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), L6 Assassin, HP 24/24, 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), L4 Antiquarian Witch, HP 11/11, AC 0, Init +0 |
− | ** | + | **[[P'zev the Hairless]] (Geographer), L3 Mage, HP 10/10, AC 1, Init +1 |
− | **[[ | + | **[[Hosfai]] (Forager, Hunter), L3 Cerves Brave, HP 9/9, AC 5 (leather) or 8 (magical chainmail), Init +2 |
− | + | **[[Ishka]] Bronze-skin, L3 Kobold Sneak, HP 15/15, AC 3, Init +1 (+1 bonus to surprise underground) | |
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− | **[[ | + | *[[WoA_Qutai | Qutai]], L6 Horse Shaman, HP 30/30 AC 5. Spear 9+ for 1d6-1. Init +2. |
− | **[[ | + | **[[WoA_Jochi | Jochi]], L4 Explorer, HP 18/18 AC 6. Sword [+1] 7+ for 1d6+1. Bow [MW] 5+ for 1d6+3 (may fire into melee at -2). Init +1. |
− | + | **[[WoA_Volo | Volo]], L1 Caballi Warrior, HP 7/7 AC 4. Greataxe 8+ for 1d10+3. Shortbow 8+ for 1d6+2. | |
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− | + | *[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L5 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0. | |
+ | **[[WoA_Pantera | Pantera the Pagan]] (Navigator), L3 Explorer. HP 14/14 AC 5. Spear 6+ 1d6+5. Init +2, Surprise +3. | ||
+ | **[[WoA_Shibu | Shibu the Inu]] (Goblin), L2 Goblin. 14/14, AC ??. ???. Init -1, Surprise 0. | ||
− | *[[WoA_Xallijk | Xallijk]], | + | *[[WoA_Xallijk | Xallijk]], (Purser) L5 Nobiran Wonderworker, HP 21/21, AC 0 |
− | **[[WoA_Nathet | Nathet]], | + | **[[WoA_Nathet | Nathet]], L3 Nobiran Wonderworker, HP 7/7, AC 0 |
− | **[[WoA_Mayaz | Mayaz]], | + | **[[WoA_Mayaz | Mayaz]], L3 Cerves, HP 7/7, AC 4 |
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− | *[[Sir Harn, the Red Knight of Tisbury]], | + | *[[Sir Harn, the Red Knight of Tisbury]], L5 Fighter, HP 30/30, AC 10 |
− | **[[Brother Hanston]], | + | **[[Brother Hanston]], L4 Cleric, HP 17/17, AC 7 |
− | + | **[[Anbet the Younger]], L3 Ranger, HP 11/11, AC 4 | |
− | + | **[[Jeffed Ka]], L4 Fighter, HP 15/15, AC 9 | |
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[[Sample Character]] | [[Sample Character]] | ||
Line 32: | Line 29: | ||
[[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 | ||
− | ==Marches | + | ==Marches and Watches== |
Marching Order: | Marching Order: | ||
Line 51: | Line 50: | ||
*4th watch: Xallijk, Nathet, Shibu, P'zev, 2 wranglers, 5 horse archers | *4th watch: Xallijk, Nathet, Shibu, P'zev, 2 wranglers, 5 horse archers | ||
− | + | ==Proficiencies== | |
+ | *Acrobatics - Karag, Ishka | ||
+ | *Alchemy - Nathet x3 | ||
+ | *Alertness - Pantera | ||
+ | *Animal Husbandry - Qutai, Hosfai | ||
+ | *Animal Training - Qutai | ||
+ | *Bargaining - Jeffed | ||
+ | *Battlefield Prowess - Harn | ||
+ | *Beast Friendship - Hira | ||
+ | *Caving - Ishka | ||
+ | *Command - Qutai, Harn | ||
+ | *Commune - Qutai | ||
+ | *Diplomacy - Rabanus | ||
+ | *Engineering - Xallijk | ||
+ | *Healing - Hira x3, Qutai, Hanston | ||
+ | *Intimidation - Shibu | ||
+ | *Knowledge (Geology) - P'zev | ||
+ | *Knowledge (History) - P'zev | ||
+ | *Land Surveying - Xallijk | ||
+ | *Lay on Hands - Hanston, Hira | ||
+ | *Leadership - Xallijk, Harn | ||
+ | *Magical Engineering - P'zev, Xallijk | ||
+ | *Manual of Arms - Harn, Jeffed | ||
+ | *Mapping - Karag | ||
+ | *Mystic Aura - Rabanus | ||
+ | *Navigation - Pantera | ||
+ | *Prophecy - Hanston | ||
+ | *Seafaring - Karag | ||
+ | *Seduction - Rabanus | ||
+ | *Siege Engineering - Harn | ||
+ | *Skirmishing - Shibu | ||
+ | *Skulking - Ishka | ||
+ | *Survival - Karag, Hosfai | ||
+ | *Theology - Xallijk | ||
+ | *Tracking - Anbet x2 | ||
+ | *Trap Finding - Ishka | ||
+ | *Trapping - Ishka | ||
+ | *Wilderness Explorer - Jochi | ||
− | + | =Encumbrance Ape= | |
+ | *Harn | ||
+ | **Equipment: 5 stone, 5 items | ||
+ | **Treasure: n/a | ||
+ | **Total: 5 stone, 5 items | ||
+ | **Movement: 90/30/90 | ||
− | + | *Hanston | |
+ | **Equipment: 8 stone, 5 items | ||
+ | **Treasure: n/a | ||
+ | **Total: 8 stone, 5 items | ||
+ | **Movement: 60/20/60 | ||
− | + | *Anbet | |
+ | **Equipment: 4 stone, 1 item | ||
+ | **Treasure: n/a | ||
+ | **Total: 4 stone, 1 item | ||
+ | **Movement: 120/40/120 | ||
− | + | *Jeffed | |
+ | **Equipment: 7 stone, 3 items | ||
+ | **Treasure: n/a | ||
+ | **Total: 7 stone, 3 items | ||
+ | **Movement: 60/20/60 | ||
− | * | + | *Xallijk |
