Difference between revisions of "The Wilderlands of Absalom"
Atlictoatl (talk | contribs) (→Treasure) |
Atlictoatl (talk | contribs) (→Treasure) |
||
Line 109: | Line 109: | ||
==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. | ||
+ | ===Magical Library=== | ||
[[Magical Library]] | [[Magical Library]] | ||
− | |||
==Junction Warehouse== | ==Junction Warehouse== |
Revision as of 11:20, 9 July 2017
Contents
Statistics
Player Characters and Henchmen
- Karag Two-Blades (Mapper, Sea Captain), L8 Assassin, HP 25/25, AC 7 (magical chainmail), Init +1, up to 8 cleave attacks, riposte on AC 6
- Hira of the Seven (Healer), L6 Antiquarian Witch, HP 23/23, AC 0, Init +0
- (Finore the Crow), familiar, HP 11/11, AC 1, grants Hira +1 to saves when within 30' of her
- P'zev the Hairless (Geographer, Geologist, Historian, Magical Engineer), L6 Mage, HP 25/25, AC 1, Init +1
- Hosfai (Navigator, Forager/Hunter), L6 Cerves Brave, HP 26/26, AC 9 (+1 leather +2 shield +2 dex +1 swashbuckling)
- Ishka Bronze-skin (Caver, Lockpicker, Trapfinder), 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+
- Tlilith Bronze-skin, (Engineer, Architect), L4 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield), Init +0
- Yszal Bronze-skin, L4 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield -1 dex +1 style), Init -1
- Anvan, L5 Mage, HP 22/22, AC 2, Init +2
- Hira of the Seven (Healer), L6 Antiquarian Witch, HP 23/23, AC 0, Init +0
- Rabanus the Raffish (Diplomat), L8 Mage. HP 18/18, AC 1. Rapier 7+ 1d6+1. Init 0.
- Jabri the Nightingale (Soloist), L6 Bladedancer. HP: 19/19, AC 6. Laawbringer 5+ 1d10+3. Init +1.
- Pantera the Pagan (Navigator), L6 Explorer. HP 28/28 AC 5. Spear+2 4+ 1d6+6. Init +2, Surprise +3.
- Barste the Black (Infiltrator), L5 Assassin. HP 20/20 AC 5. Sword+1 5+ 1d6+2/1d8+2. Bow 5+ 1d6+2. Init +1, Surprise +1.
- Xallijk, L7 Nobiran Wonderworker, HP 25/25, AC 0
- Sir Harn, the Red Knight of Tisbury, L8 Fighter, HP 51/51, AC 13 | Sword 0+, 1d6+9 dmg
- Brother Hanston, L6 Cleric, HP 22/22, AC 8 | Mace 6+, 1d6+2 dmg
- Anbet, L6 Ranger, HP 24/24, AC 5 | Crossbow 4+, 1d6+5 dmg
- Jeffed Ka, L6 Fighter, HP 30/30, AC 11 | Init +1 | Sword 4+, 1d6+5 dmg
Marches, Watches, Proficiencies, and Encumbrance Ape
Marching Order:
- Sir Harn / Qutai / Anbet
- Jochi / P'zev / Pantera
- Karag / Rabanus / Hanston
- Xallijk / Nathet / Hira / Mayaz
- Ishka / Jeffed / Shibu / Hosfai
- (Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)
- - / (Horse Archers) / -
Watch Order
- 1st watch: Rabanus, Hanston, Hira, Jeffed, 1 wrangler, 5 horse archers
- 2nd watch: Sir Harn, Qutai, Anbet, 2 wranglers, 5 horse archers
- 3rd watch: Karag, Jochi, Pantera, 1 wrangler, 5 horse archers
- 4th watch: Xallijk, Nathet, Shibu, P'zev, 2 wranglers, 5 horse archers
Treasure
Identification Queue
- Identification Queue - Rhea's Ford sages
- Wolf Keep Identification Queue - party magical engineers, now moved to the Candle
In Transit
Freshly Acquired
Wolf Keep
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
- Battleaxe +1, forged from curious metal
- Warhammer +1, +3 vs Dragons, with a head of chromatic steel carved in a dragon's head
- 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
- Diminution x2
- Polymorph
- Animal Control
- Fire Resistance
- Dragon Control
- Heroism
- Invulnerability
- Healing
- Sweetwater
- Gaseous Form
- Philter of Love
Non-magic items
- Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)
- Masterwork sword
- Masterwork shield
- 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
- 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
- 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.
