Showing posts with label Kleine. Show all posts
Showing posts with label Kleine. Show all posts

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.

Friday, December 7, 2012

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.

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.

Sunday, June 17, 2012

Area around Kleine


The Farolas Hills
In the north, the dwarves and orcs have been fiercely vying for domination of the Farolas Hills for centuries. Although the dwarves are generally better organized and are better fighters, the orcs have the advantage of numbers.  Dwarves produce few offspring, but orcs are extremely prolific and view their kin as expendable. The orcs are thus slowly whittling the dwarves away. They believe that, someday, there will be no more dwarves to oppose them - unless hated adventurers foil their plans.
   Anyone traveling in the Farolas Hills will almost certainly encounter a force of either orcs or dwarves, and encounters with orcs will definitely be in the majority.  Occasionally, adventurers may witness remarkable pitched battles between these foes. The savagery of these engagements often shocks observers, for the dwarves and orcs spare no thoughts of pity for one another. Both sides welcome allies in their ruthless war, wanting only to eliminate the other as soon as possible.

The Burning Hills
Goblins and kobolds swarm throughout the Burning Hills to the northeast. Their numbers are not so large that the nearby town of Kleine feels especially threatened, though. The monsters are, on the other hand, numerous enough to pose a very real threat to any who are so brave or foolish as to venture into their territories.
   The goblins and kobolds are not the only threat in these hills. There is at least one pack of worgs that has marked this as their territory.  They prey on any helpless or weak creature they find, be it deer or humans. (Since game is rather rare in these hills, the worgs will take whatever they can get.) Occasionally, goblins catch and "tame" some of these creatures, using them as mounts in their search for more victims. There are also mountain lions prowling in the hills, lying in wait for the unwary and searching for any food that might satisfy them. The crags and bluffs that predominate the landscape provide ideal cover for their surprise attacks. Indeed, many who were on their guard have been found mauled by huge claws and half-eaten.

You and Kleine


Finally, info for the players and their place in the world.

Abita – Your monastery venerates Sarenrae.  The nearest town to your monastery is Kleine.  It was growing up until 3 years ago when most trade from the Dwarven community of Hearth-Home ceased.  The reason trade stopped was because of the increased orc raids in the Farolas Hills.  Once these hills were only rarely plagued by marauding orcs, now it would appear they are increasing in number and organization.  A strong headman must be gathering the tribes and coercing them to work together.  The dwarves have begun to battle the orcs back but the skirmishes have cost both group many troops.  For the orcs, this is a negligible loss, for the dwarves, it is a growing problem.

Simeon - You hail from the “city” of Melinir.  In this community, your guild was well used by the nobles to prevent other thieves from being too successful. 

Alan - You are a native of Kleine.  You were well liked as a boy and whenever adventurers passed through the village they regaled you with tales of their exploits.  You worked the farmlands as a young man which helped you become fit.

More on Kleine


More about Kleine
The only trading route these days is downstream to Melinir. The ongoing dwarf/arc conflicts dissuade all but the most foolhardy merchants from traveling into the Farolas Hills. The best bet for safely selling one's goods is to send them down the river.

   Kleine has a 50-foot-tall watchtower located on one of its winding streets. From here, the city watch (composed entirely of volunteers or those who have no other jobs) can make sure that any assault does not come unheralded.  If the city is in imminent danger of being attacked, the watchman rings a bell at hand, whereupon all citizens rush to their homes, bar their doors, and ready their weapons. Although the city has never yet been under siege, they remain prepared for just such an emergency.

Fairs 
   When it comes to festivities, Kleine holds very few as grand as The Festival of Talan; a celebration held in the spring to honor those who initially settled Kleine ages ago. While the celebration is primarily to honor of the leader of that expedition, Talan Amliir, folks from as far as Melinir make the trek up the Drake River to sell wares or just to enjoy the hospitality Kleine is known for. The festival usually sets up along the northern part of town, in the fields along Lake Ostrel, and is always a sea of vibrant colors from all sorts of merchant tents. Even the Dwarves of Hearth-home make a special trip to visit the fair to sell wares and enjoy the good times.  The dwarves are known for selling weapons and metal armors of exceptional quality.
   The festival lasts for three days, after which, on the evening of the third day, Sister Remia performs a ritual to Erastil, thanking him for the bountiful times they have had and for continued peace and prosperity.


