Editing The Wilderlands of Absalom
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[[File:10Zcw4k.jpg]] | [[File:10Zcw4k.jpg]] | ||
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=Statistics= | =Statistics= | ||
==Player Characters and Henchmen== | ==Player Characters and Henchmen== | ||
− | *[[Karag Two-Blades]] (Mapper, Sea Captain), | + | *[[Karag Two-Blades]] (Mapper, Forager/Hunter, Sea Captain), L7 Assassin, HP 24/24 + X, AC 7 (magical chainmail) or 8 (custom armor), Init +1, up to 6 cleave attacks, riposte on AC 6 |
− | **[[Hira of the Seven]] (Healer), | + | **[[Hira of the Seven]] (Healer), L5 Antiquarian Witch, HP 16/16, AC 0, Init +0 |
− | ***([[Finore the Crow]]), familiar, HP | + | ***([[Finore the Crow]]), familiar, HP 8/8, AC 1, grants Hira +1 to saves when within 30' of her |
− | **[[P'zev the Hairless]] (Geographer | + | **[[P'zev the Hairless]] (Geographer), L5 Mage, HP 20/20 + X, AC 1, Init +1 |
− | + | **[[Hosfai]] (Forager, Hunter), L5 Cerves Brave, HP 16/16, AC 9 (+1 leather +2 shield +2 dex +1 swashbuckling) | |
− | + | **[[Ishka]] Bronze-skin, L6 Kobold Sneak, HP 24/24, AC 4 (+1 leather + 1 dex), Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+ | |
− | **[[Hosfai]] ( | + | ***[[Tlilith Bronze-skin]], L3 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield), Init +0 |
− | **[[Ishka]] Bronze-skin | + | ***[[Yszal Bronze-skin]], L3 Kobold Warrenguard, HP 13/13, AC 4 (+1 leather + shield -1 dex +1 style), Init -1 |
− | ***[[Tlilith Bronze-skin]], | + | ***[[Anvan]], L4 Mage, HP 14/14, AC 2, Init +2 |
− | ***[[Yszal Bronze-skin]], | ||
− | ***[[Anvan]], | ||
− | *[[ | + | *[[WoA_Qutai | Qutai]], L6 Horse Shaman, HP 30/30 AC 5. Spear 9+ for 1d6-1. Init +2. |
− | **[[ | + | ***[[WoA_KhokhYilan | Khokh Yilan]] Old Blue Dragon (not a henchman, but here for easy reference) |
− | **[[ | + | **[[WoA_Jochi | Jochi]], L5 Explorer, HP 19/19 AC 6. Sword [+1] 6+ for 1d6+1. Bow [MW] 4+ for 1d6+3 (may fire into melee at -2). Init +1. |
− | + | **[[WoA_Volo | Volo]], L3 Caballi Warrior, HP 10/15 AC 6. Greataxe 6+ for 1d10+6. Shortbow 7+ for 1d6+4. Init +2. | |
− | *[[ | + | *[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L6 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0. |
− | **[[ | + | **[[WoA_Jabri_Vin | Jabri the Nightingale]] (Soloist), L5 Bladedancer. HP: 9/18, AC 6. Two-Handed Sword+1 6+ 1d10+2. Init +1. |
− | **[[Jeffed Ka]], | + | **[[WoA_Pantera | Pantera the Pagan]] (Navigator), L5 Explorer. HP 21/21 AC 5. Spear+2 4+ 1d6+5. Init +2, Surprise +3. |
− | ***[[Gur]], | + | **[[WoA_Barste | Barste the Black]] (Infiltrator), L4 Assassin. HP 12/12 AC 5. Sword+1 6+ 1d6+2/1d8+2. Bow 6+ 1d6+2. Init +1, Surprise +1. |
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− | ****[[ | + | *[[WoA_Xallijk | Xallijk]], L6 Nobiran Wonderworker, HP 24/24, AC 0 |
− | + | **[[WoA_Nathet | Nathet]], L4 Nobiran Wonderworker, HP 13/13, AC 0 | |
+ | **[[WoA_Mayaz | Mayaz]], L5 Cerves, HP 15/15, AC 4 | ||
+ | ***[[WoA_Elbek | Elbek]], L3 Fighter, HP 11/11, AC ? | ||
+ | **[[Jeffed Ka]], L5 Fighter, HP 29/29, AC 12 | Init +1 | Sword 4+, 1d6+5 dmg | ||
+ | ***[[Gur]], L4 Fighter, HP 15/15, AC 4 | Init +1 | Composite Bow 6+, 1d6+2 dmg | ||
+ | ***[[Jeder]], L4 Fighter, HP 11/11, AC 5 | Init +2 | Composite Bow 5+, 1d6+2 dmg | ||
+ | |||
+ | *[[Salazar_Hamish | Margrave Salazar Hamish of the March of Manifest]], L7 Thief, HP 21/21, AC 5, Two Shortswords 0+ for 1d6+3, Init +1 | ||
+ | **[[Lady_Paige | Lady Paige]], L5 Mage, HP 13/13, AC 0 | ||
+ | **[[Basa | Basa]], L5 Cleric, HP 22/22, AC 10, Init +1 | ||
+ | **[[Anbet the Younger|Lord Huntsman Anbet]], L5 Ranger, HP 23/23, AC 5 | Crossbow 4+, 1d6+4 dmg | ||
+ | |||
+ | *[[Sir Harn, the Red Knight of Tisbury]], L7 Fighter, HP 43/43, AC 13 | Sword 0+, 1d6+9 dmg | ||
+ | **[[Brother Hanston]], L6 Cleric, HP 16/22, AC 8 | Mace 6+, 1d6+2 dmg | ||
[[Sample Character]] | [[Sample Character]] | ||
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[[Blank Character Sheet]] | [[Blank Character Sheet]] | ||
− | + | ==Lost in the Dark== | |
+ | *[[Zaharak The Unburned]], L4 Ruinguard, HP 14/14, AC 8, Init +1, Surprise +1, x2 damage on natural 20, Immune to fear. Warhorse and wardogs. | ||
+ | **[[Anchorite Sylanna]], L3 Priestess, HP 11/11, AC 0, Init +0 | ||
+ | **[[WoA_Shibu | Shibu the Inu]] (Goblin), L3 Goblin. 14/14, AC 2. ???. Init -1, Surprise 0. | ||
==Marches, Watches, Proficiencies, and Encumbrance Ape== | ==Marches, Watches, Proficiencies, and Encumbrance Ape== | ||
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[[Encumbrance Ape]] | [[Encumbrance Ape]] | ||
− | = | + | =Treasure= |
− | [[ | + | *[[Identification Queue]] |
+ | *[[Treasure History]] | ||
− | = | + | ==In Transit== |
− | * | + | From the Demon Boar's Lair |
− | * | + | *There is a suit of plate armor, made of curious plates of greenish material, and a shield made of the same. Barste does not know what this is. |
− | * | + | *Three potions. |
+ | *A scroll in an unknown language. | ||
+ | *Jewelry totaling 5000 gp in worth. | ||
+ | *Gems totalling another 5000 gp in worth. | ||
+ | *12000 coins of silver, 6000 of electrum and 10,000 of gold. | ||
