| 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, 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.
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.
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
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:
My recommended crew of 30 looks like this:
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:
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 | ||||
Thursday, February 28, 2013
Design Diary - 1 month
Here was what I was thinking about a year ago ... I've got a private blog to journal my notes on the campaign.
So what has happened in a month?
- The Word doc is up to 140 pages of detail
- The map has been re-done to use the hex numbers. What a mistake that was. 8 hours re-do it, including re-doing the Word doc.
- Wandering monster tables by terrain. Then re-done wandering monster tables by specific terrain. So the Fey Wood is different from the forest in the Awin Rivery Valley.
- Lots of integration of Tome of Horrors monsters, animals and plants, especially those wandering monster tables.
- Increased addition of over-powered challenges, always with some built in advanced warning.
- Character background sheets for the two people who submitted them. Lots of hooks and even additional content was created from those. Can't wait for the other two.
- Some skeletal creation of the competing folks "out there." Mostly competing goblin tribes, giants, the remnants of the cyclops civilization showing up, and the BBEG linked to these folks. I made a EL13 encounter, so I figured I've gone far enough in THAT direction. I now see how we could be playing at high levels.
- Need to make regional map of the whole island now. I think I've gone roughly half way across it, so I need to know what it looks like.
- Discarded a lot of the advice from before: competing adventurers are mostly dead (or captured). Don't really need to advance the NPC story arcs. Not starting out with any sort of hook or adventure. The handouts have hooks. They just have to prioritize.
- Starting to worry about the details: the look and feel, not forgetting to describe the weather and the sounds, and having the tactical stuff like battlemats and random encounters ready to go. It's probably about done then.
- Starting to worry about the older stuff I've written not being as good as the new, which shows how I've advanced in my sandbox thinking but also how I can lose interest in things.
- Worried that 1st level characters could get creamed. Thinking that having backup characters is not such a bad thing.
Tuesday, February 26, 2013
Khartographia of Oracle Ismela of Erythrea
In Codaver I asked many questions of the cyclops, enduring much laughter as usual. When they were assured I cared little about visiting the Cyclops Head, as so many adventurers are wont to do, they relaxed and told me a tale over ale and their special dish, unfortunately a fermented, rotten fish.
The limestone cliffs held secrets, I was told over my putrid meal, including the tomb of a cyclops chieftain named Bonebreaker. This was supposedly from back in the times of early men, when the folk of this backwards island were advanced in their knowledge, but enslaved by the cyclops. Perhaps they gained their knowledge from the cyclops or perhaps, inconceivably, it was the other way around. I made a notation on my map to where it supposedly is located, nestled in the curve of the hills.
In any case, my guide explained that Bonebreaker's tomb held treasures to be sure, but had powerful guardians both magical and mundane. The best engineers of the early people were brought in to build the tomb, and legend has it they were sealed inside after its construction, some foul ritual turning them into guardians from beyond the grave.
I am almost certain that this Bonebreaker is Bonebreaker of Aparnisi, one of the Fabled Eight. This will be my ninth year looking for clues of the eight. Could such a backwards island as this be the location of the City of Abjuration?
If it is the same Bonebreaker, and really there could be dozens by that name, it will mean that within the tomb will be the Bearpelt of the Bonebreaker from the legendary Tales of Winter Night. The evil king in the story, as every first year historian knows, was lured out into the blizzard by the great white elk, but the king was able to find his way back to his beloved city unerringly by means of his magic bear pelt. Such children's stories.
---
Our initial attempts at the expedition was met with failure, first due to the theft of our equipment by these odd mud men, then last night our guide disappeared, his daughter near catatonic and senseless babbling of flying bird women. I will return in two months time with a contingent of warriors and proper tomb explorers and engage this expedition properly. Perhaps a month away will restore my sense of smell.
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