Sunday, May 12, 2013

The Annals of Denbacan

Translated from the ancient language of the Early Men


Centuries ago, the wealthy Phoenician wizard-merchant Sakarbaal travelled to the Island of Redstone after hearing the rumor of a Font of Youth. The aging wizard was willing to travel any distance, compromise any principle, sacrifice everything, to prolong his natural life. The exception was necromancy, as becoming a lich, he would explain, was to give up most of the earthly pleasures Sakarbaal loved.

Speaking of which, Sakarbaal brought his young apprentice, Urumkiiki. The boy knew he would not see his family again and might spend the rest of his short life in the wilderness with his old master. Regardless, he thought himself lucky if he could partake in immortality at the side of his master. They sailed the long distance in the wizard’s opulent ship, selling the gold plated pleasure vessel, a family heirloom, in Northman controlled Tara to fund their expedition. 

The two enlisted Early Men explorers in town to take them to cyclop ruins in the north. There was ambush and betrayal as the unscrupulous guides misled the explorers. However, they had not counted on the cleverness and ruthlessness of Sakarbaal, and when the wizard arrived at the Early Men village where the scouts originated, fire claimed the lives of half the inhabitants, with one slain every hour until a true guide was brought to him. 

That is when I, Denbacan, stepped forward. As I write this, I wonder if history will view me as a brave explorer or betrayer of my people's heritage. In any case, with my help, we headed for forbidden lands. Since gaining our freedom from the cyclops centuries ago, it has been forbidden to enter those lands, for fear that unknown horrors may be awoken. The admission that I knew the lands well would forever cloud my peoples view of me, and perhaps this is why Sakarbaal allowed me to live. We are maybe not so different from each other.

We took to the mountains and over the next several months, half of the explorers died along the way, either through illness or attacks from monsters, especially the vile green dragon, Chrysox. Sakarbaal eventually parlayed for safe passage with Chrysox, offering him a magical sword of some sort. With the dragon allowing passage, we soon discovered an ancient Cyclopean city, and in its center, a powerful artifact. It was not the secret of youth, as Sakarbaal had desired, but a device rumored to be far more powerful, The Machine of Creation.

Sakarbaal was angry and despondent, but thankfully did not take out his frustration on me or the men. Eventually he came up with an idea. If he could not be immortal through some font or elixir, perhaps there was another way. 

The Font of Creation, according to Sakarbaal's research, could create a demiplane, if given enough energy. A demiplane was nothing to Sakarbaal, but an infinite number of demiplanes, populated by worshipers, would be something else entirely. Sakarbaal could populate these realms with followers and achieve immortality through godhood!  But such a plan would require enormous, near infinite power. 

On the way out of the mountains, Sakarbaal convinced his men of the merits of the plan, joking that each would be a high priest in the faith of Sakar, the reference to his family god Baal dropped completely at this point. And where would he find these people to worship him?

I snuck out of the camp that evening, leaving the crazy old man with his enormous machine, small army of porters, and his high priests. How and where they would go to harness such great power will remain a mystery to me.



Thursday, April 25, 2013

Gebel of the Phoenician Acadamy


Gebel of the Phoenician Academae
Over 6,000 years old, Gebel is the oldest city in the world and the first Phoenician city, although it may have started as a Badaran colony. The city worships the mother of Gebel, Ba’alat Gebel in The Great Temple overlooking the sea. She’s a god of the sea, love and beauty, and the women of the town are known regionally as the most beautiful.
The town’s scenic beauty, openness to ideas, embracing of nature and worship of the goddess of love, and a population with a lot of young students (and a ‘non-lawful” alignment), has resulted in a “romantic” reputation.
The city exports cedar and pine, along with salt and red pottery. It has a large number of farmers who wish their children to one day attend the local Academae, so there is an abundance of food in the town, much of which is exported. Its primary draw is The Phoenician Academae, an academy focusing on practical magic.
The Phoenician Academae is the most respected arcane school in the region and builds up slowly in its study from what was lost in Barothai, teaching ethics and philosophy along with magic in hopes of avoiding past mistakes.
Purple robed wizards study arcana, along with history, nature and nobility, with expectations they will one day be advisors to kings throughout the world.  Students are required to take a level in druid through their training, and are brought into the druidic mysteries as well. To be admitted to the Academae, students need to be neutral somewhere in their alignment or flexible enough in one axis that they can be “turned” through study.
Those of the academy believe their teachings have appeased the various forces of nature who hunted  other cultures for their past transgressions.
GEBEL (Gebal)

NG Large city

Corruption +0; Crime +1; Economy +3; Law +3; Lore +8; Society +4

Qualities abdundant, academic, peacebonding, religious tolerance, romantic, well-educated
Abundant
The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants.
Reduce the purchase price of most forms of locally-grown food and livestock by 25% or more.

