Difference between revisions of "The Wilderlands of Absalom"

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(Maps)
 
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[[File:10Zcw4k.jpg]]
 
[[File:10Zcw4k.jpg]]
 +
 
=Statistics=
 
=Statistics=
==Player Characters==
+
==Player Characters and Henchmen==
*[[Karag Two-Blades]] (Mapper, Forager/Hunter), L5 Assassin, HP 23/23, AC 7, Init +1 (AC on flight mission is AC 6)
+
*[[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), L3 Antiquarian Witch, HP 9/9, AC 0, Init +0
+
**[[Hira of the Seven]] (Healer), L6 Antiquarian Witch, HP 23/23, AC 0, Init +0
**[[P'zev the Hairless]] (Geographer), L2 Mage, HP 7/7, AC 1, Init +1  
+
***([[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  
*[[WoA_Qutai | Qutai]], L5 Horse Shaman, HP 29/29 AC 5
+
***[[Bruna the Potter]], L4 Thief HP 5/5, AC 2, Init +0, +1 bonus to avoid surprise
**[[WoA_Jochi | Jochi]], L4 Explorer, HP 18/18 AC 6
+
***[[Gerey Cote]], L4 Thief, HP 16/16 AC 2, Init +0
 
+
**[[Hosfai]] (Navigator, Forager/Hunter), L6 Cerves Brave, HP 26/26, AC 9 (+1 leather +2 shield +2 dex +1 swashbuckling)
*[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L5 Mage. HP 14/14, AC 1. Rapier 8+ 1d6+1. Init 0.
+
**[[Ishka]] Bronze-skin (Caver, Lockpicker, Trapfinder), L7 Kobold Sneak, HP 31/31, AC 4 (+1 leather + 1 dex), Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+
**[[WoA_Pantera | Pantera the Pagan]] (Navigator), L3 Explorer. HP 14/14 AC 5. Spear 7+ 1d6+4. Init +2, Surprise +3.
+
***[[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
  
*[[WoA_Xallijk | Xallijk]], (Purser) L4 Nobiran Wonderworker, HP 17/17, AC 0
+
*[[WoA_Xallijk | Xallijk]], L7 Nobiran Wonderworker, HP 25/25, AC 0
**[[WoA_Nathet | Nathet]], L2 Nobiran Wonderworker, HP 5/5, AC 0
+
**[[WoA_Nathet | Nathet]], L5 Nobiran Wonderworker, HP 6/13, AC 0
**[[WoA_Mayaz | Mayaz]], L1 Cerves, HP 1/1, AC 4
+
**[[WoA_Mayaz | Mayaz]], L6 Cerves, HP 10/15, AC 4
 +
***[[WoA_Elbek | Elbek]], L3 Fighter, HP 11/11, AC 9
  
*[[Sir Harn, the Red Knight of Tisbury]], L5 Fighter, HP 30/30, AC 8
+
*[[Sir Harn, the Red Knight of Tisbury]], L8 Fighter, HP 51/51, AC 13 | Sword 0+, 1d6+9 dmg
**[[Brother Hanston]], L3 Cleric, HP 12/12, AC 7
+
**[[Brother Hanston]], L6 Cleric, HP 22/22, AC 8 | Mace 6+, 1d6+2 dmg
**[[Anbet the Younger]], L0 Human, HP 1/1, AC 0
+
**[[Jeffed Ka]], L6 Fighter, HP 30/30, AC 12 | Init +1 | Sword 4+, 1d6+5 dmg
 
+
***[[Gur]], L5 Fighter, HP 20/20, AC 4 | Init +1 | Crossbow 4+, 1d6+3 dmg
*[[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.
+
****[[Crowza Crow-friend]], L3 Paladin, HP 20/20, AC 8 | Init +1 | Battle Axe 8+, 1d6+2 dmg
**[[Anchorite Sylanna]], L3 Priestess, HP 11/11, AC 0, Init +0
+
****[[Masere Din]], L2 Bladedancer, HP 11/11, AC 5 | Init +2 | Polearm 10+, 1d10 dmg
 +
***[[Jeder]], L5 Fighter, HP 29/29, AC 5 | Init +2 | Crossbow 2+, 1d6+4 dmg
  
 
[[Sample Character]]
 
[[Sample Character]]
Line 27: Line 32:
 
[[Blank Character Sheet]]
 
[[Blank Character Sheet]]
  
==Marches and Watches==
+
[[Lost in the Dark]]
 +
 
 +
==Marches, Watches, Proficiencies, and Encumbrance Ape==
  
 
Marching Order:
 
Marching Order:
*Sir Harn / Qutai / Zaharak
+
*Sir Harn / Qutai / Anbet
 
*Jochi / P'zev / Pantera
 
*Jochi / P'zev / Pantera
 
*Karag / Rabanus / Hanston
 
*Karag / Rabanus / Hanston
*Xallijk / Nathet / Hira
+
*Xallijk / Nathet / Hira / Mayaz
*Anbet / Sylanna / -
+
*Ishka / Jeffed / Shibu / Hosfai
 
*(Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)
 
*(Horse Archers ) / (Pack Train and Wranglers) / (Horse Archers)
 
*- / (Horse Archers) / -
 
*- / (Horse Archers) / -
  
 
Watch Order
 
Watch Order
*1st watch: Rabanus, Hanston, Hira, Anbet, 1 wrangler, 5 horse archers
+
*1st watch: Rabanus, Hanston, Hira, Jeffed, 1 wrangler, 5 horse archers
*2nd watch: Sir Harn, Qutai, P'zev, 2 wranglers, 5 horse archers
+
*2nd watch: Sir Harn, Qutai, Anbet, 2 wranglers, 5 horse archers
*3rd watch: Zaharak, Karag, Jochi, Pantera, 1 wrangler, 5 horse archers
+
*3rd watch: Karag, Jochi, Pantera, 1 wrangler, 5 horse archers
*4th watch: Xallijk, Nathet, Sylanna, 2 wranglers, 5 horse archers
+
*4th watch: Xallijk, Nathet, Shibu, P'zev, 2 wranglers, 5 horse archers
  
==Proficiencies==
+
[[Party Proficiencies]]
*Alchemy - Nathet x3
 
*Alertness - Pantera
 
*Animal Husbandry - Qutai
 
*Animal Training - Qutai
 
*Battlefield Prowess - Harn
 
*Beast Friendship - Hira
 
*Command - Qutai, Harn, Zaharak
 
*Commune - Qutai
 
*Diplomacy - Rabanus
 
*Engineering - Xallijk
 
*Healing - Hira x3, Qutai, Hanston, Sylanna
 
*Knowledge (Geology) - P'zev
 
*Knowledge (History) - P'zev
 
*Land Surveying - Xallijk
 
*Leadership - Xallijk, Harn
 
*Magical Engineering - P'zev, Xallijk
 
*Manual of Arms - Harn
 
*Mapping - Karag
 
*Military Strategy - Zaharak x2
 
*Mystic Aura - Rabanus, Zaharak
 
*Navigation - Pantera
 
*Prophecy - Hanston
 
*Seafaring - Karag
 
*Seduction - Rabanus
 
*Siege Engineering - Harn, Zaharak
 
*Survival - Karag
 
*Theology - Xallijk, Sylanna
 
*Wilderness Explorer - Jochi
 
  
==Mounts==
+
[[Encumbrance Ape]]
*Cynric, medium warhorse (Harn) 8/8 HP
 
*Fendrel, medium warhorse (Hanston) 8/8 HP
 
*Tralax, medium riding horse (Zaharak, main travel mount)
 
*Senquo, medium warhorse (Zaharak, main battle mount, plate barding)
 
*Dollan, medium warhorse (Zaharak, spare battle mount)
 
*Axloy, medium riding (Zaharak, spare travel mount)
 
*Harmony, medium riding horse (Sylanna, main travel mount)
 
*Amity, medium riding horse (Sylanna, spare travel mount)
 
*Tangent, light warhorse (Xallijk)
 
*Fulcrum, medium riding horse (Xallijk, spare mount)
 
*Falcon, light warhorse (Nathet)
 
*Splinter, medium riding horse (Nathet, spare mount)
 