+ | *5 bundles of sable fur, each worth 500 gp each and weighing 5 stone each | ||
+ | *6 jars of spices, each worth 800 gp and weighing a stone each | ||
− | == | + | ==Rhea's Ford To be IDed== |
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− | + | *A misshapen lump of obsidian is resting at the base of one of the slabs. | |
− | * | + | *18 arrows in quiver |
− | * | + | *Spider leg rod. |
+ | *a small figurine of basalt, carved in the shape of an enormously corpulent toad. It is slimy and damp to the touch, and remains curiously wet even after it has been out of the water for some time; attempts to dry it with scraps of cloth simply result in the fabric getting wet without significantly drying the figurine. "That is a representation of our great god, Tsaggotha! Our shaman could use it to summon a water spirit that would do great things at his bidding!" | ||
− | == | + | ==Hob== |
+ | *A bundle of four scrolls, written in code. | ||
+ | *A scroll wrapped tightly in oilcloth -- [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20153458#post20153458 Treasure map] | ||
− | = | + | *Worn brass key |
+ | *Three ounces of Crocodile Tears | ||
+ | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229704#post20229704 Fifteen rolled up scrolls] of the finest vellum, bundled together and covered with spidery writing similar to that engraved upon the entrance to the mummy's tomb. | ||
+ | *A keyring, formerly possessed by Andza An, with four keys on it. | ||
+ | **Pole arm +1 | ||
+ | **Shield +1 | ||
+ | **''Staff of Healing'' | ||
+ | **A large, flat stone carved in arcane writings. It is heavy, likely weighing 20 stone altogether. The writing is in Bestial. | ||
− | [[ | + | ===[[Vault in Hob]]=== |
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− | + | ===Trade Goods=== | |
+ | *4 barrels of fine spirits or liquor, worth 200 gp each (16 stone each) | ||
+ | *Eight bolts of colorful silk, each weighing 4 stone and worth 400 gold apiece | ||
+ | *A chest containing a score of what can only be dragonscales. They are the size and rough shape of a man's hand and shimmer with a reddish, iridescent hue that shines in the lamp light. It is estimated that each scale is worth around three hundred fifty gold coins. It is unlikely these scales are large enough to be used for magical or practical purposes | ||
+ | *Three small kegs that contain 90 pounds of raw (unprocessed) ''praum'': greyish powdered stone that has a slight waxy feel to it. The kegs weigh three stones apiece. | ||
+ | *from the Gnoll Village: | ||
+ | **4 crates of pottery, each worth 100 gp and weighing 5 stone each. | ||
+ | **11 bundles of fur, each worth 15 gp and weighing 3 stone each. | ||
+ | **4 bags of loose tea, worth 75 gp each and weighing 5 stone apiece. | ||
+ | **56 bottles of fine wine, worth 5 gp apiece; every five bottles weighs one stone. | ||
==Wolf Keep== | ==Wolf Keep== | ||
*[[Party Treasury]] | *[[Party Treasury]] | ||
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+ | ===Scrolls and Spellbooks=== | ||
+ | *Brass scrollcase from secret room in Keep, containing a scroll with the following spell: ''Hold Monster'' | ||
+ | *A brass scrollcase containing a single rolled scroll of soft vellum. It is a scroll of arcane magics, written in an archaic dialect of Common. It contains the following spells: ''Sleep'', ''Read Languages'', ''Dispel Magic'' and ''Giant Strength'' | ||
+ | *A curious cylinder of wood, perhaps six inches in diameter and a foot and-a half long. One quarter of the height has writing carved into it; those capable of understanding Faerie note that it is in that tongue, and those of a magical nature further note that the writings are magical. The cylinder weighs one stone. It is a spellbook containing ''Sleep, Cause Fear, and Detect Faerie Lands'' | ||
+ | *Owlbear spellbook with ''Jump, Shield and Wall of Smoke''. The pages are swollen with moisture and some of the ink is smeared. There exists a possibility that using the book to study might result in magical mishap, if care is not taken to transcribe the spell properly. | ||
+ | *An apprentice‘s spellbook that contains ''Detect Magic'', ''Floating Disc'', ''Ventriloquism'', ''Locate Object'', and ''Mirror Image''. | ||
+ | *The scroll contains the spell ''Levitate''. IC 1220 | ||
+ | *The writing upon the slate is a magical formulae for a spell that seems to be able to turn -- at least temporarily -- a certain number of steel or iron weapons into silver. [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19676675#post19676675 Steel to Silver spell] | ||
+ | *A [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229704#post20229704 thick tome] bound in two sheets of thin, hard greenish crystal that seems to radiate cold. The chill emanating from the book is cold enough to burn flesh | ||
+ | *The shaman carries several thin sheets of metal, bound together by leather and containing writings in what looks to be the Bestial tongue. They contain the spells ''Sleep'' and ''Ventriloquism'' | ||
+ | *A scroll of some thin, pale leather that contains more writing in Bestial. The scroll has the spells ''Wizard Lock'' and ''Phantasmal Force'' | ||
