Ma'm, here follows an account of my findings north of Sslal'teesh.
Sslal'teesh and the North Shore
Here follows a scouting report of the areas north of Sslal'teesh. First follows a map of Sslal'teesh itself.
Red dots places of interest, and blue dots indicate places of extreme interest.
Green dots indicate tunnle passages to other areas or connecting areas.
(difference to the above: the map of Sslal'teesh and the caverns just north of them. Due to shortage of certain colours, red means points of interest, and green means tunnles/access points).
Sslal'teesh main
Sslal'teesh main is populated by the Kobolds of the Shadow Tribe. In the port are both Duergar and Kuo-Toa ships. The Kobolds have set up camp in the northeast corner of the area, and are conducting raids to clear Sslal'teesh city of remnants of the Rot-God's hordes. They are sufficiently (if not overly well) defended to the east, but not at all to any incursions from the Northern tunnles - also, it would be an easy task for any foes to sneak past through the Kobold guards. The red point on the map indicates the entrance to the Northern tunnles. There is no other access to the rest of the North Shore from here.
North of Sslal'teesh
These tunnles are full with remnants of the Rot-God's forces. Usually in the area, there are between 2 and 4 Lizardman patrols, numbering between 1 and 6 with members each posessing different equipment and abilities over patrols. To the Northeast, the tunnles continue onwards North towards the Fungus Caves and the Orog Commune. To the Northwest, there is an access to a smaller set of caverns. Occassionally, the northeast is patrolled by Orogs usually numbering between 2 and 6, and mostly consisting either of Archers or Soldiers.
Small Northwestern Caverns*
These caverns are inhabitted by spiders and their Drider masters. No further exits exist from this area. Upon investigation, it appears that the area is a nexus for some sort of negative energies. In the west stands a sort of necromantic monument, which obviously serves as a focus for these energies. Inscriptions on the pillar itself details the summoning and animation of the dead, and can be rather informative - and, if you are of such an evil disposition, most likely useful. This area deserves more attention due to the nature of our enemy and the presence of this artifact.
Fungus Caves
These caves are located directly north of the "North of Sslal'teesh" area. You enter the Fungus Caves via a ridge which opens up in the northeast to a large area filled with various toxic fungi. They are not deadly but can hamper your sight and movement and resistance to other toxics. The north of this area is usually also patrolled by Orogs. To the west is an entrance to the Grey Druid Circle caves and Orog Commune, and to the North the tunnles continue onwards towards volcanoes and Giant settlements. I shall not go further into what lies North of here.
Grey Druid Circle
This area is reportedly home to the Grey Druids. On top of the plateu in the middle of this cavern stands a circle of enchanted stones. The exact function of the circle is unknown to me, although it obviously serves the Druids. To the North, behind the plateu, is the entrance to the Orog Commune. To the southwest is a tunnle access leading to an area of the North Shore far west of Sslal'teesh. This area is usually empty, though one should take care - it is more than possible that you encounter Grey Druids here. In the south of the plateu there is an entrance to the Crystal Caves.
Crystal Caves
These caves are filled to the brim with obviously valuable, glowing crystals of all kinds and sorts. There are plenty of purple crystals, although these appear too weak, or of a different sort, to heal wounds. It is a very strange place, as it has on all my entries been void of all creatures, although I have found traces of campsites.
North Shore, far west of Sslal'teesh
This area is home mainly to Kobold outcasts (presumably from Sslal'teesh) and goblin bandits. They sometimes set up ambushes in the narrow ravine leading down to the Shoreline. To the west there is an entrance to a harpy lair, which is otherwise empty save the harpies. You can sometimes encounter these outside as well.
An interesting feature - and a bit frightening, as well - is the presence of some strange fish-monster which sometimes ascends from the depths and devours those too close to the shore. One of my companions was devoured this way, although he somehow managed to escape the belly of the beast unscathed and return to Sanctuary.
Orog Commune*
The primary target of my scouting expeditions. The Orog Commune is vast, and deserves a large and in-depth analysis.
Architecture:
- Based on the structure's appearance, their seeming functions, and location, these structures are of the same type found in Sanctuary and the greater Dunwarren area. This is most likely the reported "sister city" Dunwarren is supposed to have. This is confirmed when one gains entrance to some of the buildings - which are of obviously non-Orog construction; or any other type of Underdark denizen for that matter. most buildings are emtpy, but still standing in almost entirely entact shape. Whether this is because the Orogs are unable to bypass the locks on the buildings or because they intentionally leave them alone is unknown.
Orog Troop Dispositions
- The area directly beyond the entrance to the Orog Commune is usually patrolled between 2 - 3 Orog Patrols, numbering between 5 and 10, usually with numbers evenly split between archers and frontliners. Occassionally accompanied by elite forces.
- The area surrounding the plateu in the middle of the settlement is usually patrolled between 6 - 8 Orog Patrols, same numbers as above. They are usually spread evenly around the plateu.
- The main plateu itself is inaccessible from the ground, leading me to believe there is a presence of tunnles underneath the surface of the commune - much like here in Sanctuary, for there are constructions on top of the plateu and it is packed to the brim with Orog Archers.
- Total surface numerary is, according to my estimation, between 40 and 110 orogs on patrol and around two dozen more on the plateu. I believe this depends on whether or not they are expecting an attack, and how many Orogs are currently not present in the camp. All Orogs are spread out evenly and it is quite possible to engage one patrol with out another being the wiser.
Assets and defences
- The Commune is supplied with fresh water through a spring in the northeast corner of the area, and potentially through pumpworks similar to those in Dunwarren. There is a surprising lack of defencive constructions in the Commune, and no ballistae, traps or other constructions to prevent enemy assault appear to have been constructed. The slopes and central plateu however serve as natural defences, which the Orogs would undoubtedly use to their advantage.
*Indicates the area is of Primary Interest.
That concludes my findings thus far. If there is an interest in condinued expeditions here, I will try to secure more information -although such will come at an equally increased risk. For example, trying to locate any potential tunnles beneath the surface would take a long time, and the constant presence of patrols means it is almost impossible to venture forwards without at least securing a foothold in the outskirts of the commune. Any assaults will likely be met with full force.
signed
Thorain Thainesson