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Post by geordieracer on Feb 9, 2013 18:42:23 GMT -5
This little Barony needs your help ! Maybe some little houserules for getting lost in the East Chase, losing EN when rations run out in The Black Fells, movement rates, encounter tables for the various locales, random taverns, siege combat rules, Who's in the Fort? local bylaws/headgear or whatever you think would be fun, interesting whatever. Not loads of fluff, just little mechanics and/or details that imply setting or tone: e.g (off the top of my head) Weather in The Black Fells (roll 1d6 daily)1-3 Mist (DRM +1 to ranged weapon use) 4-5 Drizzle (If unsuitably attired, roll 3/EN or develop a chronic chill, causing the shakes for 1d6 days with DRM +1 to ST and DX rolls) 6 Mizzle (Mist and Drizzle, both effects)
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Post by chrisrice on Feb 9, 2013 21:01:11 GMT -5
There's a tavern in Whitemere, the Gay Goblin. The Tavern keeper is secretly an agent of an hidden evil cult. The cult are situated in the ruins of a forgotten temple deep in the fells. Here they dig trying to recover an ancient evil artifact which will restore their power over the region. They need manpower for the excavation and the Tavern keeper will try to lure adventurers and other stray wayfarers into their clutches. His brother is Guard Captain of the Tower of Watch on the edge of the fells beyond Gridley Chase. He is also secretly an agent of the cult unbeknown to his superiors at Fort Raistrick. The Tavern keeper is cunning and will try to perhaps get a single adventurer to travel to the guard tower with the promise of cash (and free beer!). If one adventurer is captured, can the others find out what happened and free him? Not sure if that's too much fluff. But just came to mind from looking at the map.
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Post by geordieracer on Feb 10, 2013 4:05:27 GMT -5
Great start Chris, I like how you've connected the locations.
derv -
The Black Fells - towering peaks of dark millstone grit, high waterfalls. Whitemere - around the settlement is marshy, footing is treacherous, the area said to be cursed, haunted after sunset. The Chases - ancient primordial forestland.
The clear hexes are rolling lush green valleys cut with limestone cliffs and gorges, scattered farmsteads (encounter table).
Hexes could 5 miles,(except for the river, artistic license, copying the Delaware) or could relate to travel turns ?
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Post by chrisrice on Feb 10, 2013 8:27:14 GMT -5
Another thing comes to mind from looking at the map.
I notice the river Raistrick runs deep into the Fells, perhaps running near the ruined temple. Maybe the excavations at the temple are dislodging things that are being carried down the river. What I don't know, but could excite local interest.
Perhaps a body is found in the river. A well known local man who went missing some time ago. Not that unusual, but the man's back is scored with whipmarks...
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Post by geordieracer on Feb 10, 2013 10:20:45 GMT -5
Cool, I see Events and Rumours tables may be needed.
The Three Most Popular Tunes at The Gay Goblin are:
The Ballad of Gridley Chase - 3/IQ vs Bard to remember the many verses of lyrics to this epic romance. +1 die Bonus to any interaction with patrons who may find the singer desirable.
Black Fells Woman - 3/IQ vs Ancient Tongue to holler this lusty stomp-along with the correct accent and dialect. Successful singers get offered 1d3 pints of ale 'on the house'.
Straight Out of Tudgelaw - a fast-paced rhyme of peasant insurrection, singers have a 1 in 6 chance of attracting unwanted attention from the law.
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Post by geordieracer on Feb 10, 2013 15:58:51 GMT -5
Knights ! - proper Knights - Good stuff derv, you and chris are hereby Exalted !
How Whitemere Gained It's Name
The mere boasts a unique feature that the locals call 'Bogspawn', scattered milky-pale gobules (inedible, acts as simple poison 1d3 damage) that float on the surface during daylight and fuse together after dusk. Once fused, the large spawns become luminescent and rise to float at a height of approx 8ft. Nightspawn will follow any traveller trekking through the marsh during darkness, but will never leave the marsh or enter the settlement. If the Nightspawn is pierced or bashed, it will explode to cover anyone within 5ft in acid unless doused with water.