+ | *The spellbook of Apaflas Da. It contains the first level spells ''Magic Rope'', ''Wall of Smoke'', ''Summon Dervishes''; the second level spells ''Gust of Wind'', ''Locate Object'', ''Stinking Cloud'', ''Summon Steed''; third level spells ''Earth's Teeth'', ''Summon Winged Steed''; fourth level spell ''Wall of Sand''; fifth level spell ''Conjure Elemental''. It also contains two ritual spells: one binds a familiar, the second binds Lusbecira to the caster's will for seven days | ||
===Magic Items=== | ===Magic Items=== | ||
*A gem, known among magicians as yedrium. It can be used to hold a charge of magical energy for an extended period of time before discharging it in a controlled manner; the gem glows slightly when containing the energy, dimming and crumbling to dust when discharged | *A gem, known among magicians as yedrium. It can be used to hold a charge of magical energy for an extended period of time before discharging it in a controlled manner; the gem glows slightly when containing the energy, dimming and crumbling to dust when discharged | ||
*Battleaxe +1, forged from curious metal | *Battleaxe +1, forged from curious metal | ||
− | * | + | *Warhammer +1, +3 vs Dragons, with a head of chromatic steel carved in a dragon's head |
− | *A | + | *A bottle, amber in color and semi-translucent, withe the suggestion of something -- a smoke or vapor, perhaps -- shifting within. The bottle is stoppered with a cork and sealed with what looks to be liquid silver. |
− | + | *A knife, razor sharp and with a handle wrapped in rough leather. It bears a vague resemblance to the knives that fisherfolk use to clean and gut their catch. | |
*Potions | *Potions | ||
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**Diminution x2 | **Diminution x2 | ||
+ | **Polymorph | ||
+ | **Animal Control x2 | ||
+ | **Fire Resistance | ||
**Dragon Control | **Dragon Control | ||
− | ** | + | **Heroism |
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**Invulnerability | **Invulnerability | ||
− | ** | + | **Healing x2 |
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**Sweetwater | **Sweetwater | ||
+ | **Gaseous Form | ||
+ | **Philter of Love | ||
===Non-magic items=== | ===Non-magic items=== | ||
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*Masterwork sword | *Masterwork sword | ||
*Masterwork shield | *Masterwork shield | ||
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*A pair of wicked looking handaxes with hafts of polished ebony and steel heads that shine dully in the sunlight. The handaxes are masterwork and balanced for throwing, with a +1 bonus to hit and an increased range of 10' (base). At a guess the twinned hand axes would be worth in the neighborhood of 600 gold if sold as a set. | *A pair of wicked looking handaxes with hafts of polished ebony and steel heads that shine dully in the sunlight. The handaxes are masterwork and balanced for throwing, with a +1 bonus to hit and an increased range of 10' (base). At a guess the twinned hand axes would be worth in the neighborhood of 600 gold if sold as a set. | ||
*Five ounces of Crocodile Tears | *Five ounces of Crocodile Tears | ||
*Three war-horns: a battered old war-horn, fashioned of bronze, an ogre's battle horn -- this one made from a yellowed and cracked tusk of some huge beast, bound in copper bands, and a third horn, taken from the third ogre band | *Three war-horns: a battered old war-horn, fashioned of bronze, an ogre's battle horn -- this one made from a yellowed and cracked tusk of some huge beast, bound in copper bands, and a third horn, taken from the third ogre band | ||
+ | *4,000 sp | ||
*Five jars of a rich purple dye | *Five jars of a rich purple dye | ||
*A score of abalone shells, perfect in shape, size and color, rippling with incandescence. Nathet believes that these would be ideal ingredients for the production of potions of water breathing, most likely enough to make at least one, maybe two. | *A score of abalone shells, perfect in shape, size and color, rippling with incandescence. Nathet believes that these would be ideal ingredients for the production of potions of water breathing, most likely enough to make at least one, maybe two. | ||
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==The Candle== | ==The Candle== | ||
− | *A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb. | + | *A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb. |
− | * | + | *Six casks of ale, each weighing 8 stone and likely worth 10 gp apiece. The ale is marked with stamps designating it as a product of Sevus, a small town just within the borders of the Principality. |
− | * | + | *120 bags of dried grains and vegetables, weighing a collective 480 stone and worth about 60 gp. |
− | * | + | *300 bricks of salt, weighing 160 stone and worth about 200 gp. |
− | * | + | *30 barrels more of ale, weighing 240 stone and worth another 300 gp. |
− | + | *30 jars of lamp oil, weighing 180 stone and worth 600 gold. | |
− | + | *10 barrels of wine, weighing 160 stone and worth 2000 gp. | |
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==Junction Warehouse== | ==Junction Warehouse== | ||