- 12 statues of creatures turned to stone by a gorgon.
The Candle
- A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb.
Magical Library
Junction Warehouse
- Storage Capacity: 10,000/10,000
Junction Trade Goods awaiting sale
Rhea's Ford
- Ring of Command Animals (to be sold)
- Basalt frog figurine (to be sold)
- Iron Scepter of Shangorg (to be sold)
XP Awards
- First Venture XP awards 3/1-3/27
- A bunch more XP awards, to 6.25
- More XP awards, to 10.4
- Demon Boars (Tracking 51)
- Demon Boars loot (Tracking 54)
- Chaos Storm (Planning 40)
- Lady of Shadows (OOC IV 238 - double these manually)
- Candle undead (OOC IV 488 - double these manually)
- Manticores (OOC IV 514)
- Basilisks (OOC IV 595)
- Candle and Efreet loot (OOC IV 723)
Coffers: Group Finances and Resources
Monthly Bookkeeping Template
- Starting Balance X
- +adventuring revenue A
- +adventuring revenue B
- +sales of mundane goods
- +sales of magical goods
- +Wolf Keep settler revenue
- +Shadow Wolves revenue
- +other revenue
- -Junction worker expenses
- -Merchant Fleet expenses
- -The Candle worker expenses
- -The Candle mercenary labor
- -Wolf Keep worker expenses
- -Wolf Keep mercenary labor
- -Wolf Keep settler expenses
- -other expense
- Ending Balance Y
Sully's spreadsheet
- Google Sheets doc can be found here.
Party Funds and Expenses
Monthly Expenses
- Seventhmonth, Fifthyear, Sixteenth Cycle
- Eighthmonth, Fifthyear, Sixteenth Cycle
- Ninthmonth, Fifthyear, Sixteenth Cycle
- Tenthmonth, Fifthyear, Sixteenth Cycle - balance sheet resets to 200,000 gp in coffers
- Eleventhmonth, Fifthyear, Sixteenth Cycle
- Twelfthmonth, Fifthyear, Sixteenth Cycle
- Firstmonth, Sixthyear, Sixteenth Cycle
Secondmonth
- 98,736 Starting Balance
- +adventuring revenue A
- +adventuring revenue B
- +sales of mundane goods
- +sales of magical goods
- +1114.50 Deepwater settler revenue
- -590 Junction worker expenses
- -1068 Merchant Fleet expenses
- -1719 Candle worker expenses
- -1800 Candle mercenary labor
- -2349 Deepwater worker expenses
- -2700 Deepwater mercenary labor
- -214 Deepwater settler expenses
- -2250 Shadow Wolves labor
- -2100 loan to Karag Two-Blades for his Thirdmonth expenses
- -2835 extra war mercenaries
- -other expense
- Ending Balance X
Thirdmonth
- Starting Balance
- +adventuring revenue A
- +adventuring revenue B
- +sales of mundane goods
- +sales of magical goods
- +1407 Deepwater settler revenue
- -590 Junction worker expenses
- -X Merchant Fleet expenses
- -1719 Candle worker expenses
- -X Candle mercenary labor
- -2349 Deepwater worker expenses
- -X Deepwater mercenary labor
- -X Deepwater settler expenses
- -X Shadow Wolves labor
- -other expense
- Ending Balance X
NPCs and Animals
Absalom Hirelings
includes Junction, Wolf Keep, the Candle, and Merchant Fleet hirelings
Animals and Beasts of Burden
Mercenaries
Includes standing forces for Wolf Keep and the Candle, as well as the personal forces of the PCs.