Places of Interest in Kleine


Places of Interest in Kleine

Salias's General Store 
   This small store is the only supply store Kleine has to offer. The shop deals in only the basic of wares, though the shopkeep, Salias is capable of placing orders for folk for equipment from Melinir of Torlynn. He is also the main contact and shipper of dwarven goods from Hearth-home.

The Melodious Harpy 
   The Melodious Harpy is a tavern built from dwarven stonework. The Harpy boasts a large taproom, that can usually fit most of the village proper, and a fireplace Oswald had built years ago. 
   The décor of the tavern is simple yet tasteful. Oswald Dottier has given the place a roomy touch with various thick tapestries and several stuffed animal heads he claims to have killed himself giving the taproom the overall feel of an old lodge. The only other part to this simple structure, save the cellar.

Worship 
   There is one chapel located in Kleine dedicated to Erastil. The chapel is tended to by Sister Remia, a former adventurer and one of the only powerful defenders of Kleine. A peaceful and accepting woman, Sister Remia tends to promote tolerance and acceptance of others in her sermons. However, despite her peaceful beliefs, she is not above defending her home and friends when a threat arises.

   There is no smithy in Kleine. When the citizens need metal work done, they must either travel to Melinir or Torlynn, or they must put in an order at the trading post.  The orders go out once a week and travel down the Drake River with trade goods. The smith in Melinir usually finishes the work in time to catch the upriver ferry, two weeks from the time he receives the orders. The Torlynn smith is usually faster since he receives a lesser volume of work from Torlynn's populace. However, his work is generally of lower quality than that of Melinir's smith.

Kleine


Kleine rests on the shores of turbulent Lake Ostrel, taking its bounty from the waters and from the fertile land surrounding the lake. Those who sail the lake in small crafts quickly haul in an abundance of fish. The pure water, direct from the Plunging Cataract, seems healthy for the fish because their numbers never seem to lessen. Similarly, by farming crops or herding cattle and sheep, citizens can easily wrest their needs from the earth. The land in this northern region is exceptionally fertile, excellent for bountiful yields and healthful grazing. When the season is over, the farmers can bring their harvest and livestock into the town proper where they generally receive a fair price for their efforts.
   Caravans regularly travelling down the river towards Torlynn and Melinir usually require guards to protect them form orc raiders and bandits. These caravans are always glad to see decent adventurers arrive in town for this reason alone. Those looking for such work can usually find it by speaking with the local Wharfmaster, Kestrel Olen.
   The only trading route these days is downstream to Melinir. The ongoing dwarf/arc conflicts dissuade all but the most foolhardy merchants from traveling into the Farolas Hills. The best bet for safely selling one's goods is to send them down the river. 
   The faint booms of the Plunging Cataracts are usually what newcomers to Kleine recall first when conversations turn to the small hamlet. Despite its close proximity to the falls, the noise is quite faint, echoing more into the higher regions than across the lake. The shores along Lake Ostrel have been shorn up with larger rocks, mainly to prevent flooding in the spring months. The faint booms and lapping waves give Kleine a rather serene and tranquil feel. 
   As one approaches the village along the Drake River, the most noticeable sight is the large watch tower along the village' southern side. This tower is used primarily to warn the villagers of any incoming orc attacks and houses what there is of the local militia. According to the villagers, the tower itself was here when the first settlers came to this region. No one knows its origins or if it was part of a larger structure. It serves its purpose as the village's protector and that is all that matters to them. 
   While most structures in Kleine are built from wood, some of the older structures are stone worked buildings. A rare site in such a small village. The building of these stone homes was, in part, payment for Kleine's services in the shipping dwarven goods form Hearth-home to southern settlements along the Drake River.