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Kornwall: Difference between revisions

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!Cost in GP
!Cost in GP
|-
|-
|Weapon Master
|Cook’s utensils Proficiancy
|100 Days
|50 Days
|1000 GP
|250 GP
|-
|-
|Lightly Armored
|Weapon Proficiancy
|100 Days
|100 Days
|1000 GP
|500 GP
|-
|-
|Moderately Armored
|Weapon Master (Feat)
|100 Days
|100 Days
|1000 GP
|1000 GP
|-
|-
|Heavily armored
|Fighter Training (Multi class Option, Battlemaster)
|100 Days
|100 Days
|1000 GP
|2000 GP
|}
|}


Line 59: Line 59:


==== 10. Scribere Mysterio ====
==== 10. Scribere Mysterio ====
A broken down house made completely of stone in contrast to all the other houses around is found in a small alley in the north-eastern district of Kornwall. The broken windows are barricaded with wood and the caved in roof does not seem like it can protect the upper floor from rain or wind. Nonetheless a finely carved shields dangles in the breeze on a metal rod, reading "Scribere Mysterio" and shows a filled wine glass and a book with a whispering mouth on it (DC 10 History, It is a Gentlemen s Club). It seems like a mix of a high society tavern and a library, like gentlemen's club from the Empire.  Right under the sign there are narrow stares leading from the outside down the presumed cellar of the building. A fine wooden door with milky glass, a bronze keyhole and a strange ruin barricades the entry to this establishment. A sign on the door says: "Just whisper near the door please. Hold the agreed amount in your hand and whisper for allowance, I will get you in. Gunther". Hushed voices from the inside can be heard at any time from inside and every now and then hooded figures enter or leave this weird place, seeming distressed and ashamed, looking around to see if they have been spotted entering or leaving.


==== 11. Salty Amboss Smith ====
There are no guards but the door is magically sealed by two spells: Arcane Lock (2nd lvl spell) and just opens for those knowing the password "Susurro" (I whisper in Latin) and Symbol: Insanity (7th lvl Spell), triggering when forced open and just effecting those who knowingly plan to intrude. (Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.). Insane beeings shout and babble and alarm Gunter, the owner of the Location. He is not shy of getting the guards to arrest trespassers.
 
Scribe Training: Gunther offers knowledge about languages. This training requires time, money and feat dependent prerequisites and attributes. Guntha Whisperquill must be alive for this option. Any Hero can just learn one feat with training in their life. Proficiencies learned this way just cover content from the basic game, no added content.
{| class="wikitable"
!Skill
!Time
!Cost in GP
|-
|Calligrapher's supplies prifinciancy
|50 Days
|250 GP
|-
|Learn Lenguage
|100 Days
|500 GP
|-
|Linguist (Feat)
|100 Days
|1000 GP
|-
|Warlock Training (Multi class Option, the Old One)
|100 Days
|2000 GP
|}
 
==== 11. Salty Emboss Smith ====
A dwarfen woman with the name of Smitty greeds you. She has red hair with a undercut on the left side of her head. On the left side of her arm she has 12 vertical scars and one that crosses through all of them from top to bottom. She is small, even for a dwarf and her phisique reminds more of a large halfling. Her opening phrase usually is "Welcome to the salty Amboss! What can scum do for you fine people?".
 
Trader: Smitty has the following to offer.
{| class="wikitable"
!Product
!Price
!Quantity
!Note/Link
|-
|Simple Weapons (Sword, axt and hammer)
|x2
|1 each
|https://roll20.net/compendium/dnd5e/Weapons#content
|-
|Gilded Battleaxe
|50 GP
|1
|Can be bought just once. Inscribed: For my Daughter, Goldenhammer.
|-
|Chain Shirt
|100 GP
|1
|
|-
|Chain Mail
|150 GP
|1
|
|}
Quest: Get me some Gorgon Metal (Lvl 3)
 
There is not much metal to work with. Get her some metal by killing 2 Gorgons and bringing them to the Salty Emboss Smith. They can be found in the plains north of the cornfields of Kornwall (C4). Follow the beasts (Survival 12), kill them (Fight at least 2 Gorgons), skin them (Survival Dc12), transport them back to the city (Heavy transport, 2 tones, use wagon). Success: +1 XP. Unlocks the following shop table.
 
Trade: After the Gorgons have been killed.
{| class="wikitable"
!Product
!Price
!Quantity
!Note/Link
|-
|Simple Weapons (Sword, axt and hammer)
|x1
|Endless
|https://roll20.net/compendium/dnd5e/Weapons#content
|-
|Martial Weapon
|x2
|Endless
|https://roll20.net/compendium/dnd5e/Weapons#content
|-
|Chain Shirt
|50 GP
|1
|https://roll20.net/compendium/dnd5e/Armor#content
|-
|Breastplate
|800 GP
|1
|https://roll20.net/compendium/dnd5e/Armor#content
|-
|Gilded Battleaxe +1 (Magical)
|1000 GP
|1
|Can be bought just once. Inscribed: For my Daughter, Goldenhammer.
|-
|Chain Mail
|75 GP
|1
|https://roll20.net/compendium/dnd5e/Armor#content
|-
|
|
|
|
|-
|
|
|
|
|}


==== 12. Headless Statue ====
==== 12. Headless Statue ====

Revision as of 22:16, 11 June 2024

Kornwall is a City in the North-Western parts of the Stormlands. It is in habitat by humans, Half-Minotaurs, Half-Elves, Gnomes, Halflings and pretty much everything else. The City is known for being open to anybody, no matter the race as long anybody brings something to benefit the existence of this city. In the North of the city there are wide fields of grain or "Korn". The City itself is surrounded by a wooden wall, protecting the inner buildings of the city itself. These two attributes gave ground for naming the city. In the south a huge gate seperates the city from the small harbour, filled with docks, fishing boats and transport ships for cargo.

