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| #1panoslMay 25, 2009 16:08:50 | Not going to be adding to this forum anymore. Journal with player sessions can be found here http://panosl.livejournal.com/ Journal with full campaign and world history can be found here http://dndhibernia.livejournal.com/ *Quick summary* The game is set on the island of Hibernia which is modeled from the ancient British Isles and will extend towards mainland Europe. It's primary conflict is between the human and Orc kingdoms fighting against one another and the players deciding what side of the conflict they wish to rest on. I want to keep it open world, gritty, realistic and with the players decisions affecting the game. So far the first town has the Orc chieftain in trouble of losing his position through being seen as unable to deal with the multiple bandit attacks in the area. There's also quests to reclaim an abandoned mining village and save a captive inside, persuade a jaded old guard to accept that his son wants to become a bard, assassinate the chieftain if they wish, find a way for the Inns to gain access to the vineyards which the church has taken control of and a bunch of personal background stories from gaining immortality to reuniting with lost brothers. *End of Summary* Hi. I'm fairly new to being a dungeon master and after running a few pre-made adventures as well as a few of my own I decided to just go all out and make something as grand as I could conceive. This is the result at the moment. My first session with it will be tommorow and hopefully things will go well. I'm just looking for any advice or suggestions on how it can be improved anything will be appreciated. I've written quite a lot so I'm breaking it up into more manageable chunks though it is still somewhat disorganised I'm afraid. Still it's legible at least:P I'm starting the party at level five as they've had experience before with lots of different adventures that were somewhat disjointed and I felt level one would make them feel like they hadn't made any real progress even though they have made new characters with new backgrounds. Also I find it somewhat easier to design with higher levels in mind as the range of creatures and quests becomes somewhat more interesting. I worry of course that they will have no sense of progression as level 5 does make you start out powerful but to be fair not *that* powerful and also I find the power level in 4th to be high even at level one. Babbling now. I've attempted to give the players a lot of choice in how they approach things as well as in terms of exploration and roleplaying. It's not perfect and ideally I'd like more quests but time has been an issue and I don't want to dilute things with pointless quests. I've added some realistic elements mainly I've designed travel around days and the party has to eat and drink within that day as well as find time to rest. So it takes X amount of time to get here and you have to eat once every three days, drink once a day and sleep every 24 hours or are affected. Similiar to the DM stuff but a little harsher. Anyway Here's the adventure so far in all it's glory. |
| #2panoslMay 25, 2009 16:09:52 | World and Town Overview The island of Hibernia. Six main settlements on the island. Population of the entire Island=20,000 3 Northern towns as they are pushed back one on island to east but is only really a small village/town 1000 Various tribes in very small communities but no other ‘villages’ or settled. One nearby fishing/port village. One is a mining town. 2000 2 villages at bottom of mountainsThe next is the defensive and trade centre. 2500 A small city. 3 villages 4 human towns spread over south. One is a large trade city -5000 inhabitants. Connected are 3 Villages. connected one is a castle 3000 city. 2 Villages connect. One is a port town 2500. 2 VillagesThe final is a large farming community. 2500 4 Villages Villages have around 300-500 inhabitants. For millennia the Orc tribes and clans on the island of Hibernia had fought over the land and in the name of their foul god Grumush. Two clans arose from this bloodshed the Arverni tribe and the Darkmoon tribe. They rallied the Orcs around them and they fought and fought again. The culmination of their fighting would be at the battle of the river Eown. The armies assembled at either side of the river and prepared to give their lives in the name of Gruumush. The bloodshed lasted for days in a bitter and terrible struggle. The river ran red with the blood of the dead. The piles of mounted corpses rotted and the stench rose to the heavens. The gods Avandra and Erathis looked down on this terrible and pointless slaughter for the cruel god Grumush. Their tears splashed down to the earth and the Orc’s stopped fighting there eternal bloodlust quenched and their souls changed forever. They would soon become more human and learn to control the blood lust and not give into the temptations of Grumush. The river would run clean and golden as the Orc’s left the battlefield. One Orc following this event rose from the bloodshed, he was from the Averni tribe by the name of Brennus he united the two warring clans and as the bloodlust calmed peace fell on the island for the first time in its history. Some Orc’s would retain their fearsome image but learn to control the bloodlust. Others would physically change becoming softer and more human. These would be called the Half-Orcs. Brennus would turn the island into an Orc kingdom. He built cities all over the island with schools and bathhouses and temples dedicated to Erathis and Avandra . Some Orcs however were still bitter and cruel preferring still to worship Grumush and spill blood in his name. They would rebel against the great king Brennus however their numbers were too few and Brennus pushed them back to the corners of the world forcing them to live nomadic life styles on the fringes of the earth. Peace would last for many years. The blood Orcs of Grumush made attacks but were always pushed back by the brave soldiers of the new Orc and Half-Orc race. Many years passed. Brennus blessed by the Gods lived well beyond his years as an Orc however immortality was beyond him he died 200 years old and passed on his throne to his son Getorix. It was early into his rule that the first humans stepped onto the island of Hibernia seeking new lands, new magic and new fortunes. It is unfortunate for the nation’s history that they met the blood Orcs. So hungry for blood, so driven wild by being forced to the brink of extinction they massacred the early human settlers. The men were torn apart their blood drank by the Orcs and their carcasses burned as sacrifices to Grumush. When the human lords heard of this they sent their most powerful armies. What was left of the Blood Orcs was crushed but despite the diplomacy that Getorix attempted with the humans all they could see was vengeance. Getorix and his army fought bravely but they were outnumbered by the vast armies of the human lands. They were crushed and pushed back. The towns and villages they had built with their bare hands were burned to the ground. Their men were killed and their women and children were sold into slavery. The human vengeance was brutal. Pushed back to the North of the main island they staged a final defence at the blood pass mountains. The humans smashed against the Orc and Half-Orc defences but they were beaten back. Getorix fought with such ferocity that day that even the gods looked down to see the man battle. The humans were pushed back. Many Orcs wanted to spill down and slaughter the humans as they had done to them. However Getorix swayed them. He knew to stay a civilized race the Orc’s must not give into the bloodlust and turn back to the old ways of Grumush. So he held his people back and created a tenuous peace with the humans. The humans retreated to the south of the island. They colonized the towns they had destroyed and sapped them of their wealth. Fearing Orc retaliation they built a great wall to the north of the island separating the northern Orcs from the humans. Time has passed since then. Getorix is old now, still chief of Orcs on the island. He now resides on the settlement of Cavan on the island east of the main land built next to the river Eown site of that famous battle. Recently evidence of new Blood Orcs have surfaced on the small island. Attacks on the Half-Orcs lands and trade routes have left them wary. They do not know where the Orcs are and their resources are stretched as it is. Strange magic also resides on this land. Ancient creatures live deep in its bowels offering powerful ancient magics to those who might wish to claim it. Some say in the northern mountains live Goliaths a old powerful tribe living a nomadic existence in the wastes. The forests are still alive with strange fey creatures. Sightings of Eladarin have been seen in the northern points of the isle. Some say Elf’s live in the woods undoing the damage that the blood Orcs had created. The human kingdom is still wary of the Orcs and bitter of their ruthless bloodshed. They have sent men to investigate the sightings of the blood Orcs. The town of Cavan lies on the small isolated island that has broke off east of the mainland of Hibernia. Due to its remote nature it has developed slowly but has a unique tribal society contrasting with the more ‘civilised’ lands on the main island. The tribe who have settled here previously lived a nomadic lifestyle but have settled in this area due advances in farming as well as further security of life. Violent tribes still exist threatening the town with attack but there defences and soldiers remain strong. The city lies near the River Eown which provides the primary source of water for the