Assets
Maps
Central Map
- Hex 26.25 -- Grudtown
- Hex 23.16
- Hex 12.39
- Hex 13.39 -- Wolf Keep
- Hex 13.38 -- Modnar's Folly
- Hex 13.40 -- Goblintown
- Hex 14.39
- Hex 14.40
- Hex 14.43
- Hex 15.40 --
- Hex 15.41
- Hex 15.42
- Hex 16.41
- Hex 18.35 -- The Candle
- Hex 18.34
- Hex 18.36
- Hex 19.34
- Hex 19.35
- Keep de Chelles
- Treasure Maps
West Map
- West Hex 46.24
- West Hex 45.29
- West Hex 45.24
- West Hex 44.29
- West Hex 44.24
- West Hex 43.28
- West Hex 43.23
- West Hex 42.28
- West Hex 42.30
- West Hex 42.24
- West Hex 42.23
- West Hex 41.28
- West Hex 41.29
- West Hex 41.24
- West Hex 41.23
- West Hex 41.22
- West Hex 41.21
Mapper's Journal
- 65.51 (18-mile hex map) Caballi horse-people village
- 47.28 Strange rock outcrop camp + stone plug
- 45.29 lizardfolk village
- 44.29 hill giants
- 43.28 ancient temple, giant birds, door in side of hill, and village of orcs, ogres and giants
- 42.28 lake, oblong building of white stone, cave mouth
- 26.25 Grudtown (bugbear village) and odd statue temple
- 25.25 Dryad Grove; Owlbears (lair?); marsh
- 25.24 Wolfsbane patch
- 24.41 Wyvern lair (map)
- 24.27 Bloodroot patch
- 23.27 Harpy den (still active)
- 22.47 Half-buried spaceship
- 22.46 Free Folk HQ
- 21.28 herd of deer-like creatures
- 20.30 NE corner of Chelles County, ancient crumbling stone fort
- 19.38 cerves rumor of a cyclops lair
- 19.30 abandoned Keep near village of Pevin
- 19.29 village of Hob
- 18.35 ogre village
- 18.31 overgrown canal
- 18.30 Land value of 7
- 17.35 Land value of 8
- 17.34 Barrow
- 17.32 four score wild horses
- 17.31 stand of black oaks and pines
- 16.40 cerves rumor of a barrow, walking dead, and place of bad magic in hills south of the barrow
- 15.34 red poppy Field of Dreams
- 14.43 new kobold tunnel and dwarven tower
- 14.40 Giant Eagle lair
- 14.39 Manticores and Giant bees and Aquaduct, Giant Weasel nest, Antelope, Comfrey
- 14.38 stirges
- 13.40 plateau fires and Goblin City fires, defeated chimera
- 13.39 River Island Keep - Wolf Keep
- 13.38, subhex 0305 sustainably harvestable wood
- 12.40 Wyverns?
- 12.39 Hippogriff lair, stone huts, mountain lions, Well
Unexplored Areas of Note
- 50.27 small lake
- 48.28 smaller lake
Setting
After a century the forces of Chaos have begun to subside and weaken and the Realm of Man has begun to expand again, to retake territory lost in the past hundred years and even expand past its original borders. The Five Princes of the Inner Kingdoms have called for all able-bodied adventurers to venture into the outlands, to drive the barbarians and humanoids and abominations out and establish new domains for Law and Order. The adventurers have a charter from the Scarlet Prince, granting them ten year monopolies on any trade routes opened with friendly territories and the ability to draw upon the population of the Inner Principalities for labor, for skilled craftfolk, for soldiers and for settlers. Of course, the adventurers could also do it on their own and attempt to establish their own domains without owing fealty to anyone. They also have a map, a century out of date and likely inaccurate; the incursion of Chaos has warped the landscape in strange ways in addition to the more mundane monsters wreaking havoc on the towns and villages beyond the River Sarn.
