The Ruins of Kitsbain

Elevation 50 feet.

Lore

Perched upon the farthest edge of Astrus' eastern coast, where the vast expanse of the sea stretches out endlessly, lie The Ruins of Kitsbain. These forsaken remains, a relic of Astrus' inaugural settlement, now serve as the haunting domain of a sprawling colony of Giant Wolf Spiders. Within the crumbling remnants of what was once a thriving town, the spiders have masterfully fashioned a labyrinthine network of silken abodes, enveloping the ruins in an eerie, web-woven tapestry.

Reaching The Ruins of Kitsbain

Located on the eastern coast of Astrus, Kitsbain presents a challenging trek accessible on foot by journeying northeast from the dragonborn settlement of Drazavur. The path cuts across barren and infertile wastelands, a desolate expanse that demands four hours of travel on foot. However, caution is paramount as the presence of Giant Wolf Spiders increases the danger. The creatures become more aggressive as the ruins draw near, posing a threat to the adventuring party.

Though horseback travel is feasible, it offers no time advantage. Maneuvering steeds through rocky terrain proves treacherous; even a trot poses the risk of a broken leg.

An alternative, safer approach is chartering a boat from the gnomes of Port Whitheath. Despite the greater distance, this method promises a faster and more secure passage, offering a comfortable journey that circumvents the hazardous terrain.

Conversely, attempting to secure passage from Port Crowgrave in the south will prove futile. Villagers there harbor deep superstitions, viewing travel to Kitsbain as cursed. Their adamant refusal to assist, regardless of the offer, reflects their steadfast beliefs.

History

The settlement of Kitsbain, now abandoned for nearly three centuries, once stood as the capital and some say was the founding settlement, of Astrus. The events of its destruction are shrouded in mystery, and are perhaps lost forever. The legends hold that, as Astrus gained dominance in the conflict, opposing generals amassed a formidable war fleet, orchestrating a devastating surprise assault employing a lethal combination of fire magic and poison. Caught unprepared and distant from the war's front lines, the town fell victim to an overwhelming onslaught, reduced to ashes and ruins in the wake of the merciless attack.

In the aftermath, the fleeing nobility of Astrus embarked on a westward exodus, vowing to prevent future assaults from the sea. This oath led to the establishment of City of Elwindal, strategically positioned inland, as a testament to their determination to safeguard against maritime threats and to ensure the survival and security of their people.

Loot

A thorough search of the area could turn up the following objects.

Available Price Item Rarity Description Weight
2 500 gp Diamond (large) rare A large stone with a cushion cut. A perfectly clear gemstone. ⁵⁄₁₆ lb.
2 100 gp Diamond (medium) uncommon A medium stone with a round cut. A perfectly clear gemstone.
1 50 gp Diamond (small) uncommon A small stone with a square cut. A perfectly clear gemstone.
1 Founders Heirloom very rare This family heirloom holds considerable value as an antique on its own. However, its true worth, both sentimentally and economically, amplifies significantly when returned to its lawful owner. Its historical significance, and everything it implies, will elevate their standing, making it a prized possession beyond mere nostalia.
1 10 gp Rope, silk (50 feet) common Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. 5 lbs.
1 101 - 500 gp Slippers of spider climbing uncommon Requires attunement.

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
1 Venom of the Wolf Spider Broodmother legendary The Venom of the Wolf Spider Broodmother is a rare and potent substance sought after by alchemists and healers alike. Extracted from the venom sacs of the elusive Broodmother, this toxic secretion possesses remarkable properties. Known for its virulence and efficacy, it is highly prized for its potential in crafting potent antidotes, deadly poisons, and powerful potions.
The venom acts as a contact poison. A creature coming in contact with it must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
The venom must be harvested from the corpse of the Wolf Spider Broodmother, a unique creature, within 1 hour of its death. As much as 1 vial can be harvested from the creature. A single vial contains 100 doses.
1 501 - 5,000 gp Wand of paralysis rare Requires attunement.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

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All nearby locations within 5 miles. Note: distances given are as the crow flies.

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