Showing posts with label Friday Meetup. Show all posts
Showing posts with label Friday Meetup. Show all posts
Thursday, May 22, 2014
Erages
On the north western edge of
Mistledale lies Erages, a town populated almost exclusively by half-elves.
Originally a small logging village, Erages was quietly used by the aristocratic
elves of the Elven Court
as a place of exile for any shameful half-blooded children they procured via
relations with non-elven guests or visits to the human city of Ashabenford . While this practice is still prevalent (as
evidenced by the numerous orphanages to be found in Erages), the village has
since blossomed into a small town. While
most elves leave in the Retreat, Erages is populated and maintained almost
solely by the mostly content half-elves who flock to the city
from all parts of the Moonsea.
Half-elves from as far as Thar and Rashemon make pilgrimages to Erages, either
to simply see the unusual city for themselves or in hopes of making a new life
among people just like them.
Though
Erages is often regarded as a sanctuary for half-elves who are unwelcome in the
less tolerant realms around the Moonsea, the rights of its people are still subject
to whatever elven overlords remain in the Elven Court who previously controlled the
city. Citizens live mostly as they please, but still adhere to the laws of
Mistledale and consider themselves more Mistledalesman than subjects of
Cormanthor.
Erages
was known for its criminal element, notably smuggling rings that specialize in
getting humans into Myth Drannor and elven artifacts out of the country - for
the right price. Most believe the infamous half-elf thief and smuggler Bienia Santritia
to be master of these rings, but few know where to find the elusive criminal
mastermind. Some 7 years ago, the Riders of Mistledale came in and cleaned up
most of the bad element of town. Zhents
have been trying to fill the vacuum left by the smugglers but have so far had
only mixed success.
Erages
is built among ruins far older than the half-elves living today - Remnants of
an ancient elven town lying beneath the surface draws archaeologists of all
stripes to study them and the dangerous subterranean passages under the town.
The esteemed Erages
Academy was founded in 1325
DR to support
this influx of scholars, both half-elven and otherwise, addressing their needs
and interests. The school specializes in elven archaeology and history, though
many students also attend in hopes of learning from the school’s adventurers
wing.
The
Blackash Training Grounds, named after the famed half-elven hero who fought in
the battle against Moander, has training for rogues, warriors and wizards. Warriors learn many martial tactics and skills
here and several Riders of Mistledale spend at least 6 months honing their
abilities in Erages. There is also a
bard school for novice bards and a small mage tower facility for apprentice wizards.
The
Academy is currently run by Headmaster Sarouna Lei, a half-elven archaeologist
and talented fighter/mage; beloved among the townspeople for her generosity and
wise counsel.
CN small town
Corruption
+0; crime
+2;Economy
+2;Law
-1; Lore
+1; Society
+0
Qualities
academic,
notorious, prosperous, tourist attraction
Danger+5
DEMOGRAPHICS
Government
As
Mistledale
Population
750 (480 half-elves, 120 humans, 90 elves, 60 other)
Notable
NPCs
Headmaster
Sarouna Lei (female
half-elf)
Mayor
Mayor Uptal
(male half-elf)
MARKETPLACE
Base
Value 500
gp; Purchase Limit 5,000 gp;
Places
of Interest
The following are some of the more important buildings in Erages.
If the PCs grew up in this town, they should have a home, located somewhere
near the town’s edge.
1. Seven Silvers:
Most visitors to Erages end up at this comfortable two-story inn and tavern.
Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent
food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter,
Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for
giving himself generous tips.
2.
Greathall: Typically used for meetings, weddings, and
other celebrations, the Greathall is a tall, three-story wooden structure near
the center of town. Inside is one grand space with a number of smaller rooms on
each floor.
3.
Orphanage (overloaded)
4.
Temple of Meilikki :
The only stone building in town is home to Erages’s only temple. While the
church is officially dedicated to Meilikki, there are a number of shrines housed
here, including Silvanus, Chauntea, Rillfane, and Solonor. Father Prasst is the only priest, but most in
town refer to him as the “High Priest.”
5.
Town Watch Headquarters: This, usually empty
building is the “garrison” of the Riders of Mistledale. Any member may use the building as a
temporary base and many riders passing through the town use the building at
various times, holding prisoners, resting or restocking.
6.
