Companions of Imladril

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A campaign of Swords and Sorcery using the B/X rules.


Adventurers

Retainers

Beasts

  • Sassafras the Mule, group property. Carries two saddlebags & two large sacks, total capacity of 2kCN. 12 hp
    • Treasure:
    • Common stuff: 5 wk. iron rations.
    • Slush fund:
  • Mensarius, Ixas' warhorse. 17 hp.
    • Saddle, saddlebag.
  • Phobos, Xergiok's Warhorse. 12 hp.
    • Saddle, 2 Saddlebags, 5 large sacks, Bedroll, Tent, rope, 3 weeks rations, map of the realm, 275pp.
  • Deimos, Thuar's Warhorse. 10 hp.
    • Saddle, 2 Saddlebags, 5 large sacks, Bedroll, rope, 3 weeks rations.
  • Eadwyn's warhorse. 12 hp.
    • Saddle, 2 saddlebags, 4 weeks rations, brass tankard, 50gp,
  • Hune's warhorse. 13 hp.
    • Saddle, 2 saddlebags, 1 weeks rations,
  • Brezebar's warhorse. 5 hp.
    • Saddle, 2 saddlebags,
  • Delton's warhorse. 15 hp.
    • Saddle, saddlebags.

Logistical Concerns

Here we're listing the unnamed beasts, mercenaries, tools, and supplies.

Mounted Raiding party

  • 6 Heavy horsemen
  • Longbownmen
  • Atun: 3 hp, fights as a normal man, but can fire a bow like a veteran.

Mercenaries

  • 6 heavy horsemen.
    • Morale 10. HP: 6, 6, 2, 5, 5, 6
  • 10 Longbowmen
    • Morale 8. HP: 3. Normal men, but attack as first-level fighter with longbows.
    • Sergeant is Gorzont, a tall and twitchy fellow, is well-respected amongst the longbowmen.
  • 10 Light Foot, equipped with spears in addition to normal armament
    • Morale 7. HP: 3.
    • Wahn is Sergeant, a curly-haired light-eyed mirthful fellow with broad shoulders. Accustomed to hard work and sets a good example.
  • 10 Heavy Foot
    • Morale 9. HP: 4.
    • Sergeant is Morko. He is tall, pale, and squinty, with fair hair, fine musculature, and bad teeth. Something of a vacant look, quite strong, claims to be a veteran. Other heavy foot defer to him.
  • Currently supplied with 4 wks rations
  • Paid with 10gp bonus for the next month for a morale bonus
  • Guide - Atun
  • Charmed hobgoblin
  • Charmed human

Logistical Resources

  • 2x Wagon
  • 8x Mule
  • 16x Saddlebags
  • 40 Large Sacks
  • 400ft rope
  • 4 Wood Axes
  • 4 Saws
  • 8 Picks
  • 8 Shovels
  • Block and Tackle
  • 4 barrels water, 2 barrels ale/light beer.

Note: A wagon pulled by four mules has a capacity of 15,000 coins.

The Loot Wagon

Current Hit Point Totals

Adventurers

  • Ixas Skytouched, Magic-User: 9/9
  • Eadwyn the scrivener, Cleric: 15/15
  • Delton Kendrod, Fighter: 9/9
  • Hune the Fat, Magic-User: 8/8
  • Barthos the Bold, Fighter: 13/13
  • Xergiok: Magic user: 6/6
  • Brezebar the Fierce: 4/4

Retainers

  • Thuar the Harrowed: 8/8

Mounts

  • Sassafras the Mule: 12/12
  • Mensarius, Ixas' warhorse: 17/17
  • Phobos, Xergiok's Warhorse: 12/12
  • Deimos, Thuar's Warhorse: 10/10
  • Delton's Warhorse: 15/15
  • Eadwyn's Warhorse: 12/12
  • Hune's Warhorse: 13/13
  • Brezebar's Warhorse:15/15

Current Dungeon Marching Order

  • Eadwyn (Cleric) / Barthos (Fighter with spear)
  • Hune (M-U) / Xergiok (M-U)
  • Ixas (M-U)
  • Thuar (Elf) / Delton (Fighter (with spear, can move to second rank if needed))

Note: The magic-users will rotate after casting their spells. First Hune will be in the #3 spot, then Xergiok, then Ixas.

==Current Overland Travel Order (Brezebar, Ixas, Xergiok and . . .)

