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Archive for September, 2009

27
Sep

Adventure 1 – Into the Hool Marsh

   Posted by: rain    in Adventures, Calendar, Docs, Events, Loot

Adventure Log

Dates: Year 591, Fireseek 5 – ?
PCs involved: Aramek, Fingol, Gar, Indranil, Lorindel, Newt, Rain, Wat

Where: Hool Marsh
What: Sent into the Hool Marsh to talk with the Malarat tribe of Lizardmen.

Entire group sent on this mission (boarding the Javan Queen)

  • Fingol - will be the Prince’s spokesman for Westkeep
  • Gar - will be an intermediary from the Flan tribes and those of the Old Faith (the devotees of the Earth Mother Beory and Obad-Hai)
  • Ragnbjorn - will be the chief guide and translator
  • The Marinus Brothers, Indranil and Lorindel – will assist Ragnbjorn as scouts and, if need be, snipers.
  • Master Ailil – will respresent the Fishmongers Guild (those who buy fish and other seafood (riverfood?) wholesale. As a Guild Master he ranks above the other three representatives but below the rangers, scouts, and clerics.)
  • The three reps of the fishing communities (therefore peasants or commoners) are:
    • Crabby Lugaid
    • Fishbate Lugaid
    • Eochaid the Shrimper (no, he is not a halfling)
  • Then there is the Watch squadron led by Sgt. Apone
    • Sgt Apone – under the command of Ragnbjorn and if need be Fingol or the Marinus Brothers, since all of them are either Rangers or Scouts and thereby considered on the level of Knights (or officer rank), whereas Sgt. Apone is an NCO (non-commissioned officer).
    • Aramek
    • Rain
    • Noch
    • Vaskez (f) 19 medium brown, curly dark brown hair, light brown eyes
    • Drake 19 fair, medium blonde, blue eyes
    • Frost 21 fair, medium blonde, light blue eyes
    • Hadsyn, 19 medium tan, light brown hair, gray-green eyes
    • Hex 21 fair, light red hair, green
    • Ferro (f) 16 medium tan, coal black, black eyes,
    • Kash 20 fair, dark blond, dark blue eyes
    • Dale 21 fair, medium blond, gray-green eyes

NPCs

  • Westkeep
    • Vaughn of Gorham: Westkeep royal customs officer
  • The Javan Queen (boat travels throughtout the Hool Marsh)
    • Captain Olnut: Captain of the Javan Queen
    • Uglash: First Mate
  • Malarat Tribe of Lizardmen
    • Chief Rahk – leader of the tribe
    • Lt. Ahsk
    • Lt. Raz
    • Drago – one of the warriors
  • Deathwalker Mound
    • The Adept of Nerull (sp?)
    • Reece
    • Relikez
  • Imprisoned in the Deathwalker mound
    • Wat (PC)
    • Odric – Scarlet Brotherhood spy
    • Elias – peasant from Cypress Hill. Knows Newt and her family.

LOOT MAINTENANCE

Distribution: This is what was said by Ragnbjorn after Noch was killed and his items distributed:

Ragnbjorn lets out a low whistle. “Alright everyone, you all see what is here and how much. Everyone will get equal shares as per the standard arrangement when we get back to Westkeep. All the gear, including magic items, will be sold or redeemed by the Prince. The proceeds will be added to the monetary treasure. I will take two shares as the military leader of this expedition. Fingol, Father Gar, and the Marinus brothers will each get one and a half shares. Sergeant Apone will get one share. The rest of the squad will each get a half share. Since Noch was our man and we had to put him down, this will not be shared with the crew of the Javan Queen or the delegates. Sorry Captain.”

Loot

From Noch:

  • Vials
    • 1 vile of Banelar poison – Rain is carrying
    • 1 potion marked “Pass” (Pass without Trace) – Aramek is carring
    • healing potions and Darkvision potion –  were consumed (so those should be considered expenditures and no longer part of the loot that needs to be divied up.)
  • Noch’s mwk dagger – Ferro is keeping for now
  • Noch’s mwk shortsword – Rain is keeping that for now
  • Noch’s regular dagger – Frost has it for now
  • Noch’s magical longbowIndranil
  • Noch’s camouflage cloak – Lorindel
  • Noch’s magical leather - Dale
  • Noch’s masterwork picklocks – Rain
  • Noch’s Belt Pouch – kept in the Captain Olnut’s locked chest for now, taken back to Westkeep with Ragnbjorn
    • 20 Keoland silver hawks
    • 116 gold eagles
    • platinum highlords
  • Noch’s Quiver that is currently holding 100 arrows (picked up in the cottage) – Lorindel is currently holding that.

