Showing posts with label On the Shores of Lake Quag. Show all posts
Showing posts with label On the Shores of Lake Quag. Show all posts

Friday, November 23, 2012

On the Shores of Lake Quag: Marauders

“I’m tired of runnin’! It’s time ta stand and fight!” 
     -Rugorim, orc warrior

In the Vesve Forest, skirmishes are frequent. Humanoids from Iuz constantly raid the woodsmen and olve (elves), who refuse to yield. As a result, the north-eastern section of the Vesve Forest has been described as a “heavily wooded killing field.”

     One group of humanoid raiders are lead by Rugorim, a euroz (orc) warrior with dreams of creating his own kingdom within the forest. Unfortunately for him, his bold plans have derailed. Three weeks ago, Rugorim set out with a mixed group of euroz, jebli (goblins) and a few ogres. En route to a small hamlet Rugorim wanted to plunder, the band was attacked by wood elves and several human rangers. The ensuing battle claimed most of Rugorim’s warband.

     Pursued west for several days, the ragged band of humanoids sought refuge in the Sepia Uplands, which lay along the Perrenland border. Rugorim and the remnants of his band eventually found a cave to hide in. For the past week, they have been licking their wounds and planning their next move.

     Fearful that a return trip through the Vesve will result in their deaths, Rugorim is considering attacks on the noniz (gnomes) who live in the area. He hopes to find treasure, food and better shelter within their tunnels. Even as Rugorim plans, a noniz prospector named Schepni has spied the humanoids and is reporting their presence to the authorities in nearby Traft.

     Traft is the location of a warehouse that was detailed prior. Word of Rugorim and his band will come from Schepni, who knows Matthias Vinder, the guardsman who watches the warehouse. (Matthias met Schepni years ago when Matthias was still a mercenary.) Schepni is terribly bothered by the humanoids and is fearful that they are advanced scouts for a much larger invasion force. (This is not true.)

     Schepni has collected a monetary reward from other noniz and would be willing to pay 25 marks (gold pieces) to each party member for driving off the humanoids. Although he’s not a warrior, Schepni (Exp3) would be willing to lead the party to Rugorim’s cave, which lays two days to the east along seldom-used cart paths.

The Cave 
     Rugorim and his band are resting in a cave at the base of a hill. The ogre, Grabbock, is only able to fit within the first chamber due to a low ceiling in the back of the cave. The rest of the humanoids will be found in the chamber beyond. At night, the goblins stand guard in front of the cave, while Grabbock keeps watch during the day. Having been pursued this far by enemies, the marauders are tired of running and will stand and fight if attacked.

      An online calculator suggested that the humanoids have an Encounter Level of six. This seems reasonable, although the humanoids are all wounded, so perhaps five might be more fair. In the stat blocks below, there are two values for hit points. The first number is the creature’s regular hit points. The number in parenthesis represents the current amount.

Rugorim, male orc War3; Medium humanoid; CR 2; HD 3d8+3; hp 15 (9); Init +0; Spd 30 ft; AL CE; 
     Armor: AC 13 (+3 studded leather), touch 10, flat-footed 13. 
     Attacks: Base Atk +3, Grp +6; 
     Melee: Falchion +7 (+3 BAB, +3 str, +1 weapon focus) (2d4+4/18-20).  
     Special Qualities: Darkvision 60’, light sensitivity. 
     Saves: Fort +4, Ref +1, Will -1. 
     Abilities: Str 17 (+3), Dex 11, Con 12 (+1), Int 8 (-1), Wis 7 (-2), Cha 6 (-2). 
     Languages: Common, orc.
     Skills and Feats: Listen +1, Spot +2; Alertness, Weapon Focus (falchion). 
     Possessions: Falchion, maggoty biscuits, wineskin.

Orc (6), male War1; Medium humanoid; CR 1/2; HD 1d8+1; hp 5 (3); Init +0; Spd 30 ft; AL CE; 
     Armor: AC 13 (+3 studded leather), touch 10, flat-footed 13. 
     Attacks: Base Atk +1, Grp +4; Melee: Falchion +4 (+1 BAB, +3 str) (2d4+4/18-20). 
     Special Qualities: Darkvision 60’, light sensitivity. 
     Saves: Fort +3, Ref +0, Will -2. 
     Abilities: Str 17 (+3), Dex 11, Con 12 (+1), Int 8 (-1), Wis 7 (-2), Cha 6 (-2). 
     Languages: Common, orc. 
     Skills and Feats: Listen +1, Spot +1; Alertness. 
     Possessions: Falchion, maggoty biscuits, wineskin.

