Talislanta Book - 07 - Wilderlands - Module
Talislanta Book - 07 - Wilderlands - Module
Talislanta Book - 07 - Wilderlands - Module
The Talislanta game and fantasy world are the creations of Stephan Michael Sechi. Talislanta is a trademark of SMS, and is used here with permission.
Writing: John Steele. Editing, Kaya Kurdak
First Printing, May 2021. This book may be reprinted for personal use only. For more information about the world of Talislanta, visit talislanta.com.
To Ride With Giants
that characters with Wilderness skills be given
Overview additional consideration. Game Masters are
A grand journey across the wastelands, encouraged to create as much “wastelands
starting in Akmir, then traveling to the Hadjin ambiance” as possible, as appropriate for each
Ruins, next the Library at Jalaad, and finally chapter, perhaps with music in the back-
to the Kharakhan Ruins. A quest for ground.
something lost, something Archaen, some-
thing very valuable in a practical sense. This In the first few chapters, water will be a
journey will familiarize the intrepid with large concern for most PCs and their mounts
much of the Wilderlands landscape, and as they travel through the hot desert lands.
provide plenty of opportunity to tempt those GMs are encouraged to keep this in mind
who might waver from the path. This module when equipping the party and keeping those
could be part of a larger campaign in which a PCs with appropriate experience in these
successful conclusion could initiate consid- matters informed about the water needs of the
erable changes in the favor of whomever ends group. In the latter portions of the module,
up with the final prize at the end. Along the aberrant weather will become a factor, and
way, the Player Characters will encounter GMs should take time to familiarize them-
famous personages, dichotomy of civilization, selves with the details of such from the 4th
and unhealthy portions of dangers native to edition book.
the central lands of Talislanta.
GMs should also take time to familiarize
Player Characters of all levels are themselves with any additional material they
suggested for this module, with the under- have on the Wilderlands, including the entries
standing that the base PCs given in the 4th present in 4th edition Talislanta core book.
edition Talislanta core book will likely have a Note that the module starts in a remote
very difficult challenge ahead of them. More location, so some amount of background
experienced PCs will have considerably less information on how the PCs got there is
trouble at the beginning, but even they will be important. Note that area descriptions also
sorely tested by the end. The Non-Player speak of additional wildlife that is not part of
Characters presented are already set up to the planned encounters in this module.
participate in the adventure, though they are There is every possibility that experienced
presented in very basic format for maximum PCs may have been through the Wilderlands
flexibility. Game Masters should read through before, and GMs should take the character’s
each Chapter before running them, and work previous experiences into account when
closely with players to introduce them into running the module at any given point. This
this module. Experience for each chapter could include the knowledge of where to find
should be awarded before the next chapter resources (like water, shelter, etc.) that are not
begins so PCs can fill in any gaps in their normally found by those simply wandering
abilities or skills. about.
There are several possible conclusions to
Suggestions this module, and a great deal of flexibility has
been included for ease of Game Mastering,
While portions of this module concern
and experience should be awarded after each
happenings within the safety of city walls,
Chapter.
most of the module will be spent out in the
wilds. Therefore, it is suggested to the GM
Ravenger Encounter:
He is completely oblivious of the political
damage that ensued after his departure
from Hadj...
“You start awake to the hissing and
Obviously, while Crytoculous himself thumping of landing creatures in the dead
does not possess the vital information, he of night, their lithe shapes loping into your
knows where to find it. midst. Terror drives your sleepy limbs into
action as the Ravengers seek out and attack
The ability for any nation to communicate their chosen prey, while others lurk nearby
instantly over limitless distances would be an as if studying the unfolding assault. There is
immense advantage, and so Crytoculous holds no time to prepare, only the sudden struggle
extremely valuable information. So now the to survive. Are you predator, or prey?”