people. The villagers all primarily have practical professions, most are farmers and herders food they grow is either sold during the market or eaten themselves. There’s a communal granary which allows food to be stored in times of need. There’s no form of taxation and instead people band with each other to get public works done. There’s very little trade due to Cavan anything that does come through comes from the small port village. The town is protected by a wooden palisade that circles the town. It has entrances to the North and South. The buildings are all made out of wood, straw, mud. Outside the palisade are farmlands and small houses. The people have placed trust in their chieftain however the large amount of recent bandit attacks has left them considering if he is getting too weak and too old for his position. The overarching aim is to create peace in the town of Cavan for the people and then pick a side with the war between the Humans and Orcs or create a peace between the two. Common Races: Orcs, Half-Orcs, Goliaths, -These populate the Orc lands (northern mountain folk mainly) Humans, Halflings, Dwarfs, Half-Elfs. These populate the lands of man Uncommon races include everything else. Eladarin live far off from everybody else on islands protected and shrouded by powerful magic. Elfs and shifters keep to the forests guarding them and are more feral. Gnomes live with the eladarin in fey worlds. Tieflings live amongst men in the human kingdoms but are rare and distrusting. Some say they have cities. The town of Cavan. Population:5000 Around. The population primarily consists of Orcs and Half-Orcs Travelers of all races may pass through but this is very rare as the island and village itself is in a remote part of the world. Government: The village is a tribal society. It is run by a chieftain who has full authority over his people and the laws and justice. His basis as chieftain however rests on his ability to lead and avoid disasters. Though he is powerful and greatly respected and feared if the people begin to mistrust him or see him as the reason for a great defeat in war or some form of natural disaster he may quickly lose his position through demotion, death or exile. Underneath him are the village leaders and wise men that run daily affairs in the village. They gain their positions through a mixture of social connections, respect they have earned, intelligence and of course political intrigue. Primarily they control food production, trade and commerce and the military. This is of course all overseen by the chieftain and to a lesser extent the villagers themselves who commune on a weekly discussion to discuss and vote on town matters. Defense. Every male in the town is trained for at least a year in a weapon or weapons of his choice and so the town always has an able militia of 2000. Those who choose to pursue training become part of the chieftains official personal army. These number at 500 trained soldiers. These during times of peace train and work as bodyguards a few even try their hand at adventuring. Inns. The primary watering hole as well as place of rest for travelers is the Old Goats neck. It is run by Olak an Orc and his son and daughter Grum and Majesta both half-Orcs. The village is not accustomed to getting travelers and for the majority of the time the Inn is used practically as a tavern with the beds usually being used to rest passed out drunkards who are too intoxicated to find their way home. Supplies: The blacksmith and his apprentices make and sell all the towns weapons and armour. Herbs and Potions. Food can be bought at the Inn. There’s a meat shop, vegetable shop and bakery. Main places to visit. Old Goats Neck Inn The inn is a fairly spacious three floor wooden building. The ground floor has the inn itself where drinks and food are served and there’s space for travelers and townspeople to rest and drink. A fire sits in the corner. Second floor is where the beds are. 10 small rooms offer a basic straw bed for rest. Third floor is where the Innkeeper and his family live. Innkeeper “Welcome strange travelers. We are not used to having guests here but you are welcome what is it you wish today? A hot meal? A bed for the night? The beds tend to be used exclusively for passed out drunks but we can make an exception today. Drink served is beer. 2 CP. ‘Flavoured’ Water. 1 CP A room for the night is 2 SP Meal. Basic 2 SP. Consists of bread, cheese and ale. Meal. Feast. 3 Gold. Consists of a hot fish soup. Followed by a choice of pork, chicken or lamb with gravy, roast vegetables-radishes and carrots and potatoes. Ale to wash it down and bread and cheese to finish with. The smell of stale ale and sweat. The sounds of laughing, drinking. You are eyed suspiciously as you walk in. A man sits in the corner plucking his guitar, another in the corner has a small crowd around him. A man in the corner offers gambling games to the players. He produces two dice. ‘Games simple’ he says’ Put your money down. Up to 10 gold. You roll the two dice. I roll the two dice. You get higher you win. Anything else I win. . How about it?’ Bluff roll here can change a dice roll depending how how good it is. 13+ you can go up 1 17+ you can go up 2 21+ you can go up 3. Crit lets you go up 4. Anything below 10 he spots you cheating. “What you trying to do boy, put me out of business? Getta outa here and take your dirty money. The Smith’s den. This is a two story building. The ground floor is large and contains both the shop front and the smelting area where weapons are made. The second floor is where they sleep. The heat of the place hits you as you enter. It’s almost like there’s a blast furnace in the other room. OH WAIT IT IS LOL. Racks of weapons hang on the wall behind the shop front. Noises of clanging iron and burning metal in the background. Sells. Battleaxe 15gp Warhammer 15 gp Throwing Hammer 5 gp Dagger. 1 GP Arrow. 30=1 GP Shortbow. 25 gp. Flour and Oats. Cosy. Fresh warm smell of bread. Two story wooden building. A range of bakery goods rest on the wall. Mainly breads of different shapes and sizes. They live on the top floor. Sells. Small Loaf.:1CP. One ration. Medium Loaf: 2 Cp. Two Rations Large Loaf:3CP Three Rations. Herbs and Potions. Small. Rich smell of different herbs and remedies. Somewhat untidy various things scattered.Potions and individual alchemical ingredients on the wall. Two storey wooden building. Owner lives on top floor. Workshop out back. Potion of Healing 50 Gold. Gain a healing surge + 5. Lose a surge. Food Merchant. Sells Meat and Vegetables. Strange smell of meat and fish mixed with vegetables and fruits.. Large. Slaughterhouse behind. Pigs. Chickens and Goats and trout. Wooden counter with slabs of meat. Fresh Fish. 1 Sp Pork. 2 sp Lamb. 2 SP Chicken. 2sp Potatoe- 1cp each Apple- 1 cp each Pear- 1 CP each Cabbage -1cp each Carrot- 1 cp each Onion -1cp each Radish- 1 cp each. The Barracks. This is a large square building made of wood. It is protected by a metal gate and two guards. Inside is a large central area where soldiers can practice fighting. Noises of grunting and shouting, clashes of steel. Smell of sweat and blood. Around the central courtyard are rooms where training soldiers live and rest during their training. This is also where the hired town’s guardsmen work from. Temple of Avandra and Erathis. The temple is located just outside the southern exit of the town. It lies in close proximity with a large vineyard. There’s a statue of Avandra and Erathis made out of marble an incredibly rare site. Also in contrast to everything else the temple is made of fine stone. It is also however a circular structure symbolizing unity. Here the priests pray, tend to the gardens and write. They sell some basic rituals here. Eye of Alarm. 100 GP 30 minutes Component cost 25 GP. Bat extract. Hallucinatory Item Component cost 25 Market Price 250 10 minutes Lizard Eye. Male Whole 50 GP Component=20% of item cost. 10 minutes |
| #3panoslMay 25, 2009 16:10:29 | Basic Quest Structure Chieftain Quest. Chieftain asks party to help solve the bandit attacks. There is a caravan traveling east to the nearby fishing village. He asks you to protect it. You are greeted by his advicer. He tells you the chief is old and corrupt. Bandit attacks will not continue if he is not dealt with. He is being bribed. He is weak. He asks you to assassinate the chief. Tells you he will be in his bedchamber and it will be easy to get into Options: Assasinate. He is already aware of your plan he asks you to help one last time then fights to the death.