Renet’s Steel: While Renet’s shop services much of the
town’s needs when it comes to metalworks, his quality is nowhere near that of
Braggar’s. Most metal items can be found here for the standard prices, but
there are no masterwork items to be found at Renet’s Steel. Most weapons or armor from the equipment
lists of 300 gp or less can be found here.
The mark up of items here is only 10%.
7.
Holly’s Home: This is the home of Holly Huldane, one of
the few human rangers who lives in Erages.
Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently
calls Holly to the town council to report and advise.
8.
Sir Dramott’s Home: This is the home of Sir Dramott, a retired
knight from Cormyr. He retired here some
5 years ago and has a high standing in town.
9.
Braggar’s Shop: This is the workshop and home of Braggar
Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel,
but he works much slower and charges a higher price. Braggar can forge nearly
any weapon or armor item on the equipment list as well as custom items and
armor etching. His prices are high
(+25%) but the quality of his work grants +5 hp to items and +1 to saves if
applicable to items he forges. Any rare
or odd items from the equipment lists can be found here 10-60% of the time.
10.
Orphanage (good quality)
11.
Holgast’s Tower: Holgast’s slightly crooked tower stands at
the edge of town.
12.
Mayor Uptal’s Home: This modest building along the water is
the home of Mayor Uptal, who can frequently be found in the Greathall holding
meetings or on his small boat in the river, fishing.
13.
Vargidan Estate: This is the home of the eccentric Vargidan
family, and has a bit of a spooky reputation in town.
Monday, January 13, 2014
Last time, 1-5-14
Previously…
The party has
taken a contract from the Eldritch Gauntlet to Discover why Castle Kraal sank
into the Black Swamp .
Travelling by boat, the party arrived just north of the castle, having
to travel only a few miles to reach there.
After finding the castle grounds and
exploring the bailey area, they cleared the barracks and had Justin and Deanna
set their camp there. On approaching the
main keep doors, the party was swarmed by several dozen stirges. The creatures seemed endless until a quirk of
magic opened the sealed entry into the keep.
The party then seized the opportunity to escape and shut the door behind
them. Unfortunately, the doors relocked
when closed.
Cautiously exploring the long
corridors, the party noticed an odd echo effect within the keep. Sounds reverberate through the corridors and
are magnified greatly, thus a few people moving through the corridors sound
like several dozen people. The first door
the party came to was locked. Chad dutifully
attempted to pick the lock but failed.
This failure meant that someone had to force the door open. Bellen accepted the challenge, and with a
loud bang, the door was forced open.
The reptilian inhabitants of the room
were ready, however, and a battle ensued.
Rhoen remained outside the room and soon noticed that the “attack” on
the door was loud enough to attract another band of reptile men. Two small battles went on and the party was
victorious.
Facts:
- The party fought 2 different types of
reptilians.
- One type was locked in a room. The lock was only on the outside.
- No treasure was recovered after a
search.
- The spellcaster escaped but could not
leave the keep.
This is what the scene looked like after the battle.
Wednesday, November 20, 2013
Torlynn Map
Torlynn legend
1 – Soft Pillow
Inn
2 – Stable
3 – Lumber Mill
4 – Warehouse
5 – Courthouse
6 – Jail
7 – Meeting Hall
8 – Burgomaster’s
House
9 –
10 – Grinning
Goblin Tavern
11 – Chapel of
Eratil
12 – Baker*
13 – Butcher*
14 – Equipment
Store
15 – Well
16 – Smith*
17 – Armor and
Arms Store
18 – Carpenter*
*Open during curse
Torlynn
Torlynn
This once-proud
alpine town is now dilapidated and decrepit.
Many of its homes are vacant, abandoned by their former owners when a
foul magic crept upon the region. There are still a few humans living in the
town - a group of survivors who are convinced that the town is again destined
for greatness.
The
town's layout is centered around the road to Melinir and the mines. The road
makes a loop through the town and exits to the southwest. Most of the important
buildings in Torlynn are along the Melinir road which circles about the town
well. The burgomaster’s house is here as is the town meeting hall and
courthouse.
Also
located around the circle are the businesses of the various craftsmen necessary
for the town's survival. The butcher and the baker hold shop here, as do the
carpenter and the smith. Each business has remained in town in spite of the
severe drop in business caused by the Curse of Eternal Winter. The lumber mill has closed down since the
people left because it no longer had a reason to produce anything, nor the
power to do so.