Grabbock, male ogre; Large giant; CR 3; HD 4d8+11; hp 29 (15); Init -1; Spd 30 ft; AL CE; 
     Armor: AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16. 
     Attacks: Base Atk +3, Grp +12; Melee: Great club +8 (2d8+7); Ranged: Javelin +1 (1d8+5). 
     Space/Reach: 10 ft./10 ft. 
     Special Qualities: Darkvision 60ft., low-light vision. 
     Saves: Fort +6, Ref +0, Will +1. 
     Abilities: Str 21 (+5), Dex 8 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 7 (-2). 
     Languages: Common, ogre. 
     Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (club).       
     Possessions: Belt pouch with 4 gp, 15 sp.

Goblin (2), male War1; Small humanoid (Goblinoid); CR 1/3; HD 1d8+1; hp 5 (3); Init +1; Spd 30 ft; AL NE;
     Armor: AC 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14.
     Attacks: Base Atk +1, Grp -3; Melee: Morningstar +2 (1d6); Ranged: Javelin +3 (1d4).
     Special Qualities: Darkvision 60’.
     Saves: Fort +3, Ref +1, Will -1.
     Abilities: Str 11, Dex 13 (+1), Con 12 (+1), Int 10, Wis 9 (-1), Cha 6 (-2).
     Languages: Goblin, orc.
     Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.
     Possessions: Rat jerky, wineskin.

Thursday, November 22, 2012

On the Shores of Lake Quag: Gaunt Willow

“Get out of my woods, all of you!” 
     -Gaunt Willow

Tired of the savage warfare that has spoiled his home, Gaunt Willow has claimed a section of the Vesve as his own and allows no one to enter. Those who do intrude are either asked to leave, subdued with magic, or driven into the ground like a stake. Gaunt Willow simply wants to be left alone so that he can tend to the trees and vegetation that have been savaged by years of war.

Jay Penn illustration
     Gaunt Willow is unique among his kind in that he is able to cast wizard spells. One day while patrolling his grove, Gaunt Willow discovered the body of an elf. He searched the body and soon discovered a spell book. Because of his own magical nature, Gaunt Willow was able to make sense of the arcane writing. He studied the spell book for months and was eventually able to cast a few of the spells. After thoughtful consideration, Gaunt Willow decided to summon a familiar, a large owl that roosts in his branches. 

     Gaunt Willow’s domain is 5 square miles. Any humanoids found within his territory will be destroyed without hesitation. (See the next paragraph for tactics.) If Gaunt Willow encounters humans, he will often cast Sleep or misleading illusion spells to peacefully remove them from his woods. (Sleeping victims will awake unharmed a few miles away.) Elves are politely, yet firmly, asked to leave the area. It’s not that he dislikes humans and elves, it’s just that he refuses to allow any more battles to take place in his home.

     Gaunt Willow cannot be enlisted to fight against Iuz. If pressed, he will grow irritable. As Gaunt Willow gets more upset, the fireflies that nest within his eyes and mouth will take flight. This spectacle looks for all the world like a shower of sparks and is quite an unsettling sight.

     In combat, Gaunt Willow is fond of ambush tactics. After his owl familiar informs Gaunt Willow of where hostile intruders are, the treant will animate two trees. These two trees are then placed in an optimal position for a surprise attack. After the animated trees complete their attacks, Gaunt Willow will then pound any survivors.

     In a role-playing encounter, a DM could use Gaunt Willow to show how some forest creatures are tired of war and want nothing to do with it any longer. Even though characters might try to persuade Gaunt Willow to leave his grove to fight humanoids, the treant will not leave under any circumstance. Instead, PCs might use Gaunt Willow’s xenophobia for their own benefit by leading a group of humanoids into his domain. This cynical manipulation of a treant might bother some, but it could also be a good way to demonstrate the tough choices that must be made in war.

     See Monster Manual pages 244-245 for more information on the treant. I suggest that an encounter with Gaunt Willow, two animated trees and his familiar would have an EL of 13.

