Showing posts with label village. Show all posts
Showing posts with label village. Show all posts
Tuesday, 3 March 2020
Vikings & Cthulhu
With a new Cthulhu Dark Ages book out time to look again at some of the stuff I used for my 3 generational Viking game. To be honest I like historic gaming but it can be a hard sell so Cthulhu brings the bacon and bums on seats in these various campaigns. Vikings were an easy sell in my club too. Not many people really get idea of Dark ages especially if fed on a dnd diet. Im hoping we get some adventures and this gets developed more.
Going through various products I used for Viking campaigns.
Oddly wearing armour, using swords and shields makes a viking more than a match for monsters and when they use Rune spells and high skills they do not feel as lame as most investigators.
In a Vikings game you need plenty of non mythos action too so any Viking adventure content is usable. Viking dreamlands could be the realms connected by Yggdrasil.
Viking Minis available in lots of scales too, i use 1/72 and a nice boat that scale available.
HARN Ivinia the Viking lands - has great weather and sea encounters (not sure of the exact book) the copy of tables in my folder since 80s as harn was very hard to find
TSR 2nd Ed dnd Vikings - ice maps, names, house diagrams some ok bits
Rolemaster Campaign Classics Vikings - lots of good stuff and some adventure ideas - had a character battle a woman to marry her and was a very very long fight inspired by this
GURPS Vikings pretty good and I like the job tables in older GURPS books which they seem to have dropped. Other GURPS books like Russia. Low Tech and Middle Ages handy.
RuneQuest3 Avalon Hill Vikings Box Set is a great core campaign and as it is BRP. Is a great start for a family of poor Vikings going on the first raid and good clan soap opera. I ran everything in here for the core of the first campaign. As time went on the clan settled Iceland. Mongoose Vikings book kind of had tacky art that did not suit the historic topic but had names and a few bits usable. RQ3 used dark ages Europe as the default setting. I added lots of RQ combat features like hit locations for a more complex portrayal of Melee.
BRP Iceland is one of the better RPG books ever. Very dense and content for a long period of play and full of detail. Has rune magic and good notes on viking gods.
The Ravenar Sagas monograph 0348 Chaosium for Call of Cthulhu has lots of good bits that played well. Layouts look like a word processor but at least readable and usable. I got to spread the scenarios out quite well so they were years apart. Spirits & Dreams of the Viking age monograph 0390 is not as good. The layout has lots of issues which affect readability and organisation. Adventures revolve more around Viking supernaturalism and showcase monsters. Adventures are ok but I didn't use any of this book really.
Castles & Crusades Viking book worth a look. Have not read them all but they are well researched, dense and more modern than what most ppl know about mythology in other volumes of series.
Mythras have a great Byzantium book which could be handy for when your Vikings visit Byzantium. My guys spent a few years there and came back with awesome Varangian armour.
There are probably more and recent books I have not touched. As always osprey books are good for historic arms and armour. The World of the Ancient Slavs published by Orbis is handy. Kids books often good for daily life. Read Icelandic Sagas. Best fantasy books were ever written and easier going than Tolkien. Elder Eddas especially.
So basically I used RQ3 for skills and magic (spirit and divine). I used mythos magic for cultists and the dark ages folk magic for common non-aligned magic. BRP Iceland religious mechanics on top of this worked well. I used elements of Ringworld RPG for skill groups too. I did have characters become runelord berserks, priests and shaman by the end. My character sheets in links below.
Multiple characters slept with supernatural beings and of course, such children grow faster in the faerie world and will hunt down their fathers wanting revenge. As we played 3 generations some later characters started with better choices of career (most started farmers in the first game). Some were born rich and some with non human blood of troll or elf or giant. I like to keep the human world gritty but the supernatural world of giants and faeries were reachable and pretty horrible. Lots of fog-shrouded seas with monsters too. Islands of deep one cults. Lots of isolated monasteries actually full of cultists too.
Any adventure for regular Cthulhu mentioning Vikings is an opportunity. I used trail of Tsathogua adventures in Greenland which were fantastic. When I ran them again later I put links to the Viking players in with the Viking ruins. As the temple scene in the novel derived from is set in ancient Hyperborea time change was not a big deal. As Brian Lumley (I thing in House of Cthulhu) his Hyperborean like lost world had sailors visit Relyeh I was happy to repeat it with my Viking players mostly straight from shadows of Yog Sothoth. Of course, half party died or went mad. One player jumped into Cthulhus open mouth axe in hand as he Prayed to Odin.
As travel a feature and my Vikings went to Americas, the Lost City of Irem, Egypt, Rome, Byzantium, Russia, Frankland, Germania plus a trip to Jotunhiem (dreamlands? you don't need to ever explain this stuff). Characters had lots of training time to improve skills and attributes. Kept a few poor literate monks as slaves to read books for them. Letting months or years go by was great and I used Pendragon to see if wives and children and horses lived. It is good to have at least one king out to get the party.
In the last section of game Christianity was replacing Viking magic and characters happy to move to Iceland. Different characters developed different links to various lands they visited.
The second game I didn't document as well and 3rd I didn't detail at all but a heap of links here on games and prep.
So Cthulhu has been a great way to have Magic in a historic setting where magic is mostly horrible and hard to get. You might want to consider changing insanity tables and obviously dead bodies won't bother Vikings much.
890 AD Vikings Game
http://elfmaidsandoctopi.blogspot.com.au/2014/02/prep-for-brp-viking-horror-fantasy-game.html
http://elfmaidsandoctopi.blogspot.com.au/2014/02/cthulhu-vikings-growing-up-norse.html
http://elfmaidsandoctopi.blogspot.com.au/2014/02/cthulhu-vikings-ragnorak-now.html
http://elfmaidsandoctopi.blogspot.com.au/2014/02/viking-log-final-brp-viking-pc-sheet.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-wolves-of-fenris.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-saga-cursed-land.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-thralls-brides-and-forbidden.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/viking-log-to-iceland-and-jottenhiem.html
http://elfmaidsandoctopi.blogspot.com.au/2014/03/vikinglog-evil-orkneys-clan-and.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/vikinglog-kingdom-of-york-and-dreamlands.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/viking-log-sagas-of-tsathogua-and.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/viking-log-from-hyperborean-temple-of.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/viking-log-hrafns-battle-bride-wedding.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/vikinglog.html Byzantium
http://elfmaidsandoctopi.blogspot.com.au/2014/05/vikinglog-byzantium-to-bagdad.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/viking-log-city-of-irem-to-mecca-to.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-old-gods-hate-us.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-storming-iquathas-castle-in.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-giantland-and-cheating.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/vikinglog-cheating-and-killing-cthulhus.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/viking-interlude-hrafns-own-funeral-plan.html
http://elfmaidsandoctopi.blogspot.com.au/2014/07/the-last-vikings-sacking-of-rlyeh.html
Second Campaign featuring kids from first
- was meant to last a few weeks went for a few months
http://elfmaidsandoctopi.blogspot.com.au/2015/08/vikings2-brpcthulhu.html
http://elfmaidsandoctopi.blogspot.com.au/2015/10/vikings-2-campaign-updates.html
http://elfmaidsandoctopi.blogspot.com.au/2015/10/vikings2-ends-rome-begins.html
Friday, 3 January 2020
Oriental Adventures Round Up
This was peak 1st ed with proficiencies, exotic martial art slots, lots of new monsters and classes. It had lots of problems too but good supplements came out for it. It suffers for it's time being a strange hodgepodge of history and classes focus on Japan really. Most of the adventures remained in pseudo Japan campaign areas despite a detailed world and another box of faux central Asia to join the forgotten realms map which was nice. Some of the claims about this era of dnd are a bit silly by people with poor knowledge of the game. Glorantha fans on some forums have become greedy cultural plunderers mashing up pop archaeology and sometimes living including cultures. The word orientals is pretty imprecise like calling it a Asian roleplaying setting, and is a bit dated.