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==Rhea's Ford== | ==Rhea's Ford== | ||
+ | *Ring of Command Animals x2 (to be sold) | ||
+ | *Bag of Holding (to be sold) | ||
=XP Awards= | =XP Awards= | ||
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*[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20583443#post20583443 Demon Boars] (Tracking 51) | *[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20583443#post20583443 Demon Boars] (Tracking 51) | ||
*[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20587199#post20587199 Demon Boars loot] (Tracking 54) | *[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20587199#post20587199 Demon Boars loot] (Tracking 54) | ||
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− | == | + | = Group Finances and Resources = |
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==Sully's spreadsheet== | ==Sully's spreadsheet== | ||
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==Party Funds and Expenses== | ==Party Funds and Expenses== | ||
*[[Initial Contributions]] | *[[Initial Contributions]] | ||
− | *[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19951810#post19951810 Wolf Keep Supply Costs] | + | **[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19951810#post19951810 Wolf Keep Supply Costs] |
===Monthly Expenses=== | ===Monthly Expenses=== | ||
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*[[Eighthmonth, Fifthyear, Sixteenth Cycle]] | *[[Eighthmonth, Fifthyear, Sixteenth Cycle]] | ||
*[[Ninthmonth, Fifthyear, Sixteenth Cycle]] | *[[Ninthmonth, Fifthyear, Sixteenth Cycle]] | ||
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− | + | ====Tenthmonth Costs==== | |
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− | === | + | *86,996 Starting Balance |
− | * | + | *+70014 Sale of Ring of Animal Command |
− | * | + | *-4000 gp commissioned river boat |
+ | |||
+ | ===Domain Expenses and Income=== | ||
+ | ====[[Manifest]]==== | ||
+ | *Balance as of 10.1: 2234 gp | ||
+ | ** | ||
+ | |||
+ | ====[[Harnia]]==== | ||
+ | *Balance as of 10.1: 24196 gp | ||
+ | **-750 gp for building materials (10.12) | ||
+ | |||
+ | ====[[The Candle]]==== | ||
+ | *Balance as of 10.1: 0 gp | ||
+ | ** | ||
==NPCs and Animals== | ==NPCs and Animals== | ||
− | + | *[[Absalom Hirelings]] | |
− | + | **Monthly Cost: 4444 as of 8.1 | |
− | + | *[[Animals and Beasts of Burden]] | |
− | + | *[[Mercenaries]] | |
− | + | **Monthly Cost: 11,331/month as of 9.1 | |
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==Assets== | ==Assets== | ||
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*[[Situational Maps]] | *[[Situational Maps]] | ||
*[[Player's Map -- For Real]] | *[[Player's Map -- For Real]] | ||
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==Central Map== | ==Central Map== | ||
*[[Hex 26.25]] -- Grudtown | *[[Hex 26.25]] -- Grudtown | ||
*[[Hex 23.16]] | *[[Hex 23.16]] | ||
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*[[Hex 12.39]] | *[[Hex 12.39]] | ||
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*[[Hex 13.39]] -- Wolf Keep | *[[Hex 13.39]] -- Wolf Keep | ||
*[[Hex 13.38]] -- Modnar's Folly | *[[Hex 13.38]] -- Modnar's Folly | ||
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**[[Wolf Plateau]] | **[[Wolf Plateau]] | ||
*[[Hex 14.39]] | *[[Hex 14.39]] | ||
− | *[[Hex 14.40]] | + | *[[Hex 14.40]] |
*[[Hex 14.43]] | *[[Hex 14.43]] | ||
*[[Hex 15.40]] -- | *[[Hex 15.40]] -- | ||
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*[[Keep de Chelles]] | *[[Keep de Chelles]] | ||
*[[Treasure Maps]] | *[[Treasure Maps]] | ||
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==Mapper's Journal== | ==Mapper's Journal== | ||
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*26.25 Grudtown (bugbear village) and odd statue temple | *26.25 Grudtown (bugbear village) and odd statue temple | ||
*25.25 Dryad Grove; Owlbears (lair?); marsh | *25.25 Dryad Grove; Owlbears (lair?); marsh | ||
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*24.41 Wyvern lair ([https://docs.google.com/drawings/d/1cKhek33br9J8C7bDxmdJmT2QInPeS_uHb1lAAIuEhyA/edit?usp=sharing map]) | *24.41 Wyvern lair ([https://docs.google.com/drawings/d/1cKhek33br9J8C7bDxmdJmT2QInPeS_uHb1lAAIuEhyA/edit?usp=sharing map]) | ||
*24.27 Bloodroot patch | *24.27 Bloodroot patch | ||
− | *23.27 | + | *23.27 Harpy den (still active) |
*22.47 Half-buried spaceship | *22.47 Half-buried spaceship | ||
*22.46 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20291566#post20291566 Free Folk HQ] | *22.46 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20291566#post20291566 Free Folk HQ] | ||
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*16.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19686546#post19686546 cerves rumor] of a barrow, walking dead, and place of bad magic in hills south of the barrow | *16.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19686546#post19686546 cerves rumor] of a barrow, walking dead, and place of bad magic in hills south of the barrow | ||
*15.34 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19477278#post19477278 red poppy Field of Dreams] | *15.34 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19477278#post19477278 red poppy Field of Dreams] | ||
