Difference between revisions of "The Liberation of Husbaleve"

From RPGnet
Jump to: navigation, search
m (Chronicle and Plans)
(Chronicle and Plans)
(31 intermediate revisions by 5 users not shown)
Line 10: Line 10:
  
 
* '''[[Azure Sky]]''' Blue Elf Mystagogue of the Night Vigil played by Hituro
 
* '''[[Azure Sky]]''' Blue Elf Mystagogue of the Night Vigil played by Hituro
 +
** '''[[Triston Penda]]''' Acolyte of the Night Vigil
 
* '''[[Barstuhl the Tall]]''' Fighter, played by Kenco
 
* '''[[Barstuhl the Tall]]''' Fighter, played by Kenco
 +
** '''[[Kerrash]]''' Fighter, retainer of Barstuhl
 
* '''[[Geris Trocken]]''' Sorcerer played by Monster Mash
 
* '''[[Geris Trocken]]''' Sorcerer played by Monster Mash
 +
** '''[[Mareth Cullar]]''' Fighter, retainer of Geris
 +
** '''[[Alena Windred]]''' Scribe, hireling of Geris
 
* '''[[Laleh|Laleh the Seventh Tide]]''' Red Elf Warrior Mage played by Sam I Am
 
* '''[[Laleh|Laleh the Seventh Tide]]''' Red Elf Warrior Mage played by Sam I Am
* '''[[Quarta]]''' Cashiered centurion played by Lysus
+
** '''[[Fonrith Goodman]]''' Human Fighter, retainer of Laleh and son of Calluric, former commandant of Chainspire Keep
* '''[[Tival Orlen]]''' Aristocracy of House Orlen played by downer
+
** '''[[Yasmin]]''' Red Moon Shaman, daughter of Laleh
 +
 
 
'''[[Husbaleve:The PC Stable|The PC Stable]]'''  
 
'''[[Husbaleve:The PC Stable|The PC Stable]]'''  
  
Line 39: Line 44:
 
*** '''[https://en.wikipedia.org/wiki/Porta_Nigra Gatehouse example]'''
 
*** '''[https://en.wikipedia.org/wiki/Porta_Nigra Gatehouse example]'''
 
* '''[[Husbaleve: Chainspire Island|Chainspire Island]]'''
 
* '''[[Husbaleve: Chainspire Island|Chainspire Island]]'''
 +
* '''[[Husbaleve: Lower City]]'''
 +
** '''[[Husbaleve: Library|Library]]'''
 +
** '''[[Husbaleve: Blue Elf Monastery|Blue Elf Monastery]]'''
 +
* '''[[Husaleve: Western City|Western City]]'''
 +
* '''[[Husbaleve: Southwestern City|Southwestern City]]'''
 +
* '''[[Husbaleve: Eastern City|Eastern City]]'''
 +
* '''[[Husbaleve: Southern City|Southern City]]'''
  
 
'''[[Husbaleve: Surrounding Lands|Surrounding Lands]]''' farmlands to the north, bay to the east that leads into the sea to the west
 
'''[[Husbaleve: Surrounding Lands|Surrounding Lands]]''' farmlands to the north, bay to the east that leads into the sea to the west
Line 50: Line 62:
 
* Elves, Blue (e.g. [[Azure Sky]])
 
* Elves, Blue (e.g. [[Azure Sky]])
 
* Elves, Red (e.g. [[Laleh|Laleh the Seventh Tide]])
 
* Elves, Red (e.g. [[Laleh|Laleh the Seventh Tide]])
 +
*'''[[The_Liberation_of_Husbaleve:_Husbaleve_Goblin_Leaders|Goblins]]'''
  
 
==Rules==
 
==Rules==
Line 55: Line 68:
  
 
* '''Character Classes'''
 
* '''Character Classes'''
** ''[[Husbaleve: Warrior|Warrior]]''
+
** '''[[Husbaleve: Warrior|Warrior]]'''
** ''[[Husbaleve: Sorcerer|Sorcerer]]''
+
** '''[[Husbaleve: Sorcerer|Sorcerer]]'''
** ''[[Husbaleve: Mystic|Blue Elf Mystic]]''
+
** '''[[Husbaleve: Mystic|Blue Elf Mystic]]'''
** ''[[Husbaleve: Warrior Mage|Red Elf Warrior Mage]]''
+
** '''[[Husbaleve: Warrior Mage|Red Elf Warrior Mage]]'''
 +
** '''[[Husbaleve: Shaman|Red Moon Shaman]]'''
  
