Sunday, September 20, 2026

Antarctica Adventure Jam Region 3 - Coldwater Lands

 

Missing the random enounter tables, but I'll do those at the end. When I send the whole of my Region 3 in.

## The Inner Coast

### 296-531 Ship of Wandering Nevre

In a galley pulled up against the riverbank with clothes hanging on the line is a young merchant. Nevre is his name and he has absolutely nothing going on in his life for now. He was going to shift good (including slaves but he won’t mention that at first) along the Inner Sea, but then his captain/guild sponsor died in a drunken brawl in Uinpawa 296-532.

Crew discharged without pay and an ample supply of provisions, he whiles away the days awaiting relief (2d6 days away). As a member of the First Lock, he’s seen some things and in exchange for stories, will reveal information.

For every story where the party defeated at least 10 HD of foes, he will reveal one of the following: the who’s who of the Congress, the location and general nature of a settlement on the map or training in the use of a scientific weapon found elsewhere in Antarctica but unknown in these primitive lands.

### 296-532 Town of Uinpawa

500 people in the capital of the Wa-Wapauine (The Border River Tribe) live in sullen fear. The Congress have long been unable to properly govern this far corner of Coldwater lands. When pirates seized the town as a base two generations ago, the Congress send a message saying they could have it so long as they offered fealty and taxes.

The pirates have turned commercial, but no less cruel. Uinpawa is a hub of piracy now. Where crews sell their ill-gotten gains and slaves while other merchants buy them on.

All governed from the Fort of 120 pirates built on the expanded harbour by the defacto tribal king Captain Gig. They have the run of the town and it is a lucrative shame to be recruited to them from among the population.

The Wa-Wapauine have convinced the pirates that the inland cavemen from 302-532 would be a better target. Many would miss the money drunken pirates spend and fence.The pirates of the fort no longer are bound to any crew and have the run of the town, they pay for nothing unless the Captain orders them to. Outsiders who aren't pirates or cause trouble are viewed with suspicion and hostility if openly armed. They have accumulated a massive haul of taxes and sales but only deliver 10% of the total to Yugen 298-539 yearly.

There is a dilapidated Deer Totem Temple and a slightly better cared for Seal Totem Temple, run by three level 1 Clerics and led by Bobboson C2.

70 light foot  (Mv12 6AC 1HD 1d6)

40 crossbows  (Mv12 7AC 1HD 1d6)

10 heavy crossbows  (Mv9 5AC 1HD 1d6)

M C F4 HP:17 AC:1

Armor +2

M C F4 HP:22 AC:1

Armor +1

F C F4 HP:13 AC:1

Shield +1

Copperflame, Lawful Sword +3

M C F4 HP:10 AC:4

F C F6 HP:25 AC:2

M C F6 HP:16 AC:3

Captain Gig the Victorious

F C F9 HP:25 AC:2

Shield +1

18000gp

Gems worth 3 x 50gp, 12 x 100gp, 11 x 500gp, 4 x 1000gp each

Pieces of jewellery worth 800gp, 4 x 1000gp, 1300gp, 1400gp, 2 x 1500gp, 1600gp, 5 x 2000gp, 3 x 3000gp, 6 x 4000gp, 3 x 5000gp, 7000gp, 8000gp and 9000gp

### 297-532 Town of Wawapadok

200 People live in Wawapadok, clan of the Border River Tribe, capital at Uinpawa 296-532. Harassment by pirates stopped when their kin in Uinpawa were defeated and their relief repelled. The pirates just want taxes in the form of food on demand and all the wealth the townsfolk can give at any time of the Captain's choosing.

The townsfolk have been forced to diversify their income, focusing on exploiting all the resources they can from the nearby tundra. Here they built a warehouse and pen to store what’s brought from Oonel 300-531. Hides, furs ivory and cavemen slaves to raft down to Uinpawa. Some cavemen never make it that far and join an unofficial class of slaves slowly hardening over previous debt restitution and family labour.

Leading all of this is Chiefess Pan C9, who manages the Deer Totem and Wombat Totem Temples and the trade depot. She believes that the village must thrive before any other issues can be addressed. She sees alternative leaderships and ideas as threats to her power.