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*14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19689552#post19689552 Giant Eagle lair] | *14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19689552#post19689552 Giant Eagle lair] | ||
*14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20217208#post20217208 Giant bees] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20416640#post20416640 Aquaduct, Giant Weasel nest, Antelope, Comfrey] | *14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20217208#post20217208 Giant bees] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20416640#post20416640 Aquaduct, Giant Weasel nest, Antelope, Comfrey] | ||
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*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep | *13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep | ||
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood] | *13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood] | ||
− | *12.40 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20478635#post20478635 Wyverns? | + | *12.40 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20478635#post20478635 Wyverns?] |
*12.39 Hippogriff lair, stone huts, mountain lions, Well | *12.39 Hippogriff lair, stone huts, mountain lions, Well | ||
− | + | *65.51 (18-mile hex map) [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19806998#post19806998 Caballi horse-people village] | |
− | * | ||
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=Setting= | =Setting= | ||
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*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20068056#post20068056 She Who Hunts the Weak] | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20068056#post20068056 She Who Hunts the Weak] | ||
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Zamekkamen and the Faerie Realm] | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Zamekkamen and the Faerie Realm] | ||
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===General Setting Information=== | ===General Setting Information=== | ||
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*[[Infodumps from IC posts]] | *[[Infodumps from IC posts]] | ||
− | ==Tribes of Absalom | + | |
+ | ==Tribes of Absalom== | ||
===Cerves=== | ===Cerves=== | ||
*The Risen Moon - tribe of roughly 40 cerves that travels mainly east to west and back. Their leader is Hafafah. Hosfai and Mayaz are from this tribe. | *The Risen Moon - tribe of roughly 40 cerves that travels mainly east to west and back. Their leader is Hafafah. Hosfai and Mayaz are from this tribe. | ||
− | *Soaring Eagles - tribe of approximately 32 cerves, traveling east to west, but in the plains, not the hills. They are a tribe known for soothsaying and spirit gazing | + | *Soaring Eagles - tribe of approximately 32 cerves, traveling east to west, but in the plains, not the hills. They are a tribe known for soothsaying and spirit gazing. |
*Dancing Eagles - mentioned briefly in IC II, post 1213. Not much contact with the other tribes, ranging even further north than the Soaring Eagles. | *Dancing Eagles - mentioned briefly in IC II, post 1213. Not much contact with the other tribes, ranging even further north than the Soaring Eagles. | ||
===Caballi=== | ===Caballi=== | ||
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==Languages== | ==Languages== | ||
*Faery (elves, pixies, dryads, etc.) ''Rabanus (+2 CHA), Hira'' | *Faery (elves, pixies, dryads, etc.) ''Rabanus (+2 CHA), Hira'' | ||
*Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka, Tlilith, Ysval'' | *Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka, Tlilith, Ysval'' | ||
− | *Bestial (ogre, orc, gnoll) ''Harn, | + | *Bestial (ogre, orc, gnoll) ''Harn'', ''Lady Paige'' |
*Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera (+1 Cha), Tlilith'' | *Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera (+1 Cha), Tlilith'' | ||
*Grog (common language of most primitive races) ''Hanston'' | *Grog (common language of most primitive races) ''Hanston'' | ||
*Swampspeak (frogling, lizardman, troglodyte, etc.) ''Karag'' | *Swampspeak (frogling, lizardman, troglodyte, etc.) ''Karag'' | ||
− | *Giant '' | + | *Giant ''Qutai'', ''Salazar (+1 CHA)'' |
*Draconic ''Xallijk, P'zev, Jabri (+2 Cha)'' | *Draconic ''Xallijk, P'zev, Jabri (+2 Cha)'' | ||
− | *Spider-Tongue Jabri (+2 Cha) | + | *Spider-Tongue, Jabri (+2 Cha) |
*Law (must be selected through Proficiency) Jabri (+2 Cha) | *Law (must be selected through Proficiency) Jabri (+2 Cha) | ||
*Chaos (must be selected through Proficiency) | *Chaos (must be selected through Proficiency) | ||
− | =The | + | =The Domain= |
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19773465#post19773465 Domain Building Notes I] | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19773465#post19773465 Domain Building Notes I] | ||
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− | == | + | ==Wolf Keep== |