− | * | + | **Equipment: 5 stone |
− | * | + | **Treasure: n/a |
+ | **Total: 5 stone | ||
+ | **Movement: 120/40/120 | ||
− | + | *Nathet | |
− | * | + | **Equipment: 3 stone 1 item |
− | * | + | **Treasure: n/a |
+ | **Total: 3 stone 1 item | ||
+ | **Movement 120/40/120 | ||
− | + | *Karag Two-Blades | |
− | * | + | **Equipment: 3 stone 4 items |
− | * | + | **Treasure: n/q |
+ | **Total: 3 stone 4 items | ||
+ | **Movement: 120/40/120 | ||
− | + | *Hira the Witch | |
+ | **Equipment: 4 stone 3 items | ||
+ | **Treasure: n/q | ||
+ | **Total: 4 stone 3 items | ||
+ | **Movement: 120/40/120 | ||
− | + | *P'zev the Hairless | |
+ | **Equipment: 3 stone 4 items | ||
+ | **Treasure: n/q | ||
+ | **Total: 3 stone 4 items | ||
+ | **Movement: 120/40/120 | ||
− | + | *Character A: | |
+ | **Equipment: | ||
+ | **Treasure: | ||
+ | **Total: | ||
+ | **Movement: | ||
− | = | + | =Treasure= |
− | + | *Coinage, jewelry, and gems | |
+ | **4,800 gp | ||
+ | **2100 gp | ||
+ | **12 quartzes worth about 10 gp apiece | ||
+ | **six gems worth approximately 50, 75, 75, 100, 100 and 750 gp | ||
+ | **four rings of gold, each worked in the shape of a serpent biting its own tail and likely worth two hundred and fifty gold apiece | ||
+ | **platinum bracelet encrusted with winking rubies, likely worth 4,000 gp, taken from an ogre captain | ||
+ | **platinum hoop earring worth 2,000 gp, taken from an ogre captain | ||
+ | **an enormous two handed sword in surprisingly good condition and a battered old war-horn, fashioned of bronze. | ||
− | + | *Special Items | |
+ | **The map recovered from the hill giants' loot shows an area that looks to be approximately in hex 72.58 of [http://wiki.rpg.net/index.php/Player%27s_Map this map] and claims to lead to an ancient tomb wherein is buried a treasure trove worth, if the illustrator of the map is to be believed, nearly twenty thousand gold alcedes. The tomb is labeled, rather ominously, as The Forgotten Fane of Hutharg the Unrepentant. | ||
+ | **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. | ||
− | * | + | *Trade Goods (xx stone, xx gp) |
− | + | **Twenty feet in, the passageway opens up into a largish chamber some thirty feet in diameter with a ceiling twenty feet high. The floor is covered in decades, if not centuries, of batshit. "There's value in that," says Nathet. "Bat guano is highly prized by alchemists and magicians alike." She frowns and examines the space. "I reckon there's about 8,000 alcedes worth of guano in here. Would probably take me and few helpers a week to harvest it all, but we could certainly do it. | |
− | + | **1,050 gp worth of cockatrice parts | |
− | + | **Three bolts of silk (1/2 load) base price 1000 gp | |
− | * | + | **2,000 gp worth of ogre parts (33 stone) |
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=XP Awards= | =XP Awards= | ||
*[[First Venture XP awards 3/1-3/27]] | *[[First Venture XP awards 3/1-3/27]] | ||
− | *[ | + | *[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19635566#post19635566 Hippogriffs] (IC I 1045) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&p=19651228#post19651228 Chimera] (OOC I 1803) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19673233#post19673233 Wizard's Tower] (OOC II 11) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19674398#post19674398 Hobgoblin Warband] (OOC II 13) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19713945#post19713945 Carnivorous Flies, Carnivorous Apes, Gnolls] (OOC II 427) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19720314#post19720314 Coin and Trade Goods from Venture II] (OOC II 499) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19750870#post19750870 Meteorite Goblin fight] (OOC II 730) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19756808#post19756808 Coin from sale of meteorite and apes] (OOC II 779) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19757786#post19757786 Coin from partial payment of troll reward] (OOC II 798) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19774933#post19774933 Coin from Meteorite Goblin fight] (OOC II 969) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19777575#post19777575 Coin from sale of potion and spellbook from Meteorite Goblins] (OOC II 981) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19780746#post19780746 Boat project (for all PCs and henches)] (OOC II 993) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19793990#post19793990 Hill Giants] (OOC II 1074) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19800070#post19800070 Coin from final payment of troll reward] (OOC II 1134) |