*Cyclone, medium warhorse (Karag) 17/17 HP
 
*Coriander, medium riding horse (Hira) 17/17 HP
 
*Cookie, medium riding horse (P'zev) 13/13 HP
 
*Bessie, light riding horse (Anbet) 12/12 HP
 
  
=Encumbrance Ape=
+
== Domains @ War statistics ==
*Harn
 
**Equipment: 9 stone, 5 items
 
**Treasure: n/a
 
**Total: 9 stone, 5 items
 
**Movement: 60/20/60
 
  
*Hanston
+
[[Company D@W stats]]
**Equipment: 8 stone, 5 items
 
**Treasure: n/a
 
**Total: 8 stone, 5 items
 
**Movement: 60/20/60
 
  
*Anbet
+
=Treasure=
**Equipment: 2 stone, 1 item
 
**Treasure: n/a
 
**Total: 2 stone, 1 item
 
**Movement: 120/40/120
 
  
*Xallijk
+
*[[Treasure History]]
**Equipment: 5 stone
+
*[[Accepted Proposal for Shares Distribution]]
**Treasure: n/a
+
*[https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21221558#post21221558 proposal for handling treasure]
**Total: 5 stone
 
**Movement: 120/40/120
 
  
*Nathet
+
==Identification Queue==
**Equipment: 3 stone 1 item
+
*[[Identification Queue]] - Rhea's Ford sages
**Treasure: n/a
+
*[[Magical Library Identification Queue]] - party magical engineers, currently at the Candle
**Total: 3 stone 1 item
 
**Movement 120/40/120
 
  
*Zaharak
+
==To Be Sold==
**Equipment: 9 stone
+
*[[Junction Trade Goods awaiting sale]]
**Treasure: n/a
+
*Ring of Command Animals (to be sold - Rhea's Ford)
**Total: 9 stone
 
**Movement: 60/20/60
 
  
*Karag Two-Blades
+
==To Be Destroyed==
**Equipment: 6 stone 5 items
 
**Treasure: n/q
 
**Total: 6 stone 5 items
 
**Movement: 90/30/90
 
  
*Hira the Witch
+
==In Transit==
**Equipment: 4 stone 3 items
 
**Treasure: n/q
 
**Total: 4 stone 3 items
 
**Movement: 120/40/120
 
  
*P'zev the Hairless
+
[[Treasure in Transit]]
**Equipment: 3 stone 4 items
 
**Treasure: n/q
 
**Total: 3 stone 4 items
 
**Movement: 120/40/120
 
  
*Character A:
+
==Freshly Acquired==
**Equipment:
 
**Treasure:
 
**Total:
 
**Movement:
 
  
=Treasure=
+
[[Freshly Acquired Treasure]]
'''Encumbrance (Cash and Gems):''' 9 stone (Value: 5915 gp)
+
 
*15 gp, 6000 ep, 2900 gp
+
==Wolf Keep==
 +
 
 +
*[[Party Treasury]]
  
'''Encumbrance (Items): ''' 5 stone, 5 items (Value: 9750 gp, plus value of unknown items)
+
===Magic Items===
*chainmail+1 (2 stone)
+
*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
*spear +2 (0 encumbrance) It is several feet taller than a man, fashioned of straight-grained ash, tipped with a foot of steel that gleams, razor-sharp, in the sunlight.
+
*Battleaxe +1, forged from curious metal
*In one of the bugbear shaman's pouches the companions find a handful of fine black powder, possessing a pungent odor. Not magical; maybe alchemical?
+
*Pole arm +1
*The bugbear shaman is wearing a leather strap around her neck, festooned with large, yellowed canines from some great predatory animal.
+
*A +1 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. Wielder can ''water breath'' as per the spell once per day.
*Tucked into a large pocket at her side, the adventurers also find a curious cylinder of wood, perhaps six inches in diameter and a foot and-a half long. One quarter of the height has writing carved into it; those capable of understanding Faerie note that it is in that tongue, and those of a magical nature further note that the writings are magical. It will take a few hours study, most likely, to decipher what is written. The cylinder weighs one stone. It is a spellbook containing ''sleep, cause fear,'' and ''detect faerie lands''.
+
*Three ounces of Crocodile Tears
*5 vials of patchouli-scented perfume. Grud wrinkles his nose and complains that the chief would it apply it liberally to his underarms when he wanted to seduce a lady bugbear. Grud seems less offended by the smell itself than the fact that the chief was gaining an additional advantage in love. Regardless, each vial is likely worth 150 gold alcedes.
+
*Potions
*The chief's bed is comprised of a variety of furs and hides, one of which proves to be an elegantly tailored mink coat. It is estimated that the coat is worth in excess of one thousand gold, assuming it were to be cleaned first.
+
**Animal Control
*Tucked under the bedding is a fine platinum circlet, fit to grace the head of a duke, at least, and worth some seven thousand gold
+
**Diminution x2
*A platinum ring set with three large rubies that sparkle in the sunlight. It is likely that the ring would fetch another thousand gold.
+
**Dragon Control
*There is also a potion vial of clear glass containing an effervescent pale green liquid.
+
**Fire Resistance
 +
**Gaseous Form x2
 +
**Invulnerability
 +
**Levitation
 +
**Oil of Slipperiness
 +
**Philter of Love x2
 +
**Polymorph
 +
**Sweetwater
  
'''Encumbrance (Trade Goods):''' 72 stone (Value: 1475 gp)
+
===Non-magic items===
*2 barrels of brandy, marked "Alsop's -- Aged 15 years". It is estimated each barrel is worth 200 gold and weighs around 16 stone.
+
*Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)
*3 crates of assorted armor and weapons, marked for the Prince's militia. The estimated value is 225 gold per crate, and each crate weighs 10 stone.
+
*Masterwork sword
*2 crates of glassware, weighing 5 stone each and worth an estimated 200 gp per crate.
+
*Masterwork shield
 +
*The non-magical weapons are all ancient, and of unusual stylings that suggest they were fashioned in a different land. All appear to be of extremely high quality, and would likely sell for 500 gold apiece. There are three swords, five spears, a battle axe, three warhammers, and a mace.
 +
*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 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20407667#post20407667 turned to stone by a gorgon].
 +
*19 stone of red ichor from a salamander, worth 1100 gp
  
=XP Awards=
+
==The Candle==
*[http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&p=19381983#post19381983 First disbursement] (PC 202, Hench 101)
+
*A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb.
 +
*A second large circular key, resembling the one that opened the mummies' tomb
 +
*A large brass key from the painting-and-pit-trap room on sublevel 10 of the Candle
 +
*3x Carreg Duw stones
 +
*A farseer similar to the one Rabanus possess, but made from the giant fang of some terrible monster, and chased in gold and silver (Eyes of the Eagle)
  
= Group Finances and Resources =
+
===Magical Library===
**For planning purposes, write down your contributions below
+
[[Magical Library]]
**1,500 gp (from Xallijk)
 
**3,000 gp (from Harn)
 
**3,000 gp (from Karag)
 
**3,000 gp (from Zaharak)
 
***Outfitting the supply train 2239 gp
 
***Upgrading mercenaries to veterans 40 gp
 
***Adding 6 horsemen to look after pack animals, plus medium riding horses and riding saddles (732 gp)
 
***190 stone of warhorse feed (133 gp)
 
***500 gp used to purchase gold mine map
 
***3000 gp deposited with Mr. Hand for safekeeping, 3856 gp worth of coinage and gems transported with us
 
  
*Resources
+
==Junction Warehouse==
**6 medium draft horses carrying provisions and trade goods, about 440 gp value combined (Xallijk)
+
*Storage Capacity: 10,000/10,000
***also carrying 135 stone of warhorse feed (27 horse-weeks or 189 horse-days)
 
  
*Troops
+
==Rhea's Ford==
**20 veteran horse archers with 6 months salary prepaid, a 6,840 gp contribution (Qutai)
 
**6 civilian horsemen to look after the pack animals
 
  
 +
=XP Awards=
 +
*[[First Venture XP awards 3/1-3/27]]
 +
*[[A bunch more XP awards, to 6.25]]
 +
*[[More XP awards, to 10.4]]
 +
*[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20583443#post20583443 Demon Boars] (Tracking 51)
 +
*[https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=20587199#post20587199 Demon Boars loot] (Tracking 54)
 +
*[https://forum.rpg.net/showthread.php?801372-Planning-The-Wilderlands-of-Absalom-Episode-II&p=20981198#post20981198 Chaos Storm] (Planning 40)
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21060172#post21060172 Lady of Shadows] (OOC IV 238 - double these manually)
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21125702#post21125702 Candle undead] (OOC IV 488 - double these manually)
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21142564#post21142564 Manticores] (OOC IV 514)
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21170580#post21170580 Basilisks] (OOC IV 595)
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21193829#post21193829 Candle and Efreet loot] (OOC IV 723)
 +
*[https://forum.rpg.net/showthread.php?806872-OOC-V-ACKS-The-Wilderlands-of-Absalom&p=21245468#post21245468 Shadowstaff destruction] (OOC V 162)
 +
*[https://forum.rpg.net/showthread.php?806872-OOC-V-ACKS-The-Wilderlands-of-Absalom&p=21271445#post21271445 Stirges and Fireballed goblins] (OOC V 361)
 +
*[https://forum.rpg.net/showthread.php?806872-OOC-V-ACKS-The-Wilderlands-of-Absalom&p=21352008#post21352008 Destruction of Goblin Army] (OOC V 782)
 +
*[https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21354002#post21354002 Chimera ambush] (Logistics II 96)
 +
*[https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21424192#post21424192 Cash from chimeras and orcs, sale of magic items] (Logistics II 122)
 +
*[https://forum.rpg.net/showthread.php?802335-Wilderlands-of-Absalom-Tracking-II&p=21434226#post21434226 Troll river ambush] (Tracking II 36)
 +
*[https://forum.rpg.net/showthread.php?806872-OOC-V-ACKS-The-Wilderlands-of-Absalom&p=21452153#post21452153 Gold Rush] (OOC V 1183)
  
