Quest Blaggards: Avarice of the Barrowmaze

Setting the Stage

Ixian

Well-known member
The Lords men found him at the edge of the moor, barely clinging to life in the swirling fog. His fine clothing and armor rent apart, his wounds pustule and foul. He babbled for a short time about things in the depths, and then faded from the world, coughing up bile and ichor. On his person was a jeweled pendant threaded upon a fine golden chain. The men-at-arms quickly handed this fine bit of treasure over to the Baron, where it doubtlessly vanished into some hidden and secure vault.

Dead men found at the edge of the Barrowmoor isn't uncommon, but the treasure was new, old stories of the ancient sealed barrows located in the moor began to be whispered once more, ruins of the previous peoples who once called this land home long before the coming of the Kingdom. The oldfolk of the villages of Helix and Bogtown told old stories of previous discoveries of gems and gold in those dusty tombs, but also of the great dangers that lurked in the Barrowmoor and below it.

The stories spread soon to the people of the town of Ironguard Motte, the seat of Baron Kell Ironguard's court, and was a common conversation in the local taverns. Caravan hands employed by the Silver Standard Merchant Caravan Company took these tales out of the Barony of Aerik and into the wider Dutchy of Valius. Soon visitors began to arrive in the small backwoods barony, men and women often of low moral character and attracted by the stories of vast wealth were gathering in the town of Ironguard Motte, and the villages of Helix and Bogtown. All of them planning to acquire riches to surpass their wildest dreams, and damn anyone or anything that would stand in their path.


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The Hand of Fate: (Choose One)

Every band of unsavory peoples has a leader, often one driven by strong purpose and desire.

[ ] The Veteran Mercenary - It came to him suddenly, as he was seated at yet another tavern located in the docks of Saltport. He had been counting his meager pile of silver, all that was left of the pay he had earned from his last campaign tour, and cursing his fortunes. Then he spotted it across the bar, the gentle gleam of Gold, being passed to the barkeep by a man in new chainmail, and carrying what must have been a pricy longsword at his belt. Yet he was obviously of common birth, he was intrigued. Over the course of a few ale's, he spoke with the man, who claimed to be known as Alvar, and said that he had just returned from Aerik at the conclusion of a somewhat successful expedition into a tomb in a place called the Barrowmoor. His party had lost half a dozen members to the guardians of those foul ruins, but they had managed to carry off a whole chest of gold, and other fine items, like the longsword he now carried. It was enough to convince him that he was in the wrong line of work, killing men seemed to pay a pittance, but cracking musty tombs would seem to reward greatly...
- [ ] Write-In Name

Strength: 16 (+2)
Agility: 13 (+1)
Stamina: 14 (+1)
Personality: 10 (+0)
Intelligence: 10 (+0)
Luck: 13 (+1)

Armor Class: 13
Hit Points: 5
Alignment: Neutral

Birth Augur: Fox's Cunning - Find/Disable Traps

Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+1
Willpower Saving Throw: 1d20+0

Occupation: Mercenary
Known Languages: Common

Equipment:

Longsword (Damage 1d8)
Studded Leather (AC+3, Check Penalty -2, Fumble Die 1d8)
Backpack
Common Clothes
8 Silver Pieces

[ ] The Thief on the Run - She ducked deeper into the shadows of the crates stacked in the back of the bumping wagon she was currently hitching a ride on. Hiding from the torchlight being cast by the guards at the Redriver gatehouse as they spoke with the farmer driving the cart, who was not aware of his secret passenger. The guards were the Dukes men, but often they were also the Gray Hoods men, the master of the largest Thieves Guild this side of the Iron Mountains. Luckily they were lazy as usual, and already half-drunk, they didn't bother inspecting the farmer's cart. Sure, she had earned the enmity of a powerful man, and a guild with reach across half the kingdom, but if she could just find enough coin to pay off her debts she just might save her neck...
- [ ] Write-In Name

Strength: 10 (+0)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 14 (+1)
Intelligence: 10 (+0)
Luck: 16 (+2)

Armor Class: 10
Hit Points: 3
Alignment: Neutral

Birth Augur: Guardian Angle - Saving Throws to escape traps

Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20+0

Occupation: Cutpurse
Known Languages: Common

Equipment:

Dagger (Damage 1d4/1d10, Range 10/20/30)
Small Chest
Thieves Tools
Common Clothes
33 Copper Pieces

[ ] The Wandering Acolyte - He had always wanted to start his own temple to St. Ygg, the Warrior God. Yet he was from poor stock, serfs who worked the land. It was nothing short of a blessing by St. Ygg they had scraped together enough silver to pay for his Acolyte education, he never got the chance to properly thank them, as they had been taken by the pox some weeks before he finally completed his education and was allowed to leave the temple. Now he spends his time wandering, and spreading the word of St. Ygg, but he wishes to be master of his own Temple, and temples need gold, lots of gold. So it has come to pass that he has found himself in the Barony of Aerik, chasing the rumors of vast wealth, more than enough to build a grand temple to his God. However in this backward portion of the Kingdom, many of the locals keep to the Old Gods, this simply won't do...
- [ ] Write-In Name

Strength: 13 (+1)
Agility: 10 (+0)
Stamina: 13 (+1)
Personality: 16 (+2)
Intelligence: 10 (+0)
Luck: 14 (+1)