Hol F3 and 2 F1s lead:

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

Chiefess Pan

F L C9 HP:32 AC:1

Shield +1

Wand of Magic Detection

Spellbook: Detect Evil, Light, Purify Food & Water

Bless, Find Traps, Speak with Animals

Continual Light, Locate Object, Remove Curse

Cure Serious Wounds, Neutralize Poison

Create Food, Raise Dead

### 298-532 Forefront of the Furred Snakes.

20 large marsupials of a kind unknown to our palaeontology (Giant Weasels) have climbed down from the highland caves to feast. They are richly furred and a dark brown.

They are hunting everything they can all along the riverbank and are unafraid of weapons or spells unless demonstrated on them.

### 297-536 Town of Vichipa

200 people live in Vichipa, the capital of the Wa-Saluin (The Surround Water Tribe). This otherwise minor tribal capital is the administrative hub for all the Congress decisions in the Coldwater lands. This is because the two administrators find the city of Yugen disquieting. Hte and Teh are not quite middle age and live alone in a purpose-built tower, jutting out of the ruins of the burned half, destroyed by pirates with Congress money. They have servants but no guards or militia, the locals consider them brave and semirespectable. Abjectly terrible administrators, who line their own pockets with the tribal taxes. Anyone sent to assist them or check up on them either gets their own fief to torment or dies to well-informed rebel bandits. Oogd in Anpauinwa 302-548 was the latest. Local organisation is between Sempay F4 and Himoth C5.

They are 8 HD vampires, who choose a different spiritual journey when the Third Lock was formulated and are kept around as historical records. They prey on farmers and travellers and issue orders at dawn or dusk. They have encouraged the settlement of Oonel 300-531 over the years. Using the wealth to restore facades and pay allowances. They want to be seen as improving infrastructure.

When the Young Bloods ravaged the area, they paid off them with taxes as they should have done. They still have 9000gp left.

### 297-537 Town of Ewchipa

400 people live in Ewchipa, clan of The Surround Water Tribe, capital at Vichipa 297-536. Attacked by the same sponsored pirates which burned Vichipa, saved by the Wizard Agueymo the Ceremonious, a Farlander employed by the Congress for his own ends.

Agueymo wears the collar of his status and spends his days in vaguely-stem shaped Seedtower studying the sky. His private forces are from his home and locals. The Young Bloods didn’t get a coin out of him or the town, frightened by his imported wyverns from Uldore Island.

He wants magnetic diamonds from Yuseel 303-538 for his research and will pay a fair percentage to carry a letter of credit in exchange, without telling people the true value. He’s not interested in rebellion and will turn independent if no Congressional oversight.

#### M N MU11 S:5 I:12 W:9 C:16 D:14 CHA:11 HP:37 AC:9

Ring of Djinn Summoning

Wand of Metal Detection

Spellbook: Charm Person, Detect Magic, Protection/Evil, Sleep

Continual Light, Invisibility, Knock, Wizard Lock

Dispell Magic, Fly, Haste Spell, Water Breathing

Growth/Plant, Hallucinatory Terrain, Polymorph Others

Conjure Elemental, Hold Monster, Pass-Wall

3 Wyverns

50 light foot (Mv12 6AC 1HD 1d6)

50  heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 7AC 1HD 1d6)

### 303-538 The town of Yuseel

100 people keep to themselves in Yuseel, capital of its own tribe of Wa-Yuseel (New Town Tribe). They boast the magnetic diamonds they find in the hills are worth a fortune for each gem in the town vault. They paid off the Young Bloods without them. Someone has stolen the town treasury though no one yet realises it. The last stranger who went psouth 310-537.

Ruled by a council of Himoth F4, Pendotter C3 and Trapper Bass T4

10 crossbowmen/light foot  (Mv12 7/6AC 1HD 1d6)

### 29-539 Village of Sentee

46 people farm the leeward slopes where whitebark trees were cut for timber. They are members of the Wa-Oseel, capital at Yugen 298-539. They watch the shores for traders and pirates but do not have houses visible from the water. Lately life has been enlivened by the arrival of a retired mercenary from the March. He calls himself Moebius and he can tell anyone about the situation there. He is from the AMO on the Tiger Coast and for 1,000gp up front, will teach anyone the Sword Dancer Style Fighting Technique.