Gaunt Willow, treant Wiz3 
Huge Plant 
HD: 7d8+35 (treant) + 3d4 (wizard)
Hit Points: 72
Initiative: -1
Speed: 30 ft.
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat footed 20
Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
     Full Attack: 2 slams +12 melee (2d6+9)
Space Reach: 15 ft/15 ft
Special Attacks: Animate trees, double damage against objects, spells (see below), trample 2d6+3 Spells (4/3/1; save DC 11 + spell level, 0% arcane spell failure chance): 0-Dancing Lights x2, Ghost Sounds, Message; 1-Silent Image, Sleep x2; 2-Summon Swarm
Special Qualities: Damage Reduction 10/slashing, low-light vision, plant traits, vulnerability to fire Saves: Fort +11, Ref +2, Will +10
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 12 (+1), Wis 16 (+3), Cha 12 (+1)
Skills: Concentration +8, Diplomacy +3, Hide -9 (+16 in forest), Intimidate +6, Knowledge (arcane) +4, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spellcraft +4, Spot +8 (+11 in shadows), Survival +8 (+10 above ground)
Feats: Eschew Materials, Improved Sunder, Iron Will, Power Attack, Scribe Scroll
CR: 11
Alignment: N
ECL: 15

Owl Familiar 
Magical Beast 
Hit Dice: 1d8 
Hit Points: 36 
Initiative: +3 
Speed: 10 ft., fly 40 ft. (average) 
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-11 
Attack: Talons +10 melee (1d4-3) 
Space/Reach: 2 1/2 ft./0 ft. 
Special Qualities: Low-light Vision, Familiar Abilities, Improved Evasion, Share Spells, Empathetic Link, Deliver Touch Spells 
Saves: Fort +11, Ref +5, Will +10 
Abilities: Str 4 (-3), Dex 17 (+3), Con 10, Int 7 (-2), Wis 14 (+2), Cha 4 (-3) 
Skills: Listen +14, Move Silently +17, Spot +6 (+8 in shadow) 
Feats: Weapon Finesse 
CR:
Alignment: N

Animated Tree 
Huge Plant 
HD: 7d8+35 
Hit Points: 66 
Initiative: -1 
Speed: 10 ft. 
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat footed 20 
Base Attack/Grapple: +5/+22 
Attack: Slam +12 melee (2d6+9) 
     Full Attack: 2 slams +12 melee (2d6+9) 
Reach: 15 ft/15 ft 
Special Attacks: Double damage against objects, trample 2d6+3 
Special Qualities: Damage Reduction 10/slashing, low-light vision, plant traits, vulnerability to fire 
Saves: Fort +11, Ref +2, Will +8 
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 12 (+1), Wis 16 (+3), Cha 12 (+1) 
Skills: Hide -9 (+16 in forest), Listen +8, Spot +8 
Feats: Improved Sunder, Power Attack 
CR:
Alignment:

Wednesday, November 21, 2012

On the Shores of Lake Quag: The Pirates of Fressa Cove

Spring on Lake Quag heralds a flurry of activity. Ports that held their vessels captive in frozen waters all winter now let loose their icy grip. Also unleashed are raiders who are desperate for spoils after months of confinement due to inclement weather. One such group consists of sixteen men who are plundering traffic near Traft. The buccaneers have experience as fishermen and mercenary archers, so they are well-suited for the task. 

Gabriel's Keelboat
     Their leader is Gabriel Karstula, a vicious criminal with a long, sordid past. He is shrewd enough to realize that it’s only a matter of time before they are driven off, killed, or captured. In preparation, he’s hidden their spoils within a cave overlooking the cove where their boat is anchored. If they are forced to flee the area, Gabriel plans on coming back to reclaim them at a later date. Moreover, Gabriel has procured a potion of water breathing. He keeps the existence of the potion a secret. If necessary, he will use it to fake his own death by pretending to drown.

Tactics
     The pirates’ vessel is manned by 15 buccaneers. Gabriel controls the rudder in the stern of the ship, while six men handle rigging. This leaves nine pirates free to employ missile weapons. On a day with no wind, all 15 crewmen must work the oars.

     The pirates’ preferred tactic is to close within 200 feet, then begin firing volleys of arrows. Keel boats have a very slow movement rate of 1 mile/hour, or 8’ per round. As a result, quite a few arrows can be loosed before the distance between vessels is closed. Once alongside another boat, the pirates will perform boarding actions.