The seasons are like Philly, approximately three months long each, but the winters are much colder. There may very well be a supernatural reason for this -- perhaps even connected with the presence of Chaos.
Lore and History
General Setting Information
Infodumps from IC posts
Tribes of Absalom and Other Domains
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.
- 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.
Caballi
Morza Naus
Morza Fanhuskel Naus, Lord of the Conjoined Serpent and Magician extraordinaire is an ogre mage with a palace in Hex 41.23.
The Tripartite Demense is a kingdom of Faery located in the general area. It is inaccessible to those who do not know the way. The Lady Magrit of the House of the Tripartite Demense and daughter of the Gloaming was a guest of Morza Naus.
Languages
- Faery (elves, pixies, dryads, etc.) Rabanus (+2 CHA), Hira
- Undertongue (dwarves, gnomes, kobolds) Xallijk, Ishka, Tlilith, Ysval
- Bestial (ogre, orc, gnoll) Harn, Lady Paige
- Goblin (goblin, hobgoblin, bugbear) Harn, Pantera (+1 Cha), Tlilith
- Grog (common language of most primitive races) Hanston
- Swampspeak (frogling, lizardman, troglodyte, etc.) Karag
- Giant Qutai, Salazar (+1 CHA)
- Draconic Xallijk, P'zev, Jabri (+2 Cha)
- Spider-Tongue, Jabri (+2 Cha)
- Law (must be selected through Proficiency) Jabri (+2 Cha)
- Chaos (must be selected through Proficiency)
The Domains
- Domain Building Notes I
- Garrison strength requirements + rules clarification
- Answers to Commune questions over the break
Deepwater
Deepwater is a domain with three hexes: Wolf Keep (13.39), Modnar's Folly (12.39), and xxx.
Wolf Keep
The land revenue for this hex is 7.5. 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 are copper, silver, and agate mines -- and the possibility of quarrying sandstone. What makes it really valuable, however, is the location of the Keep for controlling (and taxing, potentially) river traffic.
- Map of Wolf Keep Island
- Wolf Keep proper
- Wolf Keep Construction Schedule
- Wolf Keep Features
- The Library at Wolf Keep
- Nathet's Lab
- Wolf Keep Hex Settlers
- Wolf Keep Logistics infodump post
- Wolf Keep first floor map
- Wolf Keep Surroundings
- akhal horse training and update
- Training the hippogriffs
- Aerie and Stables
- Wolf Keep mine overview
Wolfhall village
Wolfhall is an urban settlement within Wolf Keep hex. Wolfhall is valued at 25,000 gp. This includes a cavalry barracks worth 10,000 gp and a wooden palisade worth 5,000 gp.
Modnar's Folly
The land revenue for this hex is 6.
The Candle
The Candle is a pillar of stone rising some two hundred feet above the grasslands. It apparently dates back Cycles, to the reign of the Crocodile Kings, but has been used by a variety of races and cultures over the years.
The relevant posts detailing its layout are here, with the lower levels and here for the upper levels. As per the second link it will cost 20,000 gp (half in labor, half in materials) to totally repair it, after which point it will have a base cost of 120,000 gp. As of now it has a value of 60,000 gp.
- Candle Repair Schedule and Workers
- Candle Maps
- Candle Residents
- Candle hexes controlled
- Candle Mercenary Forces
- Candle Supplies
- Candle Levers
- Journal of Gardagrim's Staff
Shadow Wolves
The Shadow Wolves are a criminal Syndicate run out of the Class IV town of Junction under the direction of Karag Two-Blades. They are composed primarily of 4th-level Thieves, with a few 1st-level Assassins. Their hideout is composed of river boats.