The
chapel, established by clerics of Erastil in the area, is still open, although
it operates on a minimal budget. No priest or cleric really stays here
regularly. A few itinerate clerics used
to pass through here on a regular circuit to maintain the chapel. Thus, any healing that the party may need
will cost them quite a bit of money (so that the chapel might defray it’s expenses;
2 gp/hp healed). To raise money (5 gp/month), the chapel instructs the children
of Torlynn in reading, writing, history, and geography.
The
farms in the area were hit very hard by the unnatural winter, and their crops
withered and died in the harsh frost. Since many farmers had nothing to trade
after the winter destroyed their livelihood, most of them moved from the area
and into the Grasslands or down to Melinir.
The
Soft Pillow Inn and the Grinning Goblin Tavern are open but have very little
patronage currently.
Torlynn
is a democratic little town, electing its burgomaster from the deserving
citizens once every five years. The
current burgomaster has held the office for several terms. He is a large,
jovial fellow with a silver monocle. Despite
his kindness, however, he can be firm and even brutal when he must perform his
duties. He has only the good of the town at heart.
Tuesday, December 11, 2012
Curse of Hatred
The touch of
Lamashtu is upon Rorin , Chad , Bellen, and Beldar. This curse will fade with time but it is
unknown how long the curse will be in effect.
Removal of the curse is simple, if the characters chose to find a priest
of Lamashtu, take that priest to the shrine they defaced and aid the priest in
rebuilding the shrine. Otherwise, the
removal of the curse will be a bit onerous.
To remove the curse without
appeasing Lamashtu, the characters must find a cleric of 7th level
or better. This cleric must worship Desna , Urgathoa, Rovagug, or Pazuzu. The cleric requires each character to donate 666
gp (or 1000 gp for Desna ) and agree to a geas
to perform a service for the deity.
Monday, December 10, 2012
During the three months...
After
2 weeks, Sister Remia awakes from her coma and summons whatever party members
are still in Kleine. She tells the group
that the real leader of the orcish attack was an evil cleric of Asmodeus. She never heard his name, but knew that he
was working with someone else in the raid on Kleine. When the party confirms that they had not encountered
this priest, Sister Remia implores them to return to the orc cave and
investigate it more fully. The priest
tortured Remia frequently so he must maintain a room in the caves. Sister Remia is still too weak to perform
magic but assures the cursed party members that she can perform a ritual to
help them in a few months or so. The mayor of
Kleine also offers a reward for the cleric’s head if the party does this task
for the church of Erastil. If the party
fails to slay the cleric but manage to stop him, the group receives a lesser
reward.
During
a routine watch, Bellen hears of a common man’s murder during the
festival. It would appear that the orc
attack was not the only problem the town faced that day. David was murdered in his home. The guard captain, Jennel, tells Bellen the
town was secured about 3 hours after the party left to find Sister Remia. The discovery of David’s death was a week
after Sister Remia awakes from the coma.
It is unlikely the two are connected because David was slain by magic,
his body was severly burned, but nothing else in the room was even singed. The remains were also scattered about.
Labels:
Background,
Bellen,
Friday Meetup,
Kleine,
NPCs,
Rumors
Sunday, December 9, 2012
Treasure II
Current
treasure on each character is as follows:
Beldar – 4 cp,
17 ep, 87 gp, 4 pp, 82 sp, emerald (200), topaz (500), silver ring (50), 928 gp
value
Total 1801 gp (4cp,
1 ep, 2 sp left over)
Bellen – 437 gp,
8 cp, pearl necklace (250), topaz (500), 928 gp value
Total 2115 gp (8
cp left over)
Chad – 8 cp, 2
gp, 4 sp, sapphire (600), pewter buckle (150), 928 gp value
Total 1680 gp (8
cp, 4 sp left over)
Ford – 5 cp, 30
gp, 1 sp, 428 gp value
Total 458 gp (5
cp, 1 sp left over)
Havoc – 8 ep, 51
gp, 4 pp, cameo (150), sapphire (600), 928 gp value
Total 1753 gp
Khol – 2 cp, 2
gp, amethyst (100), opal (50), jade ring (100), ruby (500), 928 gp value
Total 1680 gp (2
cp left over)
Rorin – 3 cp, 2
gp, 8 sp, gold bracelet (100), cameo (150), ruby (500), 928 gp value
Total 1680 gp (3
cp, 8 sp left over)
This
is the amount of treasure each character has now with the treasure that is
split in the post below. So every
character has exactly this much treasure. I will deduct fees from characters when each
player tells me they want their bills paid and that there are no treasure items
they wish to hold on to. Remember, this
is not the total of gold pieces each party member has, only the value their part
of the treasure represents. If you
choose to sell all gems/jewelry/art items, I have to know because there is a
fee for that.