From Master Alil:

  • Ailil’s magical chainmail shirtCaptain’s locker (taken back to Westkeep with Ragnbjorn)
  • Ailil’s magical rapierRain is using this

From Deathwalkers at Newt’s parent’s cabin:

  • Deathwalker leader’s mwk longsword – ?
  • Deathwalker leader’s mwk archaic brass banded armor – ?
  • Deathwalker leader’s everburning torch – ?
  • Weapons/armor on the other Deathwalkers – taken back to Westkeep with Ragnbjorn?
    • 6 longspears, 6 hand axes, and 6 longbows, 5 sets of leather armor, 2 50′ coils of hemp rope, 36 torches, 5 bronze spikes, rations for 24 meals, 6 flagons of water, a flagon of weak wine, two bronze daggers, and a stone hammer.
  • Small Chest (belongs to Adelena’s parents) – taken back to Westkeep with Ragnbjorn
    • Adelina’s parents magical clothes – Adelina
    • Adelina’s mothers black crystal perfume bottle – left in chest
    • Adelina’s fathers brass mug with jade inlay – left in chest
    • Adelina’s parents 300 gold and 10,000 silver pieces all minted in the Yeomanry League – left in chest

From the Deathwalker Mound lair:

  • +1 Banded mail
  • mwk Scythe
  • vials
    • 3 Cure Moderate Wounds
    • 3 Vials of Unholy Water
  • 5 Everburning Torch
  • Cloth of gold vestments
  • marble relief of Thanatos
  • 4 sets of mwk archaic bronze Banded mail
  • 4 mwk longswords
  • 3 mysterious tomes in an unknown language
  • 10 onyx gems
  • 1,774 gold pieces
  • small chest
    • 1000 silver pieces

_________________________________________

EVENTS

 

27
Sep

Kharash the Stalker

   Posted by: Gar Dragonsbreath    in Classes, Gods, Races

Kharash the StalkerKharash is the greatest of the wolflike lupinal guardinals. As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash’s patronage. Rangers predominate among the stalkers, bringing a combination of stealth and martial prowess to the class at the outset. Rogues also commonly adopt the class, and bards occasionally take it up. Few other characters, except multiclass rangers or rogues, can meet the skill requirements to become stalkers. Stalkers of Kharash prefer to work in small groups such as adventuring parties. Some prefer the company of other stealthy characters, while others enjoy working as a scout for a group of normal, noisy characters. Whether PCs or NPCs, stalkers are usually found in the wilderness, wherever evil foes can be found.

Hit Die: d8.
REQUIREMENTS
To qualify to become a stalker of Kharash, a character must fulfill all the following criteria.
Alignment: Neutral good.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Feats: Alertness, Favored of the Companions, Track.

CLASS SKILLS
The stalker of Kharash’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

CLASS FEATURES
All of the following are class features of the stalker of Kharash prestige class. Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.

Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.
A stalker of Kharash’s caster level is one-half the sum of his ranger levels and his stalker levels.

Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range 75.
increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5–10 HD, an evil elemental or undead of 10–21 HD, an evil creature of 25–54 HD, or an evil magic item or spell with a caster level of 10–21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range. When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the
scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source’s location.

Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.

Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide
from view.

Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil
aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.

Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.

 

Date: Fireseek ? – 591
PCs involved: Aramek, Indranil, Lorindel, Newt, Rain

Where: Hool Marsh, Newt’s parents cabin
What: Defeated 5 Deathwalker warriors (with one leader) who had taken over the cabin.

Events

Deathwalkers made an observation post of the cabin. They were taken out.

