Sunday, April 9, 2017

Thorpe

This is a straight rip of the Village of Hommlet.
 
30 miles from a town, at a crossroads, a river not far, and a major city "many days travel" away.  Crossroads bring travelers and tradesmen.  Once peaceful, safe, and prosperous, but evil has threatened.

About 6 miles away in swamps and thickets along a tributary, a shanty town of hovels was founded by an evil cleric. Bandits and brigands moved in. A chapel became a stone church.   The bandits became a menace to travellers and a stone temple of evil grew and evil things came to worship there.  The land withered.  Eventually there was an uprising and the bad guys were driven out.  The temple was ruinded, sealed and blessed.  Adventurers came over the years and wiped out the remaining monsters and took their loot.  Things went well in the village.  Lately the troubles have started again.

The approaching roads are now dusty and overgrown and covered in brambles.

People are mostly druidical with some of other religions.  There are agents of the local lord there and agents of the evil temple - both incognito. 

There is a local church with a reasonably powerful cleric and also a roughly equally powerful druid around.  A new tower is underway, and a local and fairly powerful wizard and his warrior guard are also residents.  The Inn of the Welcome Wench is fully described. As are the Trader's and the Church and the Magician's Tower.

The Ruins of the Moathouse near the Temple are a place to find adventure, treasure and danger.

In Ardwyn, I would say this village was partially deserted, then Wald adventurers cleared out the monsters and moved in.  Now it's a Wald/Carthan mix instead of Druid/Cuthbert


Lynnarven

This is a straight rip of Judge's Guild's Treasure Vaults of Lindoran

The ruins of a long-abandoned city.  The vault there is said to hold important treasures, but is guarded by a huge, ancient red dragon.




The Ghostlands

I came across this idea in a Forgotten Realms graphic novel.  I don't know much about the Forgotten Realms but I liked this idea very much and thought it was well handled.
 
Spreading through the forest in a dale where a great and bloody battle was fought, this is a region of some forty ruined castles and mansions, and a town ruled by the ghost of the land's long-dead ruler, called by some the Ghost King.  The town is mostly made up of out-of-work and on-the-lam pirates, crooks, smugglers, ne'er do wells and mercenaries.  All manner of things are traded and traded for there. Fantastical monsters roam the area, especially at night, including undead things, some of them created by the Ghostking himself.

The Ghostking is bound to the region and has no real motivations.  He helps or hinders by whim.  He encourages the monsters and outlaws to roam his lands for his own entertainment.


Danuvian Forest

The Danuvian Forest is essentially an idea I had back in the original campaign c. 79-80, of having a large forested area which was druid central.  For some of the details, I've raided some ideas from Golarion's Verduran Forest.  Map-wise, it's based on Tongass in the U.S.

The Danuvian forest is the largest woodlands area along the western coast.  Though it straddles kingdoms, by treaty and tradition it maintains complete autonomy.  The local kingdoms discourage logging or hunting there.  Poachers and loggers tend to come to bad ends.

The druids, who keep their capital city there, along with a ranger order, watch over the forest.  It has many dangers, including monsters, dragons, and river pirates. 

A large town of woodsman (population 4800 - 3,792 Humans, 432 halflings, 240 elves, 144 dwarves, 93 gnomes, 45 half-elves, 42 half-orcs, 12 other) sits on the banks of a river.  Agriculturally rich as well;  known to produce high quality honey, beeswax, and mead. The settlement makes additional revenue from trade up and down the River, one of the most-traveled waterway, although its residents don't care much for migrants. This town is modeled on Belis, from Golarion, among others.

There is a large gnome community also along the river (c.f. Golarion- Wispil)

A small town of about 500, in the far-eastern part of the forest, completely enclosed by woods.  No trees can be cut down there (the inhabitants protect it by pact with the druid city).  There is a small mine from which the residents make a decent living, and the houses are made of stone and heated by peat. (c.f. Golarion - Fusil)

A trade road runs from a ruined settlement.  Most people avoid the ruins.  Smart ones, anyway.

Tallfellow halflings also have a community there

Wood Elves and Wild Elves have kingdoms there. Krilloren have a community there, too.

Tuesday, March 28, 2017

Megalarmolagrax


Megalarmolagrax is a very ancient green dragon who dwells in the Danuvian Forest.

STR 93
CON 39
SIZ 93
INT 13
POW 20
DEX 14
CHA 18
Hit Points 132
Armor 18 points of scaly hide
Move 4, Flying 10

Claw 15d6 SR 3 55%
Bite 13d6 SR 3 55%
Tail 13d6 SR 3 55%
Corrosive Acid Breath 6 POT SR 3 50 foot cone 100% 

Knows at least 3 spells, one of them suggestion.