4 archers  (Mv12 7AC 1HD 1d6)

#### Ochie the Axeman M C F4 HP:12 AC:7

Axe +1

### 298-539 City of Yugen

1000 people live in the traditional centre for the Coldwater people, capital of the Wa-Oseel (Hard Settlement Tribe). Nothing feels good anymore. They have paid or hoarded their taxes regularly, but no chief patronises their crowning hall and even the Congressional administrators prefer half-ruined Vichipa 297-536. Unburned by pirates, the city only succumb to siege after the Congress forces made it clear they would overwhelm and burn the city to the ground rather than be forced to winter around it.

Trade flows up and down the river and on the overland roads, here but the gifts to the empty throne and temples do not come, meaning more tax at the gate. A liberating king is whispered in the drinking houses for a throne empty for generations prior to the Congress. Anyone who can prove sufficient cultural heritage and martial success will need just a reaction roll before the crowd.

#### Guardian of the doors Basson F6 – Pro-glory. Juniors: F3, F2 x 2 F1 x 4

Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds

#### Militia Musterer Himoth F3 – More than whatever Basson has. Juniors: F1 x 4.

22 magic arrows

Speaker for the People Pen T5 – Yugen’s wealth must not come from taxes.

Priests of the Deer (Himoth C5), Toad (Croaking Basson C4), Eagle (Doon C4) and Seal (Bobbo C3) totem temples – Authority and tribute must be imposed before anything else. Collective juniors: C3, C2 x 4, C1 x 8.

Scroll of Protection from Lycanthropes

Potion of Levitation

Lawful Sword +1, +3 vs trolls (Intelligence 2, & Knows 2 languages)

Potion of Clairaudience

Priestess of the Penguin shrine Pan C4 – The king must not make the people’s lives worse. Juniors: C1 x 2.

Ring of Water Walking

#### Congressional administrator and member of the Second Lock Raed Posseem F5, opposed to any independence or demonstrations. Juniors: F3 x 2 (First Lock), F2 x 5 (First Lock), F1 x 10.

Chaotic Energy Draining Sword (1 level) (Intelligence 11, Ego 1, Powers: Read Magic, Locate Secret Doors, Detect Traps, Detect magic & 5 languages, & Knows 1 language)

Spear +2

Potion of Posion

The 20 rotating militia still keep order at the gate and the curfew but the defenders are all Congress.

20 light foot (Mv12 6AC 1HD 1d6) – Militia

40 crossbowmen (Mv12 6AC 1HD 1d6)

50 heavy foot (Mv12 4AC 1HD 1d6)

10 light cavalry (Mv24 6AC 1HD 1d6)

### 299-540 Town of Oseetu

100 people live in growing Oseetu, member of the Wa-Oseel, capital at Yugen 298-539.The danger and violence of malicious and ineffectual Congressional rule has brought more people close to Yugen to repopulate what was burned down during the initial siege. They look to the city for solutions and expect a response.

#### Led by an alliance between Pen, Priestess of the Seal totem temple and Seel, Priest of the Eagle totem temple, both C3.

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

### 301-539 Village of Oseesi

100 people live in angry Oseesi, member of the Wa-Oseel, capital at Yugen 298-539. Yugen did nothing to help them when the Young Bloods came to extort taxes. They feel abandoned and isolation from the populated coast. They have decided to kill and rob any soul who cannot prove they are not a member of the Congress. If weak they attack as a mob in the streets, if strong they attack them in their beds.

Authorising this is their leader Chief Doon F5, assisted by his son Doonson F3 and the Priest of the Toad totem temple Yil C3. They seek a magical weapon to prove their right to independence.

10 archer/light foot depending on the equipment used (Mv12 7/6AC 1HD 1d6)

### 302-541 The Rebel Camp

100 men camp in the foothills, training to sweep the Congress from the coast and rally the people to drive them out completely. They have spent two years reinforcing the camp and the Young Bloods pretended they weren’t there in their reports. They itch to move and will do so next week or when the ice thaws depending on the season. Ten rebels come from Ulend 305-550 and want to exchange messages there with family.

The are led by a council of would-be chiefs and idealists. F8, F6, 3 x F2, 10 x F1. Their names are all some variation on the nom de guerre Yass (Freeman).