• Astute PCs might try to contact some of This area is well patrolled by mercenaries
the surviving investigators who often mounted on Winged Aht-Ra, so there
previously inspected the site; they have should be few if any encounters on the way to
all met their ends in various messy and/or the tomb. However, this will grant the party a
painful ways shortly after the Baloniste chance to get to know one of Hajourn’s closer
family was ejected from the Noble allies, Loke. This will unlikely be a pleasant
Quarter. This list includes at least twenty experience though, as the rugged Ur
unnamed Jhangaran Spearmen, A Sindaran mercenary has little more than contempt for
Investigator, two Yitek, several Danelek most beings, and she much enjoys her ability
slaves, and a Monad. No direct ties to to physically intimidate humanoid males of
these events can be traced back to most kinds. Overall, none of Hajourn’s
House Baloniste, all of the bodies were employees are inclined to talk much, and most
reduced to ashes, and those remains certainly not interested in conversation about
scattered to the wind. This is very their employer. Loke will do her best not to
suspicious, but the lack of a demonstrable start any trouble for now.
evidence trail keeps Hajourn safely out of
the courts. Worse, even attempting to
contact the spirits of the investigators
proves futile, as they have been destroyed
after leaving their bodies by means
unknown.
“The crumbling ruins of the ancient city of This leaves the party alone at the
Jaalad are located near the Zaran Library of Jalaad, where they will find a
Mountains, in the Wilderlands of Zaran. small encampment in an adjacent building.
Though long since stripped of most of its A few Djaffir Merchants, a couple of
hidden treasures by many generations of Dracartan Scouts, and some Yitek are present.
Yitek tomb-robbers and Za bandits, the The camp is well established, and has
Library at Jalaad remains relatively intact. obviously been here for several weeks at least.
This is primarily due to the efforts of a Various members of the Djaffir and Yitek are
cabal of Callidian cryptomancers, who here studying at the Library, and the
have endeavored to protect the facility's Dracartans are providing protection (for the
store of iron tablets since the time of The Djaffir specifically, though they are on good
Great Disaster. Individuals who wish to terms with the Yitek as well). Aside from the
explore the Library may do so only under
Yitek, this is a lively bunch, glad to receive
the watchful eyes of the Callidians, who
deal sternly with looters and vandals.” weary travelers as guests, campmates, and
potential customers. The GM is encouraged to
create a few personalities of their own to
populate the camp and interact with the PCs.
In the distance to the east, a smoldering
country looms:
WIL +2 CHA -2
STR -1 DEX 0
CON -1 SPD 0
CR -1 MR +5
Hit Points: 18
Skills: Arcane Lore +6, Etiquette +7, Ride
(Equs) +4, Cultures +4, High Talislan
+10, Low Talislan +9, Archaen +9,
Nomadic +4, Sign +5, Rural Background
+7, Climb +3, Cook +3, Dagger +2,
Assassinate +5, Evade +5, Legerdemain
+5, Cryptography +5, Espionage +5,
Interrogate +5, Lip-Reading +3, Sabotage
+5, Stealth +5, Streetwise +5, Traps +5,
Underworld +10
Mysticism: Influence +9, Reveal +9, Defend
+6, Alter +6, Illusion +6, Summon +6.
Gear: Common clothes, Black Iron Dagger, a
few pathetic personal items.
INT -7 PER -4
Enim
WIL +5 CHA n/a Enim are greater devils that come from
STR +4 DEX +2 the lower plane of Oblivion. The Wastelands
of Zaran harbor a number of these creatures,
CON +5 SPD +7 whose presence may be attributed to legends
of an ancient magical portal located far
Size: 10’-11’, 600-900+ lbs.
beneath the earth. On their home plane, Enim
Ability Level: 5-11+
are employed as servants by powerful arch-
Attacks/Damage: Bite: DR 16, two attacks;
devils; in Talislanta, they dwell in caverns
Claws: DR 10 or Tail: DR 8, or entangle
decorated with stolen finery and precious
Special Abilities: Two heads can attack
stones, and they appear to enjoy a much more
independently
leisurely existence.
Armor: Scaly hide, PR 2
Outside of their domiciles, Enim are most
Hit Points: 37
often encountered in pairs. They enjoy cruel
Habitat: Wilderlands of Zaran, Volcanic hills,
sport, particularly “stone-throwing,” the
Kharakhan Wastes
object of which is to crush living creatures
with boulders at long range. Enim also have a
fondness for wine, which they drink by the
barrel with little apparent effect. Their main
vice is gambling, however, for Enim are
unable to resist any wager that they believe