Showing posts with label Pilgrim's Passing. Show all posts
Showing posts with label Pilgrim's Passing. Show all posts

Thursday, March 20, 2014

NEWS & GOSSIP in KOS

NEWS

Every town or city should have a random chart for news, which in turn provides opportunities for adventures.  These charts can also be used for gossip rolls, which some adventurers are wont to seek in every tavern large and small.  Or really any other time you feel lazy being a sandbox DM

if the Party stays in a certain settlement for a while, more News items should be added to each list.

Each chart should have the same 3 categories:
roll 1d3 per news/gossip
1. GOOD NEWS
2. TERRIBLE NEWS
3. SUPERNATURAL NEWS

Here's an incomplete example for the small caravanserai of PILGRIM'S PASSING:

GOODS NEWS!
1. "The new axe in Piku's shop is the finest I have yet seen.  I watched him shave Nahvarok with it, and  even Nahvarok had to laugh."
2. "The domesticated Carnivorous Goats are breeding rapidly - perhaps too rapidly."
3. "The Trader Jah is in town!  O Happy day! He brings always the finest goods from far-off lands, and never gives a bad deal.  The young people will be happy tonight when he opens his market in the center square.  I've heard Iaello may open one of his most hallucinatory fig wines."
4. "As I came here, I passed a Holy Man of God-Kos sitting by the side of the road.  He seemed lost in prayer, but had a small basket in front of him."
5. "Shearing Day is here!  It is time for all in the village to help wrangle and shear the female Canivorous Goats."
6. "Today is the Blessing-Day of Kos.  We must all go to the river to be re-baptized, to protect our village for another year.  Will you come/watch my insane bedridden grandfather/serve as an acolyte?"
7. "Today is the Thirteenth Ide of Io!  Free whippings and prostitutes for all!"
8. "The Loe River Clan have their basket-boats in the town harbor.  They are offering pearls and other strange things in return for metal."
9. "A minstrel is playing songs in Iaello's drinking house!  He appears a well-traveled fellow, and his voice is deep but pleasant.  He has an ear for tragedies and great deeds."
10. "Flax Harvest day!  Rhynt the Elder has demanded that all women take the traditional role of guarding the men while they harvest the Flax. (or vice versa)
11. "Did you see the Loean Barge at the docks?  By the Blank Face, I've rarely seen such riches!"
12. "A Road-Tribe is passing through town.  It's always worth seeing their bizarre walking houses, even if their goods are mostly junk."
13. "The Floods have come!   Quickly, retreat to the rooftops!  Today is a day of partying and celebration!"
14. "A Show-Barge is in town!  I always feel like a little child again when the Show-Barges come."
15. "A Harvestman named Logo was gone for a while.  We feared him dead, but he returned with powerful objects.  He said that he said seen strange things beneath the White Mounds, and was ready to go again."
ETC etc etc

TERRIBLE NEWS!
1. "Someone has stolen the Silent Girl!
2. "There is a duellist pacing around in the town square.  He says he seeks a worthy foe.  Sherriff Dronlan Three-Swords will probably kill him soon."
3. "The handle to my shovel broke!  Fah... I'll have to cut a new one.  I hate to buy anything from the Wood Tribe."
4. "A minstrel has appeared at Iaello's Drinking House.  He is quite handsome and has a fine tenor.  I have a feeling there will be jealous men tonight."
5. "I'm worried about Abor the Gong-Man.  He pleaded for higher wages, Elder Rhynt denied him.  Now, he seems to spend all his time moping at the Drinking House or alone."
6. "It's time for the Flax Planting.  All hands are needed - both to plant the seeds and to fight off monsters."
7. "A Toad-Man Bully has shown up in town.  He's pushed several people around on the street and hit one man with a broken shovel-handle.  Now he sits in Iaello's Drinking House, demanding free wine and picking fights with everyone.  Everybody's too scared to do anything about it, and Sherriff Dronlan Three-Swords is in one of his moods."
8. "Rooster the Red Merchant is in town.  He always has rare things, but I would count my fingers after meeting him.  The mothers had better lock up their daughters."
9. RAID!
...etc ...etc