-help he asks you to get further proof of this treachery. Report back to him after you protect caravan. Kill him- advicer rewards you with house. He becomes chief. Tell him- Report back to him after you protect caravan. Ignore and continue to caravan. Caravan gets attacked by bandits. You capture or interrogate one or find map with bandit camp marked. You can go straight there or go back to the chief with information. Either way he’ll ask you to infiltrate the camp. How to get into the camp. You can sneak in, fight way in, hire some men and cause a distraction as you sneak in. Ill design this. In the end you find yourself in the captain of the camp. He has a note that links back to the priest telling him when to attack and when the next convey will be – the one that just got attacked- with how much gold he will earn. You give this back to the chief. Its enough. He brings the priest to him and has him arrested. The priest throws a concealed dagger at the chief and then runs. Choice –attend to the chief or chase him! This links to next quest. Tough poison. Potion mistress tells you to fetch the antidote from the woods. Mining quest. Tarak is frustrated that he can’t craft decent weapons due to the lack of resources. He mentions how the mining village has been deserted for some time now and the mine taken over by goblins. He asks you to travel their clear out the goblins and return. They’d be able to set up a mining post. He’d award party with a weapon or piece of armour of their choice and access to more. He also warns the mine entrance is unstable. It is a three days travel to the northern mines. At some point the party find a tribe of Goliath who have set up a camp . “You approach a clearing in the woods. You can spot tall muscled figures in some form of a small camp” The goblins who infest the camp have captured one of the daughters of the Goliath leader. It is one of many kidnappings. The mine rests on a jagged rock high up above an abandoned village. You have the option of collapsing the mine from the outside with either a powerful magic blast vs AC 20 OR a powerful enough strike vs DC 25. If you do you can come back later once the Goblins have starved. However the Goliath leaders daughter will have starved as well. Pity? Otherwise it’s a dungeon crawl that I’ll have designed. Once finished the mining colony becomes safe. Next quest perhaps fortifying it from further attacks. Minor quests. Olaf and the Bard Gruff towns guard distraught that his son wants to become a bard rather than take the inn away from him. Outcomes: A persuade the guard to accept his son for who he is and who he wants to be. B: Persuade the son to follow his fathers path. Skill Challenge. Same for either. Skill Challenge. Simple 3 successes before 6 failures. Key. Insight. Diplomacy, history. We’ll say one of them ‘opens up history’ famous bard. +2 for anything else. Narrative. “Oh and if you find yourself in the Inn you can ignore the damn musician in their who thinks a life of music and song is befitting of a proud Orc. A son of mine. A bard! Doesn’t it make you sick to the stomach? Pfft why would you care. What are you gonna do persuade him to be a warrior as his father and his father before that? Doubtful. Inside the inn. The son. “Sitting in the corner is a slender half Orc wearing a cloth outfit. “You are certainly different to the regular sort here. Have you come to listen to me play! Perhaps stories of my music have spread far and wide! “Oh you have come as a lapdog for my father. Thanks. But no thanks. It is him who needs persuading. Why can’t he just accept me for who I am. I enjoy singing, dancing and making others smile. I do not enjoy war and bloodshed. He says it shames him I say it empowers us. It is the humans who believe Orcs only exist to shed blood I show something different. But I wish he could see that. The Innkeeper quest. Structure Innkeeper frustrated that the priests have claimed the wine monopoly. Players can go talk to them. They claim it is holy ground. You can try to persuade them. Skill Challenge Hard.6 success before 2 failures. Pass then they manage to persuade them ideally to come to an agreement to share the land. A fail leads to a mini quest the priests set. They ask you to aid them on a ‘holy’ mission by traveling to the river Eown location of the battle of the river Eown at midnight and retrieve a jar of holy water. Once done they agree to share the vineyards for a price. Innkeeper begins to sell wine soon after. “We only serve ale here I’m afraid not that any of these alcoholics care though I do have a confession to make I love wine. The taste, the smell, the creation. It is a pity then that the vineyards have been “claimed” by the temple priests of Avandra and Erathis as ‘sacred ground.’ See my personal view is that they like to make and sell the wine themselves but what am I a humble innkeeper to argue with the gods eh? At the temple of Avandra and Erathis. “Welcome to the divine temple of the combined might of Avandra and Erathis savior of the Orcs. Destroyer of the bloodlust. What is it you wish of us humble priests today? We have some rituals to sell those who need it. Rumours for future quests. Wood holding a horde of magical items guarded by powerful fey creatures. The tomb of horrors to the north. TOMB OF HORRORZ!!!!!!! Mystical Eladarin island. |
| #4panoslMay 25, 2009 16:11:49 | Narrative You approach a large town. It is protected by a tall wooden wall lined with mean looking spikes and even meaner Orcs armed with bows and short axes. It is defended by a large metal gate with two guards watching the entrance. As you approach you can make out a large river to the east of the town. You pass many small farms and houses as you walk across the narrow dirt path beaten into the ground by multiple hooves and feet. It is spring time and the sun is high as farmers work the fields there tools glinting in the sun. Sweat dripping off you, you hear a deep commanding voice “Halt travelers and state your business” You see a fierce young looking Orc. He has a deep scar running from his eye to his chin and his skin is a deep dark green. He wears a full suite of chainmail armour and a thick iron helmet and despite the hot weather doesn’t at all seem fazed. What do you do? He fingers his weapon in a confrontational manner. Skill Challenge! Complexity 1 3 passes before 6 failures. 200 XP reward. Primary Skills Diplomacy –DC 17. You try to persuade the guard by showing him the good intentions of the party and that you mean no harm. This opens up history. “Aye perhaps your intentions are good. I’ve lost too many people to the blades of humans to be trusting however” History- 13. You remember the battle of blood pass that this soldier must of fought in. You commend him on his people’s obvious courage in the battle. +2 to next check. “Many good Orcs died that day. We fought for this land we own . Never forget it. Bluff- DC 21. You attempt to trick or lie to the guard in order to get through. Something creative perhaps? One of you is sick? Intimidate- The guard will not be intimidate. This is an instant failure. Insight 17. You emphasise with the NPC seeing that he is honorable and try to encourage him to trust you. Anything else can give +2. Be creative here. “ I will trust you for now travelers. But if I see anything remotely suspicious I will either throw you in jail or mount your heads on my wall. My name is Olaf. I am the head guard of the town of Cavan that rests here. We are a peaceful people though the recent escalation of foul bandit attacks have made us incredibly wary of strangers. If you wish I will be able to give you a map of the town marked with the main locations you’ll need. The chieftain lives here, if you wish to help us with the bandit problem it is he you will need to see. Many say he is getting weak in his old age. I for one care for his actions. He has brought our people out of the dirt and helped us found all this you see so pay him respect he is an honorable man. The Inn is here. We are not used to travelers but you can find some bed and food if you need it. Food districts here. Bakery, Meat, Vegetables. Don’t need to spell it out to you do I? If it’s weapons you need Tarak’s your man. Best smith in town crafted the little bastard you can see here. For potions and herbs there’s the lovely Bree. I don’t care what people say about her she’s the best damn healer in the village. This scar would have been half my face if it wasn’t for her. Then there’s the Barracks. That’s where we train our boys. That’s where you can find me. The dungeon below is where we throw you if you get into trouble. Off with ya then! You enter the town. The buildings are small and ramshackle made of wood and straw. Towns people scurry around on their daily business eyeing you warily for being outsiders. The town primarily consists of Orcs and Half-Orcs . The Blacksmiths. Ho-Ho looks like we’ve got some god damn fighters at last! See this hammer here. Crafted every suit of armour and every blade and axe you can see here. But for adventurers such as yourself this stuff is mundane crap. You don’t need any of it do you? Now you see my problem! I have nothing to craft with. The metals and ores I have to work with are **** poor that even the forge gods would make a blade that would snap at a touch. Sure it’s fine for our boys but where’s the creativity? The flare? The romance! I have crafted metal all my life and I long to create something better. Why do I tell you this? Put myself out of business more. I have a proposition for you all. 3 days journey from here lies an abandoned mine. The mine is rich in ore that would make fine, fine blades. The issue of course Is Goblins. Lots and lots of Goblins. It used to be a great mining community with the finest metals on the island but it was took over it’s people pushed out. We could do nothing thanks to the wars sapping our resources. However if you go, defeat the goblins, clear out the mines. Maybe we can make it hospitable again! I can reward you all greatly with improved weapons or armour from the mine of course. How about it? Oh and one last thing! The caves are known for being. Lets say. Prone to hazard. A cave In would of course be disastrous for anything inside. You are warned. The Chieftains Area You arrive at a large circular structure as those around it is it still constructed of wood however it’s unique shape and grand size make it stand out amongst the other buildings in the district. It is where the chieftain and his council reside. Two guards greet you warily as you approach. “What is your business here?” (Players state their intentions and are allowed in. Mentioning Olaf or helping with the bandits) You enter a large circular room with a large circular table at its centre. Apart from this the room is sparsely decorated. Torches on the walls provide the main source of light giving the room a strange glow. Ahead of you sitting