30 light foot (Mv12 6AC 1HD 1d6)

20 heavy foot (Mv12 4AC 1HD 1d6)

30 archers

10 light cavalry (Mv24 6AC 1HD 1d6)

10 medium cavalry (Mv18 4AC 1HD 1d6)

In the officer armoury:

Chaotic Energy Draining Sword (1 level) (Intelligence 6, & Knows 1 language)

Chaotic Sword +1 (Intelligence 5, & Knows 2 languages)

Neutral Sword +1 (Intelligence 1, & Knows 2 languages)

Neutral Sword +1, +2 vs lycanthropes (Intelligence 11, Ego 12, Powers: Read Magic, Note Shifting Walls & Rooms, See Invisible Objects, Detect Evil & 1 language, & Knows 2 languages)

Shield +1

### 299-542 Wolfcastle (Hoologgen)

The Seaside fortress of the Superhero Lukel the Bad. He can across the water and built his stone towers to fight pirates when there was no law beyond Congressional occupation. He refuses to pay tribute to Vichipa 297-536 but bribes them with pirate treasure. He will acknowledge no authority and takes what he believes is owed from any traveller. He attracts the wild and free, so that many would be rebels have joined him.

#### Lukel M C F8 S:9 I:13 W:9 C:6 D:7 CHA:6 HP:26 AC:1

Armor +2

Graveeater, Lawful Sword +1

6 Swashbucklers

Level 4 Cleric

50 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)

50 

10

### 302.543 Garnet Ford

Along the dark gravel bars and riverbanks where the streams meet and slow are reflective spots. Where the water has deposited and uncovered raw garnets from time-to-time worth 100gp. Never enough to make a village out of it. The whiter or clearer stones are magnetic diamonds, which are worth 10000gp or any spell from any scientist or magic-user who can identify them and anyone else will assume is quartz. Can also be used to repair and create anti-gravity devices.

1d6 garnets can be found in a day, there are 2d6 in total and will be replenished in a year. 10% chance of a magnetic diamond per day, 1d6 in total and will be replenished in 10 years. Double amounts found 10 feet below the water along the riverbeds.

### 300.545 Town 300 Weird (Clue to Nearby Hex) Link to 297.536 Settled Lair Link to 300.531 Town 300

### 301-547 Village of Ansepauine

25 people of a clan of the of the Quiet Water Tribe, capital at Anpauinwa 302-548, mill about on the shore of a burned village. Here where a stream meets the sea, the Young Blood, now in 312-548, came demanding taxes. The people here stopped paying taxes when the new administrators in Anpauinwa lost the ability to notice. They fled when they saw the bandits come. Now they are angry and without pity. They will try and rob any travellers who come across them, either at night or in a frenzied mob if they won’t rest.

They are led by Hol F4 and have 2 light foot otherwise  (Mv12 6AC 1HD 1d6).

### 301-548 Idle Kangaroos

Giant wallaby-looking fellows with a sword and sunglasses. Ten Macropods (Antarctic Bestiary p.13) are awaiting a boat on the beach to take them to their next job across the Inner Sea. Not looking for trouble but will defend themselves proactively. Red one with floppy hat will solicit and swap stories, talking about a hex location in the Marches for each story. If told 5 stories, he’ll put a pawprint on a slip of paper as an introduction, worth +2 to reaction rolls in the March.

### 302-548 Town of Anpauinwa

200 people in Anpauinwa, the capital of the Wa-Anootuin (Quiet Water Tribe) live in fear and poverty. Despite the flow of boats between them and their kinsmen across the strait. This is due to the insatiable greed appetites of their Congress masters. Oogd and his 8 fellows were members of the Second Lock and tried to use the newfangled foreign pellets to advance. This transformed them into hulking furred giants (Stats as Ogres). Now they care only for acquiring treasure and food, self-parodies of the high-ranking members of Congress. The administration in XXX in 297-536 sent them here to avoid embarrassment. A report once a year at best.

The garrison stayed long enough to frighten the locals and returned. The locals won’t do anything but flee, the 9 rat-monsters are all the town has for defence. Chief Doon F3 and Ewass C5 sailed to Udor for reinforcements but haven’t returned.