Armor Class: 10
Hit Points: 4
Alignment: Lawful

Birth Augur: Survived the Plague - Magical Healing

Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20+0

Occupation: Acolyte
Known Languages: Common, Holy Tongue of Law

Equipment:

Mace (Damage 1d6)
Wood Prayer Beads (Holy Symbol)
Lantern
Common Clothes
21 Copper Pieces

[ ] The Elven Outcast - The Elven Outcast had not been home in several decades, disowned by his people for the crime of kin-slaying. So he wandered, first in the Great Wood, safely away from his people's territory, then on to the Iron Mountains and the Great Dwarven holds that dotted it. Eventually, he came to the Human towns and cities. He was lost without purpose when a man first approached him. The man told the Elf how he could find direction and swell his purse, he spun a tale of a faraway tomb complex filled with riches, perhaps even enough for someone to buy their way out of exile...
- [ ] Write-In Name

Strength: 13 (+1)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 08 (-1)
Intelligence: 14 (+1)
Luck: 13 (+1)

Armor Class: 10
Hit Points: 3
Alignment: Neutral

Birth Augur: Speed of the Cobra - Initiative

Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20-1

Occupation: Falconer
Known Languages: Common, High Elvish

Equipment:

Dagger (Damage 1d4/1d10, Range 10/20/30))
Falcone (Init +3, Atk Claws and Beak +2, Damage 1d2, AC 12, MV fly 80', Sv Fort-3, Sv Ref +5, Sv Will +0)
Green Cloak
Common Clothes
18 Copper Pieces

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Stout Backs & Hard Hearts: (Choose Eight)

You dare not venture into the depths of the Barrowmaze alone. On your travels to the desolate moor, you have managed to gather others who would join you in exchange for equal shares of the loot.

[ ] Ver Senuv (Hunter) - His eyes seem locked in a perpetual squint, his teeth clearly rotting, and his breath smells of stale ale. Yet he has the look of a killer about him, perhaps he would be useful...

[ ] Kethis Mig (Herder) - Her flock was taken by a local lordling, and she was left destitute. Still, she has a strong build, and that herd dog of hers is very large...

[ ] Ilre Zebone (Farmer) - She lost her husband in one of the countless petty conflicts between the Border Lords, the farm shortly thereafter. Now she is fallen on hard times and thinks to try her hand at tomb-robbing...

[ ] Brasvoc Malduvu (Outlaw) - The man stinks of blood, you can't smell it, but you know the stench is there. Such a man is often handy with a blade, but can be risky to have at your back...

[ ] Uric Oakhand (Dwarven Coaler) - The stout dwarf was dissatisfied with his labors in the Iron Mountains, and left his hold and clan to find a more rewarding line of work. It seems he wants to try his hand at plundering ruins...

[ ] Brin Vardirsk (Beggar) - Wearing shabby clothing and clutching a simple wooden club and a beggar's bowl, it seems the streets have been unkind to him as of late. He has decided he is willing to take the risk involved in the work if it means a bed and hot meal...

[ ] Jarer Bamon (Farmer) - His parents expected him to live on the farm forever, but he wants adventure and fame. The lad is young, but his back seems strong and his mind eager...

[ ] Torvald Gravelbeard (Dwarven Apothecary) - The dwarf seems half-mad, perhaps the foul vapors of his concoctions have driven him so? In anycase he seems convinced that there could be important alchemical components within the tombs...

[ ] Cithrel Olokas (Elven Sage) - She is young for an Elf, only 230, but it seems she has a scholarly mind and bent. She needs funds to continue her research, and the artifacts from the Barrowmaze could hold great historical insight...

[ ] Bardak Gudango (Scribe) - The man is old for this sort of work, and he seems to need those sight-glasses with him to even see, still he seems knowledgable, and it would be good to have someone who can read and write...

[ ] Has Morun (Grave Digger) - The woman has an odd manner of never blinking, she just stares at you, awaiting an answer to her request to join your venture. Still, if she accompanies you then you suppose she'll have no need to knock the grave dust off her boots...

[ ] Odo Littlefoot (Halfling Trader) - The small fool seems to think that this will be an easy excursion. You aren't sure how useful he'll be in the depths, but his fat bag of silver would help with buying supplies and equipment...

[ ] Gral (Savage) - The Northman is large, and imposing. Yet it doesn't take much observation to note his short temper and lower mental abilities...

[ ] Per Boknov (Cooper) - The little man seems nervous, you'd guess it has something to do with the two thugs eyeballing him from the corner of the tavern. You suppose that your answer will determine if his legs stay unbroken...

[ ] Steo Cader (Juggler) - It would seem that panhandling has become less viable of late, the man has no fighting experience, but does seem rather quick on his feet...

[ ] Romef Luchuld (Woodcutter) - The man has a wild beard, wood chips still tangled in it. It would seem that a recent tryst with the village elders daughter means he needs to leave town fast, and if the journey were to led to silver, well maybe he could come back and buy the elders blessing...

[ ] Orth Helash (Farmer) - He tells you that brigands burnt the farm where he was employed and that he is in need of coin to keep his family clothed and shealtered. He seems fit enough, but you wonder if he has the heart for the job...

[ ] Caza Dav (Gambler) - She is quick with her hands, you note that much, soon she has cleared the gaming table of opponents, their silver filling her purse. Someone with that much luck could be useful to keep around...

[ ] Durri Irnunzu (Healer) - An obvious follower of Arcantryl, Goddess of Knowledge and Magic, the woman claims to be an adept healer, but you can't help but wonder why she isn't an Acolyte...