− | *[ | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19800070#post19800070 Phase tigers, wild boar] (OOC II 1134) |
− | *[https://forum.rpg.net/showthread.php? | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19806935#post19806935 Carnivorous Flies 2] (OOC II 1237) |
− | *[https://forum.rpg.net/showthread.php? | + | *[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19813317#post19813317 Coin and trade goods from Venture III] (OOC II 1280) |
+ | *[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19833119#post19833119 Cockatrices] (OOC II 1387) | ||
+ | *[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19906533#post19906533 Ogre Warband] (OOC II 1571) | ||
− | = | + | = Group Finances and Resources = |
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==Sully's spreadsheet== | ==Sully's spreadsheet== | ||
Line 182: | Line 200: | ||
==Party Funds and Expenses== | ==Party Funds and Expenses== | ||
*[[Initial Contributions]] | *[[Initial Contributions]] | ||
− | *[ | + | ==NPCs and Animals== |
− | == | + | *[[Absalom Hirelings]] |
+ | **Monthly Cost: 1628 as of 6/1 | ||
+ | *[[Animals and Beasts of Burden]] | ||
+ | *[[Mercenaries]] | ||
+ | **Monthly Cost: 243/month as of 4/15 | ||
+ | |||
+ | ==Assets== | ||
+ | *[[Junction Warehouse]] | ||
+ | *[[Unclaimed or Unidentified]] | ||
+ | *[[Identification Queue]] | ||
+ | *[[River Boats]] | ||
+ | **[[Boat Repair Schedule]] | ||
− | * | + | *Resources |
− | + | **6 medium draft horses carrying provisions and trade goods, about 440 gp value combined (Xallijk) | |
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− | + | *Party Treasury (Stored in locked chests, 3 stone / 40 stone) | |
− | * | + | **Charter from the Scarlet Prince |
− | ** | + | **Magical silver bowl to contact and speak to Mr. Hand 1/week |
− | ** | + | **Map to gold mine |
− | + | **Map of the chaos lands | |
− | + | **100 20 gp gems (2000 gp worth) | |
− | + | **500 sp | |
− | + | **600 cp | |
− | + | **2090 gp | |
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− | + | *Supply Train | |
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− | + | ''This supply train can carry 40 stone of treasure in locked chests. It can carry an additional 1350 stone of supplies, trade goods and treasure while moving at its full movement rate of 180'.'' | |
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− | + | **10 medium draft horses, each carrying a draft saddle | |
+ | **2 medium draft horses, each carrying a draft saddle | ||
+ | **2 medium draft horses, each carrying 1 locked ironbound chest and a draft saddle | ||
+ | **3 medium draft horses, each carrying a draft saddle | ||
+ | **20 laborer tools, split between the spare horses (20 stone) | ||
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+ | **2 deer hides (3 stone) | ||
− | + | *Logistic Tracker (Updated Thirdmonth 23) | |
− | + | **We have 29 warhorses and 38 other horses. (68 total) | |
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− | + | *Resupply costs and Pay Schedule | |
− | * | + | ***Each veteran horse archer has a base pay of 57 gp per month, doubled to 114 gp for wilderness adventuring (2280 gp / month) |
− | ** | + | ***Each civilian horseman wrangler has a base pay of 12 gp per month, doubled to 24 gp for wilderness adventuring (144 gp / month) |
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=Maps= | =Maps= | ||
− | *[[ | + | *[[Player's Map]] -- Initial |
+ | *[[Seneschal's Map]] | ||
+ | *[[Map to the Gold Mine]] | ||
+ | *[[Camp Layout]] | ||
*[[Player's Map -- For Real]] | *[[Player's Map -- For Real]] | ||
− | *[https:// | + | *[https://docs.google.com/drawings/d/11bBbZlD5zT65Ry3gZ6XbiVWVpinyy9W0GS9IH1Jw4ig/edit Bugbear combat] |
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*[[Hex 26.25]] -- Grudtown | *[[Hex 26.25]] -- Grudtown | ||
*[[Hex 23.16]] | *[[Hex 23.16]] | ||
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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 | ||
Line 285: | Line 261: | ||
**[[Wolf Plateau Approach]] | **[[Wolf Plateau Approach]] | ||
**[[Wolf Plateau]] | **[[Wolf Plateau]] | ||
− | + | *[[Hex 14.40]] | |
