weasel
  5. Rat
  6. Snake
  7. Opposum
  8. Chattur
  9. Badger
  10. Porcupine
  1. Goat
  2. Sheep
  3. Pig
  4. Antelope
  5. Sheep
  6. Boar, Wild
  7. Pony
  8. Cattle
  1. Bear, Black
  2. Bear, Brown
  3. Bison
  4. Cattle
  5. Buffalo
  6. Horse

Encounter chart for fishing
Fresh Water (2d4)
DC to land
Size in Lbs
2 - Sunfish
3 - Pike
4  - Carp
5-6 - Bass (or trout in a stream)
7 - Rock Fish (junk!)Catfish
8 - Catfish
14
12
10
15
12
10
4d12
3d6
3d4
4d4 (2d4)
2d6
1d6

Dragons
The lake is guarded by a black dragon named "Koohaska" who regards the lake and swamp as his person home. Before anything can be built here, the dragon must be slain! The details of this dragon should be modified from the stats below depending on the power of the party at the time of the encounter. The difficulty should be stronger than the party so Drachole the Gold Dragon can join in the battle. As such, I will make the stats below for an very old dragon.
The dragon will see them in the area and plan an ambush. He will watch them go to the cave and consider attacking them there but discard this notion as they might be able to retreat to the back out of his reach. He does not want to destroy the coins and gold he hopes they carry!
He will watch them come out and mark what direction they are travelling. He will sneak out of the swamp to the lake and position himself at a point very near a marshy shore where a tree coming out of the water will act as cover for his head as he tracks their progress.
He will use his plant growth to form a barrier that will force the party closer to the water. He will then wait.
When the party is close enough, it will cast it's darkness spell on a rock which it will hold in it's mouth. It will then jump up from it's hiding place and attempt to carry off a horse and rider. It will then drop the rock leaving the darkness behind. 20' radius (40' diameter, just enough to hide its wings)

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.


Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon DC
Frightful
Presence DC
Very old H 28d12+168 (350) 31 10 23 16 17 16 +28/+46 +36 +22 +16 +19 18d4 (30) 27
Ancient H 31d12+186 (387) 33 10 23 16 17 16 +31/+50 +40 +23 +17 +20 20d4 (31) 28
Wyrm G 34d12+238 (459) 35 10 25 18 19 18 +34/+58 +42 +26 +19 +23 22d4 (34) 31
Black Dragon Abilities by Age
Age Speed Initiative Armor Class Special Abilities Caster
Level
SR
Very old 60 ft., fly 150 ft. (poor), swim 60 ft. +0 35 (–2 size,+27 natural), touch 8, flat-footed 35 DR 15/magic 9th 23
Ancient 60 ft., fly 150 ft. (poor), swim 60 ft. +0 38 (–2 size,+30 natural), touch 8, flat-footed 38 Insect plague 11th 25
Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 39 (–4 size,+33 natural), touch 6, flat-footed 39 DR 20/magic 13th 26

Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules.
A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.
Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.
Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.



  Riverbend. They made many friends there.

The primary export of Riverbend is salmon which come up the Dessarin to spawn.
There are about 80 people in the town.
1 - Farm House
2 - Farm House
3 - Farm House
4 - Fishermans Home
5 - Farm House
6 - Fish Warehouse
7 - Inn "Macks at Riverbend"
8 - Fishermans Home
9 - "Delk's Sundries"
10 - Farm House
11 - Mama's Boarding House
12 - Tavern - "Skipjack Retreat"
13 - Lacy Home for Ladies (Whorehouse)
14 - Hermit's Hovel
There are numerous other farm buildings and small hovels along the river, but they are not detailed. The DM should feel free to put a small home wherever fits the adventure/encounter that is used.