on a fine oak chair in the centre of the table is a powerful looking orc . To his side are two bodyguards armed with broadswords. Standing to greet you he moves forward in powerful strides his thick long mane of dark hair swaying over his broad shoulders. He is a tall and imposing figure wearing a full suit of gleaming plate armour and carrying a finely crafted two sided battle axe at his side. It is only the deep creases at the edge of his dark eyes and the graying edges of his full beard that show his age. The beard he begins to tug as he talks to you. “Welcome traveler’s to my chambers. I am Getorix son of Brennus chieftain of the united Orc clans of Hibernia. I suppose you as mainly Human are wondering why I choose such simple surroundings. It is because us Orcs live happily with the simplicity of life. We do not need the comforts you humans crave it makes us weak. The situation for me is grim as it stands or I would not be asking this of the likes of you. You all have different motives and different goals I am sure but I will speak to you in the only language you know. Money. Help me and I shall reward you greatly. The Orc’s of the foul god grumush who have rejected the light of change that is Avandra are attacking again and with far more ferocity and greater number than we have expected. None of our trade routes are safe from attack anymore and even a few of our border villages have been ransacked. The audacity! Our resources sadly are stretched and we do not know where these attacks are originating from or the numbers the enemy possess. A trade caravan leaves tomorrow at dawn outside the northern entrance of the town for the fishing village of Wey to the east. We suspect it will be attacked, guard it and then report back on anything you discover. As you step outside and turn the corner you are greeted a small half-elf shrouded by a hide cloak but with distinct sparkling blue eyes which blink rapidly as he talks. He stops you and begins to talk. “I will be blunt as my time is short. I am Arcus priest of Avandra here. The chieftain offers you gold but does he say how much? Does he give it to you at all? I think not. He is a corrupt old fool who follows neither the gods nor his people. He has become corrupt and evil slaughtering his own people for gain. What I ask of you is simple a blade in the dark for justice. You will give you 500 gold now and 2000 for completing the task. He works late in his chambers. I’m sure he will be an easy target for powerful adventurers such as yourself. Insight: DC 17 You are wary of this man and untrusting. Dc: 25 He is lying flat out. Dawn. You are outside the city gates, you can see the trade caravans lined up on the main road. They are basic wooden wagons covered by cloth and pulled by a horse each. A half-Orc with short brown hair wearing a simple peasants outfit greets you. “You must be our hired help then. Lets get going we’ve gotta move with haste we don’t want any of those blood orc bastards getting us” It’s half a days ride to Wey from here. Establish marching order. You begin your journey east through the dirt carved roads. You pass the sparkling waters of the River Eown shining in the early morning light. The traveling is good as you begin to pick up pace. The wind in your face is cool and comfortable and the road beneath your feet is level and smooth. You are approaching a small wooded area now the winding path carved through it. The sun has risen and gleams through the cracks in the trees creating dancing shadows. DC 17. You spot heavy footprints on the ground and a discarded arrow. DC 25- You spot a figure crouched in the forest. He appears to be carrying a bow. Spotting them negates the surprise round and based on players actions we’ll probably just roll initiative and fight. Encounter! Orc Ambush. 400 XP 5 Orc Drudge. 1 Berserker. 1 Dire boar All armed with shortbows + monster manual stuff. “Suddenly you begin to hear whooshing sounds coming from the forest on either side of you. You turn to see arrows in both direction flying for you. Combat begins after surprise round. Now they need to capture and interrogate one of the Orcs. If they don’t then they can find a scrawled note in the berserkers pocket. Combat ends. “Phew we made it out of that one. Look it seems you have some valuable information here. Act on it. I’m sure we can make the rest of the trip ourselves so go and find these scum. You approach the location of the Orc camp. It is protected by small wooden walls that surround the camp in a square shape. Tents have been erected within the camp lined in rows. ( Depending on time of day) Night- men are resting in their beds. Day- Orcs are sparring with eachother, playing games, some rest and eat. It bustles with activity. You estimate around 500 Orcs in the settlement. The entrance is protected by two guards. You suspect the large tent to the back of the camp is that of their leader. Objectives here? They’ve found the camp and scouted it so they could just return with this information. They can infiltrate the camp and sneak into the leaders tent. Inside is a scrawled note from Arcus. “Here’s the gold and the location of the next caravan – its at the woods you were attacked- make sure they all die” This is evidence enough to arrest Arcus. As far as infiltration goes it will be impossible during the day. Perhaps they could vault the back wall and sneak in however. Perception VS stealth checks by guards. I will just keep it on passive perception. 12. If all **** does kick loose and they end up getting caught or attacking the camp. Getting caught- they can just escape Ill make this a skill challenge. Skill challenge: Escape the camp! The orcs are angry at the intruders and you need to make your escape. 4 successes before 8 failures Primary= An attack. VS AC 16. You can make an attack to slow down an Orc. Athletics. DC 17 You can outsprint your chasers Acrobatics DC 17 you avoid an obstacle in your path or dodge a flying arrow. Endurance: Anything creative gets a +2 to next check. I assume they’ll want to report back at this point. “Welcome back. I heard of your success in the ambush what else do you come to report? Hands note. The chieftain spits and flares in anger. He orders the guards to retrieve arcus at once. It is then that arcus throws a poisoned dagger at the chieftain and flees. |
| #5panoslMay 25, 2009 16:12:59 | NPC'S Occupation. The Chieftain leads the people of Cavan. Name: Getorix Physical Description He is an Orc. Old for an Orc but still strong. Has a weary look to him. He is tall and has broad shoulders. His skin is a strong and leathery green. He has a thick black beard and deep dark eyes. He has a thick long mane of black hair. He speaks in a gruff voice He wears a suit of chainmail armour. Has a cape made out of the hide of a boar. And also carrys a huge battleaxe by his side. Attributes and Skills He’s very strong and has high charisma. Values and Motivations He has a love for his people and wants the best for them. He is honourable and noble and will never resort to underhanded tactics. He despises cowardice and is never intimidated. Would rather die than surrender. His main goal is to see his people reclaim the island they have lost from the humans but this dream he feels is slipping away along with his age. Behaviour He speaks loudly and proudly and is direct and to the point in his speech. He easily can grow angry. Useful Knowledge He has knowledge of Cavan and the surrounding area. Mannerisms He has a habit of tugging at his beard especially when stressed. Guardsmen Olaf. Occupation. Head Guardsmen of the town. Physical Description Fierce looking Orc. Young.He has a deep scar running from his eye to his chin. His skin is a deep dark green. Many of his teeth have rotted black. He wears a suit of chainmail armour and a thick iron helmet that disguises his features. He carrys a large one handed axe and a shield. He speaks in a deep commanding voice. Attributes and Skills Strong and good perception and insight. Values and Motivations. He cares for his town and lives to protect it from outsiders and those who would do it harm. He is honourable. He also loves a fight. Useful Knowledge. He is able to show the pc’s the useful locations in town and drops hints about bandits. Mannerisms. Fingers his weapon constantly. Dorn. Occupation Innkeeper lives with his son and daughters. Physical Description He’s a half orc. He has a lanky frame. A stubbled chin. Light green skin. Blue eyes. Very clean white teeth for an Orc. He wears a plain cotton cloth stained with food marks and brown cotton trousers as well as leather shoes. He has thick brown hair that is cut short. Attributes and Skills Strong enough. Good Charisma. Values and Motivations. Cares for his family so needs to make a living for them. Wants to live a peaceful life. Doesn’t enjoy violence but will resort to it to protect. Hopes to pass on his business to his son. Useful Knowledge. Can give the players food and drink. Knows how to cook. Will hint at bandit attacks at start. Mannerisms Whistles in moments of silence. Tarak Occupation: Blacksmith and weapon maker. Physical description. Wears dirty black clothes. Middle aged. Is an Orc. His skin is very tough and a leathery green. He is very strong and well built especially his arms. He has multiple burns and cut marks on his arms and hands. He has grey eyes. He has a tattered black beard. Attributions and Skills Strong and High endurance Values and Motivations Very devoted to his work. Loves making weapons and loves fighting with them just as much. Wants to find finer materials to craft with. Feels like he is a lot better than what he has to work with. Useful Knowledge. Informs of mining town. Asks pc’s to help. Mannerisms. Always