Nightspawn #1d6 ST1 DX1 IQ1 MV1; AR0; DM if pierced 1d3 then 1pt/turn unless submerged in water; SP(ND); TR (none)
Within the pages of an iron-bound tome in the Baron's study, they are described as 'the pale harbingers', but of what ?
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Post by geordieracer on Feb 10, 2013 17:02:26 GMT -5
Excellent, I'll try this rule out in my game.
East Chase
The Old Magic is deeply felt within the forest, which is larger than it seems from the outside, each Hex being 10 miles across. Under its dense canopy (roll 1d6) -
1-2 a stockade lies at the heart of the forest, home to a dwindling colony of Wood Elves and Centaurs.
3-5 there is a flea-infested shanty-town of wooden shacks, home to the self-styled Bandit King.
6 a horde of Scabbers, ruled by an articulate yet ruthless Ghoul are building a mighty siege engine.
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Post by chrisrice on Feb 10, 2013 17:31:43 GMT -5
Like the songs Geordie! So there was a peasant uprising? Makes me think...
Maybe the"evil" cult aren't evil at all. Maybe they supported the peasants cause and were smashed when the revolt failed. Now they're back. Maybe the disappearing persons aren't kidnapped for slave labour - maybe they've gone to join the cult and stage a new rebellion. Maybe the Tavernkeeper is really a freedom fighter. Maybe the body in the river was a peasant leader tortured and killed by the Soldiers of Baron Raistrick. Yikes!
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Post by chrisrice on Feb 10, 2013 18:07:14 GMT -5
But who are the good guys and who are the bad?
Yup, that's what I'm worried about!!!
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Post by ewookie on Feb 10, 2013 18:55:19 GMT -5
some really great adventure/adventure hook ideas here. the creativity is amazing! however... ...there's never any good weather! definitely not a vacation spot
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Post by chrisrice on Feb 10, 2013 19:01:07 GMT -5
Had a horrible thought.
The river rises in the fells. It partially drains into the Whitemere marshes. The bogspawn are in the marshes.
Maybe they're not the spawn of the bog - but of something else. Something from further up the river in the fells. Under the ruined temple. Where the cult are digging.
Now I'm really worried!
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Post by geordieracer on Feb 10, 2013 19:12:38 GMT -5
Had a horrible thought. The river rises in the fells. It partially drains into the Whitemere marshes. The bogspawn are in the marshes. Maybe they're not the spawn of the bog - but of something else. Something from further up the river in the fells. Under the ruined temple. Where the cult are digging. Now I'm really worried! Bravo ! The Tudgelaw TwelveI'll whisper, in case they hear. Cause then they'll sing and bad things happen.In Tudgelaw they cherish their children, out of love, but also fear, for a child born there displays magical abilities that last until they grow up. So, keep them happy, or keep them apart. For when the children sing their weird rhymes in unison, they can cast spells, one per day between them. Each child is worth 1 IQ point, so the number of children determine the level of spell present. It takes at least 8 children to cast a spell (or 7 with a 1 die penalty) and at present there are 12 who exhibit spellcasting prowess - so roll 2d6 to see how many are present in any encounter. Tudgelaw folk will not willingly talk to outsiders about the magical 'gift' the children share, lest the children or the Baron finds out. The townsfolk will protect them, they are their children after all and the source of Tudgelaw's prosperity. If the children leave Tudgelaw, this ability disappears until their return.
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Post by geordieracer on Feb 13, 2013 11:31:57 GMT -5
Great stuff derv, the marsh gets ever more deadly. Those rules are crying out to be used in a jungle expedition - someone write one !
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Post by geordieracer on Feb 23, 2013 4:04:11 GMT -5
Yes, I'd use that - This little setting is getting more like Warhammer with every post and I will get back to posting once this damned dungeon submission is written.
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