     Because their boat is rather small and they only have 16 members, the pirates only attack vessels their size or smaller. This has resulted in meager gains because the smaller craft cannot carry large, valuable cargoes. After securing a prize’s cargo and killing its crew, the pirates use axes to hack through the hull of the vessel (hardness 5, 20 hit points) in order to sink it.

Using the Pirates in Play
     Matthias Vinder (the warehouse guard) will inform the party that a small pirate vessel is active in the area. A reward of 100 marks is being offered to anyone who kills or captures the raiders. Either the PCs can hire a boat to go searching for the raiders, or they can ride up and down the coast on horseback to look for the pirates’ anchorage. This last option is a suggestion from Matthias. He knows that a small craft like the one being used by the raiders will most likely be anchored nearby, since it lacks the ability to make a long range voyage.

     If the party hires a boat to search for the pirates, they will need to sail in the vicinity of Traft for 1d4 days before encountering the pirates. The party will be able to hire a keelboat like the one used by the pirates for 3 gp/day. The captain (Exp5) and eight crew (Exp1) of the keelboat will not fight the pirates unless it looks as if their vessel will be overrun.

     If the party travels by land to find the pirates’ anchorage, they will need to head south along the shore for 10 miles. The pirates are using a small cove to stow their goods and to rest between raids. The DM should decide if he wants the party to encounter the pirates during the day or night. During the day, the pirates will be absent, allowing the party to set up an ambush. At night, the pirates will be found sitting around a fire ring, eating, drinking or prepping their boat for the next raid. They have accumulated trade goods that can be sold for 300 marks.

     It’s important to note that the pirates’ keelboat is a prize in itself. A group of characters should be able to sell the vessel for 1,500 in coins and bartered goods, provided the ship was not damaged too seriously when it was seized. Enterprising characters might decide to lease the boat to an aspiring merchant. Doing so might earn them a monthly income of 10 marks/month. Then again, the players could keep the boat and start their own merchant (or pirate) careers.

Gabriel Karstula, male human Ftr4; Medium humanoid (5’ 9”, 165 lbs); CR 4; HD 4d10+8; hp 33; Init +6; Spd 30 ft; AL NE;

     Armor: AC 14 (+2 leather, +2 dex), touch 12, flat-footed 12.

    Attacks: Base Atk +4, Grp +6; Melee: Longsword +8 (+4 BAB, +2 str, +1 weapon focus, +1 masterwork longsword) (d8+4, 19-20/x2).

     Saves: Fort +6, Ref +3, Will +1.

     Abilities: Str 15 (+2), Dex 15 (+2), Con 14 (+2), Int 12 (+1), Wis 11, Cha 11.

     Languages: Common.

     Skills and Feats: Appraise +2, Climb +3, Intimidate +4, Jump +3, Knowledge (geography, Lake Quag) +4, Profession (sailor) +4, Swim +4; Dodge, Improved Initiative, Mobility, Spring Attack,
Weapon Focus (longsword).

     Possessions: Leather armor, longsword, potion of water breathing.

Pirate, male human War2; Medium humanoid (5’ 8”, 160 lbs); CR 1; HD 2d8+2; hp 12; Init +1; Spd 30 ft; AL NE;

     Armor: AC 13 (+2 leather, +1 dex), touch 11, flat-footed 12.

     Attacks: Base Atk +2, Grp +3; Melee: Longsword +3 (+2 BAB, +1 str) (d8+1, 19-20/x2); Ranged: Longbow +4 (+2 BAB, +1 weapon focus, +1 dex) (d8, x3).

     Saves: Fort +4, Ref +1, Will +0.

    Abilities: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 11, Wis 10, Cha 10.

     Languages: Common.

    Skills and Feats: Intimidate +1, Jump +2, Knowledge (geography, Lake Quag) +2, Profession (sailor) +6, Swim +3; Skill Focus (profession, sailor), Weapon Focus (longbow).

    Possessions: Leather armor, longsword, longbow, 20 arrows.

Tuesday, November 20, 2012

On the Shores of Lake Quag: Hilda Mogh and Sons

"I don't care if the townsfolk hate me. I hate them right back."
     -Hilda Mogh

Hilda Mogh scratches out a meager existence in the highlands above Traft. She has a reputation as a filthy, angry hag, but there are some who value her skills. Brigands and other dishonest folk know of Hilda’s healing abilities and often seek her out. Her payment varies, but it’s rumored that compensation is often sexual in nature. This might account for her three sons.