SUPERNATURAL NEWS!
1. "I saw a Goblin last night.  It was in my shelf, watching me.  I threw a good blanket over the shelf, but he only watched me from beneath.  I sang loudly, blinked three times, and crossed my eyes at him.  After that, I could tell he was harmless, but he continued watching me all night and gave me nightmares."
2. "There are far more Ravens than usual.  Either Rhialto is planning something, or we're in for bloodshed soon."
3. "A Ghost has inhabited Five's farm!  He tried to chase it out by throwing rocks and shouting, but it did not work.  Nobody knows what to do - he can't go home."
4. etc etec 


Wednesday, February 22, 2012

JHARSTAN, IRON-SHIRT, IRON-AXE and his compatriot NAHVAROK ONE-HAND


 JHARSTAN IRON-AXE, IRON-SHIRT is one of two MERCENARIES who are sole keepers and residents of the MERCENARY'S GUILD in PILGRIM'S PASSING.  JHARSTAN is a bear-like man who is perpetually clad in a thick chainmail hauberk.  He also always has a large, double-bitted iron ax leaning against his chair, resting across his lap, or laying next to him in bed.  His fondest pursuits are good fellowship, frothy beer, and exaggerated story-telling. JHARSTAN has spent many a hard night on the campaign trail. He knows that the minutes it takes to don a suit of armor when the last-shift alarm is raised can mean the difference between life and death.  They call him IRON-SHIRT for a reason - he never, ever takes his hauberk off.
TRAINING
JHARSTAN can train Members of the Mercenary's Guild in the use of Heavy Axes and Throwing Axes up to +2 attack, +3 damage.  Each bonus will cost 4 weeks of bruising, arm-aching training and 1000 Lunars.  
JHARSTAN can train Members to sleep in their War-Harness or Heavy Harness without it affecting their night's rest.  This technique costs 2 weeks of hard camping on rough ground and 800 Lunars.
JHARSTAN allows Member's use of the GUILD'S training equipment (giant round stones, sand-filled bags, weighted logs, etc) to increase strength and endurance.  Violence Power and Endurance can be raised in this manner, at a cost of 8 weeks and 2000 Lunars per point (as JHARSTAN and NAHVAROK watch over and provide invaluable advice). PC attributes cannot be raised through this method above JHARSTAN'S attributes, which are 16 in both Violence and Endurance.
JHARSTAN knows the Spell COUNTER-MAGIC, which will counter 1 Spell-Point worth of Spell cast by an enemy per spell point expended by the user.  JHARSTAN only has 2 Spell Points and so can only teach PCs to use up to 2 Spell-Points.  He will teach this spell at a cost of 4 weeks and 1000 Lunars. 

SECRETS
When DRONLAN THREE-SWORDS became SHERIFF 35 years ago, JHARSTAN attempted to challenge him for the title.  DRONLAN did not kill JHARSTAN, but instead crippled his back so that he can now move about only with great effort.  JHARSTAN takes great pains to conceal this weakness.  Of course, all this is mostly water under the bridge now - mostly.


NAHVAROK ONE-HAND is the other Mercenary resident at the MERCENARY'S GUILD.  He is JHARSTAN IRON-AXE, IRON-SHIRT's best friend and compatriot.  Together, they spend much of their time swigging beer and swapping old stories.  NAHVAROK always wears a tattered, battle-worn red cape.  His right sleeve hangs empty over a missing fore-arm.  Unlike JHARSTAN, who is boisterous and sanguine, NAHVAROK tends to be taciturn and short-spoken, mumbling through his own words like he doesn't want to hear them.  Drink tends to loosen his tongue, and he then proves amiable and full of fond tales of manful nobility.
TRAINING
NAHVAROK can train Members of the Mercenary's Guild at Swords up to +3 attack and +1 damage, at a cost of 4 weeks of punishing sword-play and 1000 Lunars per bonus point. 
He can also train Spears up to +1 attack and +1 damage, at the same rate.
NAHVAROK can train Members to coordinate their small-unit tactics.  Once this training is complete, PCs will be able to communicate through battle-signs and secret battle-language, allowing them to plot tactics without the enemy's knowledge.  The cost is 8 weeks of field training and 400 lunars per person.  A new member to the party will have to also go through this training or else learn on their own time in order to benefit from this coordination.
NAHVAROK knows the Spell IGNITE, which sets fire to flammable objects with a touch (even in unfavorable circumstances such as high wind or rain).  This Spell costs 1 Spell Point for those with below 15 MAG, and 0 points for those above 15.   Training takes 3 weeks and costs 500 Lunars.