Lookers



Map Key:Numbers in brackets, for example "[3]", indicates the builing number of the merchant or artisian. Numbers in parentheses, for example "(2)", indicates how many of each listed profession lives within the area.
Town folks: Beggar (2), Domestic servant (1), Fisherman (2), Jester/Fool (1), Unskilled laborer (3), Woodcutter/Iceman (1), Apothecary (1)[1], Sage (1)[2], Embalmer (1)[3], Jeweller (1)[4], Scribe (1)[5], Thief (1), Locksmith (1)[6], Mason (1), Mercantyler (1)[7], Miller (1), Shipwright (1), Woodsmith (1), Man at arms (3), Mercenary (7), Priest/Shaman (2)[8][9], Knight (1), Baron/Earl (1),
Surrounding country: Agricultural slave (4), Poor thrall (27), Manor servant (5), Thrall (37), Chief serf (4), Serf (18), Wealthy thrall (38), Farm labourer (3), Fisherman (2), Hunter/Trapper (1), Jester/Fool (1), Tenant Farmer (9), Freefold farmer (2), Mason (2), Metalsmith (1), Miller (1), Miner (1), Parchmenter (1), Man at arms (1), Mercenary (2), Swordmaster (1), Priest/Shaman (2), Enfoeffed Knight (1),
A Dark Figure, Mistaken Identity 5 (Planet/City/Any/Any, Smuggler)
OVERVIEW: A dark figure will approach the party on a dark night and tell them about a plot to kill a local Noble.
TRIGGER: The PC's are walking down the street at night or evening when a dark figure from the alley wispers for them to come over.
DESCRIPTION: Walking down the street, you feel that you are being watched, when out of the darkness you hear a quiet voice... "Over here...Over Here.." it wispers. Looking over you see a dark figure man sized with a long cape pulled close around the body. Again you here the quiet voice "Quick! Over here...Hurry!".
DM NOTES: This is a smuggler who was to meet a group of individuals to help move a piece of treasure out of the city (it can be a statue/book/etc).
KEY: If he finds out theat the party is not who they think he is he will hire a group of people to "Silence" the party. Or you could have the real party that he was suppose to meet come right after he starts telling the party members about the deal.

Tookis


Map Key:Numbers in brackets, for example "[3]", indicates the builing number of the merchant or artisian. Numbers in parentheses, for example "(2)", indicates how many of each listed profession lives within the area.
Town folks: Beggar (2), Domestic servant (2), Fisherman (3), Longshoreman (1), Semi-skilled laborer (1), Unskilled laborer (3), Glassworker (2)[1][2], Scribe (1)Mathias the Mayor [3], Mason (3), Mercantyler (1)[4], Seaman (2), Woodsmith (1), Mercenary (6), Priest/Shaman Meleke (1)[5], Knight (1)
Surrounding country: Agricultural slave (2), Poor thrall (23), Manor servant (3), Thrall (43), Chief serf (2), Serf (15), Wealthy thrall (37), Farm labourer (3), Fisherman (2), Hunter/Trapper (3), Prostitute (1), Tenant Farmer (14), Thatcher (1), Freefold farmer (8), Charcoaler (2), Innkeeper (1) of the Witches Tavern, Metalsmith (1), Miller waterwheel mill (small) (1), Potter (1), Salter (1), Shipwright (1), Timberwright (1), Man at arms (2), Mercenary (1), Sir Hobin, Knight (1) of the Silvery Light honorable combat on the side of an Elven battle.