Peacebonding
By local law, any weapon larger than a dagger and all wands and rods must either be peacebound or stored at the local sherrif’s office or jail (at the settlement’s option) for the duration of the visit. Peacebonding a weapon involves winding a colored cord tightly around the weapon and its scabbard, and then impressing the local seal in wax. Removing the peacebond requires a full round action before the item can be drawn. (Disable Device DC 12 to untangle the bond as a move equivalent action; bond HP 5, no hardness).

Religious Tolerance
The settlement is known for its widespread religious tolerance, and many faiths have temples, cathedrals or monasteries here. Religious debates in the public square are common.

Romantic
The settlement’s inhabitants are renowned for their stunning beauty and charm, and the location has been made famous in dozens of romantic songs, poems and bawdy limericks. Affairs of the heart are common here, among the town’s hotblooded, lusty inhabitants.

Increase Society +1. Double the amount of minor magic items available for sale in the marketplace. Such trinkets are a popular, if expensive, token of affection here.

Well Educated
The settlement’s inhabitants are incredibly well educated and known for their sharp wits.

Danger +10

DEMOGRAPHICS

Government Magical

Population 24,000 (90% human, 5% elves, 5% other)

Noteable NPCs
Grandmaster Tanith
Mistress of the North Wind, Unmashtart

Adad the Groundskeeper

MARKETPLACE

Base Value 8,000 gp; Purchase Limit 50,000 gp; Spellcasting 9th
Minor Items 8d4; Medium Items 3d4; Major Items 2d4


Wednesday, April 24, 2013

Magic items for the Month of Duir

Since Tara is now a small city, there is a 75% chance that any magic item up to the Purchase Limit price (25,000 gp) is available.
 
 
divine scroll of stabilise (caster level 1) 12 gp
arcane scroll of true strike (caster level 1) 25 gp
divine scroll of hide from undead (caster level 1) 25 gp
potion of cure light wounds 50 gp
divine scroll of reduce animal (caster level 3) 150 gp
potion of undetectable alignment 300 gp
potion of lesser restoration (2) 300 gp
potion of scent trail [APG] 300 gp
arcane scroll of phantom steed 375 gp
arcane scroll of hydraulic torrent [APG] 375 gp
arcane scroll of solid fog (caster level 7) 700 gp
wand of bless water (caster level 1), with 47 charges 705 gp
arcane scroll of level 5 spell, dismissal 1,125 gp
+1 small sized heavy wooden shield 1,157 gp
Medium sized heavy mace, +1 2,312 gp
golembane scarab 2,500 gp
wand of fester [APG] (caster level 3), 35 charges 3,150 gp
druids vestments 3,750 gp
+2 medium sized heavy steel shield 4,170 gp
horseshoes of the zephyr 6,000 gp
ring of forcefangs [APG] 8,000 gp
stone golem manual 22,000 gp
rod of splendour 25,000 gp
+5 medium sized heavy steel shield 25,170 gp
ring of protection +4 32,000 gp
tome of leadership and influence +4 110,000 gp

Wednesday, March 13, 2013

Greetings from Djanet



Greetings good sirs of Tara,

We bring you solemn tidings from the city of Djanet, capital of the lands of Badar. I trust that the tome the vizier has sent, detailing the secrets of pyramid construction, have reached your head wizard safely and promptly. As agreed between us and Azmelqart, this text must remain a Badaran state secret and must be returned on your projects completion, which I trust will occur soon.

Perhaps on returning the sacred tome, you would like to engage in additional trade with our people. We have a steady supply of top quality paper products, such as Phoenician papyrus we've tailored for spell books and scrolls. Also, our Kapet and Ihmut incenses are perfect for religious rituals and we offer a rich variety of incenses that match the worship of just about any god.

Finally, our once great empire is only now recovering from dark times. We are in need of experienced explorers to uncover the riches of the past. Taxes on discovered treasure is reasonable and there is state sponsorship to help find lost sites of wonder and riches.