Loot

Taken from the Deathwalkers:

  • Longsword, mwk - 
  • Everburning Torch -
  • Armor, Mail (Large thick loops that hang loose and overlap to provde maximum protection though at the expense of movement. The armor also includes a large loop that covers the wearers neck, ears, and mouth. It ends right at the nose. The cap that goes with it is also metal, rounded and ends in a point at the back of the head. From this apex erupts a plumage of black feathers. Althoug the armor is bronze, the interlocking plates and reinforcements look like they would provide unusually good protection for armor made of such a weaker metal.) -
  • Armor, Leather (4)
  • Longspears (?)
  • Handaxes (?)
  • Longbows (?)
  • Arrows (?)
  • 50′ coil of hemp rope (2)
  • Torches (36)
  • Bronze spikes (5)
  • Rations (24 meals)
  • Flagon, water (6)
  • Flagon, weak wine (1)
  • Dagger, bronze (2)
  • Stone hammer
  • Backpacks (5)

Inside of the hut, burried in the floor in front of the fireplace hearth:

  • 100 Freegold (gold coins minted in the Yeomany League)
  • 10,000 Silver coins
  • Small perfume bottle of black crystal
  • Brass mug with jade inlays
  • Otherwise plain looking shirt and breeches with gossamer threads woven randomly into the fabric (magic) – Newt

 Notes

  1. notes here.

 

Date: Fireseek ? – 591
PCs involved: Aramek, Fingol, Gar, Indranil, Lorindel, Rain

Where: Hool river on the boat, Javan Queen.
What: Noch showed his true colors, revealing himself as Ragnbjorn’s assassin.

Events

We fought, Noch died.

 Loot

Taken from Noch and his pack

  • Shortsword, mwk – Rain
  • Dagger, mwk – Ferro
  • Dagger – Frost
  • Vials (each has a raised seal so that someone thumbing the seal will know what it is)
    • vial “poison” (Banelar Essence, a poison distilled from the venom of the Banelar)
    • vial “pass”
    • vial “dark”
    • vial “cure”
    • vial “cure +”
  • Quiver, magic (13 arrows) – Indranil
  • Belt Pouch
    • 20 Keoland silver hawks
    • 116 Keoland gold eagles
    • 100 platinum highlords
  • cloak, magic – Lorindel
  • Picklocks and other related tools (excellent quality) – Rain
  • Leather Armour, magic – Dale
  • Longbow, magic – Indranil

 Notes

  1. Loot Distribution - This is what was said by Ragnbjorn after Noch was killed and his items distributed:

    Ragnbjorn lets out a low whistle. “Alright everyone, you all see what is here and how much. Everyone will get equal shares as per the standard arrangement when we get back to Westkeep. All the gear, including magic items, will be sold or redeemed by the Prince. The proceeds will be added to the monetary treasure. I will take two shares as the military leader of this expedition. Fingol, Father Gar, and the Marinus brothers will each get one and a half shares. Sergeant Apone will get one share. The rest of the squad will each get a half share. Since Noch was our man and we had to put him down, this will not be shared with the crew of the Javan Queen or the delegates. Sorry Captain.”

Tags: , , ,

26
Sep

Ehlenestra

   Posted by: indranil    in Gods

Ehlonna_p65Ehlonna is variously depicted as an elven or human woman, and often associates with unicorns and other sylvan creatures. When in human form, Ehlonna appears as a dark-haired human woman, but as Ehlenestra, she appears as a golden-haired elven maiden. She is served by a planetar named Novalee.

Ehlonna has an intense rivalry with Obad-Hai. Where the neutral good Ehlonna advocates the beauty and goodness of unspoiled nature, the true neutral Obad-Hai sees nature as brutal and uncompromising. She is friendly with the Seldarine and most good-aligned deities.

Ehlonna teaches that the animals and plants of the forests are gifts, and are not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would rape the land for fun or profit.

Deep within the Beastlands layer of Krigala is the Grove of the Unicorns, a realm she shares with the like-minded goddess Mielikki. The grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the trees are hundreds of feet in the air, such that those with wings can fly through Ehlonna’s cathedral without difficulty.

Those who reside within the borders of Ehlonna’s realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the Beastlands adore Ehlonna, ensuring that she is often aware of occurrences that happen far from her domain. True to its name, the grove attracts groups of unicorns. In addition, there are herds of bariaurs in Ehlonna’s service. The grove is not far from Skerrit‘s realm; centaur petitioners are found in Ehlonna’s realm and unicorns in Skerrit’s.

