Showing posts with label Friday Meetup. Show all posts
Showing posts with label Friday Meetup. Show all posts

Thursday, May 22, 2014

Map of Erages


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.


(As an aside, the labels for this game, from here on out, will be Thunder Rift campaign, instead of the previous Friday Meetup.)

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.

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.) 

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.

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

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.

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.

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).