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.


    ----------

    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

    ----------

    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...

    ----------

    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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    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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    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)
     
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    Spring, Day 1, Time: 10:00.00 - Overland Phase (Barrowmoors)
  • Ixian

    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)

    Spring, Day 1, Time: 10:00.00 - Overland Phase (Barrowmoors)

    The party departs the village of Helix, entering the Barrowmoors on a mist-shrouded morning. The first thing immediately noticeable as they trudge down the poor path, lined with small stone cairns, is the silence. The moors are incredibly quiet, almost unnaturally so. The only real noise is the group's footfalls, the sucking sound as they pull their boots from the muck that leaves prints that quickly fill with dark peaty water, and the occasional croaking of unseen bullfrogs. The next most noticeable thing is the swarms of mosquitos, that seem to endlessly attack the vulnerable flesh of the silent tomb robbers.

    Progress was slow as the group carefully monitored the surroundings and attempted to navigate the rough terrain of the moors, following the overgrown and in places submerged path. Then Caza called out "I see something ahead! To the left of the path, must be forty feet out!" The group came to a slow halt, Kethis Mig's herd dog moved forward roughly ten feet and stopped, its hair raised and a low growl in its throat. Caza had spotted what appeared to be a campsite on a slightly elevated position, presumably to keep it out of the murky water of the moor, a still-smoldering campfire could be clearly seen, along with two small tents, one of which had its opening flaps undone, moving slightly in the wind...

    "I don't know if I like the look of this" spoke Artur Kvothe. "Feels like a trap to me.... bandits maybe"?


    [ ] Ignore the campsite and continue on to the Barrowmounds.

    [ ] Move closer to inspect the campsite.

    To save on time, consider options outside of the Town Phase to be fairly freeform. In this case, if you choose to investigate the campsite, you are free to approach it however you wish. Important information for me to know is the parties' marching order, what items they have at the ready (in their hands), and what other actions they might be taking (such as sneaking, flanking, looking for traps, and so on).
     
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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.


    ---------

    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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    Spring, Day 1, Time: 10:10.00 - Overland Phase (Barrowmoors)/Colossal Leach (Surprise Round)
  • Ixian

    Well-known member
    Spring, Day 1, Time: 10:10.00 - Overland Phase (Barrowmoors)

    Kethis moves forward next to her dog, Bruiser, and intently studies the camp. The dog remains agitated, but Kethis doesn't spot whatever it is that has upset her hound. Nor can she or Kaza make out any visible prints in the muck of the moor.
    Spotting (INT): 1d20-1 = 9

    As the rest of the party splits and begins to surround the area, Artur raises a closed fist. Silently he points to a low tripwire connected to several small bells, obviously meant to alert the camp should anyone approach from the path. The group skirts around the simple trap, and attempts to finish the encirclement.
    Find Trap (INT): 1d10+1 = 11 (Crit)

    As the party nears completion of the maneuver, Bruiser, with Kethis close behind, pushes forward, his growls turning to frantic barking. The quick dog moves through the camp and stops near the center of it, then within seconds the murky water surrounding the elevated area goes from a incredible stillness to frothing waves as something large thrashes its way onto the semi-dry ground. A colossal leach lurches forward...
    Brutis Ref SV: 1d20+2 = 18
    Kethis Ref SV: 1d20+0 = 10

    The dog quickly darts to the side, its master in tow, both narrowly avoiding the circular maw filled with serrated teeth, hungry for warm flowing blood. With its original targets out of reach the foul worm flips back into the murky water and twist towards Kaza, moving swiftly in the water.
    Colossal Leach Atk: 1d20+4 = 17

    It strikes out at the hapless gambler, her scream cut off sharply as her face vanished beneath the bog waters. It would seem to all involved that the dice simply weren't with her this day, as a crimson stain began to spread...
    Damage: 1d6 = 3

    Mere second later, Kaza's emaciated corpse bobs to the surface, and the large beast turns towards the slightly spread center group...