− | + | The land is probably not that great for farming, at least not much past a narrow band on either side of the river. It is, however, ideal land to raise goats, sheep or even cows (again, think west Texas terrain). Fish and fowl are plentiful in the river -- or will be again, now that the trolls are gone. There is the copper mine with potential for more mines -- a comprehensive survey will determine how many -- and the possibility of quarrying sandstone. The land revenue for this hex is 7. | |
+ | |||
+ | What makes it really valuable, however, is the location of the Keep for controlling (and taxing, potentially) river traffic. | ||
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*[[Map of Wolf Keep Island]] | *[[Map of Wolf Keep Island]] | ||
*[[Wolf Keep proper]] | *[[Wolf Keep proper]] | ||
*[[Wolf Keep Construction Schedule]] | *[[Wolf Keep Construction Schedule]] | ||
*[[Wolf Keep Features]] | *[[Wolf Keep Features]] | ||
+ | *[[The Library at Wolf Keep]] | ||
*[[Nathet's Lab]] | *[[Nathet's Lab]] | ||
*[[Wolf Keep Hex Settlers]] | *[[Wolf Keep Hex Settlers]] | ||
+ | *[[Residents of Wolf Keep and Logistics]] | ||
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19689912#post19689912 Wolf Keep Logistics infodump post] | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19689912#post19689912 Wolf Keep Logistics infodump post] | ||
*[https://docs.google.com/drawings/d/13oMBcEKBt5A26-dCX6XvNg7K0td6FdXRjmIQ52Nvbww/edit Wolf Keep first floor map] | *[https://docs.google.com/drawings/d/13oMBcEKBt5A26-dCX6XvNg7K0td6FdXRjmIQ52Nvbww/edit Wolf Keep first floor map] | ||
*[[Wolf Keep Surroundings]] | *[[Wolf Keep Surroundings]] | ||
− | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20370376#post20370376 ''akhal'' horse training | + | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20370376#post20370376 ''akhal'' horse training] |
*[[Training the hippogriffs]] | *[[Training the hippogriffs]] | ||
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20416541#post20416541 Aerie and Stables] | *[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20416541#post20416541 Aerie and Stables] | ||
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==The Candle== | ==The Candle== | ||
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*[[Candle Mercenary Forces]] | *[[Candle Mercenary Forces]] | ||
*[[Candle Supplies]] | *[[Candle Supplies]] | ||
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− | == | + | ==March of Manifest== |
+ | |||
+ | Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we'll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially). | ||
+ | |||
+ | The domain seems to consist of four hexes on the adventurers' map: 19.29, 19.30, 18.30 and 20.30. | ||
+ | |||
+ | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone. | ||
+ | *[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20205370#post20205370 Festivals in Hob] | ||
+ | *[[Hob]] | ||
+ | *[[Pevin]] | ||
+ | |||
+ | [[Map of Hob]] | ||
+ | |||
+ | ==Pevin, Class VI== | ||
+ | [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore. | ||
+ | |||
+ | The road continues through Pevin, leading south to a large stone structure a half-mile further down the road. Another track bends east, away from the river, leading off into the distance. The Keep itself is squat and square, with low stone walls, a tower at each corner and a taller structure rising from within the walls. Even at this distance it is possible to see that the walls are not in good repair; the tower on the northeastern corner has partially collapsed, along with much of the eastern wall. | ||
+ | |||
+ | No one seems to own the iron mines outside of Pevin. There was a lordling who ruled there, but I think no one has claimed that land for years. The mines are communal, probably, owned and worked by the local peasants. And it is not unusual that it was abandoned. At the start of this Cycle the north was much safer than the south; there are several colonies of the Princedom there, as well. You have to understand how much the times of Chaos hurt trade and travel; we are just on the process if expansion again, ten years on. The Principality is short on metals -- iron especially, although the mines up north are helping -- and Pevin has both the mines and the smelters. | ||
+ | |||
+ | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20091426#post20091426 Learned later]: Pevin and Hob were once the foremost urban centers of a County, several Cycles ago. There was a great trade road that ran east to west, across a bridge that once spanned the Sarn in Hob. The mines of Pevin were renowned throughout the area for both the output and quality of the ore, and its iron was shipped to the great cities of the east and west. But Tamen collapsed, some say to plague, others to civil war, and the road to Kesig was cut off by bandits, ogres and worse. The Count and his family died in a fire in their Keep, according to legend, and their ghosts still roam the decaying halls. | ||
+ | |||