Also,
while on this downtime, each player can restock on normal or out of the
ordinary supplies.
Friday, December 7, 2012
Treasure
Here is the
total treasure each character gets. If
there is anything that a character may want in the treasure, let me know. This is especially important if there is a
treasure item that the character wants to keep and not sell for the coin value. Otherwise, it will be assumed that the
characters use whatever treasure they have to pay their bills however they can.
Treasure
take
Coinage
887 cp (= 8 gp
& 87 cp)
667 ep (= 333
gp & 1 ep)
1269 sp (= 126
gp & 9 sp)
70 pp (= 350
gp)
404 gp
Gems/Jewelry/Art
items
Total 4901
900 appraised
by Chad
4001
unappraised
3% appraisal
fee (121 gp)
Subtotal 3880
Plus 900
Total 4780
4780 + 1221 =
6001
Divided by 7
(Ford receives a half share.)
Ford 428 gp
Khol, Havoc,
Bellen, Beldar, Chad, and Rorin each receive 928 gp
Left over
coinage
5 gp
87 cp
1 ep
9 sp
Magic
items (unidentified)
Bone necklace
(in Khol’s possession)
Oil flask
Longsword (orc
chief)
Shortsword (orc
witch doctor)
Morningstar (in
Bellen’s possession)
Ring (in
Rorin’s possession)
Ring (owned by
Chad)
Splint mail (in
Khol’s possession)
Ring, Brass (in
Ford’s possession)
Belt (in
Beldar’s possession)
Mace, footman’s
(owned by Havoc)
Detailed
Gems/Jewelry/Art items
Bracelet, gold
(140)
Bracelet,
silver (35) Dwarven
Brooch, gold
(100)
Buckle, silver
(50)
Candlestick,
silver (5) x2
Chalcedony (50)
x2
Coffer, silver
(120)
Cutlery, silver
(100)
Dagger, silver,
ornate (30)
Diamond (10)
Earrings, gold
(100)
Eye Agate (10)
x7
Fur, bearskin
(80)
Goblet, crystal
(5) x2
Goblet, silver
(25)
Jade (100) x2
Necklace, gold
(100) x2
Necklace,
silver (250)
Pendant, silver
(10)
Ring, gold (10)
Ring, gold
(100)
Ring, gold (50)
Sardonyx (50)
x12
Spinel (500)
Sword, short,
elven*
Tankard, pewter
(1)
Topaz (500) x4
*not counted in
the gp total
Back to train
When the party
returns to Kleine, Sister Remia falls into a coma. The party may go about their training at this
time. Total downtime for the party is
three months. Normal expense will be 50
gp per level per month. If any party
member chooses (or is forced) to live below this level, they may be subject to
illness or disease.
Beldar
is trained by Sir Renk, a knight of dubious reputation. Sir Renk is from Melinir and is skilled in
all swords. Training takes 6 weeks and
costs a total of 1000 gp. Beldar will
also have to pay 225 gp for his living expenses over the 3 months he is in
Kleine.
Bellen
can self train again. Training takes
another 4 weeks. Cost will run a total
of 1400 gp. Cost of living for Bellen
will be 400 gp. Bellen helps out the
town guard during this time, volunteering to take watch and such. This earns her a bit of coin, 60 sp, but more
importantly earns the trust of the citizenry for Bellen. Bellen also attunes herself to this new world
during her spare time.
Chad
has paid for his training already and his instructor, an alluring female thief
named Meridian, completes it in 9 weeks.
During this time Chad must pay 200 gp for his living expense. Because of his help to the church, Meridian
gives Chad a token that he may use if he runs afoul of her guild in Melinir.
Ford
will not be training but will have the living expense of 150 gp for the three
months in Kleine. Ford may also want to
try to identify some items, he has three months so, in theory, he could try
each item in turn. (I can roll that for
you or we can wait until we’re all back at the table and Brandon can roll for
his character.)
Havoc’s
trainer is in Timbervale repairing a ruined temple of Cayden Cailean. Marco is a learned priest of Cayden Cailean
who had a vision (not a drunken one) that this temple should be rebuilt. Travel to Timbervale will take 3 days by
merchant barge and cost 10 gp, one-way.