SECRETS
NAHVAROK was once a Red Knight of Kos.  This is the type of secret that everybody knows.  The cape he wears is his old Knight's cape, retained from some lingering sense of pride.  He lost his weapon arm from the elbow down in combat, and decided to retire to the Mercenary's Guild rather than re-learn how to fight the Endless Crusade with the wrong hand.

RELIGION
JHARSTAN worships the Iron Lord with average fervor, and makes abeyance to Kos, the Blood Bull, and Io.
NAHVAROK worships Kos with average fervor, and makes passing abeyance to the Iron Lord and Io.

JOINING THE MERCENARY'S GUILD
The Mercenary's Guild is always on the lookout for new members.  To join, the candidate must be:
- Of sound physique, and possessing a measure of skill at arms
- Willing to swear the Mercenary's Oath
- Willing to pay 60 Lunars initial membership, and 10 Lunars per month thereafter

The Mercenary's Oath is thus:
1. Never steal from another Brother Mercenary
2. Never accept a contract that will force you to fight another Brother Mercenary
3. Never share secrets of the Guild with Non-Brothers
4. Tithe 10% of money taken from any Mercenary Contract to the Brotherhood-Guild
5. Fulfill any Mercenary Contract you accept to the best of your ability
6. Share all gossip you learn with all other Brother-Mercenaries

In return, potential members will be given Provisional Member status, able to vote in matters pertaining to their local region.  After one year, if their conduct is good, they shall be granted Full Brother-Member status, and can vote on decisions at any Mercenary Guild anywhere in Kos.  JHARSTAN and NAHVAROK have heard that there's another Guild in AMBLE EDGE, but don't know if any others still exist anywhere.
All members will be provided free room at any Mercenary Guild, as well as free beer or ale.  All other provender (ie, food) is the member's own responsibility.  Items stored in the Mercenary's Guild are not the responsibility of other Guild-Brothers.
Only Members can receive training from Guild-Brothers.

The initiation ritual consists of initiates stripping to their undergarments and being covered in ritual blue warrior-paint.  A senior Brother will then let some blood from each initiate's arm into a bowl, and then from his own arm and that of any other Brothers present.  This blood will be swirled around in the bowl so that it commingles, then offered symbolically to the statues of the Iron Lord, the Blood Bull, Io and Kos.  Then it will be dumped into a cask of beer, at which point a drinking contest begins amongst all participants.

Each round, every contestant tries to roll under their Endurance score.  Each subsequent round, their effective Endurance is reduced by 1.  Failure means rolling on the following chart.  Only the last man or men standing do not have to roll on the chart.