[ ] Robinia Gammidge (Halfling Gypsy) - This one likes to talk, she spins long yarns about her travels, her sharp eyes and ears, and her knack for finding hidden things. Most of it seems like insubstantial fiction, but there could be a grain of truth to her prowess...

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The Barony of Aerik

A backwoods land, for many generations few had ever bothered with the Barony. Its moors proved to be poor land for farming, the swarms of insects and summer heat made it unappealing to live there. Within the last couple decades that has begun to change, the peat of the Barrowmoor has begun to fetch good prices in the markets of the eastern cities, being used as fuel and fertilizer, the rare plants in the region have begun to find popularity with apothecaries and alchemist and the bog iron allows a local metalsmithing industry to survive if not flourish. With trade down the Moorwash River eventually leading to the Redriver, this has allowed the Ironguard family to greatly increase its wealth over the past two generations, and while they are still sneered at as country nobility by the city families, they have become quite wealthy country nobility. Now with rumors circulating of vast treasure hoards located within the Barrowmaze, a complex built by people before the establishment of the Kingdom, even more travelers are arriving in the small Barony every day.

 
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Bear Ribs

Well-known member
[X] The Thief on the Run
- [X] Write-In Name Durvin Fronk

[X] Kethis Mig (Herder) - Her flock was taken by a local lordling, and she was left destitute. Still, she has a strong build, and that herd dog of hers is very large...

[X] Torvald Gravelbeard (Dwarven Apothecary) - The dwarf seems half-mad, perhaps the foul vapors of his concoctions have driven him so? In anycase he seems convinced that there could be important alchemical components within the tombs...

[X] Cithrel Olokas (Elven Sage) - She is young for an Elf, only 230, but it seems she has a scholarly mind and bent. She needs funds to continue her research, and the artifacts from the Barrowmaze could hold great historical insight...

[X] Has Morun (Grave Digger) - The woman has an odd manner of never blinking, she just stares at you, awaiting an answer to her request to join your venture. Still, if she accompanies you then you suppose she'll have no need to knock the grave dust off her boots...

[X] Odo Littlefoot (Halfling Trader) - The small fool seems to think that this will be an easy excursion. You aren't sure how useful he'll be in the depths, but his fat bag of silver would help with buying supplies and equipment...

[X] Romef Luchuld (Woodcutter) - The man has a wild beard, wood chips still tangled in it. It would seem that a recent tryst with the village elders daughter means he needs to leave town fast, and if the journey were to led to silver, well maybe he could come back and buy the elders blessing...

[X] Caza Dav (Gambler) - She is quick with her hands, you note that much, soon she has cleared the gaming table of opponents, their silver filling her purse. Someone with that much luck could be useful to keep around...

[X] Durri Irnunzu (Healer) - An obvious follower of Arcantryl, Goddess of Knowledge and Magic, the woman claims to be an adept healer, but you can't help but wonder why she isn't an Acolyte...
 
Details of the Wider World

Ixian

Well-known member
A short overview of commonly known information.

The Kingdom of Talventr:

Only three centuries old, the Kingdom of Talventr was born from the ruins of the old Barsarian Imperium. Rising even as the Imperium crumbled under the weight of corrupt bureaucracies, inept leadership, and barbarian invasions. Founded by one of those conquering barbarian warlords, the Kingdom would quickly become "civilized" over the course of a handful of generations, the former conquerors becoming the new nobility, and the line of the Warlord Balruk becoming the new royal family. Soon after the establishment of the Kingdom, all that would remain of the Imperium in the region would be their fine roads and abandoned aqueduct systems. The capital of the Kingdom was established at the city of Highpeak, much to the displeasure of the Merchant Companies of Saltport. The Kingdom would go on to expand, annexing nearby regions still in turmoil during the slow collapse of the Imperium, as well as continue honoring trade agreements with the Dwarven Clan Holds of the Iron Mountains. Curiously they did not maintain the previous Imperial treaties with the Wood Elf tribes, which led to decades of sporadic war with the forest dwellers. In time new treaties were established, favorable to the Kingdom, but this has led to strained relations with the Wood Elves whose long lifespans mean that many still remember the wars and their lost lands.

The Dutchy of Valius:

Rule by Duke Saunton Lindrance from the city of Redriver, the Dutchy is one of the largest in the Kingdom and the Crimson Duke is well known for his capricious nature. That doesn't stop the flow of trade up and down the large redriver, and the Dutchy is all the richer for it, from the Moon Peaks through the rolling hills and grasslands all the way to the great port city of Saltport, the river is a vital economic lifeline for the kingdom. Rumors abound that its not just the Duke benefiting from this rich trade lane, that the Thieves Guild known as the Gray Ravens also benefit greatly, and that their leader has as much if not more influence within the city as the Duke himself.

The Barony of Aerik:

A backwoods land, for many generations few had ever bothered with the Barony. Its moors proved to be poor land for farming, the swarms of insects and summer heat made it unappealing to live there. Within the last couple decades that has begun to change, the peat of the Barrowmoor has begun to fetch good prices in the markets of the eastern cities, being used as fuel and fertilizer, the rare plants in the region have begun to find popularity with apothecaries and alchemist and the bog iron allows a local metalsmithing industry to survive if not flourish. With trade down the Moorwash River eventually leading to the Redriver, this has allowed the Ironguard family to greatly increase its wealth over the past two generations, and while they are still sneered at as country nobility by the city families, they have become quite wealthy country nobility. Now with rumors circulating of vast treasure hoards located within the Barrowmaze, a complex built by people before the establishment of the Kingdom, even more travelers are arriving in the small Barony every day.
 