I don't really like pure samurai gaming, pretty similar feeling i get playing vampires or crime lords or SS for some reason. But being a mix of peasants, ronin, holy folk and magicians worked better to me. I kinda find the newer Rokugan setting contrived to justify necessity of samurai and their horrible class system where whole villages would die for the fault of one person kind of discipline. I did like how half party would be ninjas in disguise and would want side quests. I liked my wujen ninja who with martial arts backstab almost killed a kaiju (few samurai with bows helped and got credit). Had awesome kensai cat lady character with katana. My homebrew of dnd incorporates lots from this era. I love the spirit folk races and my changelings race is based on them. I think I played a ninja in Call of Cthulhu once.
Red Tide book from drive through is a sorta samurai vs orcs and a moral evil existential force invading. Yoon Suin more like a cambodia/ankhor or thailand part of the orient. It is a great book and honestly running that and plundering content from OA products would be a great idea.
So anyway a quick look at the products to support the OA handbook:
Kara Tur Box Set 🎲🎲1/2
My copy has lost box and possibly other bits is now in a pouch.
I had this and sold it and the central asia and hollow earth boxes as I was just getting into more history and gurps stuff in 90s. Gurps China and Japan are great. RQ3 had a very dry samurai box set with some cool new abilities for people who max out in skills can develop a ki power version of skill. Japan and martial arts and ninjas were popular in the 80s especially in video stores. I think as a teen this book was pretty solid and dense for a TSR book. It was a bit intimidating and low in illustration using mostly recycled art from other products. It has 2 books and a lots of maps and I think it had those acetate hex sheets originally.
Dives straight into gazeteer no preamble or anything going strsainght from the hardcover. So basically has three China's which is pretty ok. Has great table on ministries for empire I love. Lots of secret societies and monasteries, religions, philosophies, etc. It has a Tibet and a great mnorthern waste with primitives and OA dwarves all into shamanism. Many OA priest class are good shamanic type spells for a shaman spell list. Various Jungle and Island peoples. New monsters, and adventure ideas. Finally two Japans. I did get this again and it has lots of good bits to steal. Rare for me to say it but density of it and the scope is pretty daunting. Several regions Im kinda not sure exactly what inspired them but many I can tell. The jungle would blend into Yoon Suin ok, It isnt too hard to get which is good.
O1 Swords of the Diamyo 🎲🎲🎲🎲
One of my favorite modules ever that continues to inspire me even though I only just got it after 30 odd years apart. Inside covers is a weather and long distance sailing map system to reach the forgotten realms by sea that is good with a Kara-Tur map inside. there is section on book with sea exploration tables that is good too. This isnt just a module it is a major expansion detailing Kozakura province of Miyama where you arrive after crossing the sea in adventure 1. I suppose this is if you want a campaign to start with western characters. The other adventures are for locals but account for travelling foreigners. The second adventure is defending a village from evil black temple monastery sohei. Adventure 3 is longer and traveling to region to find the secret of the boss. It is pretty linear. Adventures are half of one book. We have a timeline of the country, new creatures, pregens with family chart, kozakura province hex map 40 mile scale, maps of the province showing clans and wilderness areas. A city map, a village map, a monastry map and a fortified residence for rich and a samurai house map all handy additions to maps in core hardback OA book.
The second book has a intro on kozakura geography and climate. There is a good list of court titles. Then detail on province Miyama, quite detailed with nobility bloodlines, armies, religion, samurai families. The gazeteer part has random hex content for exploringthat is one of best ever followed by details of specific hexes. There are shrines, villages, watch towers, haunted places, lots of adventure hooks. I did run this hexcrawl and It set a style i still go by. The adventures are pretty linear but brief but the sandbox here was very good for player directed action and story.
OA2 Night of the Seven Swords 🎲🎲🎲🎲
A more standard module with cover fold has a new province map, a huge isometric complex, caves maps, a fancy inn map too, its a find clan relics in a haunted castle gig in some political intrigue gig. It is more of a dungeoncrawl really. Has a 48 page book inside with quick province guide and timeline. The haunted castle is well rrally haunted even needing a ghost bridge to get there. There are random visions and phantoms too. Then you have to get through hostile wilderness to get home tobattle in a fancy inn full of nobles over intrigue. Ideas in the haunting for tragic spirits are good and similar to my gotthic setting. You could stick this in Ravenloft in part
OA3 Ochimo the Spirit Warrior 🎲🎲🎲🎲
A threefold cover with siedeways and isometric map of a huge te,ple complex with lots of moats. The back has a hex map of a Island. This is set in one of the threee mainland dragon empires, Shou Lung. It has a timeline, mythology and history and government info. Page 7 gets into adventure. So merchants send you to sea immediately to a small island settled four times in past under kozakura after explaining would use non-kozakuran setting. Most recently buerocrats discoverd Shou Lunged owned island and sent a colony. A local evil spirit wants them gone. Adventurers step in. There is a nice reception hall map for meeting patron. A sailing adventure to reach the islands, then a section detailing the island with encounters and events. You get to hear about evil heart of Island and find other stuff exploring. Attacking the huge temple with monsters then entering some spirit world to fight a dead spirit king. Its good stuff with a bit of courtly stuff then onto huge monster hunt in a fancy dungeon. its pretty good.
0A4 Blood of the Yakuza 🎲🎲🎲🎲
The inside of the threefold has a clan map, and another map of Kara Tur then a foldout map of a city for gangs to fued over. im imagining rooftop night fights already. A 48 page book set in Wa (Tokagawa Inspired) a more unified version of Kazakura (warring states). A big timeline of Wa, stricter politics then into the city Nakamaru. It has history, calender, districts, architecture, factions, nobles, gangs, ninja, temples, forigners, etc. Adventures are gang related political adventures. Then there are encounters for city districts, events and a final battle. There is also a 16 page encounter construction booklet with npcs, a npc gen table with names, jobs, personality, the maps of castle, a temple, samurai compund, samurai residence and entertainment district map. Crime war intrigue is a good idea and we get a nice detailed city.