Drinking Contest Mishaps

1) Make a fool of yourself in public.  35% chance to gain reputation in Pilgrim's Passing as a drunken lout.
2) Involved in random brawl. Roll Violence Power check or start next day d3 hit points short.
3) Minor misunderstanding with local authorities.  50% chance that a minor infraction against the town chart levies a fine of 2d6 x 25 Lunar. 50% chance (or inability to pay fine) indicates d6 days in the LOCK-UP.
4) Romantic entanglement.  1-2 unattached farm girl, 3-4 married farmwife, 5-6 Idiot Girl
5) Gambling losses - 1d100 Lunars
6) Gain local reputation as the life of a party.  JHARSTAN and NAHVAROK are more friendly.
7) Insult local person of rank 1-2 RYNT, 3-4 DRONLAN, 5-6 URIEL
8) You couldn’t really see the rash in the candlelight. Roll Endurance check to avoid venereal disease.
9) New tattoo. 1-3 it’s actually pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up or misspelled 6 it says something insulting, crude or stupid in an unknown language.
10) Beaten and robbed. Lose all your personal effects and reduced to half hit points.
11) Gambling binge. Lose all your gold, gems, jewelry.  10% chance to lose any magic item
12) Hangover from hell. First day of adventuring is at -2 to-hit and saves. Casters must roll MAG check with each spell to avoid mishap.
13) Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
14) One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? 1-3 Blood Bull, 4-6 Io
15) Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months.
16) Wake up stark naked in a random local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank you for stopping by.
17) Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
18) Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
19) When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
20) The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows.


The above table was created by Jeff Rients, and found at http://jrients.blogspot.com/2008/12/party-like-its-999.html (modified slightly by me)
I highly recommend his blog to any and all

Friday, January 20, 2012

KOS - RYNT the ELDER (more shit they'll never know)

RYNT the VILLAGE ELDER is the oldest man in town, as according to custom.  His role is to act as a spokesperson, therapist, judge and living accumulation of history and knowledge.  His voice in matters of civic concern is equal to that of DRONLAN THREE-SWORDS.

RYNT lives in the OLD MANOR.

RYNT is a potent sorcerer, who particularly has a love for magical items of historical value.  He believes that these items are a powerful connection to the past, and hopes to one day find an item that will allow him to add a lasting legacy to his lineage.  He is so bent in this intent that he will collect nearly anything that may lead to further knowledge.  He considers even such mundane things as elven-folk arrowheads and star-pebbles to be of value.  He is also willing to buy all items of interest to a historical collector - books, antique rugs, ceremonial vestments, statues, artwork, etc.  He pays based on the item’s artistic quality, utility, historical value, rarity and on its current physical condition.  His prices are fair - neither mean nor thriftless.

RYNT's STATISTICS & the ENSLAVED FIRE-SPIRIT
RYNT has a MAG score of 17  and 6 POW points.  He also has enslaved a fire spirit, which dwells in the various fireplaces of the OLD MANOR and would wreak enormous havoc were it ever to escape.  He can draw on this Spirit’s POW to cast spells, which is 15.  Besides warming the house for RYNT’s comfort, the Spirit also guards his home while he is otherwise engaged.  If RYNT orders it to, the Spirit will engage in Mind Battles with enemies. For RYNT to order the Spirit to attack physically would only be warranted by an absolute emergency, because the touch of the Fire-Sprite to anything flammable would quickly cause it to ignite flames that could quickly grow out control.  Matters would  be further complicated by the fact that the OLD MANOR is stuffed with all imaginable dusty tomes, antique furniture, moldering tapestries, taxidermied animals, tottering stacks of parchment, etc.  If RYNT were to die without passing on the secret of the Fire-Sprite's control, the Fire-Sprite would immediately be set free and would be in a state of both exhultation at its liberty, and furious anger at Rynt and all other flammable people and objects nearby.  It would rampage for some time before relocating to a different plane of existence.  Other conditions that would free the Fire-Sprite includes the destruction of the Old Manor, and a successful Mind Battle with Rynt with the intent to free the Fire-Sprite.  The Fire-Sprite cannot be harmed by normal weapons, which pass right through it.  It creates incredible heat, dealing 4d4+3 fire damage to anyone it touches, and the victim must pass a Skill Save to quickly beat himself out before his clothing and accoutrement burst aflame, dealing a further 1d6 fire damage every round and also destroying flammable items such as scrolls, ropes, backpacks, rations, potions, etc at a rate of 1d3 per round, and also causing anything the burning person touches to also have a chance to catch flame.  The Sprite can only be effected by magic, Mind-Battling, or by extinguishing it using traditional techniques.  It would take a full tub of water dousing the Fire-Sprite to kill it, or it could be isolated by removing potential fuel sources until it dwindled and retreated to another dimension.