     There isn’t much that Hilda doesn’t hate. She loathes the marauding humanoids from Iuz, judgmental Perrenlanders and the annoying gnomes who eye her with suspicion. Hilda spends a lot of time meditating in her cave, channeling all of the dark, swirling energies of the region. She taps into the malevolence of Vecna, Iuz, Nerull, Hextor and others. Hilda uses all of that negative energy to fuel her spells. She has even gone so far as to tattoo her body with the unholy symbols of Oerth’s evil gods.

     In addition to her rat familiar, Hilda lives with her three sons—Jesper, Tage and Goran. The young men (all sired by different vagabonds) make a living by breeding, training and selling dogs. Their hounds are most often purchased for use as watchdogs in the warehouse district of Traft. The brothers’ ruthless training regimen results in animals that are vicious, yet respond well to commands.

          The Mogh family lives in a cramped cave that reeks of wet dog and urine. The area around the cave entrance is littered with trash. Several snarling dogs ensure that no intruder will be able to advance unnoticed.

     The ceilings of the cave are only 6’ high, so some medium humanoids will have to lean down when walking. Weapons like spiked chains and two handed swords should be unusable due to the low ceiling. The cave’s floor is even and does not impede movement.

     During the day, bright illumination from the sun will penetrate 40’ into the cave. Beyond that is shadowy illumination. At night, the fire pit will create bright illumination for 20’, then shadowy illumination for 20’, then darkness.

     Hilda, her familiar, her sons and 5 dogs are an EL 4 encounter. In battle the hounds will swarm characters, while Hilda casts spells (her familiar will deliver Touch of Fatigue) and her sons will attack with crossbows.

Hilda Mogh, female human Adp3; Medium humanoid (5’ 6”, 130 lbs); CR 2; HD 3d6+6; hp 18; Init +5; Spd 30 ft; AL NE;

     Armor: AC 10, touch 10, flat-footed 10.

     Attacks: Base Atk +1, Grp +1; Melee: Dagger +1 (+1 BAB) (d4, 19-20/x2).

     Saves: Fort +4, Ref +1, Will +7.

     Abilities: Str 10, Dex 11, Con 11 (+1), Int 13 (+1), Wis 14 (+2), Cha 9 (-1).

     Languages: Common, gnome.

     Skills and Feats: Concentration +4, Heal +5, Hide +1, Knowledge (nature) +4, Listen +3, Search +2, Spot +3, Spellcraft +3, Survival +5; Improved Initiative, Iron Will, Toughness.

     Spells (3/3; save DC 12 + spell level, 0% divine spell failure chance): 0-Mending, Purify Food and Drink, Touch of Fatigue; 1-Burning Hands, Cause Fear, Cure Light Wounds.

     Possessions: Dagger, filthy clothing, Hand of the Mage, holy symbols, 10 gp.

Scrum the Rat; Tiny animal (1’, 2 lbs); CR 1/2; HD 3; hp 7; Init +6; Spd 15 ft; AL NE;

     Armor: AC 16 (+2 natural, +2 size, +2 dex), touch 14, flat-footed 14.

     Attacks: Base Atk +1, Grp -11; Melee: Bite +5 (d4-3).

     Space/Reach: 2 1/2 ft/ 0 ft.

     Saves: Fort +2, Reflex +4, Will +4.

     Abilities: Str 2 (-4), Dex 15 (+2), Con 10, Int 2 (-4), Wis 12 (+1), Cha 2 (-4).

     Languages: None.

     Special Qualities: Alertness, Deliver Touch Spells, Empathetic Link, Improved Evasion, Low-light Vision, Scent, Share Spells.

     Skills and Feats: Balance +10, Climb +12, Concentration +2, Heal +3, Hide +14, Move Silently +10, Survival +3, Swim +10; Weapon Finesse.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.

Jesper, Tage or Goran, male human Com2; Medium humanoid (5’ 8”, 175 lbs); CR 1/2; HD 2d4+2; hp 8; Init +1; Spd 30 ft; AL NE;

     Armor: AC 11 (+1 dex), touch 11, flat-footed 10.