OA5 Mad Monkey vs the Dragons Claw 🎲🎲🎲🎲
This one has forgotten realms logo on cover. Only a twofold cover with a a tomb and a underground river and city. T'u Lung one of the other Dragon empires is the feature region and it also features the celestial bureaucracy. Its also about feuding martial artists. Has a detailed timeline and describes two martial arts. The adventure could be a sequel to Jeff Grubs OA2. You arive from some other nation then get to guard some guy going south into the Shou dragon empire, and some very very long boxed texts. There is a sea journey as is in a few OA books which I like. I guess as you get more higher level you get international travel. Mad monkey island moves around which is cheating for a place you seek. You get to train up in mad monkey style then back to encounters and events in TuLung which includes on a encounter table martial arts refugees and evil sects. I guess you can battle guys you meet on the road just for martial arts sake. There are events, a city, a ruined city, ruined farms, shrines a really cool library and lots of fighting dragonclaw monks. Finally you go down a underground river to a underground sunken city to defeat the dragon claw. A monkey deity might give you the biggest buff for a battle I have ever seen. Seriously wow matrix level power up. You get to max out with a martial art and use it thanks to temporary knowledge from the cult demigod. So cheers for this bit of fun. I like the martial arts duel is in part monkey god vs a demon and other spirits involved.
OA6 Ronin Challenge 🎲🎲🎲
Now with second ed logo. Gatefold has two panels with all weapon tables and an ad for RPGA network with a province map of Shou Lung. There is a 96 page book and two double sided fold out maps. One has temple one side with neat views depending on facing in colour, then a section of a city once again screams roof chase. The other is a big province colour map and inside a B&W map showing where all product maps in setting are on world map. It has Chinese names for OA classes so you don't feel like its ancient china occupied by Japan but then art does samurai anyway. It has lots of imperial court life stuff and starts at a impirial martial arts tournament and bridge top building (I love these).
This tournament is huge and reveals a traitor you must hunt into exotic long lost mountan valleys. You get a magic hen. Mountain and village encounters, meet a sage and explore a cave, fight king kong and meet increasingle exotic foriegners. Including tribals in a swamp then some bunch of sultanate Indians with turbans and elephants and jungles. There is a ghost village, a spider valley, a amazing library and important books, some bizzare chess game with a dragon and life size statue armies. There is a appendix on Kara Tur language and notes on new regions language which i partly translated a curry menu with. Plus mountain outposts for empire detailed. It's a big long journey to the west like Monkey by Wung Pu Eng through lots of strange valleys. Probably 4-8 sessions play.
OA7 Test of the Samurai 🎲🎲🎲
Inside 3fold has a time track chart and a peninsula map and that same map of Kara Tur. Onesided colour fold out map with peninsula of Wa, a city and a strange wilderness hexcrawl. There is disapearances! Woo! Supernatural corruption and omens afoot. You meet unicorns and a pheonix. It follows previous module diving straight into supernatural malarchy and exitement. the party may carry reincarnated essence of some old clan put their by gods. You get to explore a magical land and get up to all kinds of supernatural monkeyshines in a magical land. Some of the most powerful monsters Ive ever seen. Once again a few months of play here. I would say these are on linear side but still good.
Interesting the evolution of this line to including lots of travel by land and sea, also going from sandbox then to dungeon crawls to sprawling exploration wilderness campaigns. Sill think 0A1 sandbox was best.
Wednesday, 24 April 2019
Sour Hill Region Notes
So Ive talked about Sour Hill a bit to use in my 3folds vol 31-40. Ive been making post apoc art for series 3 post apocalypse set. Here Im expanding this region a bit and have played with the maps of both a bit. Might still change some names.
Sour Hill was a former castle town with thousands now on verge of total collapse and a borderline ghost town. Monsters have started walking the streets more. Once the cathedral went everything fell in decline. Grandparents here remember a thriving wholesome town, the jewel of the north. Traders come mostly to scrap buildings for cut stone. Former pop 2000, Current pop 400.
Sourhill is a great circle wall the a gatehouse in each compass point, a great tower, a keep and remains of a cathedral which was mostly removed by the church and eventually destroyed the region. The Quarters are Smakley where pious church folk lived, Grunton where pig farmers lived, Dirton where farmers lived and Clankton where traders, crafters and shopkeepers lived.
One former lord of the town kept monster menageries and believed the right amount of monsters was good for the economy but too many threw out the balance. Once he died monsters all over the region thrived out of control. The Monsterarium ruins are overgrown but still there. A goblin freak show operates here still. Slavers sell goblins, kobolds and orcs to civilization from here.
Murder hobos and cultists walk openly now. No new lord has moved in to manage the region, wars have kept kings too busy to share.
Long ago a thriving Druid cult ruled the area leaving megalthic stones and artificial hills everywhere. Current people fear there ghost haunted places.
Seagrave is a fishing village but smuggling, fish cults, looting ship wrecks is more what it is known for. Now the law in Sour Hill don't come it is getting worse. Current pop 200.
Tinvale was a very old tin miners village. The adjacent mines are almost depleted. Miners often dealt with cave folk ghosts and graves here as the mines were thousands of years older. Years ago someone got the bright idea to bring in a breeding pair of kobolds, these goblin-brownie hybrids quickly took over and now fill the hollow hills. The idea was to get the kobolds to mine in return for food which worked a while until others traded them in secret with iron and the kobolds became well armed. Turnip production is now the main industry but tin miners and smiths still work here. Former pop 800, Current pop 200.
Icewater was settled by viking mercenaries by a king needing mercenaries over 400 years ago. They don't feel kinship with outsiders and mostly fish. Still barbarians with a old storm god cult they are wary of civilization that betrayed other settled clans. They still trade with the far north kin and can call on them. The local mountains and forests have trolls, dwarves, elves and other monsters. Berserker cults thrive in the area but are unwelcome in peacetime in village. Current pop 400.
The Well Known Ruins are on common maps. Technically some are still settled by hangers on and enjoy a lack of tax collectors.
Eastmoor Hall former seat of knight who was warden of the Eastmoors, now a shunned ruin with a dungeon
Scar Hall former seat of knight who was warden of the Eastmoors, now over run with kobolds, stirges and worse
Runtly former village where the undesirables and murder hobos kept out of Sour Hill lived but now most have moved their. A ghost town where bandits still camp and a few desperate locals live. Former pop 200, Current pop 40?
Barrow Hill full of burial mounds, standing stones and foundations of prehistoric villages. Haunted by wights and other undead mostly shunned. Druids in the local forest and wild folk come to worship here and other megalithic sites all over the region. They also maintain huge cut turf artworks and rock carvings.
Hobbsville was a thriving village of miners, craftsmen and a traders stop. Now it is mostly empty and the remaining residents are devil worshipers. Traders shun it now but some old maps show it as a good place for food, drink and safety. Former pop 200, Current pop 40?
Squidgate a fishing village in decline as fish disappeared and the remaining residents are now squid demon cultists who worship a kraken in a cliff cave entrance that goes under the village. Very few ever visit. Former pop 200, Current pop 40?