    [ ] Fight Back! (DM will roll initiative)
    - [ ] Write-In Plan of Action

    [ ] Fall Back! (Leach will get one attack of opportunity on one member of the center group)
    - [ ] Towards the Barrowmounds
    -- [ ] Write-In Plan of Action
    - [ ] Towards the village of Helix
    -- [ ] Write-In Plan of Action
     
    Study of Barrowmoor Fauna and Flora: The Colossal Leech
  • Ixian

    Well-known member
    Mazzahs the Magnificent: Study of Barrowmoor Fauna and Flora

    The Colossal Leech



    A unique specimen to the Barrowmoor, the Colossal Leech is the largest of its kind in the known realm at five feet in length, and averaging around two hundred pounds in weight. While several other giant species of Leech's certainly exist in various locations in the lands of the Border Lords, all are significantly dwarfed by the Colossal Leech. Like its smaller cousins, the Colossal Leech feeds on blood, latching onto a victim and draining them until they are nothing but a husk. Their razor-sharp maw allows deep penetration into their prey, most often members of the local crocodile population, whose thick hides necessitate such deadly tools. Their own hides are also quite thick themselves, giving them ample protection from the teeth and claws of their prey. While slow on land, the beasts move swiftly through the fetid waters of their home, allowing them to catch any prey that attempts to escape their ambush.

    Unlike the smaller examples of their brethren found elsewhere, which often swarm in great numbers, the Colossal Leech's are highly territorial, with females controlling large ranges equaling roughly six miles per Leech which are vigorously patrolled and kept clear of rivals. Males of the species, often a foot shorter and fifty pounds lighter, are nomadic, moving between the female's territories in search of willing mates. When a female spawns a new brood they often kill or drive off any females while allowing the males to remain under their protection until they reach maturity.

    It's a little-known fact, that the Colossal Leech is also an excellent source of alchemical reagents and apothecaric ingredients. Most notable in healing balms and potions, which allows those organs to fetch good prices from practitioners and within the eastern cities. In addition, their tough hide is prized in the creation of sturdy leather armors. Unfortunately, the sheer lethality of the beast prevents all but the largest or most experienced of hunting parties from profiting from them.​
     
    Colossal Leech (Round 1)
  • Ixian

    Well-known member
    Spring, Day 1, Time: 10:10.10 - Overland Phase (Barrowmoors)
    Combat Round 1


    The monster has turned from the unfortunate Kaza, but the rest of the party moves forward to slaughter the beast.

    Initiative Rolls:

    Torvald Gravelbeard: 1d20-1 = 18
    Cithrel Olokas: 1d20+0 = 18
    Jarer Bamon (Mounted): 1d20+0 = 17
    Romef Luchuld: 1d20-1 = 15
    Durvin Fronk: 1d20+2 = 16
    Has Morun: 1d20+0 = 12
    Kethis Mig: 1d20+0 = 12
    Artur Kvothe: 1d20+1 = 9
    Odo Littlefoot: 1d20+1 = 9
    Bruiser (Herd Dog): 1d20+2 = 5
    Colossal Leech: 1d20-2 = 3

    The sucking muck of the bog does not make quick movement easy and with the water level anywhere from ankle to waist deep, the footing is treacherous. Despite this the group surges forward, attempting to close the gap with the towering leech. Shouts of "Move to the left, the left by Ygg!" and "Watch its mouth, don't let it clamp down on you!" were called out as they maneuvered into position.

    Olokas, drew the simple elven dagger from her belt, and closed her right eye while extending her left arm, hand flat and palm down. Her tongue poking from between her lips as she concentrated on her target, then flung the blade forward with force. It swiftly embeds itself in the beast, but seemingly fails to penetrate its tough hide. Frowning, the Elf Sage backs away from the imminent fray now deprived of a weapon.

    Cithrel Olokas Atk (Dagger, Thrown): 1d20+0 = 12

    Jarer Bamon, mounted on his pony Skitter, reaches it first. "For glory" he yells as he plunges his pitchfork into the side of the monster, turning his head to see if Durvin was watching as he did so. The beast lets out an eardrum-shattering squeal, which echos across the moor. Deep black ichor spills from its side and it trashes away from its tormenter. Durvin gives the young lad a wry smile, even as she continues to move forward.
    Jarer Bamon Atk (Pitchfork): 1d20+0+1(Mounted) = 19
    Damage: 1d8+1d8(Mounted) = 13

    Bruiser, the herd dog rushes to the right of the thrashing leech, roughly ten feet distant, barking like mad. But does not charge forward to attack the leech. Instead, lunging forward then backpedaling several times as the monster twists in the water. Perhaps looking for a good opportunity or opening?
    Bruiser (Herd Dog) Atk: 1d20+1 = 3

    In a frenzy, the Colossal Leech flexes forward in a lightning-quick strike, sinking deep into the side of Skitter, blood gushing into its rapidly churning maw. Maddened with pain, Skitter begins to buck and kick, tossing Jarer backward off Skitters back and into the muck and fetid water.
    Colossal Leech Atk (Bite): 1d20+4 = 20
    Damage: 1d6+1d4(drain) = 3
    Jarer Bamon Horsemenship Check: 1d20(Trained)+0 = 2 (Forced Dismounted, Forced Prone)

    [ ] Write-In Plan of Action.