  • Three heavy horsemen. Ride ahead every half hour.
  • Brezebar
  • Xergiok
  • Ixas
  • Three heavy horsemen

Campsite Duty Shifts

  • Daytime: The three magic-users, Xergiok, Hune and Ixas
  • First Night Shift: Delton plus one mercenary
  • Second Night Shift: Brezebar plus one mercenary
  • Third Night Shift: Eadwyn plus one mercenary

Current Treasure Accumulated

Treasure Banked with Lord Huw

  • Xergiok the Xenophile:
  • Eadwyn the Scrivener: 1402 gp
  • Delton Kendrod: 1682 gp
  • Hune the Fat: 2598 gp
  • Barthos the Bold: 1300 gp.

Holdings & Reserves

NPCs

Maps

Rumors and Notes

  • The Vaults of Mola the Demonic, about a week's journey from Imladril, are rumoured to contain wealth and relics from the Time of Giants.
    • Mola was a Prefect of the Twelfth Sub-Domain, and approved of several transfers of wealth that can be found on post 273 of the IC thread.
    • Also, the word 'sapphire' was written all over one of the walls
    • We never explored the second level after Millenium stole our gold and the mule Integument.
  • A farmstead to the west lies near to a mysterious (and recently uncovered) ruin known as the Hive of Ulfang the Black. This lair is rumored to contain dwarves, goblinoids, and undead. Some say Ulfang was an evil and rich bandit who lived several generations back.
    • The Hive of Ulfang the Black has been buried during the course of a mysterious and highly localized earthquake.
  • Many locals say that Lord Huw is fond of adventurers, and that neophyte adventurers might be prudent to seek him out if they are ever in need of assistance. A few more cynical voices say that Lord Huw saves much money by keeping only a small standing guard, and letting roving adventurers perform (gratis!) most of the work of pacifying the land in exchange for the mere hope of ancient treasures kept beneath the good earth's green surface.
  • Men speak of a trading post to the east, near the mountains, beyond which lie unconquered and inhospitable lands filled with goblins, orcs, and their inimical ilk.
  • A shady character with greasy hair and a violet hat offers the adventuring company a loan of five hundred gold pieces. He has with him a complex and obfuscating series of documents. He also mentions that he has rental property available.
    • There are no surviving members from the time when this offer was made.
  • Ten days to the north, beyond the edge of Huw the Bard's domain, there are many rough, rocky hills. Under some of these hills dwell fearsome trolls. Although most sane men would shudder to fight such monsters, trolls are said to be hoarders of much coinage and other useful material. Some trolls are even said to control access to depots of weapons from the elder days.
  • Millenium the betrayer ran to the north with the PCs treasure and the mule Integument, after murdering the other hirelings. His father, Hawk, has a farm near Imladril. Millenium may have been heading to his uncle Bretan's place, as Bretan is an eccentric trapper and hunter at home with the wild. Bretan's dwelling is said to be at the base of a large tree, several days north of Lord Huw's lands.
    • There are no survivors who remember's Millenium's treachery, although the story had been shared with the others.
  • There are rumours of wererats or werewolves -- stories differ as to which it is -- marauding around Lord Huw's lands. Prices for wolfsbane have skyrocketed.
    • Only Lundun Duam's retainer Gondwine knows that the lycanthropy rumours were invented by Eldric the Inexplicable to slander Millenium.
  • A stooped, semi-senescent philosopher opines that dungeons are pockets of raw Chaos which float up to the earth's surface like pockets or bubbles of evil, expelled outwards gradually since the Lawful substance of the earth repels them. Sometimes, he declares, their very Chaotic nature becomes so strong that they simply cease to be, as they deviate so far from perfect Order and Law that their existence (at least in this dimension) becomes so bizarre and extra-terrene as to preclude the possibility of mere continued being.
  • Three days to the east of Imladris, there is apparently some sort of subterranean complex known as The Dark Delve of Sorrows. Little more than the name reaches the ears of the party members.
  • Four days to the northwest, there is said to be underearth complex known as The Hive of Gothmog of Udun. It is said to be filled with deadly perils and glittering treasures.
    • A foul otyugh lives near the entrance. It is responsible for the slaying of Eldric, Zara, Tharbeon, Aethelred and Lundun. No doubt their treasures remain with them.

This dungeon is largely unexplored.