Fogville once a farming village but life was always hard and it was abandoned years ago. Some might live in the ghost town but most have heard the village is haunted and the local moors prowling with evil. Former pop 100, Current pop 0?
Crabapple Cove a fishing village now miles inland as sand choked the inlet and smothered the area. Nobody lives at this wind swept sand choked ghost town. Former pop 200, Current pop 0?
Skull Camp near the south highway entry to the region is a murder hobo shanty town thriving from local dungeons and is the only growing place. Authorities to the south are increasingly interested, mostly it is run by a thieves guild man now (see my murder hobo book and maps). There are multiple maps detailing from the first few tents to a small fort over many years (need to do one more).
Whitecliff/Whitelake/Whitefalls a huge frozen glacier and iced over lake are here, meltwater forms a waterfall and feeds a small river (Icewater stream). Things live in the ice caves and most shun the area.
Ideas for 3folds on this
Kobold Cull in Tin Mines
Stone age cavern complex
Great barrow complex
Squidgate cult?
Wizard dungeon under Eastmoor Hall
Scar Hall a beginners ruin
vol 7 region detailed
vol 10 Sour hill detailed
Will detail the monster management theory of stewardship sometime.
Friday, 28 December 2018
d100 Fishy Fantasy Folk
As I have a fishy city in my setting i might need this. I might make some more stuff too like fish mutations and sea monster invasion tables....
I would change names for my current setting but will do all my marine stuff for shadel port one day which is where these names would be usable.
d20 Fishy Traits
01 Bulging eyes02 Big lips
03 Slimy skin
04 Scaly rash patches
05 Gill slits
06 Webbed digits
07 Long clawed fingernails
08 White eyes
09 Night vision
10 Croaking fits
11 Limpy gait
12 Hunchback
13 Smells of fish
14 Hair loss
15 No belly button
16 No nipples
17 Squashed nose with slitted nostrils
18 Long sharp fingernails
19 Green-grey tinted skin
20 Sharp teeth with several rows
d20 Secret Fish Cult Paraphernalia
1 Strange gold nugget shaped like coral
2 Green stone squid god idol
3 Stone fish medallion
4 Wavy sacrificial knife
5 Wax tablet with strange writing
6 Coded map to cult meeting place
7 Whale tooth with sea demon scrimshaw
8 Several small pearl
9 Strange green sea metal knife for not quite human hands
10 Packet of deep sea weed narcotics
11 Item from missing ship
12 Trilobite or amonite fossil pendant
13 Gold tentacle pendant
14 Tattoos of octopus demon god
15 Tribal tattoos of distant islanders
16 Tattoos of fish cultists trading with humans
17 Fish cult mask
18 Fish cult robes
19 Magic fish hook catches a fish once per day
20 Barnacles and seaweed rooted in skin
d12 Fish Cult Plots
1 Breed with humans
2 Kidnap sacrifices
3 Kidnap humans to eat
4 Ruin local economy with fishy gold
5 Peddle fish folk drugs
6 Sabotage sailing vessels
7 Spread false sea charts
8 Recruit for the fish cult
9 Maintain fish cult holy places
10 Spread murder and vice
11 Spy on humans
12 Make people think the fishman empire was not so bad
d10 Quick Types
01 Vagrants02 Dock folk
03 Shop keepers
04 Entertainers
05 Old timers
06 Tavern Characters
07 Sailors
08 Professionals
09 Upper Crust Toffs
10 Cultists
d100 Fishy Fantasy Folk
02 Mavis Swamp Weasel lives in a shack of garbage, local say she is a witch and yells at local children
03 Old Man Tucker, sits in alleyways drinking and muttering about terrible things he has seen and how "they wont let me talk"
04 Alfie Chumbucket begs for scraps from fishermen and does odd jobs, children say they have seen him eating raw fish guts
05 Puggle Tacklebox fixes fishing lures and nets for scraps and beer, he has missing teeth and terrible fish breath
06 Old Willy the Whale, bloated huge pale man who somehow gets enough food to maintain his size, some say he eats other vagrants
07 Old Mother Fishlegs wanders around shore like collecting driftwood and scraps she sell or collects in her shack. She has a collection of strange things from the sea
08 Granny Musselchops wanders the docks muttering with bags of rags and scraps and cages with rats, cats and birds she traps and sells for bait
09 Orla Canklegrim sits on docks drinking and laughing and cackling and smoking, some say she has a secret fortune and she pays her tabs at the grog shop with gold nuggets
10 Sally Plum like to sing with her hideous croaking voice until people throw fish heads and tails at her to shut up
11 Big Willy is a dock hand who lives in a tint shack on the docks. He is notoriously idiotic and strong but so far has not killed anybody who taunts him
12 Old Man Bracken sits on docks whittling ivory and driftwood telling stories of horrors of the sea. He knows many strange legends and forgotten lore of the sea
13 Jimmy Barnacles rents small boats and lends money and goods to other fishermen, many on the docks owe him
14 Jenny Kelptoungue sells mussels, clams and oysters on the docks she gets from somewhere, and is often heard hawking her wares. Some say she trades pearls to strange outsiders
15 Fanny McGinty fixes nets and sits by the docks singing strange songs she claims to have learnt from islander slaves from far away
16 Mack Hatchet buys the best catches and ships them off to the rich every day and always has plenty of gold to pay
17 Molly Shrimp sits on the docks selling pipe weed of all kinds, many from exotic distant lands. Especially dragon weed from the sea depths which increases your life span but makes user an addict if not prepared properly which she does not. Most of the dock folk deal with her daily
18 Gatland Pike hangs around docks unloading goods that come in for small change to buy more grog, he sees all the comings and goings on the docks
19 Greg Bass, a popular leader of dock workers who negotiates pay and has become unpopular with business leaders. He has been meeting workers in a local tavern and increasingly adding ritual elements to his docker brotherhood
20 Barnacle bill a old peg-legged, hook handed retired sailor sits on docks giving unwanted advice and telling tall tales of treasure which often lead to a fishman temple ambush
21 Salty Pete runs a fishing supply store where he sells strange worms and creatures from the bottom of the deeps
22 Marek Tule runs a boat yard and mends local boats. He has uncanny knowledge of the sea and boat building methods of many lands beyond a humble local tradesman
23 Muriel Tattersail, repairs sails, sells used cloth and quality all weather coats and cloaks. She occasionally sells goods from lost ships she claims to have found ashore
24 Elon Clamneck is a fish monger who always has good prices and has extra cheap strange deep sea fish most people think too nightmarish to eat. He eats all kinds of strange fish dishes like pickled eyeballs and sea urchins and jelly fish
25 Teresa Slurm runs a sly grog shop under a tarp by the docks where she sells rotgut grog to the worst kinds of dockland folk. All kinds of strange unseemly creeps gather for her company and awful drinks
26 Marigold Drake sells odd junk and strange things brought by sailors from around the world. Odd creepy idols and mummified mermaids in display cases attract strange clients from far away
27 Manny Sorecrust taxidermist stuffs and mounts creatures from the sea as trophies and curios. Some poorer samples seem extra horrid and the glassy stares from his stock make children cry. He is always after monkeys to make fake mermaids
28 Lorris Clark sells old maps, charts and books from far and wide. He especially has a good collection of old log books and always keen to by written travellers accounts
29 Borris Lengman runs a small smith repairing mariners tools, harpoons, nails, and other petty items, occasionally he has strange samples of sea-metal
30 Kalis Seageld sells cheap fish meals from her tiny hut including fish head stew, fishtail porridge and eel pie. She also offers other mystery stew items from her cauldron
31 Bordrin Klag is a hunchbacked musician who plays lascivious flute tunes to drunken dock workers. He knows all kinds of gossip and sleeps somewhere on the docks.