May the holy triad of Amun, Mut and Khonsu smile upon you,

Sekhmet, Advisor to Vizier Nebmarenakht





Monday, March 11, 2013

Ships of Crannog

The Heroes of Tara liberated six dryads with the help of clever magic, a friendly elephant and an old druid. In the process, they learned much about Crannog's plans. "Dozens" of dryads had been captured in their trees, turned into "dryad poles" against their will for use in creating "live ships." A sentient ship allows a sea captain to harness the dryad to do his bidding.

In rare cases, a dryad may be convinced to give her life towards creating a live ship, but it would be rare, requiring a dryad with a sense of adventure and desire to experience everything the world offers. Dryads, by nature, don't travel far from their home oak, so such a one would be very rare indeed. That ship would be as unique and amazing as the dryad within it.


Putting the pieces of the puzzle together, the "dryad poles" were meant to be used as main masts, turning a newly built ship without memories, into a living ship. The elven silk and rope were also destined for a ship, providing fire resistant "masterwork" sails ready for enchantment. But why all the iron? Wooden boats use some iron, but not in the quantities Crannog was stealing from Tara's iron mine. The plans uncovered in the lair of The Beastmaster, where the dryads were liberated, tells the story.


As many as 600 slaves are to be stored in the hold of one of Crannog's ships, the iron used as shackles after another ritual that creates a permanent "Cure Disease" to those "wearing" the item. With a couple dozen ships, Crannog could enslave a city of 14,000 inhabitants. Tara, with it's 5,000 people would be a short stop along the way.





Humanity, according to Crannog and his followers, is simply too dangerous to let run loose on the surface of the earth. They have shown themselves to be irresponsible with magic, amoral when it comes to war, and unable to learn from their mistakes. Killing them all is drastic. One does not kill chickens or cattle, one controls them and uses them for the benefit of all. Yes, proper stewardship of humanity, according to Crannog's philosophy, requires control.

Monday, March 4, 2013

Typical Ships Crew

Hero Lab Portfolio Captain Morgan    CR 8
XP 4800
Male Human Expert 4 Fighter 6
LN Medium Humanoid (human)
Init +1; Senses Perception +10

Defense

AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 dodge)
hp 85 (6d10+4d8+30)
Fort +8, Ref +4, Will +6 (+2 vs. fear)
Defensive Abilities bravery +2

Offense

Speed 30 ft.
Melee +1 Trident +15/+10 (1d8+8/x2)
Ranged Masterwork Composite longbow (Str +4) +9/+4 (1d8+3/x3)
Special Attacks weapon training abilities (thrown +1)

Statistics

Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 10
Base Atk +9; CMB +12; CMD 24
Feats Blind-Fight, Dodge, Master Craftsman (Profession [sailor]), Persuasive, Quick Draw, Rugged Northerner, Skill Focus (Profession [sailor]), Toughness +10, Weapon Focus (Trident), Weapon Specialization (Trident)
Skills Acrobatics +3, Climb +15, Craft (ships) +5, Diplomacy +12, Escape Artist -1, Fly -1, Intimidate +2, Knowledge (engineering) +5, Knowledge (geography) +10, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +5, Linguistics +5, Perception +10 (only -1/20' while using a spyglass, instead of -1/10'), Profession (merchant) +5, Profession (sailor) +21, Ride -1, Stealth -1, Survival +10, Swim +10
Languages Auran, Common, Northman
Other Gear +1 Breastplate, +1 Trident, Arrows (20), Masterwork Composite longbow (Str +4), Gloves of swimming and climbing, Spyglass, You have no money!

Special Abilities

Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +2 (Ex) +2 to Will save vs. Fear
Master Craftsman (Profession [sailor]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Crewmen    CR 1/2
XP 200
Male Human Expert 1 Warrior 1
N Medium Humanoid (human)
Init +1; Senses Perception +6

Defense

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 12 (1d10+1d8+2)
Fort +3, Ref +1, Will +2

Offense

Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2)
Ranged Longbow, Comp. (Str +1) +2 (1d8+1/x3)

Statistics

Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 13
Feats Alertness, Skill Focus (Profession [sailor])
Skills Acrobatics +5, Climb +5, Craft (ships) +3, Knowledge (nature) +3, Perception +6, Profession (sailor) +8, Sense Motive +2, Survival +4, Swim +5
Languages Common
Other Gear Masterwork Studded leather armor, Arrows (20), Dagger, Longbow, Comp. (Str +1), You have no money!