*Stored with Mr. Hand in Junction
+
= Coffers: Group Finances and Resources =
**2500 gp
 
  
*Party Treasury (Stored in locked chests, 3 stone / 40 stone)
+
===Monthly Bookkeeping Template===
**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
 
  
 +
*Starting Balance X
 +
**+adventuring revenue A
 +
**+adventuring revenue B
 +
**+sales of mundane goods
 +
**+sales of magical goods
 +
**+Deepwater settler revenue
 +
**+Shadow Wolves revenue
 +
**+other revenue
 +
**-Junction worker expenses
 +
**-Merchant Fleet expenses
 +
**-The Candle worker expenses
 +
**-The Candle mercenary labor
 +
**-Deepwater worker expenses
 +
**-Deepwater mercenary labor
 +
**-Deepwater settler expenses
 +
**-Church of Avince maintenance
 +
**-Shadow Wolves expenses
 +
**-other expense
 +
*Ending Balance Y
  
*Supply Train
+
==Sully's spreadsheet==
 +
*Google Sheets doc can be found [https://docs.google.com/spreadsheets/d/13Sv6dKFgCy_lMabLHx-IEWdQmJxqGtX82a-fVFcmMac/edit?usp=sharing here].
 +
==Party Funds and Expenses==
 +
*[[Initial Contributions]]
 +
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19951810#post19951810 Wolf Keep Supply Costs]
 +
===Monthly Expenses===
  
''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'.''
+
*[[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, Sixthyear, Sixteenth Cycle]]
 +
*[[Thirdmonth, Sixthyear, Sixteenth Cycle]]
  
**10 medium draft horses, each carrying 1 barrel of preserved meat, 2 bags of grain, 10 man-weeks of iron rations, and a draft saddle (27 stone)
+
'''Fourthmonth'''
**2 medium draft horses, each carrying 1 barrel of wine, 10 man-weeks of iron rations, and a draft saddle (27 stone)
+
*63,491.74 gp Starting Balance
**2 medium draft horses, each carrying 1 locked ironbound chest, 5 man-weeks of iron rations, and a draft saddle (7 stone empty, 27 stone loaded)
+
**+adventuring revenue A
**3 medium draft horses, each carrying 25 man-weeks of iron rations and a draft saddle (26 stone)
+
**+adventuring revenue B
**20 laborer tools, split between the spare horses (20 stone)
+
**+sales of mundane goods
***All of the above are carrying enough feed to push their loads to 30 stone (55 stone of warhorse feed total, 11 horse-weeks or 77 horse-days)
+
**+25,000 sales of magical goods (scepter and figurine)
 +
**+12,750.12 sale of hippogriff chicks
 +
**+12,000.44 Shadow Wolves treasure map
 +
**+12,500.66 salamander lair
 +
**+1000 Karag payment to loan balance
 +
**+1820 [https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21422904#post21422904 Deepwater settler revenue]
 +
**+Shadow Wolves revenue
 +
**+other revenue
 +
**-Junction worker expenses
 +
**-Merchant Fleet expenses
 +
**-The Candle worker expenses
 +
**-The Candle mercenary labor
 +
**-4000 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21445628#post21445628 Candle construction supplies]
 +
**-Deepwater worker expenses
 +
**-Deepwater mercenary labor
 +
**-Deepwater settler expenses
 +
**-Church of Avince maintenance
 +
**-Shadow Wolves expenses
 +
**-100 Identification for +1 sword with locate objects
 +
**-1000 for identification of the three Five Falcons magical objects
 +
**-308 payout to departing sailors
 +
**-other expense
 +
*Ending Balance Y
  
**2 deer hides (3 stone)
+
===Outstanding Loans===
 +
*Company to Shadow Wolves: 8900 gp
 +
*Company to Karag Two-Blades: 5200 gp
  
*Current encumbrance:
+
==NPCs and Animals==
**Locked chests 12 stone / 40 stone
+
===[[Absalom Hirelings]]===
**Unsecured 1325 (now 1196) stone, plus 77 stone of treasure and trade goods / 1320 stone
+
includes Junction, Wolf Keep, the Candle, and Merchant Fleet hirelings
  
*Logistic Tracker (Updated Thirdmonth 15)
+
===[[Animals and Beasts of Burden]]===
**We have 6 PCs, 7 henchmen, 20 mercenaries, and 10 non-combatants, -1 mercenary at Hob, +2 Cerves henchmen (44 total)
+
===[[Mercenaries]]===
**We have 29 warhorses and 38 other horses. (68 total)
+
Includes standing forces for Wolf Keep and the Candle, as well as the personal forces of the PCs.
**1110/1610 man-days of iron rations. Count 7 man-days as 1 stone of encumbrance.
+
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21064194#post21064194 Spoils of War going towards Settlement Fees]
**800 lbs of preserved meats
 
**800 lbs of grain
 
**2 barrels of wine, each weighing 160 lbs. Probably about 65 L of wine each if you include the weight of the barrel.
 
**0/266 horse-days of warhorse fodder. Count 7 horse-days as 5 stone of encumbrance.
 
  
*Resupply costs and Pay Schedule
+
==Assets==
**The cost to fully resupply the food and feed to what we are began with is 1742 gp. This should be enough food to last for 2 months
+
*[[River Boats]]
**Monthly upkeep for the party and entourage is 5920 gp
+
**[[Boat Repair Schedule]]
***Each veteran horse archer has a base pay of 57 gp per month, doubled to 114 gp for wilderness adventuring (2280 gp / month)
+
*[[Economic Resources]]
***Each civilian horseman wrangler has a base pay of 12 gp per month, doubled to 24 gp for wilderness adventuring (144 gp / month)
+
*[[Supply Train]]
***Zaharak's entourage has the same pay as the wranglers (96 gp/month)
 
***4th level PCs (Xallijk, Zaharak) require 450 gp / month for lifestyle, 5th level PCs (Karag, Qutai, Rabanus, Sir Harn) pay 450 gp/month (2700 gp total/month)
 
***2nd level henchmen (P'zev, Nathet) require 50 gp/month for lifestyle, 3rd level henchmen (Hira, Pantera, Hanston, Sylanna) require 100 gp/month, 4th level henchmen (Jochi) require 200 gp/month (700 gp total/month)
 
  
 
=Maps=
 
=Maps=
*[[Player's Map]] -- Initial
+
*[[Situational Maps]]
*[[Map to the Gold Mine]]
 
 
*[[Player's Map -- For Real]]
 
*[[Player's Map -- For Real]]
*[https://docs.google.com/drawings/d/11bBbZlD5zT65Ry3gZ6XbiVWVpinyy9W0GS9IH1Jw4ig/edit Bugbear combat]
+
*[https://wiki.rpg.net/index.php/Candle_Ley_Line_Map Ley Line Map]
*[[Hex 26.25]]
+
*[[Swamplands Aerial Map]]
*[[Hex 13.39]]
+
 
 +
==Treasure Maps==
 +
*A scroll wrapped tightly in oilcloth, treasure map from Hob -- [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20153458#post20153458 Treasure map]
 +
*Purchased map to the gold mine
 +
*[[The Treasure of Zaphisdreal the Magnificant]]
 +
*[[The Treasure of the Iron Ring]]
 +
 
 +
==Central Map==
 +
*[[Hex 26.25]] -- Grudtown
 +
*[[Hex 23.16]]
 +
*[[Hex 21.16]]
 +
*[[Hex 20.17]]
 +
*[[Hex 20.18]]
 +
*[[Hex 20.19]]
 +
*[[Hex 19.19]]
 +
*[[Hex 19.20]]
 +
*[[Hex 19.21]]
 +
*[[Hex 19.22]]
 +
*[[Hex 18.22]]
 +
*[[Hex 18.23]]
 +
*[[Hex 18.42]] -- Jacaar, the Jewel of the East
 +
*[[Hex 17.23]]
 +
*[[Hex 17.41]]
 +
*[[Hex 16.24]]
 +
*[[Hex 15.23]]
 +
*[[Hex 14.24]]
 +
 