 
* '''[[Husbaleve: Attributes|Attributes]]'''
 
* '''[[Husbaleve: Attributes|Attributes]]'''
Line 72: Line 86:
 
==Chronicle and Plans==
 
==Chronicle and Plans==
 
* '''[[Husbaleve: Events Index|Index of Events]]'''
 
* '''[[Husbaleve: Events Index|Index of Events]]'''
 +
*Recently done, needing further attention:
 +
** The keep on the island - refurbish and garrison it
 +
** Goblins south of the river - Xuag being down and Warlord Barstuhl means we have no immediate threat but need to see how to use them against any enemies and avoid conflict with the Husbaleve enclave.
 +
**Blue Elf monastery - Cleared out bugbears, just need to seal the building after Azure Sky finishes her work.
 +
** The gatehouse. Ceded to us by the bugbears who now act as mercenaries. Now establish garrison and try and pacify immediate area outside so that there is scope for starting up agriculture.
  
 
*Short-term plans:
 
*Short-term plans:
** The keep on the island - so far we've been pretty successful there as we've only taken some normal injuries to a character, no level drains or serious threats. There must be some nastier stuff about I would guess EDIT: You can say that again!], but so far the zombies and skeletons have been easy for us to reduce. I favour just seeing if we can get a little more research for the island done then hitting it again as I think we need to find where the device creating the undead is and destroy it. I think that is also what creates the pall over the keep. Reopening the harbour will really make things more viable for the population and give us a chance to get some proper henchmen that can make the party stronger to take on the trolls and gatehouse.
 
** The gatehouse. We are significantly tougher as a party with 2 spell casters and more magic that can be used to confuse enemies and get through barriers, with Invisibility, Knock and Ventriloquism we can do a lot with a good plan as Sleep is not that useful against 3HD bugbears. As we have the negotiation with them I'm not keen on attacking till we see how they act when food is brought in.
 
 
**From GM: Most the council push is to finish off the bugbears and trolls, and then to go explore the river. They will add a couple in after Tival returns to town.
 
**From GM: Most the council push is to finish off the bugbears and trolls, and then to go explore the river. They will add a couple in after Tival returns to town.
 
+
** Trolls - nearly at a level where we can deal with them but really need Geris at L5 with fireball to put in some damage, also best if we can get the retainers up to L2 so they are less vulnerable.
 +
** Harpies - very dangerous due to their charm effect and flying.
 +
** Wyverns - still a bit strong for us to deal with.
 +
** Eastern city - I think scouting is necessary to find out about the twisted goblins and cursed humans there, but we don't know enough to understand how strong a threat they are.
 +
Giant ants/vermin - could be useful to start clearing up these, particularly as the followers level up and might be able to do a separate mission against them while the main characters are on downtime.
 +
** Library - need to sort out the oil to keep the elemental controlled and get Azure Sky strong enough to deal with the ghost of the librarian. Got around 3-4 months to deal with the oil now.
 
*Longer-term plans:
 
*Longer-term plans:
**Trolls - I want to put that off a while, till more of the party have levelled as the fighters will improve their attacks at L4 though maybe not all the time till Geris gets to L5 and researches fireball though that would be really useful against them.
+
**Going upriver to see what is poisoning it - after we've dealt with the trolls and the monastery as I think we're going to need to be tough to deal with whatever drove the goblins and orcs into the city.
**Orcs across the river. There is a lot of city left to reconquer and it will be tougher as we've only faced the lower level and less organised goblins. Ideally get the Orc bands fighting each other first then start mopping up weakened remnants.
 
**Going upriver to see what is poisoning it - probably after we've dealt with the trolls and the island as I think we're going to need to be tough to deal with whatever drove the goblins and orcs into the city.
 
  
 
*Hooks from GM:
 
*Hooks from GM:
**I don't want to put this in the IC because you can figure out how you come by the information for each of you. There are a few points on the far side of the river that may interest one or more of you, that you have rumors about:
+
**I don't want to put this in the IC because you can figure out how you come by the information for each of you. There are a few points on the far side of the river that may interest one or more of you, that you have rumours about:
 
**Blue Elf monastery: sacred to the blue elves, of course. It will be desirable to visit it and put the dead to rest there, but also there is supposed to be a store of knowledge and potential magical artifact of some sort.
 