     Attacks: Base Atk +1, Grp +2; Ranged: Light crossbow +2 (+1 BAB, +1 dex) (d8, 19-20/x2).

     Saves: Fort +1, Ref +1, Will -1.

     Abilities: Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 9 (-1), Cha 9 (-1).

     Languages: Common.

     Skills and Feats: Handle Animal +9, Listen +1, Spot +2; Animal Affinity, Skill Focus (handle animal).

     Possessions: Belt pouch with 1 gp, 6 sp.

Dog; Small animal (3’, 50 lbs); CR 1/3; HD 1d8+2; hp 6; Init +3; Spd 40 ft; AL N;

     Armor: AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12.

     Attacks: Base Atk +0, Grp -3;

     Melee: Bite +2 (d4+1).

     Space/Reach: 5 ft/ 5 ft.

     Saves: Fort +4, Reflex +5, Will +1.

     Abilities: Str 13 (+1), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2).

     Languages: None.

     Special Qualities: Low-Light Vision, Scent.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.

Monday, November 19, 2012

On the Shores of Lake Quag; Schepni Brindleton

Schnepni's Burrow
“I may be short, but you smell terrible. And you’re real ugly.” 
     -Schepni Brindleton

Schepni lives in the Sepia Uplands, where he works as a miner. He sells the precious metals he finds in nearby Traft, even though he’d rather avoid the hustle and bustle of human communities. Schepni also works as a guide from time to time, leading travelers between Perrenland and the Vesve Forest.

     Because he wanders so frequently, Schepni is a very good source of information about the highlands. Whenever he encounters marauding bands of humanoids, he is sure to spread the news. Schepni enjoys leisurely talks and a good joke. He has little patience for rudeness and will give as good as he gets despite his modest stature.

Schepni Brindleton, male gnome Exp3; Small humanoid (Gnome)(3’ 11”, 75 lbs); CR 2; HD 3d6+6; hp 18; Init +5; Spd 20 ft; AL NG;

     Armor: AC 13 (+1 padded, +1 dex, +1 size), touch 12, flat-footed 11.

     Attacks: Base Atk +2, Grp +1; Melee: Dagger +5 (+2 BAB, +1 size, +1 weapon finesse, +1 masterwork dagger) (d3, 19-20/x2).

     Saves: Fort +3, Ref +2, Wil +3.
 
     Abilities: Str 9 (-1), Dex 13 (+1), Con 14 (+2), Int 11, Wis 11, Cha 10.

     Languages: Common, Gnome.

     Skills and Feats: Appraise +4, Hide +9, Knowledge (architecture and engineering) +4, Knowledge (geography - sepia uplands) +4, Listen +6, Move Silently +5, Search +4, Spot +4, Use Rope +5; Improved Initiative, Weapon Finesse (dagger).

     Special Abilities: Gnome traits.

     Spell-Like Abilities: 1/day—Speak With Animals (burrowing mammal only, 1 minute duration), Dancing Lights, Ghost Sound, Prestidigitation. Caster Level 1st; Save DC 10 + spell level.

     Possessions: Masterwork dagger, padded armor, Quall’s Feather Token (bird), Potion of Cure Light Wounds, 25 gp gem, 15 gp.

Sunday, November 18, 2012

On the Shores of Lake Quag; The Warehouse at Piketon Way

In the 1980's my imagination wandered the shores of Perrenland's Lake Quag, a watery expanse in the northwestern portion of Greyhawk. I revisited the area for a brief time ten years ago when I ran a short-lived campaign called "On the Shores of Lake Quag" that resulted in a TPK.

     The campaign began with the player characters being given the deed to a warehouse, a boon from a recently retired relative. My goal was to begin play with the PCs having a base of operations and a bit of economic good fortune. The warehouse, its contents, layout and single employee are presented below.

---

     The warehouse, located in Traft, is modest in size. It is 40' in length, 25' wide and the walls are 10' high. Constructed entirely of wood, it is accessible via double doors in the front and a service door in the back. There are no windows. Illumination is provided either by leaving the doors open during the day or with lamps at night. The back door does not have a lock, but it can be secured with a sliding bar. The front doors can be locked with a length of chain and a sturdy padlock.