 +
*[[Hex 13.24]]
 +
*[[Hex 12.25]]
 +
*[[Hex 12.39]]
 +
*[[Hex 12.40]]
 +
*[[Hex 13.39]] -- Wolf Keep
 +
*[[Hex 13.38]] -- Modnar's Folly
 +
**[[Modnar's Cellar]]
 +
*[[Hex 13.40]] -- Goblintown
 +
**[[Wolf Plateau Approach]]
 +
**[[Wolf Plateau]]
 +
*[[Hex 14.39]]
 +
*[[Hex 14.40]] -- Ape Outpost
 +
*[[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 45.33]]
 +
*[[West Hex 45.32]]
 +
*[[West Hex 45.29]]
 +
*[[West Hex 45.24]]
 +
*[[West Hex 44.32]]
 +
*[[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==
 
==Mapper's Journal==
 +
*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]
 +
*47.28 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20604525#post20604525 Strange rock outcrop] [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20605439#post20605439 camp + stone plug]
 +
*45.31 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21248091#post21248091 hills into grassland]
 +
*45.29 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20606206#post20606206 lizardfolk village]
 +
*44.32 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21248091#post21248091 just a river]
 +
*44.31 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21247933#post21247933 stone pillars with ogres]
 +
*44.29 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20607231#post20607231 hill giants]
 +
*43.31 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21244048#post21244048 Canyon of the Crescent Moon]
 +
*43.30 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21247933#post21247933 massive sinkhole and 27 thirty-foot menhirs]
 +
*43.28 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20607231#post20607231 ancient temple, giant birds, door in side of hill, and village of orcs, ogres and giants]
 +
*42.34 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21247703#post21247703 largely empty]
 +
*42.32 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21247703#post21247703 ruins of an ancient city]
 +
*42.31 [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21247703#post21247703 coiled snake statue larger than the Candle]
 +
*42.28 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20607231#post20607231 lake, oblong building of white stone, cave mouth]
 +
*41.23 [https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21124817#post21124817 Tower of the Conjoined Serpents]
 +
*26.25 Grudtown (bugbear village) and odd statue temple
 
*25.25 Dryad Grove; Owlbears (lair?); marsh
 
*25.25 Dryad Grove; Owlbears (lair?); marsh
*26.25 Grudtown (bugbear village) and odd statue temple
+
*25.24 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19627095#post19627095 Wolfsbane patch]
 +
*24.41 Wyvern lair ([https://docs.google.com/drawings/d/1cKhek33br9J8C7bDxmdJmT2QInPeS_uHb1lAAIuEhyA/edit?usp=sharing map])
 
*24.27 Bloodroot patch
 
*24.27 Bloodroot patch
 +
*23.27 [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19601492#post19601492 Harpy den (still active)]
 +
*22.47 Half-buried spaceship
 +
*22.46 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20291566#post20291566 Free Folk HQ]
 
*21.28 herd of deer-like creatures
 
*21.28 herd of deer-like creatures
 +
*20.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20192127#post20192127 NE corner of Chelles County, ancient crumbling stone fort]
 +
*19.38 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19685455#post19685455 cerves rumor] of a cyclops lair
 +
*19.30 [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]
 
*19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19422824#post19422824 village of Hob]
 
*19.29 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19422824#post19422824 village of Hob]
*??    [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]
+
*18.35 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19473826#post19473826 ogre village]  
*17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19458254#post19458254 stand of black oaks and pines ]
+
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 overgrown canal]
 +
*18.30 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20195650#post20195650 Land value of 7]
 +
*17.35 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229505#post20229505 Land value of 8]
 +
*17.34 [http://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom&p=19659115#post19659115 Barrow]
 
*17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 four score wild horses]
 
*17.32 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 four score wild horses]
*18.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19471116#post19471116 overgrown canal]
+
*17.31 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19458254#post19458254 stand of black oaks and pines]
*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
+
*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]
 +
*14.43 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20505957#post20505957 new kobold tunnel] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20505024#post20505024 dwarven tower]
 +
*14.40 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19689552#post19689552 Giant Eagle lair]
 +
*14.39 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20229505#post20229505 Manticores] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20217208#post20217208 Giant bees] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20416640#post20416640 Aquaduct, Giant Weasel nest, Antelope, Comfrey]
 
*14.38 [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]
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep]
+
*13.40 plateau fires and Goblin City fires, defeated chimera
 +
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep
 +
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood]
 +
*12.40 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20478635#post20478635 Wyverns?], [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21446676#post21446676 Grizzly bear den], [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21478207#post21478207 the Hive of Cxa-tru]
 +
*12.39 Hippogriff lair, stone huts, mountain lions, Well
 +
=== Unexplored Areas of Note===
 +
*50.27 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20604525#post20604525 small lake]
 +
*48.28 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20604525#post20604525 smaller lake]
  
 
=Setting=
 
=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.
 
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.
  
==Junction, Class IV==
+
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.
On border of Scarlet Principality.  
 
  
===Exports & Imports====
+
==Lore and History==
According to Mr. Hand:
+
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19753848#post19753848 The Crocodile Kings]
*The main exports of Junction are meat, fur, cloth, timber and cloth and textiles refined from the bark of the whiteflower tree.
+
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19757714#post19757714 The Fall of Zizdul]
*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.
+
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20068056#post20068056 She Who Hunts the Weak]
*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.
+
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Zamekkamen and the Faerie Realm]
*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.
+
*[https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21478207#post21478207 History of the Swamplands]
  
Here's a new category of trade good, BTW:
+
===General Setting Information===
*Geegaw. 1 load = 2 bags, encumbrance per load = 10 stone, base price 50 gp (see below). A load of geegaws consists of brightly colored glass beads, shells, polished rocks, flavored toothpicks, jumping beans and the like. Such goods are typically only desired by primitive or remote peoples, and are often not sold but exchanged for value of goods equal to the base price. In addition, upon spreading out a blanket and presenting the geegaws in an attractive fashion the DM will immediately make another reaction roll if the initial result was Indifferent or worse. If the new result, however, is Unfriendly, the other party is deeply offended and will likely attack. One load is enough to satisfy the curiosity of a Class VI village (with each additional category requiring an additional load), and for every load added past the minimum required add +1 to the reaction roll.
+
*Hob - Urban population of 240, Class VI market
  
==Rhea's Ford, Class II==
+
===Infodumps from IC posts===
Some distance east from Junction
+
*[[Infodumps from IC posts]]
  
==Rivers Bel and Sarn==
+
==Tribes of Absalom and Other Domains==
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.
 
  
 +
===Cerves===
  
==Languages==
+
*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.
*Faery (elves, pixies, dryads, etc.)
+
*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.  Encountered [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19683121#post19683121 here].
*Undertongue (dwarves, gnomes, kobolds)
+
*Dancing Eagles - mentioned briefly in IC II, post 1213.  Not much contact with the other tribes, ranging even further north than the Soaring Eagles.
*Bestial (ogre, orc, gnoll)
+
 
*Goblin (goblin, hobgoblin, bugbear)
+
===Caballi===
*Grog (common language of most primitive races)
+
 
*Swampspeak (frogling, lizardman, troglodyte, etc.)
+
===Morza Naus===
*Giant
+
 
*Draconic
+
[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21178137#post21178137 Morza Fanhuskel Naus], Lord of the Conjoined Serpent and Magician extraordinaire is an ogre mage with a palace in Hex 41.23.
*Law (must be selected through Proficiency)
+
 
*Chaos (must be selected through Proficiency)
+
[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21183584#post21183584 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.
 +
 
 +
===Hive of Cxa-tru===
 +
 
 +
[https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21503125#post21503125 Link]
  
=Houserules=
+
Located in 12.40. The hex's land value is 9.
==Bonus Proficiencies==
+
In subhex 306: an organic structure, resembling a termite mound, but much, much larger. It towers perhaps two hundred feet above the ground and, from where they stand on the hillside above the valley in which it stands, looks to be maybe 75 feet in diameter.
PCs (not henchmen) get an additional general proficiency at 3rd and 6th level.
+
Mel'ar'Quinthai is their Queen
 +
M'ellgotharx'o, fifth Furusiyya of the Serriterae is their ambassador to Wolf Keep.
  