The actual training will only take 4 weeks, at a cost of 600 gp, however
Havoc is expected to remain an additional month helping to ready the chapel to Cayden
Cailean. During this time, living
expenses will be a bit higher than average (+15%) due to the town’s economy and
the constant drinking both priests insist on doing. This totals out to 308 gp.
Khol
was originally from a small town called Harken Village. In this village is a chapel to Sarenrae with
a small cloister that trains crusaders.
Because of the rarity of this class, Khol will have to return home in
order to train for 2nd level.
The safest, fastest method will be travel by river barge. Cost for the trip will be 50 gp and will take
10 days. Training will be long and
arduous at a full 7 weeks. The cost will
be 900 gp. Cost of living will be 200
gp. (Xp deficient of 239.)
Rorin
will be trained in Kleine by a friendly half-elven fighter named Lucious. He is proficient with axes and bows. Training will take 6 weeks at a cost of 800
gp. Cost of living will be 225 gp. (Xp deficient of 239.)
Labels:
Friday Meetup,
Harken Village,
Kleine,
Locations,
NPCs,
Timbervale
Sunday, September 23, 2012
Festival Marketplace
Hedge Shop Items
|
Item
|
Cost
|
Qty
|
|
Charm bracelet
|
115 gp
|
2
|
|
Poison charm
|
86 gp
|
4
|
|
Protective charm
|
230 gp
|
1
|
|
Fire charm
|
109 gp
|
2
|
|
Alchemist’s fire
|
23 gp
|
10
|
|
Tanglefoot bag
|
58 gp
|
5
|
|
Thunderstone
|
35 gp
|
12
|
|
Healing potion,
lesser
|
173 gp
|
2
|
|
Draught,
Hangover Remedy
|
86 gp
|
2
|
|
Draught,
Maidenweed
|
115 gp
|
5
|
|
Draught, Poison
antidote
|
115 gp
|
3
|
|
Draught, Stamina
|
144 gp
|
3
|
|
Arrow, flight +1
|
6 gp
|
40
|
|
Arrow, sheaf +1
|
8 gp
|
12
|
|
Sling bullet +1
|
115 sp
|
15
|
|
Healer’s kit
|
29 gp
|
2
|
|
Healing poultice
|
XX
|
XX
|
|
Type I
|
86 gp
|
7
|
|
Type II
|
144 gp
|
2
|
|
Type III
|
230 gp
|
3
|
|
Burn Slave
|
XX
|
XX
|
|
Type I
|
345 gp
|
2
|
|
Type II
|
460 gp
|
2
|
|
Harpy Musk
|
23 gp
|
10
|
Descriptions
Charms
Charm bracelet: While worn, the character receives +2 to
saves vs charm type spells. This
protection lasts for 30 days after the item is purchased.
Poison charm: When the owner is poisoned, this fetish
bag releases a magic effect. The fetish
immediately grants the wearer +4 to save vs poison. However, after this effect the occurs, the
poison save bonus fades after one turn leaving the fetish expended.
Protective charm: While worn, the character receives +2 to
AC against missile attacks. The
protection from this charm cannot decrease AC below 0, nor does it stack with
any magic items. This protection lasts for
3 weeks after the item is purchased.
Fire charm: When first attacked with a fire spell,
this charm’s energy is released. In a
brilliant flash, the charm reduces flame and fire damage by 1 point per die
(never less than 1 point per die.) This
charm only functions once.
Draughts
Hangover remedy: This heavy liquid takes 3 rounds to fully
consume. It completely removes all side-effects
from heavy drinking the night before.
Maidenweed: This draught prevents pregnancy in females
who drink it. The draught's duration is
one month.
Poison antidote: 50% chance to negate poison or venom. If failed, allows a second save with -2
penalty.
Stamina: This draught will allow the PC to roll a Con. check to negate
all fatigue from the previous day's excersion.
If the roll fails, the PC will suffer normal penalties for fatigue until
8-10 hours rest is gained.
Alchemical
Thunderstone: You can throw this stone as a ranged
attack with a range increment of 20 feet. When it strikes a hard surface (or is
struck hard), it creates a deafening bang that is treated as a sonic attack.