In the filthy den Oogd and his fellows have made of the Chief’s house:

5000cp of seized taxes, never expected to be paid

A piece of jewellery worth 6000gp

Spell Scroll (Detect Magic, Hold Person)

              Frostcusher, Lawful Sword +1

              Int: 12 Ego: 12, Telepathy and speaks 1

              Special Purpose: Slay Monsters, paralyzes Chaotic opponents

              Read Magic

              Detect Sloping Passages

              Note Shifting Walls & Rooms

              Detect Evil and/or Gold

              Clairvoyance

### 303-548 Village of Wanootdok

26 people of a clan of the Quiet Water Tribe, capital at Anpauinwa 302-548, pick through what is left of their home. Surviving mostly by fishing with a few rain-fed farms, the village has existed effectively independent since Anpauinwa stopped being a functioning capital. Especially to avoid the tax-and harvest hungry gaze of the new masters. Unfortunately, other members of the Congress did not care and came to collect unfair and unpaid taxes. They arrived in the night and burned the village in the chaos. They took the dead Chief’s and totem-keeper’s families hostage when the claimed taxes failed to add up.

They kept going back to Congress lands and are currently camped in 312-548.

### 310-548 Town of Ootine

600 people live in misery in the capital of the Wa-Ootend (End of Sound/Language Tribe). Once they prospered as the neighbours to the Congressional lands as merchants used the land road. But they were the first of the Coldwater Lands to be conquered and are still close enough to be taxed regularly. They are ruled by Repalce Lolkaa F6, a member of the Second Lock and his nephew Albe Lolkaa MU3 of the First Lock. The garrison is 60 Congressional troops growing fat and bored, 6 are F1, 3 are F2 and 1 is F3.

There is an Eagle, Toad and Deer Totem Temple each run by a C2 and C1.

30 heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 7AC 1HD 1d6)

#### Repalce M N F6 HP:26 AC:4

Shield +1

#### Albe M L MU1 HP:10 AC:9

### 310-549 Town of Yauin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, live in grudging anger. Hey were once a prosperous town but now they are close enough to be under constant Congressional supervision. Once they paid almost no tax and donated to the totem temples freely, now the market is checked weekly. They are ruled by Tset Kangeru C5, a member of the Second Lock. 40 Congressional troops are kept wary by petty vandalism, of the heavy foot four are F1 and one is F2, who is a member of the First Lock.

There is a Seal and Deer Totem Temple each run by a C2 and C1.

20 heavy foot (Mv12 4AC 1HD 1d6)

20 crossbowmen (Mv12 7AC 1HD 1d6)

#### Tset F N C5 HP:16 AC:7

Ring of Water Walking

### 305-550 Town of Ulend

100 People behind a stout stone wall and farmland rising above the coast. Clan of the Quiet Water Tribe, capital at 302-548. Small merchant ships for making the crossing to Uldore Island.

Gecko hide cloaks from the heart of Congress 313-549 are all the rage here and locals will pay 100gp per cloak.

This is all thanks to the leatherworker who moved here last summer. Moer has a Congressional accent and will not discuss his business, saying it is better here. His patron died in the March, he left before the Guild foreclosed on his workshop. He knows the First Lock and will teach it to whoever supplies him with 10 skins each.

10 archer/light foot or depending on what equipment they use, one is F1 (Mv12 6/7AC 1HD 1d6)

#### Chief Yilson M N F5 HP:18 AC:0

Shield +2

### 308-550 Lair of the Dire Wombats

All along the coast and the rising grassland beyond are 750 enormous wombats (Draft Horses). Here they congregate during the darkening months and they migrate inland to the highlands and forests in the summer.

They are not as big as they used to be, but they live in sex-segregated herds and will defend themselves with their massive teeth and jaws.

### 309-550 Town of Anyuin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, plot violence. They were raided by the Young Bloods, who have since departed. They took everything that could fit in a purse as the taxes unpaid and unasked for had been spent on a new temple complex and fishing boats, now all burnt. The people plot to rob all travellers as revenge for receiving no help and launch a rebellion by quietly killing all people of Congress passing by.

This is led by Ewass Oonchie (Spear in the Hand) (F5) and Ewass Yuie (The Tall) F4. Alongside Sempay Ewie (The Good) C4 and his fellow totem priests: C2 and three C1. Supported by 4 F1s and a F2.

20 light foot (Mv12 6AC 1HD 1d6)

10 crossbowmen (Mv12 7AC 1HD 1d6)

10 heavy foot (Mv12 4AC 1HD 1d6)


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