===Riding Proficiency===
+
They call themselves serriterms, and Harn gets the impression that their Hive has been in existence for centuries, at least. "We learned to write in the Common tongue from the human traders that used to ply these routes," she -- for Harn discovers that M'ell is female, at least as far as human genders are concerned -- writes, "and the memories of my people run deep. We have not forgotten, though it has been many broods since we last saw Man in our valley. Every once in a while the folk you call 'beastmen' would stray into our Hive, either to trade or raid." They seem to know little of the outside world, and Harn gets the impression that most of their civilization is underground. He cannot get an accurate picture of their numbers -- M'ell is constantly referring to both herself and her kin in the second person. The adventurers would guess they are cultivating some 600 or so acres of vegetables -- of what variety he is not sure -- but again, many of her references seem to imply an underground source of food, as well.
All characters can ride horses, mules, etc. Those without the Ride Proficiency suffer a -2 to to melee attacks and a -4 to missile attacks*. If the horse moves during the round characters without Ride cannot cast spells or make missile attacks. Characters with the Ride proficiency gain the following:
 
  
*Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is.
+
The serriterms, as Harn learns, are divided into several rigid castes. M'ell belongs to the warrior caste, while the three smaller termite-men accompanying her are what she refers to "drones". There are others she refers to as "alchemist", but Harn gets the impression that they may be closer to shamans than the chemists he is familiar with. There is also, of course, the Queen, of whom M'ell refers to often but doesn't actually describe that much.
*Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+.
 
*Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill.
 
  
Ride may be chosen again for the same type of animal with the following benefits.
+
===Jacaar and Jadlierbron the All-Seeing===
  
*Judge of horseflesh: On a throw of 7+ they can gain a rough idea of how healthy a mount is.
+
Located in [https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21516872#post21516872 18.42].
*Mounted Combat: Can melee as normal, charge, use missile weapons or cast spells without penalty, regardless if they are moving or not.
 
*Horse as shield: With a saddle, the character can hang over the side of a mount, keeping it between themselves and a foe. This grants them partial cover (+3 to AC) while allowing them to cast spells or use missile weapons with a -2 penalty (cast spells on a throw of 7+).
 
*Control animal: Mount gains +2 to morale while being controlled.
 
*Can use Animal Husbandry with -2 penalty to throws, *or* gains +2 bonus to Animal Husbandry throws if she has both Proficiencies.
 
*Can use Animal Training with the type of mount, at a +1 week penalty *or* if she already has Animal Training as the time reduced by 1 week (minimum of 1 week).
 
  
==Hexcrawling==
+
First encounter between the Company and Jadlierbron [https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21387896#post21387896 here].
I'll be using [http://www.autarch.co/forums/ask-autarchs/securing-domains this post from the Autarch forum] to determine how many lairs are within each hex. For a hex to be "cleared" all of the lairs need to be dealt with, either be killing the residents, convincing them to move on or making peace with them. Each hex will also have a number of "features", areas of interest ranging from the dead body of a solitary trapper, an abandoned gold mine, a dungeon, hardwood forest, etc. I'm not saying you have to, but proficiencies such as Naturalism, Knowledge and Craft will be more useful here then in other campaigns, specifically to help recognize features of value.
 
  
Hexes can, of course, be traveled through, but they can also be explored. Exploration of a hex isn't based so much on movement rate, since it assumes that such travel is relatively slow and cautious, so as to avoid missing anything. It will take anywhere from four to eight days to fully explore a single 6-mile hex. Unless otherwise stated, I will assume that travel through a hex takes the shortest possible distance.
+
Jadlierbron is a massive beast, some fifty feet from snout to tail, with scales the color of dull flames. She is terrifying to behold.
  
''Further comments:'' To clarify: clearing a hex requires that all the lairs in a hex be dealt with. In order to keep a hex cleared, however, the hex must be garrisoned. A keep needs to be built and manned by troops to prevent monsters from returning. At this point the Prince's men are busy rebuilding the bridge across the River Bel; it is estimated construction will be completed six months from the start of the campaign. They make it clear to Mr. Hand that while increasing and securing territory is of concern to them, the Prince (not his domain, but the Prince himself) only has the resources and manpower to build and maintain one garrison per year (so, they could have two hexes garrisoned at the end of the second year). Of the hexes immediately west of Junction, it is the one the road goes through that is of paramount concern. The Prince is willing to pay 500 gold to the party that is able to clear this hex, with the understanding that his men will be responsible for garrisoning it.
+
The following details learned [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20499465#post20499465 here]: The great wyrm lairs in an ancient temple, half collapsed with age and destruction. Her hoard is vast; Isenda guesses it is worth no less than fifty thousand gold, many times than if you consider the value of the many magical items she no doubt possesses. Isenda believes that Jadlierbron has within her hoard the key she seeks that will allow entry into the starship, and safe passage through its wards, but none of us could see it. Of course, it is likely we only saw a small portion of her treasure.
  
That being said, you guys could certainly clear and garrison hexes on your own. However, the Prince will not be sanguine about this activity so close to his border without accepting a vassalage from the party (or party member). In other words, if you try and build a domain this close to his territory it will be difficult to do that independently. If you want to be independent you'll have to strike out further from civilization.
+
Jhadlierbron is served by a score or more skeletal constructs, for she is old and has grown fat and lazy and rarely ventures forth from her lair. I suspect her to be at least six hundred years old, for she mentioned speaking to Ser Furecus in passing, and he ruled the Free Folk two Cycles ago. Zamed claims the skeletons are animated through divine magic, although there is no evidence that Jacaar is inhabited by any other than herself and her silent skeletal servitors. I do know she has some means of divining what is happening within the boundaries of the city, because she knew we had been digging through the rubble of on the outskirts in search of our quarry.
  
''Additional comments:'' This assumes a 6-mile hex divided into 25 1.5-mile hexes. Rates are as follows:
+
The dragon can use magic, of that we are now certain, for she read our thoughts and intentions as if they were scribed on our foreheads. Our lives were only spared by our immediate supplication and the gift of Isenda's staff of power, a sacrifice she was loathe to make. Our first thought, upon our escape, is to find or craft devices that will prevent the readings of our thoughts.
  
*Plains/Grassland/Desert: 6 subhexes per day (four days to explore an entire 6-mile hex)
+
She may be more active than we have been led to believe. The spies we stationed to the east have seen her fly thrice in the past week, once to rain fire and destruction down upon the gnolls to the east for some inscrutable reason, the other times to sail upon the thermals.
*Hills/Broken/Forest: 4 subhexes per day (six days to explore an entire 6-mile hex)
 
*Jungle/Mountain/Swamp: 3 subhexes per day (eight days to explore an entire 6-mile hex)
 
  
I will be making wandering monster checks. A post over on Autarch by Alex suggests that lairs are discovered based upon random monster checks, but I'm going to say screw that, as that could conceivably take weeks or even months to clear something like a mountain hex with 2d6+1 lairs. Therefore, we're going to do the following:
+
There are rather detailed, but theoretical, notes about the dragon's strengths, weaknesses and habits, as well as speculation as to the contents of her lair and her motivations.
  
*I'm going to make one random encounter check per day and one at night, as normal for wilderness exploration.
+
==Languages==
*Unless otherwise stated in the lair/feature description you will automatically encounter whatever it is upon entering a subhex. There may be hidden lairs or features that simply aren't discovered; it should be evident that, in these instances, there are still lairs when wandering monsters keep popping up and trying to eat settlers. Likewise, there may be features that are below ground, invisible or whatever*.
+
*Faery (elves, pixies, dryads, etc.) ''Rabanus (+2 CHA), Hira''
 +
*Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka, Tlilith, Ysval''
 +
*Bestial (ogre, orc, gnoll) ''Harn, Masere''
 +
*Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera (+1 Cha), Tlilith''
 +
*Grog (common language of most primitive races) ''Hanston''
 +
*Swampspeak (frogling, lizardman, troglodyte, etc.) ''Karag''
 +
*Giant ''Masere''
 +
*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)
  
(*There's a pdf over on the Autarch site that goes into mining rules, which we'll use should you become so inclined. Essentially, it presumes that each hex has a certain number of veins of ore that can be discovered through a careful survey -- which takes longer than the time to clear a hex. It seems to me that this is activity best reserved for a cleared and garrisoned hex.)
+
=The Domains=
 +
*[http://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19773465#post19773465 Domain Building Notes I]
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21215330#post21215330 Garrison strength requirements] + [https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21217995#post21217995 rules clarification]
 +
*[[Answers to Commune questions over the break]]
 +
*[https://www.rpglibrary.org/utils/meddemog/ Medieval Demographics Made Easy]
 +
*[[Answers to divination questions regarding Shibu's Army]]
  
==Masterwork Items==
+
==Deepwater==
*Masterwork weapons gain one of the following qualities for a base cost of 500 gp: +1 to hit, +1 to damage, +20/40/80' (ranged weapons only), +2 to Saves (such as from Sundering or other applicable effects). Qualities can be stacked, but not in a linear cost. Each additional quality adds 250 gp to the cost. Therefore, a masterwork sword with a +1 to hit and +1 to damage would cost 1250 gp, as opposed to 1000.
+
Deepwater is a domain with four hexes: Wolf Keep (13.39), Modnar's Folly (12.39), xxx, and xxx. The stronghold value is 99,600 gp.  Due to the Mirror of Scrying, the domain is effectively four hexes in size. The Sarn river runs through it, with the Amanzici river merging into the Sarn just below Wolf Keep.
*Masterwork armor can be purchased with the following qualities, each at a cost of 750 gp: +1 to AC (note that this quality adds to the encumbrance of the suit), -1 to encumbrance (minimum 1 stone), +3 to Saves. As with masterwork weapons, qualities can be stacked, with an additional 500 gp added to the cost per quality. Therefore, a suit of plate that has a +1 to AC and a -1 to encumbrance would cost 2000 gp, and would be as encumbering as a normal suit of plate.
 