Tumitia


Map Key:Numbers in brackets, for example "[3]", indicates the building number of the merchant or artisan. Numbers in parentheses, for example "(2)", indicates how many of each listed profession lives within the area.
Town folks: Skilled slave (3), Jester/Fool (1), Prostitute (2), Scholar/Tutor (1)[1], Toymaker (1)[2], Unskilled laborer (5), Candle maker (1)[3], Clothier (1)[4], Glassworker (1)[5], Scribe (2)[6][7], Thief (2), Mason (1), Mercantyler (3)[8][9][10], Pilot (1), Potter (1)[11], Weaponsmith (1)[12], Man at arms (2), Mercenary (6), Swordmaster (1)[13], Priest/Shaman (4)[14][15][16][17], Knight (2),
Surrounding country: Agricultural slave (2), Poor thrall (18), Manor servant (5), Thrall (46), Chief serf (2), Serf (18), Wealthy thrall (39), Domestic servant (1), Farm labourer (2), Fisherman (1), Hunter/Trapper (2), Scholar/Tutor (1), Semi-skilled laborer (1), Tenant Farmer (6), Toymaker (1), Freefold farmer (3), Hideworker (1), Mercantyler (1), Metalsmith (1), Miller (1), Miner (1), Potter (2), Salter (1), Woodsmith (1), Man at arms (1),
A Dark Figure, Mistaken Identity 6 (Planet/City/Any/Any, Drow)
OVERVIEW: A dark figure will approach the party on a dark night and tell them about a plot to kill a local Noble.
TRIGGER: The PC's are walking down the street at night or evening when a dark figure from the alley wispers for them to come over.
DESCRIPTION: Walking down the street, you feel that you are being watched, when out of the darkness you hear a quiet voice... "Over here...Over Here.." it wispers. Looking over you see a dark figure man sized with a long cape pulled close around the body. Again you here the quiet voice "Quick! Over here...Hurry!".
DM NOTES: This is a group of drow that are going to attempt to infultrate the city, by posing as the party. But to do so they must remove the party. They have magic scrolls on them to "Alter Self" to appear as the party once they remove the party. After wards when the drow cause the trouble they wanted to (kill someone or steal something) they release the PC's. The PC's will now be responsible for the dorws actions. To make things worse the Drow could cast an improved version of Forget (to go back further) so the PC's wont remember being captured by the drow (thus no recall of their actions).
KEY: If the party is removed they could be taken to a hidden lair just outside the city, where they are tied up while they drow replace them inside the city. This would be good if the PC's are goind to some type of social event in the near future.

Turpsicore



Map Key:Numbers in brackets, for example "[3]", indicates the builing number of the merchant or artisian. Numbers in parentheses, for example "(2)", indicates how many of each listed profession lives within the area.
Town folks: Skilled slave (3), Fisherman (2), Executioner (1), Semi-skilled laborer (4), Unskilled laborer (3), Candle maker (1)[1], Embalmer (1)[2], Hideworker (1), Innkeeper (1)[3], Mercantyler (2)[4][5], Pilot (1), Potter (1)[6], Man at arms (2), Mercenary (8), Knight (2),
Surrounding country: Agricultural slave (2), Poor thrall (25), Manor servant (7), Thrall (41), Chief serf (5), Serf (11), Wealthy thrall (38), Farm labourer (9), Fisherman (3), Hunter/Trapper (4), Tinker (1), Tenant Farmer (4), Freefold farmer (3), Charcoaler (2), Herald (1), Hideworker (1), Miller (3), Miner (1), Timberwright (1), Woodsmith (1), Man at arms (1), Priest/Shaman (1), Knight (1), Enfoeffed Knight (1),

A back Alley Brawl (Planet/City/Any/Any, Thug)
OVERVIEW: The party sees a large figure attacking a small figure in an alley. Its a thug beating up some kid.
TRIGGER: The party will either see the fight as they pass the alley or hear a little boys cries from down the alley.
DESCRIPTION: Walking down the street you hear a voice cry out from down the alley. Listening closer you hear a few crates being crashed and then another whimpering scream. NO! [Assume running down alley] Running down the alley the screaming gets louder. Turning a corner you see a large figure holding a small boy in one hand while reaching back to take another swing at the poor boy!
DM NOTES: Down the alley a thug is beating up a boy. The thug use to be a merchant, but bought a cursed medalion that makes him hate kids.
KEY: The party might take the item from the thug.

They even mapped a couple of the small towns they found. Shady Grove is a very nice place!


Bogsend look bad, smells worse and has no redeming features. It's a pit.
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