All spells cast by rangers within the Grove of the Unicorns are enhanced, and all spells that create food or water are exceptionally bountiful. Ehlonna and Mielikki have the power to make other alterations to magic within their realm, if they so desire.
For clerics of Ehlonna/Ehlenestra, her domains include Animal, Celerity, Good, Plant, Purification, and Sun. Her holy symbol is a rampant unicorn, and her favored weapons are the longbow and the longsword.”

25
Sep

How do I add a goddess?

   Posted by: indranil    in Docs

How can I add a goddess to the gods file?

25
Sep

Terms of Address

   Posted by: admin    in Docs

 

Remember that in this setting people are more formal (like in medieval Europe or even modern Japan). Some of you are flaunting these conventions on purpose (that’s fine) but I just want to refresh everyone’s memory:

From henceforth anyone higher in station but still a commoner will be addressed as Master or Mistress or milord or milady. But they would never be called Lord So-and-So or Lady So-and-So as that implies nobility.

Those lower in station will simply be addressed by name without any titles or terms of address. My wife tells me that in the Edo period in Japan a samurai wouldn’t even deign to use a commoner’s name but would simply say the equivalent of “Hey You…” I’m not going to take this quite that far. Though you can if you want and see how that works out for you.

If you are not sure of someone’s status you could say milord, milady, or good man, or good woman, or even good sir or good dame. But don’t call them Sir So-and-So or Dame-So-and-So unless you are sure they are knights and not below or above the level of knights. If they are below that will sound ridiculous to address them that way, if they are above it will be insulting to them.

A knight or petty noble will be Sir So-and-So or Lord So-and-So or Dame So-and-So or Lady So-and-So.

Higher nobles will have appropriate titles and terms of address, so the prince is Highness or Your Highness.

Priests can be called Father So-and-So or Mother-So-and-So are even Brother or Sister followed by their name or not. They could also be called simply good priest or good priestess. There are also specific titles particular to the clergy of different deities.

So here are some examples:

The fishermen like Crabby, Fishbate, and Eochaid should simply be called by their first names or at most “good man” by the others. Or even just “Hey you” by all of you who are of the rank of landless knight or above (Ragnbjorn, Fingol, the Marinus Brothers, and Gar).

Ailil should be called Master Ailil by all below him in status. He is still a commoner, so the nobles don’t really have to but probably will continue to call him by his title as a Guild Master, this is politeness not entitlement. They could still say “Hey you…” if they really wished.

But everyone should be saying Sir Fingol or Father Gar or addressing them as good sir, or milord or in Gar’s case good priest.

It’s okay to address Rain as milady, or good woman, or good dame, or Aramek as good sir, or good man, or milord, but it is a bit much for the nobles and priests to do so (though in the case of Gar, the devotees of Obad-Hai don’t have much use for these conventions and either ignore them when they can get away with it are otherwise put everyone on the same level).

That’s all for now,
Michael

Tags:

25
Sep

Typical Daily Meals

   Posted by: admin    in Docs

 

In this setting, people tend to wake before dawn and meditate/pray if they are so inclined.

  • Pre-Dawn – Breakfast
    • bread, cheese, perhaps fruit and nuts and juice, tea, coffee and such. In other words a very light meal
  • 10am – Dinner
    • main meal of the day
  • After Sunset – Supper
    • may be a lavish banquet on special occasions if one lives in the keep

Remember that taverns usually close not too long after dark, because people have to get home before the torches and lanterns burn out.

Tags: ,

25
Sep

Westkeep Palace

   Posted by: admin    in Maps

map_westkeep_palace

25
Sep

Social Classes and Structure

   Posted by: admin    in Classes, Docs

 

Ranks of Social Status

starting from the mucky bottom and going all the way to the shiny tippy top:

  • -3 Fugitives
  • -2 Outcastes and those with (or feared to have) communicable diseases
  • -1 Slaves
  • 0 Beggars
  • 1 Serfs
  • 2 Tenant Farmer, urban poor, jailers, executioners
  • 3 Men-at-arms, castle servants (kitchen staff, gardeners, etc..)
  • 4 Entertainers, serving staff, laundress, craftsmen, clerks, sergeants, freemen
  • 5 Ushers, seamstresses, kennel keepers, grooms, pages
  • 6 Lord and lady’s personal servants, falconer, ewerer (lady in charge of table linen), almoners, and squires.
  • 7 Bailiffs, cooks, huntsmen, heralds
  • 8 Butlers (in charge of wine and beer), Pantlers (in charge of food), chief cooks,
  • 9 Priests and monks, reeves, village elders
  • 10 Landless Knights, guild masters, rich merchants, treasurers
  • 11 Stewards (both Estate and House), chamberlains (household finance), marshalls, chaplains, constables
  • 12 Landed Knights, baronets
  • 13 Baron and Baroness/Bishop
  • 14 Viscount and Viscountess
  • 15 Count and Countess
  • 16 Marquis and Marchioness
  • 17 Duke and Duchess/Archbishop
  • 18 Crown Prince and Princess
  • 19 King and Queen
  • 20 Emperor and Empress/Pope 

Character Classes

  • Barbarians have status 0 until they can find some other niche for themselves.
  • Bards have status 4 unless they are from some higher class and are just slumming
  • Clerics start with status 9 but will almost always rise up in status along with their level. The exception is if they worship a deity who is disapproved of, then their status might be 0 or even lower.
  • Druids same as Clerics
  • Fighters can come from status 4 on up and as they advance in levels they may be promoted in rank. Monks same as Clerics
  • Paladins are almost always at least status 10 if not higher, but it is possible for someone of a lower rank to be so called and then recognized. They too may get promoted as they rise in levels.
  • Rangers are almost always at least status 10 if not higher, though it is possible for a youth of talent from a lower class to be so trained, esp. from the huntsmen of rank 7.
  • Rogues can actually be from any rank at all – though the typical Thieve’s Guild type rogue take on covers that are at least status 4 if not higher (typically topping out at rank 10).
  • Sorcerers like Rogues can be from any rank at all – though the typical Sorcerer is often viewed with some suspicion and disdain and so like the Barbarian have rank 0 unless they can find a niche for themselves. Many try to pass themselves off as Wizards.
  • Wizards almost always come from social status ranks 4 or above and as they rise in levels they are often promoted in rank as well, much like Fighters.

 

NPC Classes 

  1. Adepts can come from any level lower than 9 and would almost never ever ever rise higher than 9 being nothing more than hedge wizards, wise women, tribal shamans, witch doctors, and other disreputable folk.
  2. Aristocrats are always from ranks 10 and above.
  3. Commoners are ranks 9 and below.
  4. Experts are ranks 4-11 and sometimes above but rarely if ever below that range.
  5. Warriors come from ranks 9 and below though typically from rank 3 and can be promoted as they rise higher in levels.
  6. Now how do the typical races fit in? This depends greatly on what country one is and the circumstances of one’s birth. Half-orcs are typically at rank 3 or below.
  7. Elves and Half-elves are often treated as landless nobility so they get rank 10 or above.
  8. Dwarves and Gnomes are often craftsmen of great skill so ranks 4-10 are often where they end up in a human land. Dwarves in particular are renowned as fighters and clerics so they often are assumed to be rank 9 or 10. Gnomes are often Bards so they are often assumed to be rank 4.
  9. Halflings are well thought of but no one is particularly impressed by them and all too often they have the unsavory reputation of being a bunch of burglars or “expert treasure hunters” as they prefer to call it. So they typically get a range of 4-0 or worse until and unless they have proven otherwise.

So in summary this means that Elves and even Half-Elves are often assumed to be the equals of human nobles, and Dwarves nearly so. The Elves could care less what the humans think of them, but the Half-Elves will often play this for all its worth to assuage their own insecurities. The Dwarves are peeved that the flighty Elves are viewed as better than everyone else, but in general they are treated with great respect and so have nothing to complain about but they get grumpy over this anyway. The Gnomes are quite affable and don’t take any of this amiss. Halflings are also pretty affable and prefer to stay out of everyone else’s way in any case – but the one’s who do get tee’d off by everyone else looking down on them all the time (literally and figuratively) will let people know it, or if they don’t let people know it, the odds are that those who annoyed them will never see what hit them. The Half-Orcs, at least those raised by Orcs and/or ornery humans, generally know that the world is out to get them and so they have to do unto others before others do unto them – that’s just the Orcish way anyway.

And that’s how the social rankings breakdown the way I see it.

Your DM,
Michael