Takes 1d4 hours for his gas to dissipate.  Costs him 1d6 POW to use it.

Like all such dragons, Megalarmolagrax is a nasty piece of work.  Utterly cruel, deceitful, conniving  and manipulative.  To him, all other life forms pawns, prey, or both.  He lives in the darkest, densest part of the forest, and patrols the area, flying above the canopy, on a roughly monthly basis, looking for potential food, travellers or adventurers, or anything else useful that may have entered the area.

If he sees adventurers, he is likely to check them out to assess their actual power.  If he has no reason to think that they could be a threat to him (and usually, they can't), he will likely terrorize them, swooping down and then away, striking and then flying off, using his poisonous breath, in general toying with them cat-and-mouse style before finally killing them off when he gets bored.  

If he thinks they may have useful information (what's going on, who are they, etc), he may interrogate them either by intimidation of magic or both.  If he considers them a threat, he is likely to use magic, or stalk them, waiting until they are vulnerable.  All typical green dragon tactics.

Treasure Hoard (d20 terms): 74,000 in silver, 33 in platinum, and 40 gems worth 2,000 in gold total.

Territory 6:4 miles (1 full hex on Regional or Local scale maps)

Saturday, March 18, 2017

City of Redwater

Redwater is basically a rip-off of Waterdeep, from the Forgotten Realms.  I wanted a model for a big, flashy city and it fit the bill perfectly.

A major trading hub, with trading resources coming in from all compass directions.  It's authority extends 30-40 miles outside its walls. The road in is well-kept, and patrolled. Local population density is over 100 per square mile. It spreads out from the sea and the deep, natural harbor, along the flanks of the nearby mountains, once home to dwarven clans and now riddled with caves, passages and tunnels, many of them occupied by fearsome monsters who have dwelt there since ancient times.  The abandoned dwarven kingdom is now a dungeon called Undermountain.  At least three major trade routes spring from its gates.

Location:

Population: 100,000
Demographics:  Humans (75%), Dwarves (10%), non-humans (15%) 
Languages:
Cultures:
Imports: Grain, livestock, leather, ore, timber, and exotic goods from other lands
Exports:  Ale, arms, cloth, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods
Governance: the city-state is governed by a council whose identities are a closely-guarded secret.  Agents of the council oversee judicial and administrative matters, with high-level decisions made by the council.  
Defenses: there are two separate armed forces - the City Guard and the City Watch.  The City Watch are basically the local police force.  The City Guard are soldiery and staff garrisons, road patrols, and watchposts, and serve as bodyguards and gate guards. Redwater has strong walls on its landward sides and was protected in part b the mountains on the seaward side. The mountains are studded with watch towers and defensive positions, and patrolled by special guard units. 
Law:  Justice is dispatched by the Magisters, who direct the common courts of the city. These Black Robes, as they were often called, were empowered to pass sentences.  They are always accompanied by six members of the guard.  Any individuals found guilty could appeal to the Lord's Court, ruled over by the mysterious council.
Guilds: several guild have considerable power in Redwater, including one for practically every profession to be found in the city (some are little more than a joke or a social club, others wield real influence).
Other Organizations: also having influence, including at least one vigilante group, an organization of thieves and assassins operating in the Dock Ward,  secretive magical orders, criminal/thug gangs, and a black magic organization based in the sewers.
Nobility: at least 76 rich noble families have power here, some of them tracing their bloodlines back to the founding of the city.
Merchants: the city is home to a growing merchant class of shopmen and caravan owners.
Adventurers: are drawn to Redwater for its many entertainments.

Layout: the city is divided into "wards".  Castle Ward includes the mountainsides, the ruling castle and palace, and is the seat of government.  The City of the Dead is the city's necropolis, a giant graveyard.  This ward is gated and guarded, especially at night.  Dock Ward sits on the Great Harbor and holds  the docks, shipbuilding yards, and warehouses for the sea trade. Downshadow, actually the uppermost level of Undermountain, is the "undercity".  


Field Ward is the ward between North Trollwall and new city walls. Home to many demihumans.  Mistshore is the ruined naval harbor, home to outcasts and criminals who live along the shoreline or on wrecked ships half-sunk in the harbor.