  
==Mercenaries==
+
===Wolf Keep===
As per Domains at War (p. 12), mercenaries may be veterans. They are classed characters (usually fighters or explorers) and inflict an extra +1 damage and gain a +1 bonus to their morale score. Their base pay is increased by 12 gp, however. Note that due to the dangerous nature of the expedition (venturing into the unknown) all mercenaries and specialists (such as animal trainers, healers, etc.) are going to charge double their base price, unless garrisoned in cleared hexes.
+
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]]
 +
*[[Nathet's Lab]]
 +
*[[Wolf Keep Hex Settlers]]
 +
*[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]
 +
*[[Wolf Keep Surroundings]]
 +
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20370376#post20370376 ''akhal'' horse training] and [https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21214602#post21214602 update]
 +
*[[Training the hippogriffs]]
 +
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20416541#post20416541 Aerie and Stables]
 +
*[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21187292#post21187292 Wolf Keep mine overview]
  
==Shields Shall Be Splintered==  
+
===Wolfhall village===
You can negate a physical attack against you by having your shield take the force of the blow.
+
Wolfhall is an urban settlement within Wolf Keep hex.
 +
Wolfhall is valued at 15,000 gp.  This includes a wooden palisade worth 5,000 gp.
 +
*[[Hanston's Chapel]]
 +
*[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21221556#post21221556 Wolfhall demand modifiers]
  
==Money Matters==
+
===Modnar's Folly===
*We are using standards of living (p. 39): 450 at 4th and 5th, 1225 at 6th. The adventurers begin with the 1st month already paid. Henchmen will use the table on p.51 for their monthly fee.
+
The land revenue for this hex is 7.
*There are no banks. I like the idea of you guys hauling around chests full of gold and jewels and trying to figure out what to do with it. Please note that your factor will be able to keep money for you (like, I'm assuming he has a big saferoom in his office like Scrooge McDuck).
+
*[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21206779#post21206779 Modnar's Folly mine overview]
*You guys have coinpurses that can hold up to 50 coins or their equivalent without adding to encumbrance
+
*[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19664885#post19664885 Modnar's Cellar]
*Jewelry worn openly does not count towards encumbrance.
+
*[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 More on Modnar's Tower, Rare Wood, Spider Lair]
*There's no exchange rate or fees for gems. All those costs are baked into the Standards of Living costs. Spend 100 gold get a 100 gp gem.
 
  
==New Trade Good: Herbs, Common==
+
===Shipyards===
These are plants found without undue difficulty that typically see either medicinal or alchemical use. As a general rule only a specific part of the plant is used, and there is also usually a limited time frame to harvest the specific part. For instance, one plant might be valued for its flower petals, which are only in bloom one month out of the year. Once picked the herbs must be sold within a month or properly treated by someone with the Alchemy proficiency. This treatment requires the use of a lab worth a minimum of 500 gold. It takes 2d2+1 man hours to properly harvest one hundred sq. ft of herbs, with a minimum of one hour spent.
+
[https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom&p=21216755#post21216755 rules for shipyards]
1 load=2 bags, 1 load=10 stone, base price of 175 gp.
 
*Bloodroot - Bloodroot is an herb found in shaded temperate forests. Every hundred square feet of bloodroot can be harvested for five stones worth of dye and one stones worth of herbs, common. Note that harvesting for dyes means uprooting the plants. In order to have a self-sustaining patch you must harvest no more than half available plants.
 
  
==Fire Arrows==
+
===Avince Worship===
Made by twisting rags around a normal arrow and soaking it in military oil, fire arrows must be lit before firing. Due to the added bulk the arrow is fired at -2 to hit and has its range decreased by 1 increment (arbalest --> long bow --> crossbow --> shortbow --> sling). If the attack is the exact same as needed to hit the target's AC the arrow extinguishes in flight. Upon hitting, an unlit fire arrow inflicts 1d4 hp, while a lit fire arrow inflicts 1d4 damage plus 1d4 fire damage. To make life easier for myself and to eliminate making a bunch of saving throws, I'm going to say that if the physical damage and the fire damage are the *same* the oil burns for another round, inflicting another 1d4 points of fire damage. For instance, if a fire arrow hits a troll and the 2d4 result is 3, 3 the arrow would do 6 damage, half of which is fire damage, and continue to burn for one more round, inflicting an addition 1d4 damage.
+
[[Deepwater congregation tracker]]
  
One flask of military oil can make five fire arrows.
+
==The Candle==
  
==Alchemical Items==
+
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.
'''Bluestem'''
 
  
Bluestem tea, if drunk, either acts as the Delay Disease spell or if used in conjunction with the spell (Player's Guide) will treble the duration of the spell to 72 hours. A target only benefits once in their lifetime from such a tea. The cerves have two doses of this, with each dose having an equivalent trade value of 20 gold.
+
The relevant posts detailing its layout are [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20073587#post20073587 here, with the lower levels] and [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20074467#post20074467 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.
  
'''Koriko'''
+
*[[Candle Repair Schedule and Workers]]
 +
*[[Candle Maps]]
 +
*[[Candle Residents]]
 +
*[[Candle hexes controlled]]
 +
*[[Candle Mercenary Forces]]
 +
*[[Candle Supplies]]
 +
*[[Candle Levers]]
 +
*[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21033871#post21033871 Journal of Gardagrim's Staff]
 +
*[[Magical Library]]
 +
*[[Candle Planning]]
  
Those inhaling the smoke of the koriko grass must make a Save v. Poison. Those failing become violently ill for 1d6 hours, unable to take any actions. Those who succeed are still unable to move faster than a slow walk or make any physical attacks for one hour. For those who are not incapacitated by the smoke there is a 1-4 in 6 chance that the following spells gain these benefits:
+
==Shadow Wolves==
  
*Augury. Chance of success increased by 3%, can see into the future ten turns instead of the normal 3.
+
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.
*Commune. May ask one additional question.
 
*Divination. Chance of success increased by 4%.
 
*Trance. Range doubles to 240'.
 
  
==Identifying Items with Magical Engineering==
+
*[[Shadow Wolves]] personnel and expense sheet
*You need to spend 4 hours per item being IDed.
+
 
*You must be able to cast Detect Magic once per item, or have some other method of viewing magical auras.
+
==Property in Hob==
*The item must be common (whatever that means), which means that, for instance, you might be able to suss out the "plus" of a sword but unable to determine any other powers it may have.
+
The Company owns [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19947314#post19947314 three buildings] in Hob.  The whole of the waterfront of Hob is approximately a half-mile long. The two waterfront buildings stand about a quarter-mile apart.  There is a tannery at the southern edge of the village, with a blacksmith's forge located nearby. The building with the empty lot is in the center of the waterfront; the brick building on the northern edge. The third building is slightly to the north of the center of the waterfront, set back two blocks. Of the three buildings it is in the most "residential" part of town. 
*It will not identify cursed items.
+
*A two story adobe building, set back from the waterfront by several blocks. Like many of the buildings in Hob it is showing signs of neglect and age. It is about one thousand square feet in total, with a small cellar of about three hundred square feet. Purchased for 500 gp, and repaired for another 500 gp.
 +
*A wooden single story structure of about six hundred square feet. Acquired for 200 gold and repaired for another 50 gp.  Also acquired a side-lot that hasn't been built on yet for 75 gp. The lot is currently filled with nets, scraps of wood, floats and other riverine detritus. It measures roughly forty feet square.
 +
*An adobe brick building of about eight hundred square feet.  Acquired for 250 gp, repaired for 100 gp.
 +
 
 +
=Houserules=
 +
 
 +
*[[Trade Goods]]
 +
*[[Hexcrawling]]
 +
*[[Proficiencies]]
 +
*[[Custom Items]]
 +
*[[Alchemy]]
 +
*[[Downtime Activities]]
 +
*[[Harbors and Shipyards]]
 +
*[[Miscellany]]
 +
*[https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom&p=19933480#post19933480 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=
 