RYNT's KNOWLEDGE and SERVICES
RYNT knows all 1st, 2nd and 3rd level Spells and will teach them, but is very cautious about who he trains.  His charges for this knowledge are high.
RYNT also has a 70% chance of being able to identify a magical item, as well as its origin, history and any special curses or abilities.  He charges 100 Lunars (GP in D&D) for this service, if it is successful.  He will also make an offer for the item at this point if he is interested.
He can also translate most scripts (95% chance for his own language or one very close, 70% chance for more esoteric script, 30% chance for alien or bizarre, adjusted as the DM sees fit).  He charges a price of 1d30 Wheels for this service.  He also could be convinced to sell maps of various locales, description of its inhabitants, exploration diaries, etc.  These will vary in value and completeness, but an average map of an area the size of Pilgrim's Passing and it's surroundings will cost 10 Wheels (PP in D&D).

RELIGION
Devotee of Kos and Isuss.  Makes abeyance to Io.  The Church of Io would strongly like to see him converted fully to the Cult.

RELATIONSHIP to OTHERS and FURTHER INFORMATION
RYNT has an enormous, long, white beard and is thin.  He has a beautiful daughter named IAERILLA.  He has several other sons and daughters, many with children (and one with grandchildren) of their own.  He has a servant named PINFEUR who is a creature with the body of a small dog but the arms and mind of a man.  PINFEUR is very loyal and a crack shot with a crossbow.  Everyone in town holds RYNT him in reverence, awe, and perhaps a little fear.  Nobody knows how old he is, because everyone who did is dead.  He may be the oldest human alive.

SECRETS
RYNT hopes to live forever through use of his collections and magical artifacts.  He is terrified of death.



WHAT THE PLAYERS NEED TO KNOW
RYNT is the VILLAGE ELDER, which means he's basically in charge.  He has a long white beard and lives in the OLD MANOR, which is full of junk and treasure.  He has a dog-man manservant named PINFEATHER.

Wednesday, January 18, 2012

KOS - DRONLAN THREE-SWORDS ("shit the players will probably never hear about unless they decide to ask about it")

DRONLAN THREE-SWORDS is the town SHERIFF, a title which is formally transferred through bloodline; or, in failure of that, by appointment on the part of the former Sherriff; or in failure of that, by appointment to the person deemed most fitting and able to fulfill the role of Sherriff at the time of the Sherriff’s demise.  In practice of official transference, the latest Sherriff, Dronlan Three-Swords, was deemed most fitting to be appointed as he was the cause of the former Sherriff’s demise; namely, through use of the magical Three Swords that he carries with him at all times.  These Swords seem to be able to give him extraordinary powers are long as he has all Three with him at all times, but none of the townsfolk know exactly what the full extent of these powers are (though there is speculation based on first-hand accounts)

He lives in the ANCIENT HOUSE in PILGRIM'S PASSING.




The Three Swords
All three swords register as magical on the Second Plane.  Unless where noted below, they function in all respects as regular arming swords (broadsword in RQ; longsword in D&D)
Sword 1. This Sword is made of shimmering cobaltite, with a titanium cross-guard.  An enormous pearl is inserted in the pommel. The blade reads: “So long as this Sword is carried, no other sword he carries can be broken; his shield cannot be splintered, nor any thread of his clothing ripped, nor the least hair on his head be split,” and this inscription is true.  In addition, the man who carries this Sword gains a +2 bonus to Save against Spells.
Sword 2. This Sword is made of brilliant calcinite, with a gold cross guard inset with a savagely gleaming ruby and ivory-inlaid pommel.  This Sword carries a hex which will cause it to break other swords it comes in contact with which are deemed of inferior value.  The hex will cause a Battle of Wills between Sword 2 (POW 16) and the other sword (which has an effective POW of 1 for a normal sword, or half the wielder’s POW, or the POW score of the sword if it has one).  If the Battle of Wills falls in favor of Sword 2, it shatters the other sword.  If it falls against Sword 2, Sword 2 will shatter.  In addition, this Sword despises armor and has +2 to Hit against anyone wearing armor.
Sword 3. This Sword is made of black lead entirely.  An eye is sculpted into the cross guard.  It grows so hot in battle that the blade begins to glow red and give off sparks.  It deals +1 fire damage in the first round of combat, +2 in the next, and +3 fire damage in the third round and all rounds thereafter.  When this Sword is carried along with both the other two, the carrier will never be surprised by enemies, will always escape those who pursue him, and will never age.
The history of these three Swords is long and bloody.