Each creature within a 10-foot-radius spread must make a save vs death or be
deafened for 1 hour. A deafened creature, in addition to the obvious effects,
takes a -4 penalty on initiative and has a 20% chance to miscast and lose any
spell with a verbal component that it tries to cast.
Alchemist’s fire: You can throw a flask of alchemist’s fire
as a splash weapon. The max range 20’ (counting as medium range) and within 10’
is considered short range.
A direct hit deals 1d6 points of fire
damage. Every creature within 5 feet of the point where the flask hits takes 1 point
of fire damage from the splash. On the round following a direct hit, the target
continues to burn, taking an additional 1d6 points of damage. If the target has
not performed an action, they can attempt to extinguish the flames before
taking this additional damage next round.
The fire only burns for one round after it hits.
A flask of alchemist’s fire can be poured on
a melee’ weapon. The weapon will inflict
an additional 1d4 fire damage for 3 rounds.
Tanglefoot bag: You can throw this round leather bag full
of alchemical goo as a grenade-like weapon up to 10’, the bag comes apart and
the goo bursts out, entangling the target and then becoming tough and resilient
on exposure to air. An entangled
creature suffers a -2 penalty to attack rolls and AC (losing Dex. as well.) The
entangled character must make a save vs breath or be glued to the floor unable
to move. Even with a successful save,
movement is at half speed.
A character who is glued to the floor can
break free with a successful Open Doors roll or by dealing 15 points of damage
to the goo with a slashing weapon. A
character trying to scrape goo off himself does not need to make an attack
roll; hitting the goo is automatic. If another character wants to help, they
also hit automatically but half the damage is applied to the stuck PC. Once free, a character can move at half
speed. A character capable of spellcasting who is bound by the goo must make an
Int. or Wis.
(as per class) check -3 to avoid a spell surge.
The goo becomes brittle and fragile after 10 minutes (1 turn).
Other
Healer’s kit: These kits grant a bonus to healing if
used by someone with the heal or the first aid proficiency The amount gained varies, depending on which proficiency
is used. The user of either proficiency
check will require one turn to effectively use the healer’s kit. Those with heal, who succeed a prof check,
will heal the recipiant 1d3 times the difference of the check and roll. For example, Airatoth has the heal proficiency
and his score is 16. He uses a healing's
kit on Akul and rolls a 10. The check
passes and Akul is healed for 6d3 hp.
If the user has the first aid proficiency,
he may also use a healer's kit, however, the healer's kit is less
effective. The healer's kit provides 1d3
plus the difference of the check and roll.
For example, Linus tries to use a healer's kit on Bellen, his first aid proficiency
score is 12. He rolls a 5, Bellen is
healed for 1d3+7.
If the proficiency check is failed, either
heal or first aid proficiency, the healer's kit is expended and no healing
occurs. This kit cannot negate poisoned
or diseased persons.
Healing poultice: On normal wounds, Type I heals 1d3 hp on
the following day, Type II heals 2d3 hp on the following day, and Type III
heals 3d3 hp on the following day. Note
that some wounds, such as those made by a sword of wounding, are resistant to
magical healing. Since poultices are nonmagical in nature, they can help
overcome this difficulty. Only one
application for healing can be made per day for healing on the next day. Also can be used to negate certain poisons
(Types A-D). Typically, there 5
applications per jar.
Burn salve: As it's name implies, burn salve mitigates
some of the effects of fire damage, but only if it is applied within 2 rounds
of the injury. If applied in time, type
I heals 1d6 points of damage. Type II
burn salve is more potent, it heals 2d6 fire damage. Neither type can heal damage that was not
inflicted by fire.
A typical jar has three average sized burns
applications.
Lesser healing potion: As a standard healing potion except only
heals 1d4+1.
Harpy Musk: For all their cowardice and cruelty,
goblins have a keen sense of what can kill them, and harpies number among
goblins’ most feared predators. Using this knowledge to their advantage,
Varisian alchemists have devised ways to recreate or distill the musk of
harpies into a potent concoction. If smeared on a surface or used as a thrown
weapon (range: 30'), harpy musk fills a 30-foot area for 10 minutes (one turn)
before dispersing. Any goblin who enters the area must succeed at a save vs
fear or be shaken for 3 rounds, most just flee. Harpy musk affects only goblins
- bugbears and hobgoblins are unaffected.