  • Seven days to the southwest, right along the edges of Lord Huw's rule, there lies another dungeon. It is known as the Lost Temple of Alancas. A barbarian was said to be in town when this rumour was first heard, blubbering like a babe because his heirloom sword had rusted away to nothingness after he fought with a strange monster in this fearful fane.
  • Weeks to the north of Lord Huw's lands, there have been reported sightings of a very young dragon. Perhaps it is looking to establish a lair. Perhaps it is merely passing through the area.
  • In the mountains to the east, there is talk of a balrog.

Hereafter the party is joined by Hune, Eadwyn, Delton, and Xergiok

  • A small and forgotten ruined temple, known as the Dark Cyst of Terror, is said to have all the treasure a man can carry, and is located two days away to the southeast.
    • Parts of the first level have not yet been explored, and is patrolled by goblins, lizard-men and morlocks. Thuar also mentioned orcs, hobgoblins, halflings and spiders.
    • The second level is largely unexplored, but is said to have many riches.
    • Werewolves, wights, medusae, gnolls, and giant frogs inhabit the deeper levels.
    • A lizard man envoy cruelly slew Magar at the entrance of this delve in a vicious bout of pugilism
    • Arucg died from a goblin's spear, after having been battered by several traps in succession.
  • The Cyst of Nino is five days journey west-south-west from Imladril.
  • Undercrypt of Bacha the Unearthly, four days south-southeast.
  • The Sepulcher of Profane Death lies six days west-northwest of Imladril.

Hereafter the party is joined by Barthos

  • A ruin known as the Subterranean Hovel of the Vile Coyote is located seven days due east.

Hereafter the party is joined by Ixas

  • There is a nearby burial complex two days east-northeast of Imladril, the Forsaken Vaults of Kas the Bloody, said to contain the treasure hoard of a long-dead barbarian leader. Kas' long-dead soldiers are rumoured to haunt the complex as animated skeletons.
  • Beyond the borderlands to the east, there is talk of much wealth, but one most cross the domains of hostile and competing tribes of humanoids. The Secret Lair of Alan is said to lie several weeks tot he east and across the mountains, and may be the haunt of some sort of strange and powerful chieftain rich in trade goods and rope gold.
  • A man named Gildusi the Wanderer offered the names of three powerful magic-users to Xergiok the Xenophile in exchange for 500 gp. These wizards, all of necromantic rank or above, dwell to the east, beyond the mountains, and Gildusi promises that these learned mages would be willing to pay a great deal of coin for the jarful of vampire eyes collected in the troupe's journeys.
    • Xergiok accepted a counter-offer for the eyes, but did not get the location of these magi.
  • The lycanthropy panic rages on in Imladril, and Lord Huw is offering top coin for scrolls granting protection from lycanthropes. There is also speculation on the silver market.
    • The lycanthropy terror was dying down, but was renewed upon tales of wolf-riding goblins, although silver prices are still doubled.
  • A prosperous, gouty merchant by the name of Gorelong the Grand confides to Hune that he is planning to corner the market on both woflsbane and belladonna. He will double the price offered by any other merchant in town.
  • The peasants in the north of Lord Huw's lands have been taking up arms and engaging in theft and base robbery. A merchant named Torzon has offered Hune a reward, possibly in the form of a favorable reference for merchant guild membership, for proof that the ringleaders have been dealth with decisively.
  • In the mountains to the east, certain septs of dwarves once mined for various precious metals, before unholy menaces drove them away, scattering them to the four winds.
  • The Lost Fane of Zepar the Unspeakable lies four days west-southwest of Imladril, and is haunted by undead. It is possible that this abandoned temple might hold the discarded holy symbols of acolytes.
  • Some men of Eadwyn's faith urge him to engage in missionary work and establish a new temple in the lands to the north and east, where there are regrettable few persons recognizing the divinity and majesty of Great Arneson.
  • Bards sing songs of Nals, a hero of olden times, who is said to be interred with an orc-slaying sword. The tomb of Nals' Howe is said to lie in the troll-haunted northlands lying beyond Lord Huw's realm.
  • A band of barbarians boast that they will try to deal with the dragon menace, to the east.
  • To the west, a half a day across the border, a recent forest-fire has cleared away much brush, revealing a ruined temple made from some silver alloy. A farmer opines that it must be cursed, for the flames damaged it but little. One of his comrades disagrees. It but stands to reason that the interior of the structure must contain more of the same metal, in much the same way as a filthy hovel contains more filth and a gilded palace contains gold.
    • The Silver Temple is only partly explored, and has a lower level. Beware, for it is overrun with fearsome apes.
  • Six days to the south, within the bounds of Huw's realm, a few shepherds have discovered an underground complex, the Undercrypt of Arsinam the Possessed, lying at the base of a ravine.
  • Five days south-southeast there is a twisted and hellish place, the Forsaken Labyrinth of Mono. Orcs and trolls inhabit the structure.
  • A band of ruffians devastated a village on the northern borders of Lord Huw's realm, calling themselves the Children of Set. They were searching for precise knowledge of the werewolves' location. The Children are mostly warriors, but there was also a masked cleric and a few sorcerers amongst them.
    • Fear of the Setites has gripped Imladril. The Children are recruiting, and burning down, the outlying thorps and hamlets. Several of the Lord's rangers haven't been seen in a while; they are presumed dead or hostages.
    • The Setites may have allied themselves with hobgoblins. They also appear to be working with local ruffians and raiders, setting ambushes and raiding merchants.
    • They have waylaid a caravan of black lotus, being smuggled into Lord Huw's lands. Its owners in Freetown are looking to reclaim it, or for revenge on the perpetrators.
    • The Setites have not yet attacked Freetown.
    • The Ancient Angle, a forest in between Imladril and Pablo, has no villages but many cabins inhabited by indigenous freedwellers. They practice forestry, hunting, trapping, fortune-telling, wildcrafting; some dwell in köten and practice the craft of the collier. Some sources say that the Setites may be harboured by unwholesome cultists in these woods.
    • The Odious Odeon is a music-hall in Freetown known for playing the sort of banally atonal symphonies which appeal to quasi-morons, hoopleheads, moral degenerates, inbreds, and slum-sojourners. The reprobates within may be able to provide information on how to find the worst of the worst in Freetown.
    • Hargan the Grocer is a merchant in Freetown, engaged in unsavory activities.
  • Dark rumours spread of vigilante groups forming deep in the countryside. Some say that these pitchfork-wielding groups of frightened yokels are slaughtering suspected werewolves, witches, and Setites. Still others whisper that the spirits of any unjustly slain in such a manner will return to haunt their persecutors, as well as any nearby folk.
  • Many adventurers have begun to withdraw funds banked with Lord Huw, fearing confiscation as the patriarch may need to raise arms to defend his lands.
  • To the northwest of Huw's realm, says a mercenary captain in the employ of the Brethren, there is a settlement known as Freetown. This is a crude and lawless village, populated by allegedly unethical merchants, outlaws, runaway debtors, snake-oil salesmen, and congenital ne'er-do-wells.