+ | For years the mines sat idle, the smelters cold. There was some digging, mostly to produce ore for the smithies in Hob and Pevin, but for all intents and purposes the folk in the area turned farmers and herders. Most of the mining that was done was not for iron but for a mineral, called praum by the locals, that could sometimes be found alongside the iron veins. About two years prior the mining camp began to swell -- some folks from Pevin moving back out, some coming from Hob to seek their fortunes and others from the surrounding countryside. The smelters were fired up again, so ore is obviously being produced. It was around this tie that roving bands of rough men and women, bandits by the look, began to frequent Pevin more and more, traveling along the ancient trade roads. Some of the townsfolk suspect that they are moving the ore to new markets. | ||
+ | |||
+ | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20095570#post20095570 Learned still later]: During her time ministering the wounded Hira gleans some information about the basic power structure of Pevin. It, like Hob, is overseen by a Council of Elders, composed of five souls: Wilgrim Waverly is the chief councilor, a man in his mid-forties, tall and broad in stature. Wilgrim is a shepherd and farmer with a freehold just outside of Pevin and seems to be well-like and respected by all. He has a large brood; ten children in all. Andza and Carbeo An are sister and brother, both in their sixties. Carbeo is rumored to be addicted to Black Lotus, a drug not known to grow locally. This dependence is the reason his house has fallen into neglect and disrepair over the past few years. Andza is three or four years his elder and is said to be as sharp as a tack. She is also the sole -- as far as anyone can tell -- owner of the mines and has grown relatively rich running a dry goods store within the mining camp. There is a blacksmith named Betda Romes on the Council; her forge is located on the outskirts of Pevin. There are whispers that she is a witch, consorting with black powers that visit her at night. The final member of the Council is a priest named Cansa Wen, a half-senile doddering fool who maintains the village's lone shrine, devoted to some local god named Mekris. | ||
− | + | Karag spends a second week skulking about and peering into shadowy corners. He hears and sees several interesting tidbits. Once, while lurking by an open window in Pevin's lone tavern, hears a whispered conversation about a man named Willen d'Azure, promised wealth, the sale of iron ore and hints of weapons and war. Another time he espies a quartet of men ride into town from the southwest. They are clad in blacks and browns, of dapper and distinguished cut, and all wear boots soled in red leather. The riders spend about three hours or so in the miners' camp before riding back to the southwest. Their horses ride somewhat slower, it seems, on the way out. Finally, while mosyeing around the camps he comes upon a circle in the grass, beaten down as if by many feet, some thirty feet in diameter. In the center of the circle he finds the remains of a fire; the charred sticks that are left are arranged in an arcane fashion that leaves his eyes watering and crossed if he examines it too closely. He also notes the smell of cinnamon in the air, ever so faintly. | |
− | + | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20116249#post20116249 Rumor:] Some evil being -- a changeling or skinwalker -- roams the hills around Pevin, devouring the souls of those unfortunate enough to get in its way. | |
− | + | Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea's Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles. | |
− | + | ||
− | * | + | *[[Manifest Settlers]] |
− | * | + | |
− | * | + | ====Hob==== |
+ | *[[Construction Projects in Hob]] | ||
+ | *[[Hirelings in Hob]] | ||
+ | *[[Hob Warehouse]] | ||
+ | *[[Population of Hob]] | ||
+ | *[[Church of Manifest]] | ||
+ | |||
+ | ====Pevin==== | ||
+ | *[[Construction Projects in Pevin]] | ||
=Houserules= | =Houserules= | ||
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*[[Custom Items]] | *[[Custom Items]] | ||
*[[Alchemy]] | *[[Alchemy]] | ||
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*[[Miscellany]] | *[[Miscellany]] | ||
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19933480#post19933480 XP awards] | *[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19933480#post19933480 XP awards] | ||
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==Other Adventuring Parties== | ==Other Adventuring Parties== | ||
− | + | Awyn's Band | |
− | *They are led by | + | *They are led by Awyn the Acrimonious, a she-warrior of some renown. The party counts amongst its members a mage, a cleric of a deity I have never heard of and cannot pronounce the name of, two rangers, a bard for singing Awyn's praises and a cloaked, silent man who's duties and abilities I have been unable to determine, and a score of so mercenaries, cooks and so forth. I do not know there goal, only that I observed them purchasing furs and blankets and other cold-weather gear. Therefore, I can only conclude they are either heading north, to where winter still holds the world in an icy embrace, or west, towards and perhaps beyond Rocky Peak. |
− | |||
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19473255#post19473255 Sanke One-Eyed] | [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19473255#post19473255 Sanke One-Eyed] | ||