32 Old Bill Gull plays popular sea shanties in taverns and knows many old tales of the sea and it's mysteries. He knows of many forbidden elder ruins on the coast
33 Matilda Hollyhock keeps several dancing monkeys she uses to entertain others for coins, she has shows for public, children and bachelor parties
34 Coral Rockland, a dockland prostitute who sees all the comings and goings on the docks and sells contraception, abortion medicine and herbal treatments on the side
35 Corbyn Ray a bard who travels the coast singing sea songs and also spreading messages (also for fish cultists), he is popular and leaves many lovers
36 Gumpy Talon bites off fish heads for copper coins and various odd jobs and humiliating chores until he can get a job in a big fancy carnival
37 Sammy Crumpkin runs shell and dice games in a shack and preys on freshly paid dock workers and sailors. Carries a huge knife for arguments
38 Gilbert Salt runs carny games like ring toss and coconut stalls and gets into fights often
39 Pearl Shanty a popular tattooed prostitute and singer carrying at least a dozen diseases and parasites she is immune to
40 Mungo Shank runs a small dockside freakshow in a series of old shacks and tents including a fish boy, a mermaid, a talking octopus, siamese twins, the gill boy, the snake woman and a foreign idiot you can pay to throw coconuts at
41 Drake Dogfish is a ex freebooter scallywag who tells jokes and is a popular barfly who knows all the locals when in town
42 Captain Saltbeard an old trader who tells stories of life with the cannibals of the misty islands
43 Madame Clorakka a mystic elder who tells fortunes using a strange piece of glass she found in the sea
44 Lady Fang a snaggle toothed old woman who sells medicinal herbs and drugs (which she includes in herherbal remedies)
45 Old Betty Butterfish, runs a boarding house and makes famous stews from unwanted fishermen's catches, her house is decorated with all kinds of oddities from her travels
46 Tattoo Lilly, an old toothless woman with strange tattoos from her travels across the seas, some say she can cast spells
47 Old Man Smothers, limps around the docks shambling about ignored by everyone. He is hideous and can barley speak. Most assume he survived diseases and is very old
48 Ginny Jellyfish gathers seaweed and barnacles to eat and is hideous and senile. She often thinks she recognises people and gives wrong information to outsiders
49 Ragmund Knorr a elderly barbarian sea raider who's people modernised when he never did. He tells of all his raids and savage heathen rites of youth but gives lip service to modern faiths
50 Elly Banrnacle a hideous crone people visit for advice and magical advice. Apparently she can remove curses and the evil eye or can inflict them
51 Rolf Stienmann a hideous drunk who seemingly can throw up his body weight in rotten fish
52 Cally Boots is a terrible drunk who begs for free drinks with terrible attempts at using her long gone sex appeal, if she gets drunk she sometimes says too much about local secrets
53 Villi Morgan begs for free drinks and if anyone is kind he will warn them about local cults
54 Misty Cavern a popular barmaid who leads patrons in song and dance, some say men she leaves with never return, she says they just sailed away
55 Victor Lamprey offer strangers free drinks which he drugs so his gang can press gang his victims and sell as crew to local ships
56 Captain Stinkeye has a horrible missing eye hole that still leaks puss, he claims to know where a lost treasure is but needs
57 Zebidiah Smilax tells of a horrid cult filled island with titanic giant beasts and strange elder ruins and his narrow escape that cost him a arm and a leg
58 Gor Runkin a musclebound barbarian who harasses any new women who enter his local tavern and is willing to start fights to "impress" his desire, he complains his ungrateful female slaves ran away or died
59 Karbar Urgan a twisted old yellow toothed man who smokes and coughs up bile, complains about modern people and praises when the fishmen empire ruled the surface in peace and harmony
60 Vazzle Demonblood, talks like he is a edgy demonic cultist and boasts of sexual escapades, really he lives with his mother and his seven bastard children, complains demon worshippers are unfairly treated
61 Nick the Knife, out of work surly sailor who throws knives at anyone he thinks disrespects him
62 Fernando the Handsome, a vain and sleazy liar who will say anything to crack onto any woman even of average appearance, he keeps moving from port to port
63 Old Vinny a ageing sailor who keeps surviving and has not a penny to his name, when not at sea he relies of fish brotherhood for charity
64 Saul Pikeman a gambling addicted sailor constantly chased be money lenders and gamblers and desperate for cash, tries to sell fake treasure maps
65 Loris Gregor is a sailor who was stranded for decades with head hunters and carries a bag of shrunken heads and fetishes he tries to sell
66 Caban Whaler was on a crew of sea monster hunters and has many tales of his travels. He claims to know the lairs of several local creatures
67 Van Gorman a smuggler always looking for gossip and victims who will help him ship untaxed contraband in locked sea chests he claims needs to reach his mother
68 Oola Gonwaa huge native lady with tattoos who works on whaling and sealer crews, on shore she mostly drinks and looks for lovers and enjoys arm wrestling where the loser submits to her as is the custom of her people
69 Shanky Scrimshore is always carving the teeth of great sea monsters and is keen to stab anyone who spoils his concentration
70 Lonre Seagreene is a old sailor who is very popular with crews so much so many superiors find him a threat. Several ships he sailed on disappeared or turned into cultist pirate crews
71 Doctor Loran is a surgeon always keen to help with amputations (his favourite), treppaning and black lotus based medicine
72 Laura Fingal has come to find outwhere the strange sea gold comes from that props up the local economy. She has been seduced by the gold of the fish cult and instead has joined them
73 Philangas Coram a scholar studying medical abnormalities and always ready with his skull callipers and wild theories, has been seeking to learn local fish cult secrets
74 Pornas Clag has come to investigate why local fishermen get such fantastic catches on behalf or a fish merchant guild and has become seduced by a fish cult
75 Doctor Lars Brunner has been sent by the nobility to find why so many locals are unfit for military service. While investigating the cult got him hooked on dragon weed from the deep sea and he will do anything to get more
76 Briana of Tharn has come to make deals for her fish merchant guild and has become enthralled by the embrace of fish men, now she aids them and helps cultists spread
77 Gordon Feran has come seeking samples of the strange green sea metal people have reported coming from the area. Having asked the wrong people he has become seduced into the cult promising to show the metals secret origin
78 Lloyd Cutler a clerk from another city came looking for his lost brother and got a job in a local guild to investigate. He has spent months trying to blend in and join a fish cult. Finally he has been initiated but is still wary and has not had many answers yet
79 Ambrose Voight came to map the local reefs and tides in hope of reducing ship wrecks but came across fish cults on the reef and was inducted into them. Now he is influential in financial circles
80 Christina Demoro came to investigate smugglers, bandits and wreckers on the coast and has been hiring herself as a sellsword to gangs to find out what is going on. She only has an inkling about the cult involvement
81 Madam Bovadore is a wealthy widow who is staying by the sea on her doctors recomendation and has been discovering remnants of the fish people civilisation all along the coast. After some enticing dreams she is obsessed