Setting Information

House Rules

  • New and important math change: People who have been paying attention in this game, and particularly those who've played in prior campaigns of mine, know that I award full XP for the GPV of gems, but don't let people sell them for full retail. Speaking as someone who has (IRL, not in D&D) sold off valuable property in order to pay rent or bills during the course of recession, let me tell you that this is realistic. You aren't going to get full retail when you sell of valuable goods.
    • Henceforth, however, if a random map, or a roll on a book chart, yields a gem with, say, 1000 GPV, I'll a) award 1000 XP, of course and b) assume that the adventurers can freely barter with the gem or sell it off for 1000 GP. In other words, "1000 GPV" is the value to an adventurer of the gem. Please feel free to assume, of course, that a reputable jeweler will be able to charge more for it at his establishment.
    • Characters using coins to buy gems still take the 10% hit. They're trading off a little value for a lot of, well, valuable portability. They're also buying the gems at inflated retail prices. There's no hit converting gems back to coins.
    • For other stuff, like jewelry or precious works of art, assume that what I posted above holds true from here on out. If I say it's worth 200 GP, that's what it's worth to an adventurer. Feel free to trade it for 200 GP worth of armor or camels or whatever. Like I said, I also want to reduce math. Also, I want to reduce inadvertently penalizing adventurers who are venturing into the benighted bowels of the earth and coming forth with fistfuls of gems and neckfuls of glittering necklaces, because that's what adventurers should be doing---stacking gems like dons and bosses.
  • Cost of Living Expenses:
  1. Each PC must spend 100 GP per month per level. Thus, a 5th-level character must spend 500 GP monthly.
  2. Each PC must pay 100 GP per month per level of retainer, in addition to all treasure shares and promised salaries.
  • Normal rations are sold in 'blister packs', containing 1 weeks worth of rations. The rations spoil one week after opening, but unopened packages keep indefinitely.

Fallen Heroes

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