    Currently, all remaining Human party members will reach the Colossal Leech next round, Halflings and Dwarfs the following round. Jarer is prone in the water, and will have to spend the next round getting up, Olokas is roughly 55' away, Jarer, and Skitters within touching range, the other Humans 10' away in a rough semi-circle, the Halfling and Dwarf a little further back at 20'.
     
    Colossal Leech (Round 2)/Overland Phase (Barrowmoors)
  • Ixian

    Well-known member
    Spring, Day 1, Time: 10:10.20 - Overland Phase (Barrowmoors)
    Combat Round 2

    Initiative Rolls:


    Romef Luchuld: 1d20-1 = 17
    Jarer Bamon: 1d20+0 = 16
    Kethis Mig: 1d20+0 = 16
    Odo Littlefoot: 1d20+1 = 14
    Bruiser (Herd Dog): 1d20+2 = 11
    Torvald Gravelbeard: 1d20-1 = 9
    Cithrel Olokas: 1d20+0 = 9
    Durvin Fronk: 1d20+2 = 9
    Colossal Leech: 1d20-2 = 9
    Has Morun: 1d20+0 = 8
    Artur Kvothe: 1d20+1 = 6
    Skitter (Pony): 1d20+1 = 4

    Romef lept forward, laughing as a madman might, swiftly he brought down his ax upon the writhing leech. The sharp bladed edge sunk deep into the flesh of the leech, hot black ichor spurted in great streams, splashing across the mirthful woodsmen. The massive leech detached from the frantic pony, and curled into a tight coil. Romef shouted "Another for grim Crom"! The rest of the party joined his victory cheer.
    Romef Luchuld Atk: 1d20+0 = 20
    Critical Hit Table: 1d4+0 = 1 (Opertunistic Strike)
    Damage: 1d6+1d3 (Crit) = 4

    Spring, Day 1, Time: 10:20.20 - Overland Phase (Barrowmoors)

    With the Colossal Leech slain, the group began to search the small camp. They swiftly found two drained corpses, floating nearby. They wore rough clothing and boiled leather, the first was a middle-aged man with deep scares across his face, he bore several thief markings branded into his skin. Most would seemingly be from the eastern cities, he also tattoos that marked him as being a member of several small thieves guilds. His leather armor was in decent shape, and he wore a dagger and shortsword at his belt. In his boots were three silver pieces and fifthteen copper pieces. A parchment scroll of somekind had been in a small leather pouch on his person, but the fetid water had ruined it completely. The other man was younger but dressed much the same, and with similar, but fewer branding and tattoos. He had a light crossbow and six bolts, as well as an iron helm. In a small coin purse, he had one silver piece and twelve copper pieces. He wore a plain silver ring on his left hand.

    In the camp itself, was a simple cooking set, two small tents, two bedrolls, four rations, a spyglass, a sledgehammer, two shovels, a hand spade, a fifty-foot coil of rope, eight torches, seven days worth of rations for two people, eight iron spikes, a shield, and a small locked chest. No key was found.

    Caza Dav's corpse was pulled from the water and lain along the embankment, her pale face drained of blood. A few members of the group muttered various holy words of law over the body before turning back to the search of the camp.

    Jarer meanwhile was seeing to Skitter, the poor pony was still trembling after its encounter with the leech, and its side was still bleeding slightly. The animal was injured badly and unlikely to carry much weight, it could use medical attention, but the party had no supplies.


    [ ] Search the camp in-depth (Cost: 30 Minutes, reduce by 5 minutes per assigned character, minimum of 5 minutes)

    [ ] Attempt to open the chest
    - [ ] Pick Lock
    - [ ] Smash
    - [ ] Carry

    [ ] Continue your travels
    - [ ] 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)

    [ ] List what if any gear or items you are taking, and who is carrying them.