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Tel Janin Aman

Well-known member
Comrade
[X] The Veteran Mercenary
-
[X] Artur Kvothe
[X] Jarer Bamon (Farmer)
[X] Torvald Gravelbeard (Dwarven Apothecary)
[X] Has Morun (Grave Digger)
[X] Odo Littlefoot (Halfling Trader)
[X] Romef Luchuld (Woodcutter)
[X] Bardak Gudango (Scribe)
[X] Caza Dav (Gambler)

[X] Kethis Mig (Herder)
 

Ixian

Well-known member
I'll give it another hour or so for more votes, but assuming that there are none would both of you be okay with a starting group like this?


The Thief on the Run, Durvin Fronk

The Veteran Mercenary, Artur Kvothe

Torvald Gravelbeard (Dwarven Apothecary)
Odo Littlefoot (Halfling Trader)
Has Morun (Grave Digger)
Romef Luchuld (Woodcutter)
Caza Dav (Gambler)
Kethis Mig (Herder)
Jarer Bamon (Farmer)
 

Bear Ribs

Well-known member
Looks like a decent mix. Personally, I'd like to have at least one elf though, just so we have every race available if needed for stereotype jokes diplomacy purposes.
 

Ixian

Well-known member
Looks like a decent mix. Personally, I'd like to have at least one elf though, just so we have every race available if needed for stereotype jokes diplomacy purposes.

Noted, with the small player base and the admittedly deadly dungeon I'll just add Cithrel Olokas the Elven Sage to the group. Bringing your party up to 10 total members.
 
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Spring, Day 1, Time: 0500.00 - Town Phase (Helix Village)

Ixian

Well-known member
The party sits in the Brazen Strumpet Tavern in the village of Helix. All around one of the large round oak tables, obviously imported at some expense. On the table lay the Company Charter, detailing even shares of any treasure discovered, that much was agreed upon easily enough.

Artur raised a mug of the frothy local beer, "To the Gods, and our coffers!". Most of the assembled sent up a ragged cheer in response, excepting Has Morun who maintained her usual silent, unblinking state. The tavern was awash in patrons that night, and they shared the odd tale and occasional rumor with the newcomers. One old man swears that there is nothing in the Barrowmaze but peat and bones, one of the barmaids says that a group returned just the day before last and paid their tabs in strange silver coins. If riches really do lay in the bog, there is only one way to find out.

Soon the festivities wore down and the party rested for the night, awaiting sunrise to begin their preparations.


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Spring, Day 1, Time: 0500.00 - Town Phase (Helix Village)

[ ] Visit the Marketplace and Shops - The village is sizable, and while not everything can be found here, the village maintains a respectable stock of goods. (Time Cost: 30 Minutes per stop, Manpower Cost: 1 party member per full STR load of goods)

- [ ] Turgen's Trade Goods
-- [ ] Post, Local (1 cp)
-- [ ] Post, Barony (5 cp)
-- [ ] Poor Wine (8 cp)
-- [ ] Decent Wine (2 sp, 5 cp)
-- [ ] Leather Backpack (1 sp)
-- [ ] Leather Pouch (2 cp)
-- [ ] Leather Quiver (10 sp)
-- [ ] Wooden Chest/Barrel (5 sp)
-- [ ] 1 Days Rations (5 cp)
-- [ ] Bedroll (1 sp)
-- [ ] Cooking Set (8 cp)
-- [ ] Poor Clothing (5 cp)
-- [ ] Decent Clothing (6 sp)
-- [ ] Water/Wineskin (1 sp)
-- [ ] x4 Tourchs (5 cp)
-- [ ] Light Crossbow (45 sp)
-- [ ] x12 Crossbow Bolts (3 sp)
-- [ ] Rope, 50' (6 sp)
-- [ ] Special Order - You can request an order via the Silver Standard Caravan Company

- [ ] The Axe And Anvil
-- [ ] Iron Chain/per foot (2 sp)
-- [ ] Crowbar (2 sp)
-- [ ] Grappling Hook (5 sp)
-- [ ] x5 Caltrops (5 cp)
-- [ ] Iron Spike (4 sp)
-- [ ] Shovel (1 sp)
-- [ ] Hammer (1 sp)
-- [ ] Flask (1 sp)
-- [ ] Chain Mail (380 sp)
-- [ ] Ring Mail (450 sp)
-- [ ] Shortsword (10 sp)
-- [ ] Longsword (15 sp)
-- [ ] Broadsword (15 sp)
-- [ ] Dagger/Dirk (5 sp)
-- [ ] Knife (5 cp)
-- [ ] Spear (3 sp)
-- [ ] Shield (8 sp)

- [ ] Valeron's Fletchery
-- [ ] Short Bow (25 sp)
-- [ ] Long Bow (45 sp)
-- [ ] x12 Arrows (1 sp)
-- [ ] Masterwork Short Bow (125 sp)

[ ] Visit The Rozy Quartz Jeweler And Moneylender - Apparently, the shop's Halfling owner, a Harnold Huwen Reginald Huffnpuff, also known as H.H.R Huffnpuff is a widely known cheap scape. He is also one of the few people in the village with the funds to buy any kind of gem, or provide cash loans. [Time Cost: 1 Hour per selection, Manpower Cost: 1 party member)

- [ ] Appraise Items - Get H.H.R Huffnpuffs estimate on the value of any gems, jewelry, or similarly fine valuables. (Cost: 5 sp per item)
-- [ ] List Items

- [ ] Request Loan - H.H.R. Huffnpuff offers loans up to 300 gp per level, at a 25% interest rate.

