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.)

Sunday, January 12, 2014

History of Castle Kraal

Two hundred and fifty years ago, the Horned Hills were overrun with ogres, ores, goblins, and their vassals the kobolds. These corrupt beasts, not content to remain in their own lands, raided human, elven, and dwarven communities throughout Thunder Rift. For years, ogres led their troops into battle, stealing whatever goods they were too lazy to produce for themselves. In response to their constant attacks the humans and dwarves proposed a plan to build a large castle in the Lower Great Grasslands, near the Horned Hills.
For years the ogres and their cohorts frustrated any building attempts by constant attacks which destroyed all such endeavors. The humans and dwarves had almost given up, when an elf suggested that they use the ogre’s own fear of water against them. The Black Swamps, just north of the Lower Great Grasslands, held great promise for a keep - if a method could be found to hold back the water. Two months and three ogre attacks passed and then a smith named Kraal conceived a plan. A portion of the Black Swamps was to be raised above the water table, and the castle would be built upon the rise. The project was completed in two years. Unfortunately, over 300 of the folk of Thunder Rift died in the process, either in the attacks of the ogres, or in the claws and talons of the natural and hungry creatures of the swamp. One of the folk who died during the construction of the castle was the smith, Kraal. After its completion, the fortress was christened Kraal Castle.


To garrison the keep in a state of constant readiness, 100 fighting men, 25 priests and 10 wizards were recruited to man to fortress. Whenever a threat of assault developed, these valiant warriors would ride out, on the dangerous journey through the Black Swamps, to greet the raiding savages with whetted steel and mystical compositions.
Originally considered to be an unattractive assignment, Castle Kraal soon became the one most sought.  Great war heroes and leaders emerged from its aging walls by the scores. The civilians sought the Kraal heroes to marry, and to become teachers, leaders, mayors, and guards. Their exploits became the rhymed tales in children's songs.
After nearly a century of service to the people of Thunder Rift, a rumor of degeneracy began to reach the ears of the folk there, and the honor of Castle Kraal dipped severely.  It was whispered that the success of an ogre raid against a small populace in the Lower Great Grasslands was due to a bribe given to the commandant of Kraal. No amount of talking, even with the use of magical divinations, could convince the people otherwise. The commandant was discharged and expelled to Kandor, in the south.  Thereafter, every commandant of Castle Kraal promised to clean up the evil deeds of the previous administration.  And a once proud leadership position became a circus act.
During this period the effectiveness of Castle Kraal was severely impaired. Raiding parties from the Horned Hills grew bolder with each foray and the morale of the castle's warriors and spell casters plummeted. They were increasingly inept at combating the marauding bands.  Soon morale became so low that a period of service at Castle Kraal was viewed as a punishment. And often, it was.
After seven years of bad conditions, dreadful morale, and an extraordinarily high desertion rate, a bright, talented, and young, commandant took command. Things did not change overnight, but feelings of quiet hope, subtle relief, and real expectation came over the Castle. The commandant ordered a salary increase for all personnel and gave each a substantial bonus for every year they had served before her installment.
She expanded the training available to all recruits and initiated free instruction for careers and occupations outside the militia. This enabled the garrison's defenders to prepare themselves for civilian work. All her planning and initiatives began to bear fruit. Morale increased sharply, requests for transfers from Castle Kraal decreased, and outside requests for transfers to the stronghold were on the rise.
It is unknown if the commandant's plans would have been successful in raising Castle Kraal to a station of respect and admiration again - the castle and all its inhabitants were destroyed shortly after her inauguration. Castle Kraal sank into the Black Swamps, taking everyone with it. No one came to report its destruction and a month later a scout was sent to investigate the silence.
Rumors abound concerning the castle's demise. Some believe that the Ogres prayers to Lamashtu were heard and she acted against the castle, others that the inhabitants of the swamp itself, somehow caused its fall. Regardless of the reason, the Ruins of Kraal, rotting in the Black Swamps, are universally shunned by the inhabitants of Thunder Rift - for their fear is stronger than their curiosity.


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.