North Ward is the home of the nobility and their villas. The moneyed classes make their homes here, far removed from the hustle and bustle of the lower classes by the docks and in Southern Ward. Sea Ward contains many of the temples, along with a good helping of the newer noble families and retired adventurers who could afford the odd villa or two. The arena is located here. South Ward is the place of caravan masters and traders, for it was close to the South Gate, the opening to a trade route.  Trades Ward is the commercial section. Undercliff sits at the base of the eastern cliffs. It is connected to the rest of the city through subterranean tunnels.

Religion: pretty much any socially acceptable faith is allowed in Redwater, and there are many temples there.  There are also secret shrines and temples to not-so acceptable faiths.

 
The city of Waterdeep form the Forgotten Reals, upon which Redwater is modeled. 




Church of the Celestial Hebdomad

Although the books state that the Celestial Hebdomad are emphatically not gods, I think they make good ones - so in Drakkarin, they are indeed gods and have domains and can grant spells.  They are, in fact, the major "good" religion.  Domain info is drawn from both D&D and Pathfinder.  Info on the Celestial Hebdomad is mostly drawn from The Book of Exalted Deeds.

There are two major symbols of the church, both simple and charged with meaning. 
Followers use them pretty much interchangeably.

The number seven is sacred and important.  The seventh day of the week, the seventh day of the seventh month - these are sacred times.  Less sacred but still important are any iterations of the number seven - 14, 21, 28 etc.  Anything related to seven is important.

The church values strict honesty, respect for others, reliability, wisdom, mercy, accountability and integrity.  They oppose injustice, cruelty and tryanny.   Good followers keep their word, tell the truth, help those in need, oppose injustice, cruelty and tyranny.  The strong and powerful are expected to use their strength and power to protect the weak and defenseless. 

They teach that one must guard against self-righteousness and judgmental thinking.  Fanatical self-righteousness and intolerance are sins. 

Followers produce statues and art depicting the Paragons, and  they pray to and make offerings to them.  Religious practices are very like Buddhist practices - heavy on chanting and meditation.  Their temples are similar to Buddhist wats. 

The church basically venerates the whole hebdomad, but there are offshoot sects devoted to specific paragons.  Larger temples honor the whole hebdomad, but smaller ones may be devoted to one paragon.  All temples will have icons related to the whole hebdomad, however.

Clerical Info
 
Domains: Law, Good, Air, Archon
Spells: access to all the usual spells plus spell lists in Book of Exalted Deeds
Favored Weapon: broadswords, greatswords, quarterstaff, clubs.  
Prestige Classes: Celestial Mystics, Emissary of Barachiel, Prophet of Erathaol, Slayers of Domiel - all from Book of Exalted Deeds
 
Paladins

Paladins are ideal for the Church

Spells: access to all the usual spells plus spell lists in Book of Exalted Deeds
Favored Weapon: broadswords, greatswords, quarterstaff, clubs.  
Prestige Classes: Defender of Sealtie,Emissary of Barachiel, Fists of Raziel, Slayers of Domiel

Monks

There is a monk order centered around the paragon Pistis Sophia, known as the Indigo Order.  

Monks of Pistis Sophia have a tendency to eschew possessions as much as possible and feasible, keeping only the bare minimum that they need.  They also eschew clothing whenever feasible, such as meditating or ritual, and thus perform these acts while naked.  They often dye their skin blue.
 
Prestige Classes: Initiate of Pistis Sophia 

Notes on the Paragons: 

Zaphkiel
Perfection, protector of the newborns, light, spiritual mystery, wisdom, protection
Domains: Community

Barachiel
Guardian and defender

Domains: Community, Nobility, Wards

Favored Weapon: Broadsword
Clothing: Violet Robes
Symbols: Lion, Trumpet 
Artifact: Holy Water from Lunia

Domiel
Mercy,  protector of the dead, opposition to all tyranny

Favored Weapon: Greatsword
Domains: Community, Liberation, Protection, Healing, Wards, Defense, Fortification

Erathaol
Prophecy and divination, knowledge, the ocean
Favored Weapon: Quarterstaff
Domains:  Community, Knowledge, Protection, Education, Memory, Prophecy

Pistis Sophia
Truth, spiritual purity and self-realization
Favored Weapon: Unarmed Strike 
Domains: Community, Self-Realization, Purity

Raziel
Crusading, judgment, protector of the defenseless, overthrow of tyranny, 
Favored Weapon: Greatsword
Domains:  Community, Liberation, Ferocity, Fire

Sealtiel
Guardian and leadership
Favored Weapon: Club
Domains: Community, Wards, Defense, Fortification