=Important NPCs=
 +
 +
[[Notable Events and Meetings]]
 +
 
==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:
Line 411: Line 563:
 
==Other Adventuring Parties==
 
==Other Adventuring Parties==
  
Awyn's Band
+
Arwyn's Band
  
*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.
+
*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.
 +
 
 +
[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.
 +
*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'!
 +
 
 +
[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19754636#post19754636 Bribras the Bold]
 +
 
 +
*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."
 +
 
 +
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20055658#post20055658 Bandits of the Plains]
 +
 
 +
*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.
 +
 
 +
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20121251#post20121251 Jade Eagles]
 +
 
 +
*The adventurers [Dawulf] has with him are a company that call themselves the Jade Eagles. Harn's heard some about them; they mostly stay up north, in the forestlands, and range as far as the steppes north and east of Rhea's Ford, where Qutai's folks come from. They've made a name for themselves as pathfinders and caravan guards and, from his brief interaction with them, they seem to be a serious group of men and women, intent on doing their job and preparing for the trip.
 +
 
 +
==The Five Falcons==
 +
The Five Falcons are a low-level adventuring group, to whom Rabanus acts as a quest-giving wizard.
 +
*Meriberi, Bladedancer 3 (F)
 +
*Kimra Fled, Magic-user 2 (F)
 +
*Holca, Explorer 3 (M)
 +
*Sylvid Das, Thief 3 (M)
 +
*Sigdad Das, Fighter 3 (M)
  
 
=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.
+
*[[Original rumors from Absalom game]]
*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.
+
*[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19606002#post19606002 Rumors from the end of 3rdmonth]
*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.
+
*Ishka's kobolds.
*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.
+
*There's a bunch of burial mounds in the hexes surrounding the Candle.
*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.
+
*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.
 +
*[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21216370#post21216370 Rumors from the end of first winter]
 +
*There are rumors, however, of an obscure branch of magical study known as ''vivimancy''. Practioners of such a devotion are rumored to have access to magics that could age the hippogriffs while providing a similar increase in maturity and mental capacity.
 +
*A day's walk (for a cerves) to the east of Modnar's Folly (hex 19.38) is a cave with [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19685213#post19685213 a pair of cyclops].
 +
 
 +
=Game Threads=
 +
 
 +
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom IC I] | [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom IC II] | [https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom/ IC III] | [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom IC IV] | [https://forum.rpg.net/showthread.php?764982-OOC-ACKS-The-Wilderlands-of-Absalom OOC I] | [https://forum.rpg.net/showthread.php?772865-OOC-II-ACKS-The-Wilderlands-of-Absalom OOC II] | [https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom OOC III] | [https://forum.rpg.net/showthread.php?801691-OOC-IV-ACKS-The-Wilderlands-of-Absalom OOC IV] | [https://forum.rpg.net/showthread.php?774069-Wilderlands-of-Absalom-Logistics-Thread Logistics] | [https://forum.rpg.net/showthread.php?771542-The-Wilderlands-of-Absalom-Tracking-Thread&p=19616066#post19616066 Tracking] | [https://forum.rpg.net/showthread.php?764707-Semi-closed-Recruitment-ACKS-The-Wilderlands-of-Absalom Recruitment]
 +
 
 +
=Cool Posts=
 +
*[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20500851#post20500851 The Wyzard on Land Grants]
 +
 
 +
=Game Tools=
 +
[https://docs.google.com/spreadsheets/d/1O0u2HpH_eKkzubYBpEBtcDxS0Y5M77qsLbxW1PG8Vjg/edit#gid=0 Duration Spell Tracker Sheet]
 +
*[[Mortal Wounds Table]]

Latest revision as of 05:25, 3 January 2018

10Zcw4k.jpg

Statistics[edit]

Player Characters and Henchmen[edit]

  • 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), L7 Kobold Sneak, HP 31/31, 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
  • Xallijk, L7 Nobiran Wonderworker, HP 25/25, AC 0
    • Nathet, L5 Nobiran Wonderworker, HP 6/13, AC 0
    • Mayaz, L6 Cerves, HP 10/15, AC 4
      • Elbek, L3 Fighter, HP 11/11, AC 9
  • 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
    • Jeffed Ka, L6 Fighter, HP 30/30, AC 12 | Init +1 | Sword 4+, 1d6+5 dmg
      • Gur, L5 Fighter, HP 20/20, AC 4 | Init +1 | Crossbow 4+, 1d6+3 dmg
        • Crowza Crow-friend, L3 Paladin, HP 20/20, AC 8 | Init +1 | Battle Axe 8+, 1d6+2 dmg
        • Masere Din, L2 Bladedancer, HP 11/11, AC 5 | Init +2 | Polearm 10+, 1d10 dmg
      • Jeder, L5 Fighter, HP 29/29, AC 5 | Init +2 | Crossbow 2+, 1d6+4 dmg

Sample Character

Blank Character Sheet

Lost in the Dark

Marches, Watches, Proficiencies, and Encumbrance Ape[edit]

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

Party Proficiencies

Encumbrance Ape

Domains @ War statistics[edit]

Company D@W stats

Treasure[edit]

Identification Queue[edit]

To Be Sold[edit]

To Be Destroyed[edit]

In Transit[edit]

Treasure in Transit

Freshly Acquired[edit]

Freshly Acquired Treasure

Wolf Keep[edit]

Magic Items[edit]

  • 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
  • Pole arm +1
  • A +1 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. Wielder can water breath as per the spell once per day.
  • Three ounces of Crocodile Tears
  • Potions
    • Animal Control
    • Diminution x2
    • Dragon Control
    • Fire Resistance
    • Gaseous Form x2
    • Invulnerability
    • Levitation
    • Oil of Slipperiness
    • Philter of Love x2
    • Polymorph
    • Sweetwater

Non-magic items[edit]

  • Four doses of Firesand (a handful of fine black powder, possessing a pungent odor)
  • Masterwork sword
  • Masterwork shield
  • The non-magical weapons are all ancient, and of unusual stylings that suggest they were fashioned in a different land. All appear to be of extremely high quality, and would likely sell for 500 gold apiece. There are three swords, five spears, a battle axe, three warhammers, and a mace.
  • 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.
  • 19 stone of red ichor from a salamander, worth 1100 gp

The Candle[edit]

  • A ring of metal that looks like the key Karag saw the shaman use on the entrance to the mummies tomb.
  • A second large circular key, resembling the one that opened the mummies' tomb
  • A large brass key from the painting-and-pit-trap room on sublevel 10 of the Candle
  • 3x Carreg Duw stones
  • A farseer similar to the one Rabanus possess, but made from the giant fang of some terrible monster, and chased in gold and silver (Eyes of the Eagle)

Magical Library[edit]

Magical Library

Junction Warehouse[edit]

  • Storage Capacity: 10,000/10,000

Rhea's Ford[edit]

XP Awards[edit]

Coffers: Group Finances and Resources[edit]

Monthly Bookkeeping Template[edit]

  • Starting Balance X
    • +adventuring revenue A
    • +adventuring revenue B
    • +sales of mundane goods
    • +sales of magical goods
    • +Deepwater settler revenue
    • +Shadow Wolves revenue
    • +other revenue
    • -Junction worker expenses
    • -Merchant Fleet expenses
    • -The Candle worker expenses
    • -The Candle mercenary labor
    • -Deepwater worker expenses
    • -Deepwater mercenary labor
    • -Deepwater settler expenses
    • -Church of Avince maintenance
    • -Shadow Wolves expenses
    • -other expense
  • Ending Balance Y

Sully's spreadsheet[edit]

  • Google Sheets doc can be found here.

Party Funds and Expenses[edit]

Monthly Expenses[edit]

Fourthmonth

  • 63,491.74 gp Starting Balance
    • +adventuring revenue A
    • +adventuring revenue B
    • +sales of mundane goods
    • +25,000 sales of magical goods (scepter and figurine)
    • +12,750.12 sale of hippogriff chicks
    • +12,000.44 Shadow Wolves treasure map
    • +12,500.66 salamander lair
    • +1000 Karag payment to loan balance
    • +1820 Deepwater settler revenue
    • +Shadow Wolves revenue
    • +other revenue
    • -Junction worker expenses
    • -Merchant Fleet expenses
    • -The Candle worker expenses
    • -The Candle mercenary labor
    • -4000 Candle construction supplies
    • -Deepwater worker expenses
    • -Deepwater mercenary labor
    • -Deepwater settler expenses
    • -Church of Avince maintenance
    • -Shadow Wolves expenses
    • -100 Identification for +1 sword with locate objects
    • -1000 for identification of the three Five Falcons magical objects
    • -308 payout to departing sailors
    • -other expense
  • Ending Balance Y

Outstanding Loans[edit]

  • Company to Shadow Wolves: 8900 gp
  • Company to Karag Two-Blades: 5200 gp

NPCs and Animals[edit]

Absalom Hirelings[edit]

includes Junction, Wolf Keep, the Candle, and Merchant Fleet hirelings

Animals and Beasts of Burden[edit]

Mercenaries[edit]

Includes standing forces for Wolf Keep and the Candle, as well as the personal forces of the PCs.