82 Percy Longilas a effete dandy and noble bastard, expert duelist, came to investigate tax irregularities stayed for cult depravity, has one of best rooms in area with servants and footpad thugs
83 Lorian Carmichael local land owner who allows villagers to perform certain festivals on his lands by the old monoliths, claims to have scholarly interest in cults and history and local law
84 Lady Toffington a widow with limited means teaches numerous local ladies in manners, etiquette, the harp and singing. She is aging but has remarkable looks for her years. She runs a pooirhouse for girls as a charity
85 Lord Cornford a scholar in old customs and stories came here for research and stayed for the cults, vice and carnal fish folk rites
86 Lady Corrington is engaged to a lord busy on a military campaign, so while waiting with her servants she studies natural history. She loves to dissect strange sea creatures and draw them. She has come to know some locals quite well and always has armed guards. Her notes and drawings of a sea serpent found on the shoreline have earned her notoriety in scholarly circles. She has veteran guards and is well liked by local seaside folk
87 Master Holbien is a guild administrator frequently seen in the docklands inspecting papers, tax documents and stamp duties on goods.He is strict and officious working with government, banks, merchants and regulators. He frequently deals with religious leaders of all creeds also in public and private
88 Lord Alderwood a eccentric noble with interests in shipping who's fortunes have made him rich. His business seems immune to bad weather, piracy, wreckers and sea monsters plaguing the coasts. He attributes this to his true faith and charitable deeds
89 Lord Poncenby is a terrible rake from court of the run from debt, scandal, abuse and gang violence. He came to lay low but found kindred spirits able to channel his ogrish behavior in a less public manner
90 Baron Luburich a forign nobleman who has taken an abandoned merchantman manour. Reclusive and rarely seen by day mostly his servants act for him. Locals gossip about him and the coffins he brought in by ship to inter at his new estate crypt. He has had acording to rumour had dealings with various nefarious local characters
91 Brother Fishbach a a robed pilgrim who tells of the kindly fish mother goddess and her bounty
92 Master Ithcan teaches how to sacrifice to the sea peoples with food and treasure for a lucky sea voyage
93 Gamrock Taarg teaches how the lord of the deep craves human sacrifices or monsters of the briny deep will destroy the colony
94 Mother Tang takes the curious to secret fish cult ruins from long ago to teach the glories of the fish folk civilization that humans are a mere mockery of
95 Sister Thulvia invites strangers to embrace the erotic mysteries of the sea gods and invites strangers to perform rituals with her on a secret reef outcrop shrine
96 Sister Hydra a huge bloated woman in stained rich robes who stuffs her face with food offerings she insists please the sea gods. She craves food, gold and carnal followers
97 Sorlac Grim is always recruiting travellers with promises of wealth and love in the embrace of the sea. Those who learn to much and reject him become targets of cult kidnappers for the next sacrifice
98 Julan Mnar is a sorceress seeking helpers to open a ancient sea cave guarded by minions of the worm god, she offers relics items of elemental water
99 Klorak the Wizard seeks helpers to loot a forbidden temple of the serpent folk with plundered fish cult relics he requires for research
100 Father Krakengeld appears a respectable preacher but his sect incorporates many hidden fishy metaphors, artworks and
Wednesday, 31 January 2018
Evolution of a Murder Hobo Shantytown 4
Original Idea
Think DnD meets "Paint your Wagon" but nastier like europe in 1500s or "Bonnie & Clyde" but turning into more "My darling Clementine"
Phase 4
Town attacked, burned, becomes a ghost town briefly
Current map is after the attack showing ruins and tunel systems
Removed names to make more visible and because townsfolk gone
Into Phase 5
Church, State and Family Folk Move In
Noble takes over and starts to build a stone keep
Cathedral moved from another ruined location
Farmers arrive, many immigrants from many places offered land
Devilopment
So the town has new features, government, history and respectable settlers.. New stone walls rounding off the northern part of the city with construction of a stone keep and a small stone cathedral. These buildings have been shipped in from abandoned ruins and repaired and probably take about 4 years to build.
War on Nature and Outlaws Finally Won
The Valley is fenced off and animals no longer go where they please and water access for animals is harder and tainted. There was a night where humanoids attacked, started fires and the druids helped them. Druids were ignored about the threats to nature and breg badgermen and giant badgers that undermined the town. The Druids brought the humanoid leaders together. Humanoids turned nasty, especially when Hoboskull started to take waggon loads of their corpses to the sprawling rendering plants. Since the big fight those druids have been chased away into the countryside and other less troublesome druid sects have moved back in. The area has gone from frontier to civilized. The town survived the attack and that's when nobility and military came in and Lord Mycroft has been put in charge. Duran runs the "Adventurers Guild" which most of Duran's gang members and businessmen are members of.
News of a fort and church atracted lots of immigrant arrivals from abroad, the city and other towns to foster their family interests. So common farmers and labourers have been arriving and convicts have been brought in to help clear land and cut stone. Wizards created lots of stone walls to speed the process up. So druids and the badgermen tribe have fled the area but plan revenge. The state control the slave trade selling humanoid slaves or rendering them into fat if they don't comply. Troublesome slaves and prisoners of war go to mines and hardest labour. Others enter household service. It was as if goblins and kobolds were bred to be subservient when living in your above ground dungeon house.
War on the Dungeon
At first there was one big dungeon everyone was attacking. Several more smaller ones were found in the area and several smaller ones have been destroyed and stripped utterly even of bricks and rubble. This contributed to the second and third growth spurts. When the big fight night happened and the humanoids from three dungeons united and the druids helped them breach walls. Also most don't know that the hills had been hollowed out in prep fro the big fight and a network of tunnels was left underground and the new Church and Keep used them in their designs. Lots of Ex Imperials from the continent area and the church also has Links to the Empire which is unusual for the Barron's territory.
During the night of the big fight it was discovered the hills had been hollowed out and dug under and into the town. It was also found in the big push the local dungeons connected to hill tunnels forming a super dungeon complex 5 square wiles and over ten levels deep.
Under the city now the tunnels are regulated, used for trade or sweatshops. You can get a guide to take you through a pub cellar into the catacombs and get a guide to the start of the dungeon. You can walk between the dungeons all underground now and the monsters do the same. A certain amount of respectable monsters and ex slaves or trusted slaves run businesses suitable for wonderland creatures like a few shops and bars. So welcome humanoids live in the hills and tunnels under the town. Secret police from the city are here regulating this and the barron even has humanoid spies among slaves.