holds his hammer and taps it. The baker. Half-Orc Grai Occupation. Baker Physical Attributes. Dresses moderately in a plain dress. Long braided blonde hair. Average Height. She greets with a warm smile. Green eyes. Palebrown skin. Quite plump in size. Attributions and Skills. Good Charisma. Values and Motivations. Wants to live a happy peaceful life. Lives with her husband who works as one of the Guards. Wants a family one day. Useful Knowledge. None I can think of Yet Mannerism. Chews lip. Herbalist. Bree Occupation. Potion and Alchemy maker. Physical Attributions. Gnome Short in height. Fair head of long hair. Light skin.. Wears a gown stained with various strange chemicals and greenery. Has a round friendly face. Freckles dot her face. She is plump Attributions and Skills Good Alchemist and Herbalist. High Wisdom Motivations. Works to provide healing to the village and people. Works both as a herbalist and a healer. Wants to do good for people. Lived in a distant land but came to the Orcs during the war to heal there suffering. Saw good in the people and decided she should stay and aid them the only way she knew how. Useful Knowledge Can give a recipe to create the healing potion she sells. Mannerisms. Very twitchy and very gittery. Speaks in a high pitched voice. Seems overworked as a result. Arcus. Half-Elf Occupation: Priest of avandra Physical Attributes.: Small, sparkling blue eyes, wears a tight outfit made of hideAttributions and skills Diplomatic, crafty, sneaky Motivations. Works as a priest for avandra in the town. Has sworn loyalty and aided the tribe. In reality he works for the humans as a spy he fell to corruption. His task has been to stir up trouble amongst the blood Orcs- He is paying them to attack and giving them details of when trade will come. He comes up with the plan to have these new adventurers assassinate the king. He can blame it on the humans and give the Orcs an excuse to march to war allowing the humans to attack back and take the land for themselves. Useful Knowledge. None so far. Mannerisms blinks rapidly as he talks, high pitched voice. Eltor. Half-Orc Occupation: A practicing bard son of olaf the guardsmen Physical attribution. Tall and slender. Large grin.. Small green eyes. Wears a elaborate cloth and silk garment with gold embroidery. Charisma Motivations. Wants to be the greatest bard in all the land. Craves to get his father’s approval for the path he has taken in life. Lives for music and singing. Mannerisms. Strums on his lyre or whistles in silence. Needs sound to exist always. |
| #6silent_stoneMay 25, 2009 16:28:29 | I'd say this looks pretty good for a setting; i don't see anything that stands out as being egregiously bad. I'm not sure some of the finer details are going to be necessary (1 cp for a cabbage? I don't see most adventurers ever having need of a cabbage...). I'm curious as to how much feedback you've gotten from your players on the larger-scale setting ideas—I would worry more about making the setting enjoyable for them (as well as yourself) than whether or not the community at large likes your idea. |
| #7panoslMay 25, 2009 16:41:12 | Yeah.. I have no idea either? Everybody loves cabbage right? RIGHT? Guess it's harmless :P Yeah I have asked them all to answer a 'world style' questionnaire and I've tried to base it around what they want. I stole it from Oaksparrs quite brilliant 'Dm'in with my girlfriend' thread and edited it. I have got a feel for what they want. Gritty decisions/exploration/ exciting non-repetitive combat/open world. Harder to do on a practical level of course. My main reason of posting really is the mechanical details and if I've managed to hit the overall aim of a open world game with a lot of choice and depth. I will be adding character's background stories into the quest and having them intertwine but I felt the character's should get to know each other before that hence this pilot session. |
| #8silent_stoneMay 25, 2009 16:53:24 | Gritty decisions/exploration/ exciting non-repetitive combat/open world. The game mechanics only really address one of these four things: exciting non-repetitive combat. In 4E (I assume you're using 4E; correct me if I'm wrong...), the combat does seem to stay interesting through the mid-paragon tier at least (I haven't played higher than that yet, so I can't really say with any confidence), as long as you use a variety of monster groups with different tactics and varied terrain. The rest are "fluff" issues, and I think you're moving in the right direction in those regards. EDIT: Duh, I could have told you were using 4E by reading the title of the thread...what's wrong with me? |
| #9panoslMay 25, 2009 17:00:19 | Forgive me for the cabbages and I'll forgive you for missing that :P Yeah I suppose it is a fluff and flavour thing primarily. I suppose it's just having the confidence to play it by the ear and to create that setting without resorting to combat and mechanics to fill in the holes so to speak. Combat's will be ideally infrequent, brief, but exciting. I may add some 'random' encounters just to give something to do while exploring the wilderness if it comes to that but I don't want to make it tiresome. I'll add some good old fashioned dungeon crawls as well as the players do love 'em though I'll try to make them as interesting as possible and not too heavy on combat. |
| #10silent_stoneMay 25, 2009 17:03:47 | Forgive me for the cabbages and I'll forgive you for missing that :P Done. We will not speak further of it. |
| #11panoslMay 25, 2009 18:03:05 | Indeed. Thanks for the reply nice to get some feedback. Somewhat encouraging now. Guess I'm going to work on this dungeon and then cross my fingers for how things pan out tomorrow. I'll probably write up the events for the thread not that anybody all read it... |
| #12panoslMay 26, 2009 4:15:56 | Le bump? |
| #13panoslMay 26, 2009 13:32:36 | The story so far The party arrived at the town. They manage to persuade Olaf to let them in. Marneus(half orc barbarian) attempted an intimidate but failed and Olaf took a distaste to him. However Andarta ( elf ranger)used nature to tell him how she had come to investigate and heal the destruction that the Orcs had done to the natural lands. Elthior(human avenger) used insight which emphasised with Olaf this opened up history and Retarka(human wizard) remembered the battle of the river Eown where he fought bravely. Finally Arc(fighter human) asked him for an arm wrestle which he won but which Olaf enjoyed. He let them in informing them of the key locations . Then they headed into the town. They had been given two hooks at this point. The bandit attacks which pointed towards talking to the chieftain and Olaf complaining about his son when they inquired about the inn. The party brought bread, vegetables and meat from the respective stores and got information primarily just on how the attacks had been affecting the traders in the town. The blacksmith sold Elthior (avenger human) a dagger and complained about the lack of good ore linking to the mining quest. Finally they went to the chieftains area. He asked them to escort the caravan at dawn. With insight they noticed he was nervous for his people. They accepted the quest. Went to the inn. Talked to the bard briefly but left him playing. He promised to write songs of their deeds if they helped him with his father. Ale was drank and a large feast was had by the party. Marneus lost 80 gold in gambling with the dice man. Celer ( human sorcerer) won this back for him in due time. Retarka attempted to trick the dice player with magic but lost 40 gold. The party awoke and met the caravan. In the morning Arcus greeted them and gave them his proposistion to kill the chieftain for a large sum of gold 2500. They all seemed dubious and an insight check revealed he was not to be trusted. However they didn’t act quickly enough on a decision and he disappeared down the alleyway. They didn’t follow. Retarka seemed to believe his claims and suspected the chieftain might be corrupt contrary to Elthiors insight check. They escorted the caravan and were ambushed by the Orcs. Andarta and Elthior scouting ahead however spotted them first. Andarta managed to dispatch two orcs with her bow and Elthior dealt a powerful charging blow to the berserker before the other Orcs reacted raining arrows down on Marneus and Arc. The party reacted quickly after that. A freezing blast from the sorcerer Celer dispatched two more Orcs while Arc finished off the final Orc bowmen. The berserker and the dire boar were left. The boar and Berserker had gored Elthior. Marneus charged the berserker but missed with his broadsword hitting the rock he was standing on instead. The sorcerer sent a prismatic bomb at the boar weakening it while Marneus finally knocked the berserker unconscious. The wizard then sent a fireball at the boar which bloodied it and made it turn and flee with its master knocked out. The barbarian, fighter and avenger cut it to pieces as it fled the ranger made a blessing on its corpse. With everybody dead they captured the orc put him in the back of one of the trade wagons tied up and proceeded to interrogate him. Through a mixture of intimidation, diplomacy and insight they managed to get the information of the location of the orc camp well as some limited motive ‘we attacked for money and to crush the half-orcs’ . Though the Orc did spit on the location where the map was. The wizard then attempted to torture the Orc with lightning to see if he was telling the truth his scream got the Elf ranger running she pointed her bow to his head and commanded him to stop. Then the avenger teleported them away from the torturous wizard. He stopped and retreated. They took the orc and the trade caravan to the nearby village completing the mission. Andarta and Elthior then decided to sneak towards the camp at nightfall to see if they could get any information on it. At first they saw smoke from the campfires rising then they got closer avoiding the guards and got basic information. The number of guards at the entrance (4) the shape and the height of the walls square and fairly low. It was then that a Orc that was scouting ahead attempted to sneak up on them. The elf spotted him and motioned to the avenger. He snuck around the Orc successfully then grabbed him, teleported them both away and knocked him out silently in the dark. They then carried the Orc back to the village. Everybody else had been sleeping, eating and drinking. They came back desposited the Orc safely and slept themselves. The party will awake early next and continue having been secretly tracked by a large warparty of Orcs right towards the village. |