**Blue Elf monastery: sacred to the blue elves, of course. It will be desirable to visit it and put the dead to rest there, but also there is supposed to be a store of knowledge and potential magical artifact of some sort.
 
**Red Elf Enclave: possible information on origin of elves (and goblins?), possible lost relics. There's less information on this, but it does exist.
 
**Red Elf Enclave: possible information on origin of elves (and goblins?), possible lost relics. There's less information on this, but it does exist.
 
**Library: a private storage of knowledge existed, and is rumored to have been locked up. It holds a vast store of knowledge, which the city council would love to have, but also a number of pieces of information that several you might want. It also may grant access to some spells. No promises on this one. It's treasure-trove, but a very random one!
 
**Library: a private storage of knowledge existed, and is rumored to have been locked up. It holds a vast store of knowledge, which the city council would love to have, but also a number of pieces of information that several you might want. It also may grant access to some spells. No promises on this one. It's treasure-trove, but a very random one!

Revision as of 02:51, 11 November 2020


rstites's Twisted OD&D Game

The great city of Husbaleve lies on the western coast of the Kerrol Sea. It was once a great trading city, but several generations back invading creatures from the mountains to the west descended on the city. Humanity fought a slow, grinding holding action against the monsters, having only retained the warehouse and docks below the seawall. For a couple of generations, humanity has set up and lived in this area as the monsters turned their interests on each other. The guilds and great families of the city (with imported wealth) have nurtured and developed their best and brightest with the hopes of retaking their city. Your characters are that hope.

Recruitment Thread Out of Character Thread In Character Thread

Important People

The PC Stable


Prominent NPCs

Party Logistics

Setting

Husbaleve City Map

Surrounding Lands farmlands to the north, bay to the east that leads into the sea to the west

Organizations

Peoples

Rules

Chronicle and Plans

  • Index of Events
  • Recently done, needing further attention:
    • The keep on the island - refurbish and garrison it
    • Goblins south of the river - Xuag being down and Warlord Barstuhl means we have no immediate threat but need to see how to use them against any enemies and avoid conflict with the Husbaleve enclave.
    • Blue Elf monastery - Cleared out bugbears, just need to seal the building after Azure Sky finishes her work.
    • The gatehouse. Ceded to us by the bugbears who now act as mercenaries. Now establish garrison and try and pacify immediate area outside so that there is scope for starting up agriculture.
  • Short-term plans:
    • From GM: Most the council push is to finish off the bugbears and trolls, and then to go explore the river. They will add a couple in after Tival returns to town.
    • Trolls - nearly at a level where we can deal with them but really need Geris at L5 with fireball to put in some damage, also best if we can get the retainers up to L2 so they are less vulnerable.
    • Harpies - very dangerous due to their charm effect and flying.
    • Wyverns - still a bit strong for us to deal with.
    • Eastern city - I think scouting is necessary to find out about the twisted goblins and cursed humans there, but we don't know enough to understand how strong a threat they are.

Giant ants/vermin - could be useful to start clearing up these, particularly as the followers level up and might be able to do a separate mission against them while the main characters are on downtime.

    • Library - need to sort out the oil to keep the elemental controlled and get Azure Sky strong enough to deal with the ghost of the librarian. Got around 3-4 months to deal with the oil now.
  • Longer-term plans:
    • Going upriver to see what is poisoning it - after we've dealt with the trolls and the monastery as I think we're going to need to be tough to deal with whatever drove the goblins and orcs into the city.
  • Hooks from GM:
    • I don't want to put this in the IC because you can figure out how you come by the information for each of you. There are a few points on the far side of the river that may interest one or more of you, that you have rumours about:
    • Blue Elf monastery: sacred to the blue elves, of course. It will be desirable to visit it and put the dead to rest there, but also there is supposed to be a store of knowledge and potential magical artifact of some sort.
    • Red Elf Enclave: possible information on origin of elves (and goblins?), possible lost relics. There's less information on this, but it does exist.
    • Library: a private storage of knowledge existed, and is rumored to have been locked up. It holds a vast store of knowledge, which the city council would love to have, but also a number of pieces of information that several you might want. It also may grant access to some spells. No promises on this one. It's treasure-trove, but a very random one!