− | *[[Hex 14.40 | ||
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==Mapper's Journal== | ==Mapper's Journal== | ||
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*25.25 Dryad Grove; Owlbears (lair?); marsh | *25.25 Dryad Grove; Owlbears (lair?); marsh | ||
*25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19627095#post19627095 Wolfsbane patch] | *25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19627095#post19627095 Wolfsbane patch] | ||
− | * | + | *26.25 Grudtown (bugbear village) and odd statue temple |
*24.27 Bloodroot patch | *24.27 Bloodroot patch | ||
− | *23.27 | + | *23.27 Harpy den (still active) |
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*21.28 herd of deer-like creatures | *21.28 herd of deer-like creatures | ||
− | * | + | *19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19422824#post19422824 village of Hob] |
+ | *19.30 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19434975#post19434975 abandoned Keep] near [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19431576#post19431576 village of Pevin] | ||
*19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19685455#post19685455 cerves rumor] of a cyclops lair | *19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19685455#post19685455 cerves rumor] of a cyclops lair | ||
− | * | + | *17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19458254#post19458254 stand of black oaks and pines ] |
− | * | + | *17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 four score wild horses] |
− | * | + | *17.34 [http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&p=19659115#post19659115 Barrow] |
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 overgrown canal] | *18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 overgrown canal] | ||
− | *18 | + | *18.35 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19473826#post19473826 ogre village] and 17.34 the barrow near it |
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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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*14.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19481214#post19481214 stirges] | *14.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19481214#post19481214 stirges] | ||
+ | *13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood] | ||
+ | *13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep | ||
*13.40 plateau fires and Goblin City fires, defeated chimera | *13.40 plateau fires and Goblin City fires, defeated chimera | ||
− | * | + | *14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19689552#post19689552 Giant Eagle lair] |
− | * | + | *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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*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19753848#post19753848 The Crocodile Kings] | *[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19753848#post19753848 The Crocodile Kings] | ||
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19757714#post19757714 The Fall of Zizdul] | *[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19757714#post19757714 The Fall of Zizdul] | ||
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− | + | ==Junction, Class IV== | |
+ | On border of Scarlet Principality. | ||
− | + | ====Exports & Imports==== | |
+ | According to Mr. Hand: | ||
+ | *The main exports of Junction are meat, fur, cloth, timber and cloth and textiles refined from the bark of the whiteflower tree. | ||
+ | *The primary trade goods that go downriver is timber from the rare Empress Blood tree. It is a dense, oily, fine grained hardwood that is heavy enough to be used as ballast for the outgoing trip. | ||
+ | *In past years most of the traffic upriver has brought luxury goods and exotic wares for the nobility in Rhea's Ford and few staples. | ||
+ | *Junction is, as mentioned earlier, somewhat lacking in metals both common and rare. A fair amount of their supply comes from further east within the Scarlet Principality. Also, tradesmen have found that Empress Blood is hard enough to be used as bearings, gears and other parts traditionally made from metal -- and has the added benefit of being somewhat self-lubricating from the natural oils -- so the metal shortage is not as much of a hardship as may be expected. | ||