| #14silent_stoneMay 26, 2009 13:46:50 | So, I take it things have gone well? I noticed your PCs' party is striker-heavy (4 strikers and 1 defender). This isn't really a problem (indeed, the striker classes seem to be most popular), but as a team they're going to be somewhat brittle...I'm not saying you need to change anything because of this, only that it would be a good idea to keep it in mind. |
| #15panoslMay 26, 2009 13:56:27 | Yeah I figured this before we started but would hate putting anybody into a role they didn't want to play. Like 'you've got to be the healer because we don't have one' It's very dull and isn't needed at all in 4E. This is a good thing in ways for me as it allows me to design future combat encounters somewhat on a knife edge. The fact that many are strikers means they'll be able to deal damage quickly but also receive damage quickly which means combat all be a fast and brutal affair which I quite like the idea of really. I'm going to work on creating a really fun combat for the start of the next session as though this one did turn out well I did make it somewhat too easy and so it was over very quickly not that I wanted it to drag on but somewhere in the middle would be ideal. I'm also going to work out a bunch of formulaic phrases I can add into combat to spice up the roleplay elements as I'm still hearing a bit too much ' okay time to roll to hit now, okay how much damage, okay, yeah is he bloodied yet?' Which makes it feel far too 'gamey' so to speak. Regardless I was really happy about how it went. I had to improvise a hell of a lot when it came to dialogue but managed to pull it off and the players have done a few things I didn't expect. Keeping the captives with them for example, one of them suggesting they could sell them as slaves which I may allow but will obviously cause arguments which is good stuff . I'll keep this thread updated with sessions at least even if it is only you and one of my other friends reading it :p Oh and they oddly quite enjoyed buying different fruits, vegetables, meats and breads to make different types of feasts so perhaps the cabbage decision was a good one :D |
| #16silent_stoneMay 26, 2009 14:01:45 | Oh and they oddly quite enjoyed buying different fruits, vegetables, meats and breads to make different types of feasts so perhaps the cabbage decision was a good one :D Fancy that...then I stand corrected. |
| #17panoslMay 27, 2009 18:42:08 | http://i2.photobucket.com/albums/y4/Panosli/hibernia.png A quick map I've made of the area and the locations the PC's have discovered. |
| #18silent_stoneMay 27, 2009 19:18:31 | Two questions, if you don't mind: First, what software did you use to make that map? Second, are you intending the players to be contained on this peninsula (or corner of an island, as the case may be) for any length of time? Are there other islands or more land (to the northeast, beyond those mountains, perhaps)? Hopefully, this is merely "the tip of the iceberg", but since I can't tell what scale you're working at, the area of the map seems a little small for a campaign with "exploration" and "open world" themes... |
| #19panoslMay 27, 2009 21:24:01 | I'm loosely basing the geography of the world over ancient europe. The island they are on at the moment is Ireland, the main land will be the 'British Isles' which will be split into two halves by a large northern wall that the humans have erected to keep the dirty Orc barbarians out ( Hadrians wall much). The rest of the geography will go as far as I can design well for it really. The next map will be the main human area of the world ( France) and it's at this point that I may add a separate threat in the surrounding lands perhaps towards Germania or Spain. I wont make these real world connections apparent to the players but they give me a loose idea of how the map can play out as well as the geography feeling more 'realistic' without me having to put as much effort in. Basically I wanted to start out on a small scale as I couldn't possible design a huge area immediately so felt it better for them to slowly unravel the scale. When they are ready they'll be able to travel by ship to the main land and hopefully if I've designed it well enough choose where they go wherever that be the Orc lands, the Human lands or the wilderness. There's still stuff to discover on the small island as well of course. I've gave them an abstract idea that this is part of a bigger picture but I want to let them explore an intimate setting to start before they go and change the world. The map itself to be honest is a bit sloppy and I could do better but I thought I'd keep it abstract for now and I'm not artistically brilliant. I found the link on this very forum the thread being here. Or the main website itself here. |
| #20panoslMay 27, 2009 21:30:03 | I'm also finding it a tad odd I have 200 views but only one person commenting :P Lurkers are the best I suppose. Speak up if you want to add anything what so ever even if it's "TL;DR Noob! Lulz" Still nice to have some active interest at least ![]() |
| #21silent_stoneMay 27, 2009 21:34:53 | Thanks for the link; I might have need for such a program... As far as basing the campaign world on ancient Europe, that sounds like a perfect idea to me—not too many people are that familiar with that, so it would not take much, as you say, to re-flavor it. Are you going to make any use of Viking/Norsemen-analogues? Or is that the role the Orcs are subsuming? As far as the "only one person commenting", I think it might be the walls of text scaring people off...it doesn't bother me, but a lot of others around here, I've noticed, have low tolerance for those things. |
| #22panoslMay 27, 2009 22:26:43 | Yeah suppose the text wall doesn't help. I did try to break the post up into sections but I have written 7000 words or so. Perhaps I should add a summary to the start? The Orc people I actually see more as the native Britain's trying to preserve their culture as they are slowly taken over by the Normans/Romans if we go ancient enough :p. I think I need to imbue locations with a bit more culture in that respect and then show how that contrasts with the human culture and how the both conflict with each other. I do like the idea of some form of raiding force and will probably make this a separate faction perhaps styled towards the Germanic tribes. The 'blood Orc's I've designed fit this role already to be fair. The ancient Europe concept works well for me thanks to an interest in history and far too much time spent playing the total war games :P . I'm not sure how well the game mechanics would handle it but it would certainly be interesting if in the late tiers the players could take hold of armies and march on kingdoms but then I'm going all Risk on everyone. Ultimately I suppose it will be up to them. |
| #23panoslMay 29, 2009 10:32:04 | EDIT Tweaked the encounter EDIT An encounter I've written up to show cause and effect in the world. Previously they had knocked out a sentry and decided to haul him back to the town. Unknown to the party the Orcs knew about this and tracked them back as they were slowed and occupied with hauling the body. This encounter has the Orcs attacking the village to recover the hostages. Any ways I can make it more fun/realistic/interesting/balanced would be appreciated . The party consists of Avenger, Ranger, Wizard, Fighter, Sorcerer and Barbarian. So striker heavy to say the least.Narrative Narrative for encounter. “You awake bleary eyed to the sound of screams and shouts” It is very early, the sun is peeking out of the horizon but it is still dim outside” “The blood Orcs! We’re being attacked! You! Help us go to the ramparts and guard them” “You are at the walls of the village. They are fifteen foot high wooden walls with a basic wooden entrance that’s 10 feet wide, atop here are two look out points. You can hear screams and shouts in the distance and you see a guard rushing towards you panting.” “My friend had to leave had to run too many of them. LOOK!’ By damn they’ll be heading for the town square! Defend here as much as you can. Don’t let them get to the square. “You can see the road that leads into the village stretching outwards. Beyond that is deep and thick forests which now appear to moving with activity.” You can hear shouts and warcrys grow closer and closer as a great green tide spills forth out of the forests and descends upon the vulnerable little village like a wild animal hunting it’s prey. You first see a huge wave of stocky Orcs armed with clubs, each led by a fiercer and taller looking warrior armed with a mighty great axe each. In the centre is a tall figure wearing a fur cloak who has a ring of pale white skulls hanging from his neck. Beyond them are smaller hunched goblinoid figures. They each appear to be armed with a bow. Out in the distance beyond the walls again appears to be a wounded town guard bleeding and lying on his side attempting to crawl slowly towards the entrance as the Orc tide surges and attacks.” “With a roar the orcs all charge forward at an incredible pace. Only the fur covered figure and goblins stand back peppering you with missiles and spells” Defend the village. Creatures 1 orc eye of grumush, 2 orc berserkers riding 2 Dire Boar, 4 orc warriors, 2 Gray Wolf’s,6 Orc Drudges. Tactics 1 orc eye of grumush, 3 orc berserkers, 15 Orc Drudges. 