     The warehouse was originally owned by Dellor Flynnex, a mercenary captain. Dellor used the building to store arms and supplies for his small warband. From Traft, Dellor and his men made frequent forays into the surrounding lands. The warehouse is stocked with arms and armor useful to longbowmen and bow-armed cavalry.

     The inventory includes:

     Armor: 2 chain shirts, 2 suits of studded leather, 3 suits of leather and 5 suits of padded;

     Weapons: 4 longbows, 80 longbow arrows, 5 short bows, 100 shortbow arrows and 5 longswords;

     Riding Gear: 3 riding saddles, 2 military saddles, 5 bits with bridles and 5 saddle bags; 

     Adventuring Gear: 3 backpacks, 5 winter blankets, 2 bullseye lamps, 3 common lamps, a 50' hemp rope, 2 tents, 5 waterskins and 3 map cases. Each map case contains a map of the northwestern Vesve, the Sepia Uplands, and the Canton of Traft;

     Transport: 1 wagon. A draft horse is stabled just outside the town walls at a cost of 1sp/day;

     Coin: In a small wooden box on the table are 10 gold marks, 25 silver hafmarks and 50 copper pfennigs.

     The warehouse is guarded by Matthias Vinder, a former soldier once employed by Dellor. After being badly wounded by euroz (orcs) in the Vesve, Mathias decided to stay at home. (Mathias was a mounted bowman at the time and was skewered by a spear-wielding euroz of the Vile Rune tribe.) He lives just around the corner from the warehouse, which enables him to keep an eye on things seven days a week. Mathias is usually present for two hours in the morning, two hours in the afternoon, and for four hours at night. While on duty, Mathias tends to sit inside the warehouse sipping ale and mending his fishing nets.

     Mathias is an avid fisherman, able to supplement his income by selling fish to his neighbors. When not performing his guard duties, Mathias will be on Lake Quag, casting nets from his small boat. Mathias is married to a kindly woman named Ava, who brings him brandy and hot soup on cold nights. Ava barely - just barely - tolerates Mathias' fishing, but she's happy to have him home after that nasty incident in the forest. If Matthias is paid on time and treated with respect, he'll be loyal to a fault. Under no circumstance will Mathias compromise the warehouse's security.

The Warehouse
     Wooden Walls: 6” thick, Break DC 20, Hardness 5, Hit Points 60 (per 10x10 section);

     Front Double Doors (good wooden doors): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18;

     Padlock on Front Double Doors: Hardness 15, Hit Points 30, Open Lock DC 20;

     Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Barred 25. At night, the door is secured with a wooden bar.


Mathias Vinder, male human War3; Medium humanoid (5’ 11”, 185lbs); CR 2; HD 3d8; hp 16; Init +2; Spd 30 ft.; AL LG; 

     Armor: AC 16 (+4 chain shirt, +2 dex), touch 12, flat-footed 14.

     Attacks: Base Atk +3, Grp +4; Melee: Longsword +4 (+3 BAB, +1 str) (d8+1, 19-20/x2); Ranged: Shortbow +5 (+3 BAB, +2 dex) (d6, x3).

     Saves: Fort +3, Ref +2, Will +1.

     Abilities: Str 12 (+1), Dex 14 (+2), Con 11, Int 10, Wis 11, Cha 10.

     Languages: Common.

     Skills and Feats: Handle Animal +2, Intimidate +4, Profession (fisher) +2, Ride +5, Spot +1, Swim +4; Mounted Archery, Mounted Combat, Point Blank Shot.

     Possessions: Chain shirt, short bow, 20 arrows, long sword, common lantern, whistle, keys to warehouse, flask of brandy, 3 sp.


     Below is a copy of the letter the PCs in my campaign received.

     Lads, I am taking my leave of the soldier’s life, having grown weary of sleeping in the rain and risking my life for a few gold marks. I leave it to you, a younger, more durable generation, to carry on the family trade. To help, I am giving you my warehouse at Piketon Way in Traft. Present this letter to the guardsman – Mathias – so that he knows you are kin. Mathias is a good man, so pay him his 5 mark salary on time, every time. When you need the wagon, you can fetch Greta. She is stabled at a nearby farm. The warehouse is in good repair and can also provide shelter if need be. The annual property tax is 12 marks, so make a note of it.

     May Zilchus bless all of your ventures.
     +Dellor Flynnex, captain of mercenaries (ret.)