+ | *Junction has a high demand for metals (common and precious), glassware and armor and weapons (from the existing categories) as well as building supplies (wood and stone) due to the construction currently underway. It's essentially a frontier boomtown. | ||
+ | *It has a low demand for meats, furs, animals, cloth, wine and spirits, ale and pottery. | ||
− | == | + | ==Rhea's Ford, Class II== |
+ | Some distance east from Junction | ||
− | + | *Mr. Hand hasn't spent enough time in Rhea's Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc. | |
− | + | ==Pevin, Class VI(?)== | |
− | + | No one seems to own the iron mines outside of Pevin. There was a lordling's 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. | |
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− | + | ==Rivers Bel and Sarn== | |
+ | The rivers Bel and Sarn are both relatively wide, shallow and flat, and the majority of the boats plying their waters are one or two masted and fairly flat bottomed, the equivalent of a small sailing ship. They rely on the current to go downstream and on the return trip use a combination of sails and oars. The body of water shown at the south of the map is a large inland lake -- almost a freshwater sea, really -- similar to one of the Great Lakes. Before Chaos descended upon the land there were numerous civilizations ringing the lake, of which the Six Principalities were but one, but know little is known of how many survived. | ||
− | + | ==Kesig and Tamen== | |
+ | In the day there were two towns that primarily traded with Hob. Kesig to the east and Tamen to the west. All I know is there is an ancient road leading west across the river from Hob, and Tamen is supposed to be several day's ride to the west. Kesig I am a little more sure of. I don't think there's actually a road -- there may have been, once -- but I think it is about . . . here." He points to the area labelled 77.56 on their original map. Harn suddenly remembers why Kesig sounds so familiar; it is where his retainer Jeffed Ka is from. He recalls that Jeffed had been attempting to lead a caravan from Kesig to Hob but were waylaid by the ogres that dwell in the Candle. | ||
− | + | Jeffed proceeds to wax lyrical about the rolling verdant fields of his homeland and the quality of the maidens that dwell there. Kesig is a domain of some 8,000 families, nestled between a range of mountains to the south and hills to the north, east and west. "These same hills as surround Wolf Keep, I'd wager," he says "although it is far to the east of here. There are mines in the mountains to the south where we dig for iron and gold and gemstones. There are some deposits of harbenite in the surrounding hills that the Ancients had dug; we still mine there from time to time, although such mines are almost always guarded by the walking dead, for some reason. Perhaps the ore calls to them, across the spirit world. We make several fine wines and a fabric woven from a local plant that is as soft as silk but capable of being layered more thickly." | |
− | + | ==Jacaar and Phiesen== | |
+ | Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines. | ||
− | + | ==The Silver Sea== | |
+ | Until recently there was regular, if not frequent, travel down the Sarn to a city called Orahorah, the closest friendly port on the Silver Sea. In the past such trips were undertaken by groups of a half dozen ships or so, to maximize profit and safety. Orahorah is the closest port on the Silver Sea, important because of the fragility of our craft but far from ideal because of the restrictions of trade. The city is ruled by a monopolistic merchant's guild; rather than allow us to trade directly, or even transfer our goods to another ship, we are forced to sell our goods to middlemen, who then sell them elsewhere. | ||
− | + | That's Orahorah (Seneschal's Map 56.55). You've got to understand that the Silver Sea is vast. It's supposedly an inland sea -- or, at least it was, three Cycles ago -- and the river boats we use are too small and fragile to navigate any distance from shore. Before Zizdul fell our merchants would transfer goods into larger boats and sail wherever they wanted; to Twelve Towers -- the magocracy -- Orm and Ord --the Twins -- the Gloaming, Talltree and other lands even more exotic. Now, though, we've got a further journey. Upon entering the Sea we bear east, hugging the shore, until we reach the Broken Straits and the Silent City of Orahorah. None of our merchants operate out of there -- they can't, it's a strict Guild system, no outsiders allowed -- so we sell our goods their and bring back what we can." | |