    [ ] Write-In (For any additional task)

    XP Rewards:
    3 xp for Romef Luchuld
    2 xp for Cithrel Olokas
    2 xp for Jarer Bamon
    1 xp for all other characters
     
    Spring, Day 1, Time: 10:45.20 - Overland Phase (Barrowmoors)
  • Ixian

    Well-known member
    Spring, Day 1, Time: 10:45.20 - Overland Phase (Barrowmoors)

    A thorough scouring of the small campsite discovered freshly dug earth near the leftmost edge, buried was a small sack containing forty-four silver pieces.

    Meanwhile, Romef attempts to fashion a crude travois in order to haul the leech carcass. He manages to finish it in a half-hour. Everyone else uses the time to sort gear and catch their breath following the confrontation with the vile leech. Once finished, the leech was loaded onto the travois and tied down using Kethis's rope.

    Crafting Roll: 1d20+1 = 14

    Artur checks over the small chest found and looked for any traps. After a few minutes, he was able to spot a small needle inset within the lock. Another few minutes and he pulled the needle free, and tossed it into the murky waters. With a grunt, Artur tossed the small chest to Durvin, who popped the lock almost immediately. Inside was another twenty silver, a small jeweled silver necklace, and three hundred copper.
    Artur Find Trap: 1d10+1 = 10
    Artur Disable Trap: 1d10+ 1 = 5
    Durvin Pick Lock: 1d20+2 = 17

    XP Rewards:
    1 xp for Artur Kvothe
    1 xp for Durvin Fronk

    I honestly thought this trap would kill someone, but nope, Artus got exactly what he needed to find the simple trap, and then disarm it. Wow

    [ ] Continue your travels
    - [ ] 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)

    [ ] Write-In (For any additional task)
     
    Last edited:
    Spring, Day 1, Time: 15:25.20 - Town Phase (Helix Village)
  • Ixian

    Well-known member
    Spring, Day 1, Time: 15:25.20 - Town Phase (Helix Village)

    Working together, the party set to burying the three dead after efficiently looting their material possessions and passing them out. Unfortunately, their clothes and boots were completely ruined by the fetid waters. The soft soil and muck of the moor proved easy digging, and within half an hour the party was on its way back to Helix. The journey itself was uneventful and four hours later the group arrived at the village of Helix one member short, with a wounded pony, and a significant amount of silver...

    [ ] 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
    -- [ ] Sell Items
    --- [ ] List Items

    - [ ] 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)
    -- [ ] Sell Items
    --- [ ] List Items

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

    [ ] Visit the Village Notice Board - The notice board is located outside of the Aldermen's Hall, and often has jobs posted by local influential people, for a five silver fee, you can post your own notice looking for candidates to work as porters, torchbearers, or mercenaries for your Company.

    - [ ] Look for work
    -- [ ] Bogling Scalps - "Boglings, having conducted a series of raids on our caravans last summer, have been declared anathema by Baron Ironguard, as such a reward of three copper will be paid on each scalp turned into Alderman Siriac."
    -- [ ] Looking for Caravan Guards - "The Silver Standard Caravan Company is offering wages to equal five silver pieces a day, plus two meals, and up to 15 silver pieces in event of an attack, for competent warriors."
    -- [ ] Artifacts of Antiquarian Nature - "Offering collectors prices for any artifacts of historical or arcane nature, don't waste my time, or I'll turn you inside out. See me, Mazzahs the Magnificant, at my tower one hour northeast of the village."

    - [ ] Post Recruitment Advertisement (5 sp)
    -- [ ] Porters - 1d4+1 Level 0 candidates
    -- [ ] Torchbearers - 1d4+1 Level 0 candidates
    -- [ ] Mercenaries - 1d4 Level 0 candidates, 15% chance one candidate is Level 1

    [ ] Visit the Shrine of St. Ygg - A small stone church near the center of the village, St. Ygg is one of the New Gods, whose worship is slowly pushing the old faiths out of the region. Services are held at 0800 and 1900 daily, with exception of the day of rest.

    - [ ] Light Healing (4 sp)
    - [ ] Major Healing (8 sp)
    - [ ] Holy Symbol of St. Ygg (1 sp)
    - [ ] Holy Water (2 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
    --- [ ] Sell Items
    ---- [ ] 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)

    [ ] End the Day - Return to your lodgings and rest. Failure to end the day in town, or camp for the night in the Overland or Dungeon Phases will result in exhaustion for your characters and penalties to rolls.
     
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