Special Abilities



Lieutenant MacCorquodale    CR 7
XP 3200
Male Human Expert 4 Fighter 5
N Medium Humanoid (human)
Init +4; Senses Perception +10

Defense

AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 68 (5d10+4d8+18)
Fort +7, Ref +6, Will +6 (+1 vs. fear)
Defensive Abilities bravery +1

Offense

Speed 30 ft.
Melee +1 Shortsword +13/+8 (1d6+6/17-20/x2) and
   +1 Shortsword +13/+8 (1d6+5/17-20/x2) and
   Whip +12/+7 (1d3+2/x2)
Ranged Heavy crossbow +12/+7 (1d10/19-20/x2)
Special Attacks weapon training abilities (light blades +1)

Statistics

Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 24
Feats Athletic, Exotic Weapon Proficiency (Whip), Improved Critical (Shortsword), Improved Two-weapon Fighting, Quick Draw, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +10, Climb +10, Craft (ships) +4, Diplomacy +5, Escape Artist +2, Fly +2, Intimidate +7, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Profession (sailor) +12, Ride +2, Stealth +2, Survival +5, Swim +8
Languages Aquan, Common
Other Gear Masterwork Breastplate, +1 Shortsword, +1 Shortsword, Crossbow bolts (10), Heavy crossbow, Whip, Everburning torch, You have no money!

Special Abilities

Bravery +1 (Ex) +1 to Will save vs. Fear
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Mate    CR 5
XP 1600
Male Human Fighter 5 Rogue 1
LN Medium Humanoid (human)
Init +5; Senses Perception +3

Defense

AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 44 (5d10+1d8+5)
Fort +6, Ref +4, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1

Offense

Speed 30 ft.
Melee +1 Rapier +9 (1d6+4/18-20/x2)
Ranged Masterwork Light crossbow +7 (1d8/19-20/x2)
Special Attacks sneak attack +1d6, weapon training abilities (light blades +1)

Statistics

Str 15, Dex 13, Con 10, Int 14, Wis 8, Cha 15
Base Atk +5; CMB +7; CMD 19
Feats Combat Reflexes (2 AoO/round), Dodge, Great Fortitude, Improved Initiative, Power Attack -2/+4, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +8, Appraise +6, Climb +10, Diplomacy +10, Intimidate +10, Perception +3 (+4 to locate traps), Profession (sailor) +8, Sense Motive +5, Stealth +5, Swim +10
Languages Common, Northman, Phoenician
SQ trapfinding +1
Combat Gear Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds; Other Gear Masterwork Chain shirt, +1 Rapier, Crossbow bolts (20), Masterwork Light crossbow, You have no money!

Special Abilities

Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Ship Crew Costs

Your ship has a minimum crew of 20. There are penalties when you fall below 20 crewmen and severe penalties below 10. It would make sense to have a crew larger than 20 to account for illness, death or injury, and other eventualities.

A ship also needs a captain, and according to the 1E DMG, for every 20 men, the ship requires a captain, lieutenant and two mates (add additional mates for each 10 crewmen over this). I'll use generic stats for each officer position as a baseline that corresponds with the ocean going challenge ratings. We're assuming competency, non-evil, stable crew who can manage the entire operation.

I'm using a hybrid of 1E and Pathfinder when determining costs. You're paying 3sp per day for trained men (Pathfinder), multiplied by their level (1E would have been 10 times higher). It looks like this:


Minimal Crew Cost (20 crewmen, Captain, Lieutenant, 2 Mates)
Position Qty Rate/day/level/sp Level Total/Day/sp
Crewmen 20 3 1 60
Captain 1 3 8 24
Lietenant 1 3 7 21
Mates 2 3 6 36







Daily Total
141


Monthly Total
4230


Monthly/Gold
423


My recommended crew of 30 looks like this:


Recommended Crew Cost (30 crewmen, Captain, Lieutenant, 3 Mates)
Position Qty Rate/day/level/sp Level Total/Day/sp
Crewmen 30 3 1 90
Captain 1 3 8 24
Lietenant 1 3 7 21
Mates 3 3 6 54







Daily Total
189


Monthly Total
5670


Monthly/Gold
567

 


If you were to have some sort of "ship's share" of treasure, here's how it would work out with the crew, if you divided it by their station:


Minimal Crew Cost (20 crewmen, Captain, Lieutenant, 2 Mates)
Position Qty Share % Each %
Crewmen 20 43 2
Captain 1 17 17
Lietenant 1 15 15
Mates 2 26 13