The Barron
The undercity is funded by the Baron who is the first human to employ so many orcs and goblins and kobolds that it has made his economy and army boom. He wants their to be a mingling of peoples and eventually trade and civilize barbarian humanoids. He seems to be leaning on local humanoids and make them join him rather than destroy them. If they resist too hard he does destroy that tribe. Shadelport is almost as advanced as the warring states and use gunpowder far more than the empire do. The masked Barron is over 700 years old so it might be true about his global ambition. He is a devil worshiper who serves Hell and serves in rituals with the arch-dominator at the Cathedral to Asmodeus in Shadelport weekly. There are the Hellions too, a rich gang of devil worshiping nobility who hold secret parties and go on lawless rampages with guns in Shadelport. The Barron has led them for hundreds of years before he was the masked Barron of today. He built the worlds biggest open magic university when he took over to train navigators and make magicians. He did this to make Pirates great.
The scholars also plundered and studied the ruins of the city some sealed for over 5000 years built by pre humans who kept dread forbidden lore. All this has provided more magic items for war and status symbols and helped advance the city state. The island is full of dungeons and lost empire remains waiting to be plundered and in some are great weapons that might win the world one day.His navy was superior to the empire When Mad Emperor Dorian the 31st thought 400 virgins on a navy ship was more important than wizards with fireball spells. Since the the Pirate Barrony has been bought of and been used as a navy for the Empire. The 30 year long civil war on the Imperial Continent has made the Barron stronger and has the empires boot off the throat off many old enemies.
Future Stuff
Will do a map of Skullfort phase 5 after all this also the hill and under village tunnel maps, possibly before and after the big fight.
A timeline at end to tie it all up. A post on the attack would be handy after tunnel maps done. Not sure I should specify the local dungeons or let readers use there own or do people happily like reading other peoples ideas and then do there own thing?
Encounter tables on the cavern maps obvious but local dungeons worth considering in that mix. Possibly a revised town encounter table for the post law and order era too.
Sunday, 14 January 2018
Hoboskull Fort - Phase 3
Probably one more of these for when the town taken over by big money and nobility then the farmers and the priests turn up and the frontier is over.
Possibly a ghost town version full of monsters and bandits might work too.
Could do a guide to all the personalities which would help run the setting better.
I could just do a new murder hobo town or more villages.
Still wanna do my Broken Hill for gamma world
Feedback on this welcome. Should it become civilized or burn down in a night of violence?
Updated versions of maps of my flickr - see left sidebar
Recent Developments
The graveyards and midden heaps have grown. Not many camp outside anymore. Druids have moved into the badgers cave and created giant badgers and badgermen. They are critical of the towns growth. Some say there are sounds of digging under the town. Most scoff at this thought. There are plans to build a fighting pit, a new hotel, a rendering plant for monster corpses and more walls. Local nobility are thinking the town is unregulated and eying off the place, Duran has started to bribe them but knows his days in charge might be numbered. He could flee or set himself up as a guildmaster or business owner or sell the place or flee. Few sleep outside anymore. It costs a sp to enter and a cp for animals or children or cripples. There are more heavily armed soldiers in town now.
The town uses a rampant owlbear holding a skull on a red background as the flag now.
Outside Location Updates
Badger Hill - druids have moved in and created giant badgers and badgermen. They are well armed and support the druids and rangers who criticise the new industry like the tanner in town. The senior druid Caerfyn D7 is trying to negociate the town adopt more nature friendly development. There are x6 D1 and x4 D2 acolytes and Miriam D5 Caerfyn's assistant plus rangers stay in the cave. Badgers have dug into the hill and connected to the goblins cave. There are a dozen well armed badger men and four giant badgers they sometimes ride on patrols. Regular badgers follow them like dogs. The druids heal half the price but they make the recipients swear oaths to protect nature.
Brock Stream - flows from the badgers cave and people think you will turn into a were badger if you drink it
Goblin Cave - goblins have increased in numbers and with the druids and badgers have expanded the caves and increased their mushroom yield. Over forty goblins, a dozen heave hobgoblins and six bugbears live here now under the Shaman Blackfang and King Grimbletoungue
Poor and desperate wounded come here for cheap healing but some end up mutated or turned into goblins. Goblins labour is now a sp a day. Goblin first aid is only a gp and a d4 magic mushroom potion is typically 50gp. They try and sell mutating fungus to every customer.
Newt Hill - people avoid it now they know dogs and owlbears live inside
Owlbear Cave - the owlbears have been charmed into submission. Criminals are thrown into the cave with broken legs. Mother, father and three young bears are doing well
Water grotto - a spectacular cave of limestone formations and a bubbling pool but a few visitors have vanished. Rumours persist of some secret or hidden something here. The druids are up to something here and hold secret ceremonies to awaken ancient sleeping water spirits.
Wild Dogs - cave is where the growing pack of wild dogs live. Many are friendly but as they grow in numbers some have been getting more aggressive. Some have been adopted by murder hobos and most like them. Duran has a few cooked occasionally to keep the numbers down. There are more than 40 dogs and most of them are unwelcome in town, some of the older friendlier ones and pups are allowed in.
Camping Ground - was built over, nobody who can afford it camps anymore and it is increasingly dangerous outside
Graveyard - this has grown lots and their are more stone carved headstones now not just fresh mounds and mostly wooden slat or large stone markers. Undead lurk at night, the priest planned to build a shrine here but he is a lazy drunk and doesn't want more zealous clergy better than him in town or to lose hs status
Midden - a heap of trash and latrine pits where rubbish and chamber pots are emptied. Dogs look for food scraps and large rat nests have formed. By night badgers and the owlbear sniff around. Giant rats here sometimes eat a servant throwing out trash
Updated Inside Locations
The open area in the stockade usually has plenty of livestock, some urchins and a few wild dogs begging. Frank the Pig and Laurie the goat have moved inside and Frank has several lady goat wives Paulette, Philipa, Tawny and Jill who provides milk plus more baby goats
Tower - twenty foot tower now have heavily armed guards with crossbows. In times of trouble this is doubled
Kitchen - now has a shack and ms molly has several urchin and goblin helpers and sells snacks over a counter. She has been growing a garden and there is wth goblin mushrooms a 1sp gruel or 1gp fancy meal or 4gp deluxe meal with real meat on the menu. Ms Molly T2 now has married a murder hobo Castor F3 and he has expanded the kitchen.
Lodge - or former guesthouse - is now 1sp to sleep on the floor or a GP for a bunk. It is often over crowded and has triple bunks. One of Duran's thugs, Trevor Snook T2 looks after it
Dormitory - has been improved and is where Duran's men mostly T1 gang members live, though many more live in the Dungeoneers Guild.