4 hobgoblin archers Tactics. The Orcs are aiming to crash through the doors and attack the town centre in hope of saving their captured allies and looting the village. Once the Orcs have smashed through the gate and got past the fight moves to the village square. The players retreat to defend it. The alarm is raised by two sentries on watch the players are awoken and rush into the fight. One guard will fight with them at the wall. Another guard will lie dying outside. They gain 500 XP for saving him and his loyalty and thanks. Combat has two main areas the entrance to the town and the main square that the party gets pushed back through if defences are breached. The defence consists of the town wall which can be climbed with a DC 15 check, the town gate which can be smashed with a DC 20 check. Two areas of the wall are designed with defendable ‘turrets’ which give you +2 to attacks and +2 to defences. The gate can be opened and closed with a minor action. Terrain includes forests where the creatures come from. Boulders which can be climbed or used as blocking terrain and one small house that is blocking terrain. In the centre of the village square is a water fountain that can be climbed DC 20 15 foot high. for combat advantage with range attacks. There’s two rows of small buildings 10 foot high. These can be climbed DC 15. Or jumped on and give combat advantage in shooting those below. If a character is wearing heavy armour the force of the jump may crash through the building’s roof. The trade caravan is what the Orcs are after. The two orc captives are tied up. If they reach the caravan they can release the Orcs with a minor action who fight. They are both Orc Warriors. If the Orcs succeed in capturing the hostages they then flee from the village with them. Rewards! The Orc Leader has Darkleaf armour. One Berserker has a vicious weapon. The villagers give you a feast to celebrate your role as heroes. They also offer you 250 gold each as well as fishing rods each and a bag that will hold ten pounds of food and forever it keep it fresh. 2000XP total. 1000 Extra XP for stopping them taking the hostages. 500 Xp for saving the guard. |
| #24silent_stoneMay 29, 2009 14:17:59 | On the turrets on the town wall, I can sort of understand the +2 to defenses, but why the +2 to attack rolls? It seems to me this is the perfect example of superior cover (Player's Handbook, page 280). |
| #25panoslMay 29, 2009 15:12:03 | Primarily because they'd have a superior height advantage so would be able to pick off enemies more easily from below. I'd only allow two places on the wall where this would be possible so as to mix up tactics somewhat if the bonus was purely defensive I suspect the party would just run out into the centre as they seem to care little for being hit. Still perhaps a pure large defensive bonus could work or just one or the other. |
| #26silent_stoneMay 29, 2009 15:18:43 | Ah, the +2 bonus to attacks is from having the high ground—that makes sense. |
| #27panoslMay 29, 2009 16:15:52 | Yeah I think I'll keep it. The idea is that they pick off as many as possible as they rush towards the walls and doors then they back off before getting overwhelmed ( I might have to force them to do this one not sure how quite to implement it as they could just dispatch everything at the walls) as they crash through and the fight culminates in the town centre and either the Orcs get away with the captured Orcs or get dispatched by the party. |
| #28panoslJun 15, 2009 21:02:18 | Exams have kept me busy but I've added some stuff to the world for the next session coming up Thursday. The village of Wey rests on the eastern cusp of the island. It is a port and trade village set up due to it’s position both close to Cavan, the ocean which links to the northern Orc settlements on Britanicus. Its main source of income is through its docks which trade in a variety of goods in the mainland. It also has a fishing trade. For a village it is quite large having around 1000 inhabitants. It is also prone to having the most travelers due to its location as a port though many prefer to remain on their boats. Still the watering holes have a fair few more of the other common races such as Halflings, humans and dwarves though they hate being in this ‘barbaric’ island. It’s walls extend in a square. Population: 500-1000 More travelers from the human kingdoms exist here but most just stay in the port. Human, Halfling, dwarf. Government: The town is controlled by the mayor and his council. They get further orders directly from Cavan whereby the chieftain still holds authority over them. Defence: It is a small settlement defended by a simple palisade wall. It has an active guard force of around 50 and can call up around 300militia men. Inns: The broken oar. Run by the retired half-Orc fisherman Hart. It smells heavily of fish. They sell only fish. Supplies:.There’s basic food places which offer fish and bread. The inn has ale. There’s also a shop near the bay where ‘exotic’ goods can be purchased from the main lands. These vary based on the visit. I shall have one rare magic item. But a small quest to retrieve it. In this case Elven Cloak. One more magic item for sale. Amulet of protection for 400 GP. Marlows Odd’s an Ends’ Marlow runs the exotic good stor.. He’s the only human to actively live in Cavan and makes his living trading exotic goods with those coming into the port. He also travels to his home in Elthor the human lands and trades there. He tends to spend the summer months in Cavan and the Winter months in his home town. They also have a range of foods and spices. Ramshackle wooden building. Rusted metal sign. You enter a small cramped hut filled with a variety of strange items, small statues, herbs spices, cups and plates with ornate carvings. A small bearded man with spectacles sits behind the small wooden counter humming to himself. Next to him is a large wooden chest with a metal lock. He turns to greet you. “Welcome to Marlow’s Odd’s an End’s. We got all sorts ‘ere magical and mundane from all other the lands. What might I interest you in today? Just got in a couple of items with over from the Elven lands actually, cost me an arm and a leg but I haggled ‘em down. Well worth the effort.. Inside the chest is a gleaming amulet resting on an ornate robe. “You can buy the amulet of course, 400 gold fair and square. But the robe isn’t for sale I’m afraid it’s too precious” The port. Here is where the main trade and commerce on the island goes and comes. On the main land near the port is a large wooden structure where all the trade is processed, near here as well is the three warehouses where trade goods are stored. The port is split up into five quays which allow ships to pass through and dock. Extended out towards the sea is a long pier around 150 feet and beyond that is a large tall lighthouse imposing on the landscape. Today there is a large amount of hustle and bustle, people are going about their business. Small fishing boats are traveling out and in catching hauls. One large ship is docked two tall strong looking humans guard it. Shrine of Avandra. Small building with a Small shrine inside located near the port. People come here to give gifts for safe travel and asking blessing from Avandra. Run by the chapel priest. An old Orc female called Grettel. |
| #29panoslJun 15, 2009 21:03:28 | Melora Female Human Occupation: Traveling merchant and aquirer of exotic goods. Physical attributions. Tall and slender. Long flowing red hair. Piercing blue eyes. A red embroidered robe and a staff. Young about 20 Motivations. Greedy. Really wants to earn money and increase her wealth. She has two main shops and he alternates between them as well as owning a trade ship buts he wants to acquire more wealth, more goods and more locations. She also strives to prove herself to her male counterparts and not appear weak. She can identify the properties of many magical items. She is very secretive about his knowledge however and keeps himself to himself. Things Melora will discuss Quests Magical items The locals and the local area. The human lands and human history Secrets As a young women she forced her father out of business after he laughed at her for wanting to get into the trading profession. The further morally ambiguous things she has done to increase her power. Hunting down people who haven’t paid for her goods ruthlessly. Extorting money. Bribery and blackmail. Behaviour. Secretive about her work and what she wants people to know. Very manipulative and wants to get her own way in situations. Mannerisms. Twirls her hair as she speaks. Puns lots, laughs at inappropriate moments. Insight check 25. Reveals that she may be more ruthless than she appears. So perhaps remain wary of her. Hart. Half-Orc Retired fisherman now runs the inn Physical attributions. Bald and stocky. About 40 Motivations. Wishes to simply have a peaceful life, fishing and serving at his bar. Always greets customers with a smile. What he talks about. Fishing. Local area. Local people What he wont talk about Anything related to violence he keeps out of it. Orc attacks especially he’s had to deal with them enough so would rather not discuss the matter. Mannerisms. Laughs heartily. Behaviour. Remains peaceful. Will be as helpful as possible. Loves fish. Eats only fish. Loves fishing. Harold the trading boatsman. Dwarf. Physical attributions. Has a deep cut running down his face and is missing an eye. Full brown beard. Dreadlocked hair. Short and muscular. Wears a loose fitting cotton shirt and brown breeches. Carries a large curved sword by his side. About 35. Motivations: Wants to take care of his crew and himself and gain money through trade. Wishes one day to be able to retire. Hates pirates with a passion due to losing his eye to one. Behaviour. Talks straight and to the point. Doesn’t laugh or smile much. Respects those who can get a job done. Has a strict honour code. Mannerisms. Closes his eye when he is thinking. He offers the trade quest and can become a faithful ally depending on the pcs actions. What he talks about. Local area and people Parts of his profession. His crew. What he wont talk about His past life as a pirate a secret shame of his. He was motivated by the adventure and romantic view of piracy but saw it as the cut throat and cruel buisness it really was and escaped, losing an eye and almost his life in the process. How he lost his eye |