- Shadow Wolves personnel and expense sheet
Houserules
- Trade Goods
- Hexcrawling
- Proficiencies
- Custom Items
- Alchemy
- Downtime Activities
- Harbors and Shipyards
- Miscellany
- XP awards
- Ranger - custom class
- Goblin Warrior - custom class
- Cerves Brave - custom class
- Kobold Sneak - custom class
- Caballi Warrior - custom class
- Kobold Warrenguard - custom class
Important NPCs
Mr. Hand, our Factor
Mr. Hand will be able to do the following for you:
- Recruit basic mercenary troops.
- Sell magic items, provided he has them in, ahem, hand.
- Find buyers and sellers for trade goods.
- Retain specialists.
- Arrange for supply trains to venture out, *assuming the infrastructure is set up*. If there's not a PC or henchmen with the train, they won't want to travel through uncleared hexes.
He comes with an office and warehouse with a capacity of 10,000 stones worth of goods/treasure. Assume that 1,000 stones worth can be stored in a vault-like space and the rest of the storage is simply locked. The warehouse/office will also be guarded by two veteran crossbowmen 24 hours a day. I need y'all to tell me if you want him based in Junction or Rhea's Ford. If he is based in Junction the above will cost you 500 gp a month (assume the 1st month is already paid); he will be closer to the frontier but in a smaller market. If based in Rhea's Ford the above will cost you 750 a month (again, assuming the 1st month is already paid); he will be farther from the frontier but in a larger market town.
Note that the above cost includes payments on the warehouse and the salaries of Mr. Hand and the guards, but does not include the cost of recruiting troops, IDing magic items and so forth. There will be the ability to ID magic items in Junction, but the sale of them will be limited to Rhea's Ford.
Other Adventuring Parties
Arwyn's Band
- They are led by Arwyn 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.
- Secondmonth, Sixthyear: Arwyn the Acrimonious and her band of adventurers stumbled into Junction just as winter was setting in, laden down with treasures and artifacts gleaned from what many have claimed is a city perpetually frozen in ice, far to the north. The notoriously reticent warrioress has refused to answer any and all questions, but she and her comrades have been preparing for what looks to be another cold weather voyage.
- 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.
- Secondmonth, Sixthyear: A band of bandits to the south, led by a one-eyed bandit queen, has become emboldened over the last few months of fall, striking the occasional caravan or exploration party venturing south of the Scarlet Principality, and even venturing within its borders to raid outlying villages. The road connecting the Principality to the bladedancer monastery at Eros has become even more dangerous than usual thanks to the depredations of the one they call 'Sanke One-eyed'!
- The trio claim no injuries, and have none visible, apart from the scratches and welts one might accumulate from running recklessly through the undergrowth, fleeing for one's life. Two of the three, Tika and and Isum, are both clad in chain mail; Tika wears a sword in a scabbard and has a short bow slung over her shoulder, while Isum has a one-handed axe and shield. The third member, Bribras the Bold, wears banded plate under a crimson surcoat and carries a war hammer and shield. Prominently displayed on a chain around his neck is stylized horses's head in profile with a twinkly ruby for an eye. To Hira's eye the three appear to be relatively inexperienced, at least less so than her employer. They may or may not be as seasoned as she is.
- "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."
- 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.
Rumor Mill
- Original rumors from Absalom game
- Ishka's kobolds.
- There's a bunch of burial mounds in the hexes surrounding the Candle.
- There's a mysterious well in hex 12.39 that was never explored.
- There's a manticore lair somewhere to the east of Wolf Keep (in the same direction you guys need to go to get the kobolds).
- that plug in the side of a wall that we found on the way to our last adventure (West Hex 47.28)
- That one set of giant doors in the side of a cliff (Central Hex 14.39). I think we sent some heroes in and they got incinerated by a trap.
- The crashed spaceship. Sanke reported the valley of the Free Folk is now re-inhabited by some sort of strange monsters and their ogre servants.
- The temple of the wolf goddess in the hex south of WK. You guys made it to the top of the plateau before turning around.
- The giant hawks to the east of Wolf Keep.
- Rumors from the end of first winter
Game Threads
IC 1 | IC 2 | OOC 1 | OOC 2 | OOC 3 | Logistics | Tracking | Recruitment