*Her brother is stricken by a mysterious curse that prevents him from speaking the truth. They had heard tales of a spring somewhere to the southeast, that has the power to cleanse one who drinks of it of all such afflictions. They were unable to find it, however. They stopped in Pevin, of all places, for a week of R&R but no idea where they went afterward. | *Her brother is stricken by a mysterious curse that prevents him from speaking the truth. They had heard tales of a spring somewhere to the southeast, that has the power to cleanse one who drinks of it of all such afflictions. They were unable to find it, however. They stopped in Pevin, of all places, for a week of R&R but no idea where they went afterward. | ||
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[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19754636#post19754636 Bribras the Bold] | [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19754636#post19754636 Bribras the Bold] | ||
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*Aside from Sanke One-eye's crew, there are another two bands: the Free Folk, who hang out mostly to the southeast, and the Redfoot Gang, who mostly work the other side of the Sarn (from the Candle). As far as can be told, the bandits mostly survive by robbing isolated communities, merchant caravans and scavenging amongst the ruins of the ancient ones. There are also a few beastman tribes roaming the llano, as the ogres call it. Some gnolls, a group of sun-hardened orcs that call themselves the Rock Spiders, and some of the other species such as cerves. | *Aside from Sanke One-eye's crew, there are another two bands: the Free Folk, who hang out mostly to the southeast, and the Redfoot Gang, who mostly work the other side of the Sarn (from the Candle). As far as can be told, the bandits mostly survive by robbing isolated communities, merchant caravans and scavenging amongst the ruins of the ancient ones. There are also a few beastman tribes roaming the llano, as the ogres call it. Some gnolls, a group of sun-hardened orcs that call themselves the Rock Spiders, and some of the other species such as cerves. | ||
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=Rumor Mill= | =Rumor Mill= | ||
− | * | + | *While the road to Rocky Peak has been little used and ill-maintained over the past century, the occasional bold merchant or brave adventurers made the treacherous journey between the two cities. A dozen or so years ago, however, a pride of manticores staked their territory western edge of the forest, effectively shutting down transit between Rocky Peak and Junction. Mr. Hand, the factor in the adventurer's employ, notes that Rocky Peak was for years a source of iron and gemstones, two commodities that Junction is sorely lacking. |
− | + | *Far to the west, at the base of an active volcano, sits the legendary city of Pesh. Even before the darkness fell the route to Pesh was long and circuitous, for there is only one road onto the plateau where it is built, and the causeway is -- or was, rather, controlled by a fierce band of lion-men who demand tribute to those who would pass. Pesh is noted, however, for its great libraries containing books and scrolls of esoteric nature and for the veritable army of brass-skinned smiths who forge puissant weapons in the heat of the looming volcano. Were one to open a road to Pesh it would certainly bring great wealth to the indomitable individual. | |
− | + | *Gold ingots are also in high demand in Junction, and a wild-eyed man has been spreading tales of a gold mine he stumbled across in the hills south of the Principality, abandoned for nigh one hundred years but barely touched. He is willing to sell a map to the mine for 500 gold coins. | |
− | + | *A band of river trolls has established themselves in the River Sarn, demanding heavy tribute for those wanting to reach the Silver Sea and the markets beyond. The Scarlet Prince has offered a reward of 5000 gold alcedes to those able to defeat the trolls and open the waterways south. They are rumored to lair where the verdant grasslands turn to hills, some fifty miles southwest of Junction. | |
− | + | *All agree that the most fertile, prosperous land in Absalom is to be found almost due west of Junction. They say the ground is so fecund that one need only scatter seeds on the soil and wait for the most bountiful of harvests. | |
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=Game Threads= | =Game Threads= | ||
− | [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC | + | [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC 1] | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom IC 2] | [https://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom OOC 1] | [https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom OOC 2] | [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom OOC 3] | [https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread Logistics] | [https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=19616066#post19616066 Tracking] | [https://forum.rpg.net/showthread.php?764707-Semi-closed-Recruitment-ACKS-The-Wilderlands-of-Absalom Recruitment] |
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