- [ ] Invest Coin - H.H.R Huffnpuff is willing to negotiate with various merchant groups to invest money in their endeavors. This does not come without risk of course...
-- [ ] List Amount

[ ] Visit the Brazen Strumpet Tavern or The Foul Pheasant Tavern - Here you listen for rumors, blow off steam, or buy a round for the gang! (Time Cost: Variable, Manpower Cost: Variable)

-- [ ] The Brazen Strumpet
--- [ ] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.
--- [ ] Carousing - Tomb Robbing is thirsty work, and if you have the cash to spend, why not spend it? Carousing allows Fighters, Thieves, Dwarfs, and Halflings to exchange their gold for xp. Every 100 gp allows a 1d5 xp gain, and a roll on the Carousing table.

-- [ ] The Foul Pheasant
--- [ ] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.
--- [ ] Carousing - Tomb Robbing is thirsty work, and if you have the cash to spend, why not spend it? Carousing allows Fighters, Thieves, Dwarfs, and Halflings to exchange their gold for xp. Every 100 gp allows a 1d5 xp gain, and a roll on the Carousing table.
--- [ ] Gambling - Whispers say that the owner, Madam Perni Ticklebottom, runs a gambling den out of her back room. Could be a way to earn some quick coin...

[ ] Depart the Village of Helix - Leave the village and move on to the Overland Travel Phase (Time Cost: 3 Hours per Hex)
- [ ] Ironguard Motte
- [ ] Bogtown
- [ ] The Barrows
- [ ] Exploration (Choose the next hex to move into)
 
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Company Ledger

Ixian

Well-known member
Company Ledger:

Total Company Funds:

- 21 Silver Pieces
- 208 Copper Pieces

Total Company Expenses: 20 cp per day
-Poor Lodging (Rural Barn): -10 cp per day*
-Poor Meal (Gruel): -10 cp per day**

Company Equipment Stockpile:

N/A

Company Properties:

N/A

Company Members:

Members are split between Shareholders, Henchmen, and Hirelings. Hirelings are additionally broken down between Tourchbarers, Porters, and Mercenaries.

Shareholders all receive an equal amount of Treasure and other loot taken. Giving at least 1/10th to Company funds.

Henchmen require at least 1/2 of a share.

Hirelings work for a daily wage.

Shareholders:


Name: Artur Kvothe

The veteran mercenary maintains a disinterested air about him. A no-nonsense type with a constant underlayer of irritation. Despite this, he has significant influence within the unnamed company.

Strength: 16 (+2)
Agility: 13 (+1)
Stamina: 14 (+1)
Personality: 10 (+0)
Intelligence: 10 (+0)
Luck: 13 (+1)

Armor Class: 14
Hit Points: 5
Alignment: Neutral
Class: N/A
Load: 2
Level: 0
XP: 0

Birth Augur: Fox's Cunning - Find/Disable Traps

Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+1
Willpower Saving Throw: 1d20+0

Occupation: Mercenary
Known Languages: Common

Equipment:

Longsword (Damage: 1d8)
Shield (AC+1, Check Penalty-1)
Studded Leather Armor (AC+3, Check Penalty -2, Fumble Die 1d8)
Backpack (+4 Load)
Small Tent
Bedroll
24 Silver Pieces
327 Copper Pieces
Plain Silver Ring
Jeweled Silver Necklace
x1 Iron Spike
x2 Rations
x2 Torches
Decent Clothes
Name: Durvin Fronk

With wild black hair, the green-eyed gal is positively a smooth talker, quick to laugh, quick to anger. She seems a cobra clad in emeralds.

Strength: 10 (+0)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 14 (+1)
Intelligence: 10 (+0)
Luck: 16 (+2)

Armor Class: 12
Hit Points: 3
Alignment: Neutral
Class: N/A
Load: 2
Level: 0
XP: 0

Birth Augur: Guardian Angle - Saving Throws to escape traps

Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20+0

Occupation: Cutpurse
Known Languages: Common

Equipment:

Light Crossbow (Damage: 1d6, Range 60/90/160
Dagger (Damage: 1d4/1d10, Range 10/20/30)
Short Sword (Damage: 1d6)
Leather Armor (AC +2, Check Penalty -1, Fumble Die 1d8)
x6 Bolts
Small Chest
Thieves Tools
Wooden Dice Set
x1 Iron Spike
x2 Rations
x2 Torches
Decent Clothes
Poor Clothes

Name: Odo Littlefoot

The small fool seems to think that this will be an easy excursion. You aren't sure how useful he'll be in the depths, but his fat bag of silver would help with buying supplies and equipment...