Assets[edit]

Maps[edit]

Treasure Maps[edit]

Central Map[edit]

West Map[edit]

Mapper's Journal[edit]

Unexplored Areas of Note[edit]

Setting[edit]

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[edit]

General Setting Information[edit]

  • Hob - Urban population of 240, Class VI market

Infodumps from IC posts[edit]

Tribes of Absalom and Other Domains[edit]

Cerves[edit]

  • 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. Encountered here.
  • 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[edit]

Morza Naus[edit]

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.

Hive of Cxa-tru[edit]

Link

Located in 12.40. The hex's land value is 9. In subhex 306: an organic structure, resembling a termite mound, but much, much larger. It towers perhaps two hundred feet above the ground and, from where they stand on the hillside above the valley in which it stands, looks to be maybe 75 feet in diameter. Mel'ar'Quinthai is their Queen M'ellgotharx'o, fifth Furusiyya of the Serriterae is their ambassador to Wolf Keep.

They call themselves serriterms, and Harn gets the impression that their Hive has been in existence for centuries, at least. "We learned to write in the Common tongue from the human traders that used to ply these routes," she -- for Harn discovers that M'ell is female, at least as far as human genders are concerned -- writes, "and the memories of my people run deep. We have not forgotten, though it has been many broods since we last saw Man in our valley. Every once in a while the folk you call 'beastmen' would stray into our Hive, either to trade or raid." They seem to know little of the outside world, and Harn gets the impression that most of their civilization is underground. He cannot get an accurate picture of their numbers -- M'ell is constantly referring to both herself and her kin in the second person. The adventurers would guess they are cultivating some 600 or so acres of vegetables -- of what variety he is not sure -- but again, many of her references seem to imply an underground source of food, as well.

The serriterms, as Harn learns, are divided into several rigid castes. M'ell belongs to the warrior caste, while the three smaller termite-men accompanying her are what she refers to "drones". There are others she refers to as "alchemist", but Harn gets the impression that they may be closer to shamans than the chemists he is familiar with. There is also, of course, the Queen, of whom M'ell refers to often but doesn't actually describe that much.

Jacaar and Jadlierbron the All-Seeing[edit]

Located in 18.42.

First encounter between the Company and Jadlierbron here.

Jadlierbron is a massive beast, some fifty feet from snout to tail, with scales the color of dull flames. She is terrifying to behold.

The following details learned here: The great wyrm lairs in an ancient temple, half collapsed with age and destruction. Her hoard is vast; Isenda guesses it is worth no less than fifty thousand gold, many times than if you consider the value of the many magical items she no doubt possesses. Isenda believes that Jadlierbron has within her hoard the key she seeks that will allow entry into the starship, and safe passage through its wards, but none of us could see it. Of course, it is likely we only saw a small portion of her treasure.

Jhadlierbron is served by a score or more skeletal constructs, for she is old and has grown fat and lazy and rarely ventures forth from her lair. I suspect her to be at least six hundred years old, for she mentioned speaking to Ser Furecus in passing, and he ruled the Free Folk two Cycles ago. Zamed claims the skeletons are animated through divine magic, although there is no evidence that Jacaar is inhabited by any other than herself and her silent skeletal servitors. I do know she has some means of divining what is happening within the boundaries of the city, because she knew we had been digging through the rubble of on the outskirts in search of our quarry.

The dragon can use magic, of that we are now certain, for she read our thoughts and intentions as if they were scribed on our foreheads. Our lives were only spared by our immediate supplication and the gift of Isenda's staff of power, a sacrifice she was loathe to make. Our first thought, upon our escape, is to find or craft devices that will prevent the readings of our thoughts.

She may be more active than we have been led to believe. The spies we stationed to the east have seen her fly thrice in the past week, once to rain fire and destruction down upon the gnolls to the east for some inscrutable reason, the other times to sail upon the thermals.

There are rather detailed, but theoretical, notes about the dragon's strengths, weaknesses and habits, as well as speculation as to the contents of her lair and her motivations.

Languages[edit]

  • Faery (elves, pixies, dryads, etc.) Rabanus (+2 CHA), Hira
  • Undertongue (dwarves, gnomes, kobolds) Xallijk, Ishka, Tlilith, Ysval
  • Bestial (ogre, orc, gnoll) Harn, Masere
  • Goblin (goblin, hobgoblin, bugbear) Harn, Pantera (+1 Cha), Tlilith
  • Grog (common language of most primitive races) Hanston
  • Swampspeak (frogling, lizardman, troglodyte, etc.) Karag
  • Giant Masere
  • 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[edit]

Deepwater[edit]

Deepwater is a domain with four hexes: Wolf Keep (13.39), Modnar's Folly (12.39), xxx, and xxx. The stronghold value is 99,600 gp. Due to the Mirror of Scrying, the domain is effectively four hexes in size. The Sarn river runs through it, with the Amanzici river merging into the Sarn just below Wolf Keep.

Wolf Keep[edit]

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.

Wolfhall village[edit]

Wolfhall is an urban settlement within Wolf Keep hex. Wolfhall is valued at 15,000 gp. This includes a wooden palisade worth 5,000 gp.

Modnar's Folly[edit]

The land revenue for this hex is 7.

Shipyards[edit]

rules for shipyards

Avince Worship[edit]

Deepwater congregation tracker

The Candle[edit]

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.

Shadow Wolves[edit]

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.

Property in Hob[edit]

The Company owns three buildings in Hob. The whole of the waterfront of Hob is approximately a half-mile long. The two waterfront buildings stand about a quarter-mile apart. There is a tannery at the southern edge of the village, with a blacksmith's forge located nearby. The building with the empty lot is in the center of the waterfront; the brick building on the northern edge. The third building is slightly to the north of the center of the waterfront, set back two blocks. Of the three buildings it is in the most "residential" part of town.

  • A two story adobe building, set back from the waterfront by several blocks. Like many of the buildings in Hob it is showing signs of neglect and age. It is about one thousand square feet in total, with a small cellar of about three hundred square feet. Purchased for 500 gp, and repaired for another 500 gp.
  • A wooden single story structure of about six hundred square feet. Acquired for 200 gold and repaired for another 50 gp. Also acquired a side-lot that hasn't been built on yet for 75 gp. The lot is currently filled with nets, scraps of wood, floats and other riverine detritus. It measures roughly forty feet square.
  • An adobe brick building of about eight hundred square feet. Acquired for 250 gp, repaired for 100 gp.

Houserules[edit]

Important NPCs[edit]

Notable Events and Meetings

Mr. Hand, our Factor[edit]

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[edit]

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.

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.
  • 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'!

Bribras the Bold

  • 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."

Bandits of the Plains

  • 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.

Jade Eagles

  • The adventurers [Dawulf] has with him are a company that call themselves the Jade Eagles. Harn's heard some about them; they mostly stay up north, in the forestlands, and range as far as the steppes north and east of Rhea's Ford, where Qutai's folks come from. They've made a name for themselves as pathfinders and caravan guards and, from his brief interaction with them, they seem to be a serious group of men and women, intent on doing their job and preparing for the trip.

The Five Falcons[edit]

The Five Falcons are a low-level adventuring group, to whom Rabanus acts as a quest-giving wizard.

  • Meriberi, Bladedancer 3 (F)
  • Kimra Fled, Magic-user 2 (F)
  • Holca, Explorer 3 (M)
  • Sylvid Das, Thief 3 (M)
  • Sigdad Das, Fighter 3 (M)

Rumor Mill[edit]

  • Original rumors from Absalom game
  • Rumors from the end of 3rdmonth
  • 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
  • There are rumors, however, of an obscure branch of magical study known as vivimancy. Practioners of such a devotion are rumored to have access to magics that could age the hippogriffs while providing a similar increase in maturity and mental capacity.
  • A day's walk (for a cerves) to the east of Modnar's Folly (hex 19.38) is a cave with a pair of cyclops.

Game Threads[edit]

IC I | IC II | IC III | IC IV | OOC I | OOC II | OOC III | OOC IV | Logistics | Tracking | Recruitment

Cool Posts[edit]

Game Tools[edit]

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