Store - sells more and more overpriced food stuff and dungeon supplies. The old widowed shopkeeper T2 married a murderhobo Wolf F3 who helps keep riff raff out and now she is Mrs Wolf. They have adopted some urchins to make deliveries and business is booming
Trader - a solid shack with armoured shutters and well armed guards. Corbin T4 sells all kinds of second hand items at good prices and buys things and changes coins at what most agree are terrible prices. He is a old friend of Duran and has two F1 guards. Corbin now deals from behind iron bars and has several young helpers and a mistress now
Duran's - has been made over with better decor and a small house garden. It is fortified and has stone foundation now. Limpy Pete and four servants and Duran's lover Catherine lives inside with their new baby. Duran is now a T8, he still pays off his former master in the city and local nobility but now he has built a Dungeoneers Guild to legitimise himself
Watch - now the watch are well armed mercenaries supported by thieves, The Watch Captain Harrow F5 manages everything and keeps beggars and drunks out of town. He wants to build a bigger cell instead of sharing the slavers stockade and if the cells are overcrowded the troublemakers are fed to owlbears
Vacant - 10gp a day to visitors or adventuring parties. It even has a stove, stone floor and bunks now after a upgrade and includes meals
Grog Hut - was just a tent now Talia T2 and her ex adventurer F2 lover Gregor have a shack and brew local beer and stout according to his recipe. 1cp a drink but BYO cup
Slavers - is a shed full of cages and leg irons where humanoids or wanted criminals found in dungeons are chained up before being shipped to the slavers or the law for bounties in the city. The slavers are a friendly gang and they also pay out for humanoid scalps 1cp each but they get more for them in the town. They make good money and Duran gets a cut. Slorak T5 runs it with his ork henchmen. Business has been good.
Doc - T4 has a nice shack now instead of his old fleapit. His helper Gordon T2 who is a barber who helps especially when Doc is drunk. Doc has married one of the harlots Glinda T2 who also helps. Doc no longer gets a body guard now the camp is so civilized. Doc charges 1cp for a shave or haircut, to a gp for first aid. Doc is saving to have his licence returned by the surgeons guild and has sobered up
Shrine - friar Granwell C5 lives here and does some healing and blessing and advising. He is flawed by standards of a city priest and is a letcher who visits the prostitutes to bless them daily. He was a wanderer for years and people hope he will bring civilization. He has a two young acolytes from the city who spy on him and judge him. His assistant Peter C2 has come to accept the friars ways and has relaxed his attitudes to vice. They do all the marriages, blessings and burials. They watch the graveyard and warn it needs a fence and to be sanctified but the paperwork is tied up in a bigger church elsewhere. They usually charge 30gp for first aid and 100gp+ for magic healing. The acolytes insist you come to church for the weekly service or they will not heal you.
Brothel - a dozen girls live here, and anyone working outside without Bertha's T4 approval gets whipped and forced to work here. Most of the girls are debtors under contract whos families sold the to Duran. About half of them come and go a lot. Tabitha, Candy, Primrose and Griselda T3 are the old hands and are tough enough to stay and renew their contracts. A eunach Osric and a pretty dandyboy Kevil look after other tastes with a few casual rentboys. A basic favour like a kneetrembler or a wetwhistle is a cp, quick sex 1sp or a gp or more for fancy city noble sex. A delux 10gp a head per night package with food and grog is now available.1sp for a bath or 1gp with warm water and soap and a extra gp per woman in your bath max now of 4.
Inn - Dorian T5 a dandy from the city runs the place with gambling, fancy 1sp or 1gp a cup booze and some more expensive items. The girls from the brothel spend time here many charging a cp per dance. They put on a floorshow everynight to sell their wares. Dorian owes Duran his life and is very loyal. All the girls like him. He is deadly with a rapier and was a duelist and hitman. He wants to marry Tabitha but she has not said yes yet.
Smithy - Chandry F3 the smith has moved in to fix armour and weapons. He takes care of Duran's men as part of his sweet deal. He buys second and monster armour and weapons too which he fixes and has shipped to the city. He charges frontier prices for the good stuff. He married Veronica a prostitute and they have adopted several urchins to help about the shop
New Inside Locations
The old camp ground has been fenced off and chickens and a few ducks and a goose wander about. Stray dogs are not welcome in this area. The new buildings are better made and several loggers and carpenters live in the dorms that handle buildings.
Shacks - S1-S7 these are rental shacks built by Duran for more successful visitors and adventurers. Most occupants only remain a month or so. Most are 100gp a month with a gruel meal a day included.
Pawn Shop - Master Carbuncle T4 and his two sons T3 run the place and trade all kinds of goods and give credit.
Tanner - Gordon Tanner T2 makes leather goods with his wife and two children, like boots and armour and treats monster hides. He has been polluting the stream and the druids hate him. He wants to expand
Butcher - Gregor C4 and his wife C3 with his son C2 and his wife C2 are chaos cultists. They spy on the town and make good money selling meat, jerky, sausages, tallow candles and ham. Sometimes they sell humanoid flesh. They buy any monster corpses to chop up or render. The place smells horrible.
Baker- Philippe and his wife and children work hard and there is always a line every morning for fresh bread. Fancy treats like honey cake do well and Duran buys several for the owlbears daily
Wizard Shop - a stone tower built by magic 45 foot tall with a stone cottage on the side. Muntford W7 with his d6 apprentices Wd4 live here. He tamed the owlbears which now trust him and duran and the watch without magic because of all the food they give them. Muntford buys all kinds of magic stuff and often has a d6 minor items for sale (d81=potion 2=+1dagger 3=+1sword 4=+1shield 5=+1weapon 6=scroll 7=+1armour 8=petty item). He also teaches magic and occasionally teaches promising urchins or at least gets his apprentices to. They act as scribes reading and writing letters and preparing wills and contracts
Dorm - a second smaller dorm for the watchmen is here
Mercenaries Guild - this regulates the mercenaries and provides combat training. It also has regular fights for money and competitions. Everyone hiring themselves out as fighters uses the guild. They have some cheap bunks 1sp and good beer 1sp but membership is 30 silver a month or 18gp a year. Master Theodric a ex empire captain is the guildmaster and is a friend of Duran
Adventurers Guild - this is a thieves guild with Duran as the head. They refer to the hired thieves as dungeon specialists and hire out to adventurers. They train lots of the local urchins as thieves and help them avoid prosecution or becoming owlbear food. They are a bunch of conniving penny pinchers and demand 10% of the take and broker services of thieves. Dorian T4 administers it for Duran. They have a secret sub level with locked and secret trapdoors in a maze for exams. They have a secret shrine to the god of thieves and luck inside also but no priest (Duran acts the part)
Bank - owned by Duran and administered by Hangcock T5 a grumpy old bulldog faced man with several clerks and guards. hey charge to store goods 5% per month of the value and exchange coins at 10% rate or loans at 40% with collateral which are exorbitant fees. Without much choice the place makes a killing.
Stables - here horses are kept a sp a day or a gp a day for fancy food. Envoys of the Barron or nobility stay for free. Livestock is for sale at high prices but the main sale is dwarf ponies and donkeys with dungeon carts. Some are blind and deafened to avoid them panicking. Horsemaster Flynn T4 runs the place. A few animals sold here cheap without papers are stolen. As only nobles may ride most of the for sale animals are work horses not riding ones.
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