Strength: 09 (+0)
Agility: 14 (+1)
Stamina: 16 (+2)
Personality: 07 (-1)
Intelligence: 10 (+0)
Luck: 10 (+0)

Armor Class: 10
Hit Points: 4
Alignment: Neutral
Class: N/A
Load: 0
Level: 0
XP: 0

Birth Augur: The Raging Storm - Spell Damage

Fortitude Saving Throw: 1d20+2
Reflex Saving Throw: 1d20+1
Willpower Saving Throw: 1d20-1

Occupation: Halfling Trader
Known Languages: Common

Equipment:

Shortsword (Damage: 1d6)
Backpack (+4 Load)
Cooking Set
x1 Iron Spike
x2 Rations
x1 Torch
Fine Clothing

Name: Torvald Gravelbeard

The dwarf seems half-mad, perhaps the foul vapors of his concoctions have driven him so? In anycase he seems convinced that there could be important alchemical components within the tombs...

Strength: 10 (+0)
Agility: 07 (-1)
Stamina: 14 (+1)
Personality: 14 (+1)
Intelligence: 16 (+2)
Luck: 15 (+1)

Armor Class: 10
Hit Points: 3
Alignment: Neutral
Class: N/A
Load: 2
Level: 0
XP: 0

Birth Augur: Warrior's Arm - Critical Hit Tables

Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20-1
Willpower Saving Throw: 1d20+1

Occupation: Dwarven Apothecary
Known Languages: Common, Iron Mt. Dwarven

Equipment:

Cudgle (Damage: 1d4)
Shovel (Damage: 1d4)
Steel Vial
Waterskin
Bedroll
x1 Iron Spike
x2 Rations
x2 Torch
Poor Clothing

Name: Has Morun

The woman has an odd manner of never blinking, she just stares at you, awaiting an answer to her request to join your venture. Still, if she accompanies you then you suppose she'll have no need to knock the grave dust off her boots...

Strength: 12 (+0)
Agility: 12 (+0)
Stamina: 11 (+0)
Personality: 04 (-2)
Intelligence: 08 (-1)
Luck: 09 (+0)

Armor Class: 10
Hit Points: 4
Alignment: Neutral
Class: N/A
Load: 2
Level: 0
XP: 0

Birth Augur: Unholy House - Corruption Rolls

Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20-2

Occupation: Grave Digger
Known Languages: Common

Equipment:

Shovel (Damage: 1d4)
Trowel
Thieves Tools
Small Tent
Sledgehammer
15' String of Bells
x2 Rations
x2 Torches
x1 Iron Spike
Poor Clothing

Name: Jarer Bamon

His parents expected him to live on the farm forever, but he wants adventure and fame. The lad is young, but his back seems strong and his mind eager...

Strength: 10 (+0)
Agility: 11 (+0)
Stamina:
09 (+0)
Personality:
12 (+0)
Intelligence: 09 (+0)
Luck: 12 (+0)

Armor Class: 10
Hit Points:
2
Alignment: Neutral
Class: N/A
Load: 4
Level: 0
XP: 0

Birth Augur: Warrior's Arm - Critical Hit Tables

Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20+0

Occupation: Farmer
Known Languages: Common

Equipment:

Pitchfork (Damage: 1d8)
Hand Spade (Damage: 1d4, Range: 10/20/30)
Pony (Init +1, Atk Hoofs +1, Damage 1d3, AC 12, MV Gallop 60', Sv Fort +2, Sv Ref +2, Sv Will +0, HP 6, Load 10)
Grappling Hook
x2 Rations
x2 Torches
x1 Iron Spike
50' rope

Name: Romef Luchuld

The man has a wild beard, wood chips still tangled in it. It would seem that a recent tryst with the village elders daughter means he needs to leave town fast, and if the journey were to lead to silver, well maybe he could come back and buy the elders blessing...

Strength: 12 (+0)
Agility:
06 (-1)
Stamina:
14 (+1)
Personality:
07 (-1)
Intelligence:
13 (+1)
Luck:
09 (+0)

Armor Class:
10
Hit Points:
3
Alignment:
Neutral
Class: N/A
Load: 2
Level: 0
XP: 0

Birth Augur: Survived the Plague - Magical Healing

Fortitude Saving Throw:
1d20+1
Reflex Saving Throw:
1d20-1
Willpower Saving Throw:
1d20-1

Occupation:
Woodcutter
Known Languages: Common

Equipment:

Handaxe (Damage: 1d6)
Iron Helm
Bundle of Wood
Waterskin
Backpack (+4 Load)
x2 Rations
x2 Torches
x1 Iron Spike
Poor Clothes
Name: Cithrel Olokas

She is young for an Elf, only 230, but it seems she has a scholarly mind and bent. She needs funds to continue her research, and the artifacts from the Barrowmaze could hold great historical insight...

Strength: 12 (+0)
Agility: 09 (+0)
Stamina: 14 (+1)
Personality: 12 (+0)
Intelligence: 14 (+1)
Luck: 10 (+0)

Armor Class:
10
Hit Points: 4
Alignment: Neutral
Class: N/A
Load: 1
Level: 0
XP: 0

Birth Augur: Lucky Sign - Saving Throws

Fortitude Saving Throw:
1d20+1
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20+0

Occupation:
Elven Sage
Known Languages: Common, High Elvish

Equipment:


Dagger (Damage: 1d4/1d10, Range: 10/20/30')
Dagger (Damage: 1d4/1d10, Range: 10/20/30')
Dagger (Damage: 1d4/1d10, Range 10/20/30)
Shovel (Damage: 1d4)
Parchmen, Ink, & Qyill Pen
10' Pole
Spyglass
x2 Rations
x2 Torches
x1 Iron Spike
Decent CLothes

Name: Kethis Mig

Her flock was taken by a local lordling, and she was left destitute. Still, she has a strong build, and that herd dog of hers is very large...