− | + | ==Zizdul== | |
+ | Rabanus observes what was once a great city, as large as Rhea's Ford, if not larger. It is centered on three hills that slope down the to shores of the bay, terraced in buildings of sandstone and adobe. Each hill is topped with enormous edifices -- one is clearly a temple, the other, the closest to the water, a keep, and the third looks to be a palatial mansion of some sort. For the most part the buildings are several stories tall, with some reaching sixty or eighty feet into the air. Rabanus also counts a half-dozen towers reaching to the sky, some three hundred feet in height. | ||
− | + | The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more. [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19783282#post19783282 IC 1615] | |
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==Languages== | ==Languages== | ||
− | *Faery (elves, pixies, dryads, etc.) ''Rabanus | + | *Faery (elves, pixies, dryads, etc.) ''Rabanus, Hira'' |
− | *Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka | + | *Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka'' |
− | *Bestial (ogre, orc, gnoll) ''Harn | + | *Bestial (ogre, orc, gnoll) ''Harn'' |
− | *Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera | + | *Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera'' |
*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'' |
− | *Draconic ''Xallijk, P'zev | + | *Draconic ''Xallijk, P'zev'' |
− | + | *Law (must be selected through Proficiency) | |
− | *Law (must be selected through Proficiency | ||
*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]] | ||
− | *[[ | + | *[[Residents of Wolf Keep and Logistics]] |
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*[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] | ||
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=Houserules= | =Houserules= | ||
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*[[Custom Items]] | *[[Custom Items]] | ||
*[[Alchemy]] | *[[Alchemy]] | ||
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*[[Miscellany]] | *[[Miscellany]] | ||
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*[[Ranger - custom class]] | *[[Ranger - custom class]] | ||
*[[Goblin Warrior - custom class]] | *[[Goblin Warrior - custom class]] | ||
*[[Cerves Brave - custom class]] | *[[Cerves Brave - custom class]] | ||
*[[Kobold Sneak - custom class]] | *[[Kobold Sneak - custom class]] | ||
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=Important NPCs= | =Important NPCs= | ||
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==Mr. Hand, our Factor== | ==Mr. Hand, our Factor== | ||
Mr. Hand will be able to do the following for you: | Mr. Hand will be able to do the following for you: | ||
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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. |
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[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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*"Look," says Bribras, "we're new in town, drawn like half the people here by the promise of the wealth to be found out here on the frontier. I am, if I may modestly say, a rather important person back east, and my comrades are as dear to me as my own brothers and sisters. I will be willing to pay five hundred gold alcedes to whomever is able to recover the petrified remains of my three companions, so that we may restore them to life." | *"Look," says Bribras, "we're new in town, drawn like half the people here by the promise of the wealth to be found out here on the frontier. I am, if I may modestly say, a rather important person back east, and my comrades are as dear to me as my own brothers and sisters. I will be willing to pay five hundred gold alcedes to whomever is able to recover the petrified remains of my three companions, so that we may restore them to life." | ||
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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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