Dronlan is a tall man with bright, flaming orange hair that seems to flicker out of his head like a bonfire.  His demeanor is vague and haughty, as though he has an uncommonly amusing thought in his head and little interest in conversation.
Formally, the Sherriff’s duties include only the protection of the peace within the village itself, to whatever means he sees fit.  Normally, his superior would be the nearest Marshall of the Red Knights, who would be in charge of protecting the village from exterior threats.  However, no-one now living remembers the last time there was a Marshall of the Red Knights, so the Sherriff’s duties are broad and vague.
During the thirty-five years since he killed the last Sherriff (Borten Oaktree), Dronlan Three-Swords has defended the village of Pilgrim’s Passing successfully against all attempts at invasion by monsters, monster-folk and marauders, killed at least a dozen would-be holders of the title in duels, and kept the town in a state of peace sufficient to keep itself sustained.  Thus, the people of Pilgrim’s Passing accept him as Sherriff, especially as there is no other alternative.  The people in town are somewhat afraid of Dronlan, due both to his aloof (even icy) demeanor and his seemingly incomparable martial prowess.  He does not mingle with the other townspeople.  He draws upon JARSTAN IRON-AXE and NAVAROK ONE-HAND when he is unable to keep the peace by himself.  He relies on URIEL THE HIEROPHANT in matters of the super-natural.  In a crisis, he might also turn to PIKU for assistance.
Dronlan does not consider policing of the town on Dark Days his duty; he simply advises all citizens to stay in their homes, lock their doors, and look to their own protection.  Such things are beyond his ability to combat.

TRAINING
Dronlan has +5 attack training with "Long Swords", and also has training that allows him to add +5 to his Defense (AC in D&D) when using "Long Swords". He also knows a goodly number of battle spells.  However, he is unwilling to teach anyone.  The only exception might be if he thought he had found a suitable apprentice.

SECRETS
DRONLAN is proud.  He believes that his swords grant him near-invincibility, but he is still fearful that one day, somebody will find a way to beat him.  He knows that when you're the best around, eventually someone better will come to take your place.  He collects all the swords of those he defeats in combat and has them hung in his living room.
Dronlan does not care about his job; he considers it an easy way of life and is inclined to take whatever path will lead to conflict being resolved quickly.
There is much speculation about Dronlan's religious leanings.  He never attends ceremonies at the Temple of Io.  In fact, Dronlan is agnostic.  He sees the Gods as having done little for mankind, and in return, he cares little for the Gods.  This attitude, if widely known, would cause the public to label him as borderline-apostolic.
He learned his famous sword skills amongst the WOLF-HEADS, and in fact was a student alongside the WOLF-HEAD of AR-ARAK.  This is why he does not offer a bounty on that creature.  Were this publicly known, Dronlan could be cast as a monster and possibly a traitor to humankind.  Wolf-Heads are considered among the most diabolical and heinously evil of all Monster-Folk.



WHAT THE PLAYERS NEED TO KNOW:
SHERRIFF DRONLAN THREE-SWORDS  has three magic swords and crazy orange hair.  He lives in the ANCIENT HOUSE.  He’s in charge of keeping peace in the town.  He seems smug

[/what i would expect from a VERY detailed campaign note from a player]