Strength:
10 (+0)
Agility:
09 (+0)
Stamina:
06 (-1)
Personality:
13 (+1)
Intelligence: 08 (-1)
Luck:
13 (+0)

Armor Class:
10
Hit Points:
2
Alignment:
Neutral
Class: N/A
Load: 1
Level: 0
XP: 0

Birth Augur: Conceived on Horseback - Mounted Attacks

Fortitude Saving Throw:
1d20-1
Reflex Saving Throw:
1d20+0
Willpower Saving Throw:
1d20+1

Occupation:
Herder
Known Languages: Common

Equipment:

Staff (Damage: 1d4)
Herding Dog (Init +2, Atk Bite +1, Damage 1d3, AC 12, MV 40', Sv Fort +1, Sv Ref +2, Sv Will +0, HP 4)
50' Coil of Rope
Hand Mirror
x2 Rations
x1 Torch
x1 Iron Spike
Poor Clothes

Henchmen:

Hirelings:

Mortuary:

Caza Dav (SLAIN BY COLOSSAL LEACH)

She is quick with her hands, you note that much, soon she has cleared the gaming table of opponents, their silver filling her purse. Someone with that much luck could be useful to keep around...

Strength: 13 (+1)
Agility: 16 (+2)
Stamina: 11 (+0)
Personality: 09 (+0)
Intelligence: 12 (+0)
Luck: 10 (+0)

Armor Class:
10
Hit Points: 0
Alignment: Neutral
Level: 0
XP: 0

Birth Augur: Four Leaf Clover - Find Secret Doors

Fortitude Saving Throw:
1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20+0

Occupation:
Gambler
Known Languages: Common

Equipment:

Dagger (Damage: 1d4/1d10, Range: 10/20/30')
Wooden Dice Set
x1 Iron Spike
Poor Clothes

*Your party is currently sleeping in a farmer's barn on the outskirts of the village. This has led to much grumbling. (-1 to Moral Checks)

**Each member of your company needs at minimum 1 meal a day. Rations work while traveling overland or delving into the Barrowmaze. While in town, they can eat a meal if they have no rations. (-1 to Moral Checks)
 
Last edited:

Ixian

Well-known member
Hmmm, maybe I put to much information up front here.

Would setting up a Discord server for quicker answers to questions help?
 

Bear Ribs

Well-known member
[X]Plan: Lay of the Land

Jarer Bamon
- [X] Turgen's Trade Goods
-- [X] Post, Local (1 cp)
-- [X] x8 Torches (1 sp)
-- [X] Rope, 50' (6 sp)
Total 7 sp, 1 cp

Artur Kvothe
Romef Luchuld
Caza Dav
Torvald Gravelbeard
Odo Littlefoot
-- [X] The Brazen Strumpet
--- [X] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.

Durvin Fronk
Cithrel Olokas
Kethis Mig
Has Morun
-- [X] The Foul Pheasant
--- [X] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.
 

Ixian

Well-known member
I thought that was a newspaper/bulletin board, we call that the Post around here.

I see, no its a mail delivery service.

There is a local notice board, which you will be able to find jobs at, as well as post hiring advertisements of your own at, but it won't be available until you return from your first trip to the Barrowmoors.
 

Ixian

Well-known member
[X]Plan: Lay of the Land

Jarer Bamon exits Turgen's Trade Goods, his arms filled with unlit torches and a coil of rope over his shoulder. His face shows his good spirits, excited to be doing something other than tilling the fields back home. The young lad also has other thoughts on his mind, mostly involving the alluring Durvin and how best he could impress the women. His mind filled with heroic fantasies he makes his way to meet up with the rest of the group...
Cost: 30 minutes, 7 sp, 1 cp

Meanwhile at the Brazen Strumpet Artur Kvothe and his cohorts spread some copper on the bottom shelf beer in exchange for information. They hear rumors from the barmaids that strange figures had been spotted in the moors after nightfall. Figures obscured in the swirling mist, and that those who wondered to far from the village in the dark often weren't heard from again.

Durvin Fronk and her gang did the same at the Foul Pheasant, where the talk of the tavern was Viktor Hass and his Wolves, apparently returned from a very successful excursion to the Barrowmound with a sack of gold and gems, his boys, the aforementioned Wolves, had been in the Tavern since the late hours of the night and many were sprawled about quite drunk.

Cost: 1 Hour, 2d6 cp = 9 cp

Spring, Day 1, Time: 0630.00 - Town Phase (Helix Village)

[ ] Visit the Marketplace and Shops - The village is sizable, and while not everything can be found here, the village maintains a respectable stock of goods. (Time Cost: 30 Minutes per stop, Manpower Cost: 1 party member per full STR load of goods)

(10 cp = 1 sp)
(10 sp = 1 gp)
(100 gp = 1 pp)

- [ ] Turgen's Trade Goods
-- [ ] Post, Local (1 cp)
-- [ ] Post, Barony (5 cp)
-- [ ] Poor Wine (8 cp)
-- [ ] Decent Wine (2 sp, 5 cp)
-- [ ] Leather Backpack (1 sp)
-- [ ] Leather Pouch (2 cp)
-- [ ] Leather Quiver (10 sp)
-- [ ] Wooden Chest/Barrel (5 sp)
-- [ ] 1 Days Rations (5 cp)
-- [ ] Bedroll (1 sp)
-- [ ] Cooking Set (8 cp)
-- [ ] Poor Clothing (5 cp)
-- [ ] Decent Clothing (6 sp)
-- [ ] Water/Wineskin (1 sp)
-- [ ] x4 Tourchs (5 cp)
-- [ ] Flint & Steel (5 cp)
-- [ ] Light Crossbow (45 sp)
-- [ ] x12 Crossbow Bolts (3 sp)
-- [ ] Rope, 50' (6 sp)
-- [ ] Special Order - You can request an order via the Silver Standard Caravan Company