Labels:
Equipment,
Friday Meetup,
Hedge wizard items,
Kleine,
Locations
Tuesday, September 11, 2012
Ten Fun Facts About Goblins
1) Horse Hate: Goblins excel at riding
animals, but they don’t quite get horses. In fact, their hatred of all things
horse is matched only by their fear of horses, who tend to step on goblins who
get too close.
2) Dog Hate: Although goblins raise
horrible rat-faced creatures called (creatively enough) goblin dogs to use as
mounts (and ride wolves or worgs—goblins are quick to explain that wolves are
NOT dogs), their hatred of plain old dogs nearly matches their hatred of horses.
The feeling is mutual. If your dog’s barking at the woodpile for no reason,
chances are he smells a frightened goblin hiding in there somewhere.
3) Goblins Raid Junkyards: Garbage pits,
gutters, sewers… anywhere there’s garbage, you can bet goblins are nearby.
Goblins are weirdly adept at crafting weapons and armor from refuse, and are
fond of killing people with what they throw away.
4) Goblins Love to Sing: Unfortunately, as
catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing
to catch on in polite society.
5) They’re Sneaky: An excited or angry
goblin is a noisy, chattering, toothy menace, but even then, he can drop into
an unsettling silence in a heartbeat. This, matched with their diminutive size,
makes them unnervingly adept at hiding in places you’d never expect: stacks of
firewood, rain barrels, under logs, under chicken coops, in ovens…
6) They’re A Little Crazy: The fact that
goblins think of things like ovens as good hiding places reveals much about
their inability to think plans through to the most likely outcome. That, and
they tend to be easily distracted, particularly by shiny things and animals
smaller than them that might make good eating.
7) They’re Voracious: Given enough
supplies, a goblin generally takes nearly a dozen meals a day. Most goblin
tribes don’t have enough supplies to accommodate such ravenous appetites, which
is why the little menaces are so prone to going on raids.
8) They Like Fire: Burning things is one
of the great goblin pastimes, although they’re generally pretty careful about
lighting fires in their own lairs, especially since goblins tend to live in
large tangled thistle patches and sleep in beds of dried leaves and grass. But
give a goblin a torch and someone else’s home and you’ve got trouble.
9) They Get Stuck Easily: Goblins have
wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped
10) Goblins Believe Writing Steals Your Soul:
The walls of goblin lairs and the ruins of towns goblins have raided are littered
with pictures of their exploits. They never use writing, though. That’s not
lucky. Writing steals words out of your head. You can’t get them back.
Courtesy of Paizo Publishing
Labels:
Background,
Friday Meetup,
Friday Meetup 2,
Fun,
Pathfinder
Friday, September 7, 2012
Places of Interest in Kleine (addendum)
(I forgot the inn in Kleine)
The Fisher’s Rest
The Fisher’s Rest is the only inn in Kleine, and indeed for miles around (though desperate travellers can often get lodging in a farmer’s barn in exchange for a few coins or a favour).
The Rest is owned and run by Orikin and his wife, Dortha. A pair of halflings that have lived in Kleine for over 3 decades. Whilst not in any way a guildmaster, Orikin is rumored to have some thieving skills but always deflects such questions about his past career.
The Fisher’s Rest
The Fisher’s Rest is the only inn in Kleine, and indeed for miles around (though desperate travellers can often get lodging in a farmer’s barn in exchange for a few coins or a favour).
The Rest is owned and run by Orikin and his wife, Dortha. A pair of halflings that have lived in Kleine for over 3 decades. Whilst not in any way a guildmaster, Orikin is rumored to have some thieving skills but always deflects such questions about his past career.
Tuesday, September 4, 2012
Melinir environs
Here is the area around Melinir. The next map shows the area between Kleine and Melinir. The distance between them, "as the crow flies", is approximately 65 miles.
Also, the party will have down time of about two months in Kleine. The average expense for this time will be 50 gp per level per month. Timothy will have an additional 10 gp per month since he is supporting his mother. Also, the town has become more active as the Festival of Talan draws near. More travelers arrive to sell their wares in the open market Kleine is known for. Even some dwarves and elves have come.
Also, the party will have down time of about two months in Kleine. The average expense for this time will be 50 gp per level per month. Timothy will have an additional 10 gp per month since he is supporting his mother. Also, the town has become more active as the Festival of Talan draws near. More travelers arrive to sell their wares in the open market Kleine is known for. Even some dwarves and elves have come.