| #30panoslJun 15, 2009 21:07:29 | The Orc camp is a large square structure located in the depths of the woods at around a 12 hour travel from the village of Wey. The camp has one entrance at the front guarded by two Orcs. The walls are 20 foot high and wooden. The objective will be to gain access to the camp and discover as much as possible about the Orc plans. This will involve entering the hut of the Orc leader. Ways to do this. They can simply fight into the camp though they may become quickly overwhelmed and retreat. They can infiltrate the camp they will need to dispatch the guards. 2 Guards guard the entrance and four more patrol at night around the perimeter. The orc leaders hut is at the rear of the camp. It’s the largest building in the camp. It too is guarded by two Orcs. They can dress as Orcs and enter the camp this way. They can persuade the Orc guards that they come to offer their leader services as mercenarys. Or whatever other ********. A failure will result in combat. Some can start a fight while others infiltrate. On the desk will be a note ordering the location of the next attack and giving gold and thanks for the previous one. It comes from Arcus. The next attack is planned for three days time at the village of Rye to the east. Also resting just under the bed is a shiny dagger owned by the Orc. Stealing it may alert the sleeping Chieftain. But it's also shiny. ( Presuming this is at night, during the day he carries it) In the case that things go wary. Skill challenge: Escape the camp! The orcs are angry at the intruders and you need to make your escape. 4 successes before 8 failures Primary= An attack. VS AC 16. You can make an attack to slow down an Orc. Athletics. DC 17 You can outsprint your chasers Acrobatics DC 17 you avoid an obstacle in your path or dodge a flying arrow. Endurance: DC 17 you push on through the blows of enemies. Grabbed! Oh no! An Orc has attempted to grapple you to the floor. Orcs strength check. Then escape grab check. =1 failure/success either way. Will have to be helped to free himself or try again next turn. Anything creative gets a +2 to next check. |
| #31panoslJun 15, 2009 21:12:16 | Travelling. Road 1: You are attacked! 2: You meet a travelling salesman. 3: You stumble upon a travelling salesman being attacked 4: You stumble upon a farmhouse being raided 5: You stumble upon guardsmen in a skirmish with enemies. 6: You find an abandoned trade wagon loaded with various goods. 7: You find a corpse lying near the road it appears to have been rotting for quite some time. 8: It begins to rain heavily/storm. 9: You meet a travelling band of priests. 10: You find an injured man lying beaten and dying on the road. Wilderness 1:You are attacked by a wild beast pack. 2: You find a dying and wounded animal . 3: You stumble upon a hidden temple buried under the foliage. 4: You stumble upon a hidden cave. 5: It begins to get heavily windy 6: You stumble upon an abandoned camp. 7: You stumble upon a group at a campfire. 8: You find a ritual ingredient of some form. 9: Snake bites you. Poison! Perception DC 25 passive. +5 VS Reflex. Snake Poison. D4 damage from snake bite. Lose one healing surge that can’t be recovered. Endurance. DC 20 Improve. DC 15 Maintain. DC 14> Worsen. Next state. D10 damage loses a surge. Final state. Unconscious. 10: You find a small stream with fresh herbs growing nearby. While sleeping. 1: You are attacked by bandits perception DC 21 to notice. 2: DC 25.You notice a snake crawl into one of your companions tents. Shouting will startle it and it will bite. You have to sneak in and quietly get rid of it. DC 20 check to get rid of it in any way. Creativity! . +5 VS Reflex. -5 to reflex for sleeping. Snake Poison. D4 damage from snake bite. Lose one healing surge that can’t be recovered. Endurance. DC 20 Improve. DC 15 Maintain. DC 14> Worsen. Next state. D10 damage loses a surge. Final state. Unconscious. 3: A thief sneaks in at night and steals some of your gold. DC 21 check to notice. If you notice him you can capture him, kill him. He will always flee as a reaction so you need to immobilize him in some way. A grab perhaps. Halfling thief stats 152. He makes a thievery roll and steals that much gold X5. 4: A gale picks up. It begins to rain heavily. 5: A wild boar comes foraging for food. DC 21 check to notice. If you notice you can kill him. He’ll flee on site. If you fail to notice he steals one rations worth of food supplies. 6: Mysteriously an item has been left by your camp. Insert random magic item. 7:You wake up and feel rejuvenated after your rest more so than usually. You gain +1 fort /will/reflex for the rest of the day. 8: A very vicious windy storm picks up shaking the entire camp with howls and rain you get little decent rest this night. -1 fort/will/reflex? 9:A tree crashes down threatening to crush you and your camp.Perhaps in storm. DC 20 check for guard to notice. He can alert. +2 vs reflex attack. 2d10 crushing damage. 10.You are attacked by a pack of wild beasts! Perception 21 to notice. |
| #32panoslJun 18, 2009 17:01:02 | Latest session the group had. We only managed one encounter and three were missing however we are joined by one new member. Elthior the Bard! Summary is quite brief but was only one combat encounter from memory. The group are awakened by the shouts and cries of the villagers. Andarta,Marneus, Elthior, Celer and a new mysterious Eladarin Bard called Illionrian all join together and defend the walls. The Orcs come in a huge wave breaking through the guards defences and slaying them outright. The Orc leader spearing the poor unconscious guard. The mage Celer and the ranger Andarta took up positions on the guard tower. Marneus placed a trip wire trap over the entrance however this failed to stop any of the Orc berserkers who all stormed the entrance and engaged in a fierce melle with the defenders. The smaller Orcs attempted to storm over the walls while the hobgoblins sprayed arrows down from the distant forests. The smaller orcs managed to run the gauntlet well and avoid much of the fire, however they were halted at the walls and while clambering over skewered by arrows and magical attacks alike. Two Orcs did manage to break through and run to the town centre but the archer managed to dispatch them with her bows. The mage was able to send dazzling blasts of fireballs,ice rays and dagger clouds which managed to eviscerate large amounts of Orcs and Hobogoblins. The finale of the battle was a bitter slog between forces at the main gate, the Bard had unfortuantly been knocked unconscious by a hail of arrows but was still surrounded by Orcs. The berserkers led by the Orc Eye of Grumush battled against the avenger and the barbarian while the ranged fighters held off the distant Orcs. Finally they managed to dispatch the Orc leader. The town mayor offered them a feast at noon and as it was morning they all went and rested, apart from Marneus and Elthior who searched the town for weapon dealers finding Melora’s Odds and Ends. They accepted Melora’s quest to find and kill skinkrot in order to become business partners and get copious amounts of loots. They then all went and joined the others resting at the inn. |
| #33panoslJun 25, 2009 14:49:07 | I'm aware nobody is really posting here so I'm gonna call it quits updating. Here is the link to my blog http://panosl.livejournal.com/ I'm going to keep updating sessions for the adventure. A blog with the entire campaign and world can be found here. http://dndhibernia.livejournal.com/ Thanks for everybody who's provided help ( all one of you) adventure is going well. ![]() |
| #34turtlshellzJun 26, 2009 4:40:56 | Heh. I actually thought of responding once or twice but you seemed to have every thing so well thought out and organized I could not think of anything worthwhile to say. :D After reading what I have read tonight it seems like you and your group have really warmed to the setting already and that everything is off to a great start. what more can be said in a DM's favor than that? Other than maybe... It was a campaign we still remember and take about years later. Nothing much better can be said of any DM's game. Congrats and best wishes on everything to come. |
| #35panoslJul 05, 2009 11:16:08 | Hah. I suspected a few lurkers. Oh well nice to know a few people were reading at least. Feel free to comment on my blog if you wish, don't be shy any advice is always helpful for me as I like to see things from other people's perspectives. |