- [ ] The Axe And Anvil
-- [ ] Iron Chain/per foot (2 sp)
-- [ ] Crowbar (2 sp)
-- [ ] Chisel (5 cp)
-- [ ] Grappling Hook (5 sp)
-- [ ] x5 Caltrops (5 cp)
-- [ ] Iron Spike (4 sp)
-- [ ] Shovel (1 sp)
-- [ ] Hammer (1 sp)
-- [ ] Sledge Hammer (5 sp)
-- [ ] Flask (1 sp)
-- [ ] Chain Mail (380 sp)
-- [ ] Ring Mail (450 sp)
-- [ ] Shortsword (10 sp)
-- [ ] Longsword (15 sp)
-- [ ] Broadsword (15 sp)
-- [ ] Dagger/Dirk (5 sp)
-- [ ] Knife (5 cp)
-- [ ] Spear (3 sp)
-- [ ] Shield (8 sp)

- [ ] Valeron's Fletchery
-- [ ] Short Bow (25 sp)
-- [ ] Long Bow (45 sp)
-- [ ] x12 Arrows (1 sp)
-- [ ] Masterwork Short Bow (125 sp)

[ ] Visit The Rozy Quartz Jeweler And Moneylender - Apparently, the shop's Halfling owner, a Harnold Huwen Reginald Huffnpuff, also known as H.H.R Huffnpuff is a widely known cheap scape. He is also one of the few people in the village with the funds to buy any kind of gem, or provide cash loans. [Time Cost: 1 Hour per selection, Manpower Cost: 1 party member)

- [ ] Appraise Items - Get H.H.R Huffnpuffs estimate on the value of any gems, jewelry, or similarly fine valuables. (Cost: 5 sp per item)
-- [ ] List Items

- [ ] Request Loan - H.H.R. Huffnpuff offers loans up to 300 gp per level, at a 25% interest rate.

- [ ] Invest Coin - H.H.R Huffnpuff is willing to negotiate with various merchant groups to invest money in their endeavors. This does not come without risk of course...
-- [ ] List Amount

[ ] Visit the Brazen Strumpet Tavern or The Foul Pheasant Tavern - Here you listen for rumors, blow off steam, or buy a round for the gang! (Time Cost: Variable, Manpower Cost: Variable)

-- [ ] The Brazen Strumpet
--- [ ] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.
--- [ ] Carousing - Tomb Robbing is thirsty work, and if you have the cash to spend, why not spend it? Carousing allows Fighters, Thieves, Dwarfs, and Halflings to exchange their gold for xp. Every 100 gp allows a 1d5 xp gain, and a roll on the Carousing table.

-- [ ] The Foul Pheasant
--- [ ] Listen for Rumors - Word spreads fast, and you never know when an interesting tidbit of information could make or break a score.
--- [ ] Carousing - Tomb Robbing is thirsty work, and if you have the cash to spend, why not spend it? Carousing allows Fighters, Thieves, Dwarfs, and Halflings to exchange their gold for xp. Every 100 gp allows a 1d5 xp gain, and a roll on the Carousing table.
--- [ ] Gambling - Whispers say that the owner, Madam Perni Ticklebottom, runs a gambling den out of her back room. Could be a way to earn some quick coin...

[ ] Depart the Village of Helix - Leave the village and move on to the Overland Travel Phase. Please note your "Marching Order", detailing what sort of formation the group is moving in. (Time Cost: 3 Hours per Hex)
- [ ] Ironguard Motte
-- [ ] Choose movement speed, Double Time (One and a Half Hours per hex), Regular Time (Three Hours per hex), Exploration Time (Four Hours per Hex)
- [ ] Bogtown
-- [ ] Choose movement speed, Double Time (One and a Half Hours per hex), Regular Time (Three Hours per hex), Exploration Time (Four Hours per Hex)
- [ ] The Barrows
-- [ ] Choose movement speed, Double Time (One and a Half Hours per hex), Regular Time (Three Hours per hex), Exploration Time (Four Hours per Hex)
- [ ] Exploration (Choose the next hex to move into)
-- [ ] Choose movement speed, Double Time (One and a Half Hours per hex), Regular Time (Three Hours per hex), Exploration Time (Four Hours per Hex)
 
Last edited:

Bear Ribs

Well-known member
[X] Depart the Village of Helix - Leave the village and move on to the Overland Travel Phase. Please note your "Marching Order", detailing what sort of formation the group is moving in.
- [X] The Barrows
-- [X] Exploration Speed (4 Hours)

Marching Order:
Vanguard

Artur Kvothe
Caza Dav
Kethis Mig

Center
Torvald Gravelbeard
Has Morun
Romef Luchuld
Jarer Bamon

Rearguard
Cithrel Olokas
Odo Littlefoot
Durvin Fronk
 

Ixian

Well-known member
You also have an unnamed dog and a pony. Where would you like those in the marching order?
 

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