Monday, September 3, 2012
Places of Interest in Melinir
Temples
The largest temple in Thunder
Rift is in Melinir and is dedicated to Abadar,
the God of
cities, law, merchants, and wealth. The Temple of Law is a magnificently adorned building
that literally shines in the morning as the sun rises. The high priestess is Enora, a middle-aged human
female. Although she is head of the
temple, Enora is normally very busy and not
often found here. She is quite powerful
and still actively adventures with other members of the Quadriel. The cleric in charge of maintaining the Temple of Law is Martin,
a rotund fellow. He is a friendly man, always ready to help a person in need.
Since the temple receives everything through charity, there is no charge for
the services of the clerics (although a small donation is always welcome). Martin is
aided in his day to day duties by 10 lesser clerics.
There
are also two smaller chapels dedicated to Gozreh,
the God of
nature, the sea, and weather, and Iomedae, the Goddess of honor, justice, rulership, and valor. These smaller temples are not in the temple
district. The Crashing Wave (Gozreh’s chapel) is located in the southern
portion of Melinir, near the docks. Iomedae’s chapel, the Hall of Justice, is in the
rich section of town, south west of the marketplace. Each of these chapels normally has 2 clerics
at any time.
Inns
and Taverns
The Sarcastic Goat Inn
This is the finest inn in
all of Thunder Rift. The large, three-story log building holds over 50 rooms.
Each room has a comfortable feather bed and quilts woven by Stefan des Herbsts. The common room downstairs is well
kept and has a pleasant ambience. This inn is very popular, and the tavern that
is part of it serves some of the best drinks in Thunder Rift. The rooms cost 1
gp per night,
and with food and drink service the price rises to 3 gp. The innkeeper, Bediah
Bulon, is a half-elf with unkempt hair and beard. He named the inn after
a comment a friend made about him. While he is very caustic with his friends
and employees, he makes sure his customers are as comfortable as they can be.
The Goat's Stables
The
stables of the Sarcastic Goat keep the travelers' horses well fed and groomed,
2 sp per night. The stable boy, Hodie, is rumored to have a wealth of information, for
he overhears everything the wayfarers say and he remembers it. It’s said he knows nearly every rumor in Melinir,
and for a small "tip", he will tell one rumor.
The Poor Dragon
This
establishment is near the docks and caters toward mostly sailors. It is run by Michael
Lefthand, a former sailor. The
inn has a reputation has a rough place and most who go there expect
trouble. It is rumored that some press
gangs operate out of the Poor Dragon, shanghaiing down on their luck
adventurers for their ship’s crew.
Because most of the clientele are sailors, this inn does not have a
stable. Mounts and other animals must be
left at the Goat’s Stables. The common
room houses 20 bunks and cost is only 1 sp per night. There are only two private rooms at the inn
and those are usually in use at any time (only 20% chance one private room is available.) These rooms are usually taken by ship’s
captains who are “visiting” lady friends onshore. Ship captains are always given preference over
any other visitors to the inn.
The Dancing Dragon
This
tavern lies near the wharfs on the shores of Lake Ganif .
It is know as a place where a rougher sort of clientele frequents. The Dancing Dragon has a deal with the Poor Dragon
Inn, it will have a boy “escort” visitors who are too inebriated to get back to
their own homes or inn room to the Poor Dragon.
This fills the common room of the Poor Dragon, usually after 2 AM. This “service” usually costs the “poor sod”
most of whatever coin he had left.
Anyone passing out in the Dancing Dragon with no coin left may wake up in
a gutter, but more likely will wash ashore a few days later, very dead.
The Sleeping
Rooster Inn
The
Sleeping Rooster is the most extravagant inn in Melinir. Cost is 5 gp per night, meals included. In the Merchant District, this is houses most
of the caravan owners as they travel through Thunder Rift. The owner, Serena,
eschews adventurers and prefers not to allow them to stay here. Most have a reputation for rough housing and Serena is in this business to make money, not waste it
replacing furniture and such. Serena has two bouncers that secure her premises from
any trouble and she pays the constabulary extra coin monthly for there prompt
response to her emergency bell. These
measures and a few secret ones, make her inn the safest in town, not to mention
the most expensive.
The Quaffing
Falcon Winery
This
high end tavern is deep in the wealthy section of Melinir. Most meals are sumptuous affairs of several
courses and grand wines. The meals are
very rich and will fill even the heartiest appetites. Average meals will run a party of four
upwards of 25 gp (if dining on the cheap is the point).
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