Places of Interest

1. Mullersville

2. St. Wurtz Chapel

3. Scherzer Ruin

4. Militia Camp

Behind wooden walls and a strengthened gate lies a training ground and the barracks of the local Militia. Before being granted access a visitor has to state their business. Through the open gate some soldiers and many recruits can be seen, training the use of different weapons and a few rich looking individuals are learning the proper movement in armor. Many of the guards here look tired. The militia is probably 100 men strong and consists mostly of guards and veterans. Here you find Banabas Lachma, the Captain of the milizia and the head of Warfare education as long as he lives.

There are always at least 4 guards and one Veteran at the gate. Because of their dutiful position they gain +2 to all skills including their passives outside of battle.

Warrior Training: The Melicia offers training for weapons and armor. This training requires time, money and feat dependent prerequisites and attributes. Barnabas Lachma must be alive for this option. Any Hero can just learn one feat with training in their life. Prificiancys learned this way just cover content from the basic game, no added content.

Skill Time Cost in GP
Cook’s utensils Proficiancy 50 Days 250 GP
Weapon Proficiancy 100 Days 500 GP
Weapon Master (Feat) 100 Days 1000 GP
Fighter Training (Multi class Option, Battlemaster) 100 Days 2000 GP

5. Korn-Gate

Korn-Gate is always guarded by at least 6 guards and 2 veterans while a yellow banner is dancing in the wind, showing a golden corn weed in a golden circle, the symbol of the town. Sometimes the gate is also guarded by Barnabas Lachma, the leader of the Militia. Entering through the gate is easy during the day while the gate is closed during the night. The most important function of the gate is to drive attention to important matters of the city. A huge wooden board at the inside and outside of the city shows tasks for anybody that searches for work.

Repair the Fishwell Bridge: "The Fishwell Bridge, one day walk north-east of Kornwall, has bee destroyed during one of the recent storms and I need help to repair it. I do not have much money but you all know how important it is to reopen the travel route to the east. Firewood from Twigrest and horse meat from plainswealth, you want that don't you? Masons, strong ones, smart architects and defenders against beasts needed. Meet me at Fishwell Bridge, fallow the street north east. Report to Bob." -> Fishwell Bridge.

The Melicia want's you!: "You want to be usefull? Join the militia! We offer training in weapons and armor. Save the small folk of Kornwall, the honorable source of prosperity. Corruption grows in our midst. Save society, save the next generation. Good payment and honor guaranteed. The dutifull, strong and well aimed needed. Meet me at the Militia Camp north-west of the city. Report to Barnabas Lachma."

Reopen the Tavern: "Do you remember having a drink after work? It is time to make this memory a reality again. Value a deal I say for I am the rightfull owner of this ruin. Help me claiming what is mine and you'll get payed better than in any profession and free stay for the rest of your life. Creative thinkers, Woodcarvers and bouncers wanted. Meet me at the Tavern Copperluck near the marketplace. Report to Trimm."

6. Fishers Tower

7. Volkshall

8. Mayors Residence

A giant house stands out between all the others. Constantly guarded by at least 4 Veterans at all times this structure towers over nearly all buldings found in the city. The whole construction seems relatively delicate compared to the rest of the city. A Large garden surrounded by walls is attached to the large house and a large, leafed tree can be seen over the walls. Every now and then, when the Mayor of Kornwall is at home, you can hear him reading out loud some very band poems, all about love and undying loyalty to a lover.

9. Butchers House

10. Scribere Mysterio

A broken down house made completely of stone in contrast to all the other houses around is found in a small alley in the north-eastern district of Kornwall. The broken windows are barricaded with wood and the caved in roof does not seem like it can protect the upper floor from rain or wind. Nonetheless a finely carved shields dangles in the breeze on a metal rod, reading "Scribere Mysterio" and shows a filled wine glass and a book with a whispering mouth on it (DC 10 History, It is a Gentlemen s Club). It seems like a mix of a high society tavern and a library, like gentlemen's club from the Empire. Right under the sign there are narrow stares leading from the outside down the presumed cellar of the building. A fine wooden door with milky glass, a bronze keyhole and a strange ruin barricades the entry to this establishment. A sign on the door says: "Just whisper near the door please. Hold the agreed amount in your hand and whisper for allowance, I will get you in. Gunther". Hushed voices from the inside can be heard at any time from inside and every now and then hooded figures enter or leave this weird place, seeming distressed and ashamed, looking around to see if they have been spotted entering or leaving.

There are no guards but the door is magically sealed by two spells: Arcane Lock (2nd lvl spell) and just opens for those knowing the password "Susurro" (I whisper in Latin) and Symbol: Insanity (7th lvl Spell), triggering when forced open and just effecting those who knowingly plan to intrude. (Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.). Insane beeings shout and babble and alarm Gunter, the owner of the Location. He is not shy of getting the guards to arrest trespassers.

Scribe Training: Gunther offers knowledge about languages. This training requires time, money and feat dependent prerequisites and attributes. Guntha Whisperquill must be alive for this option. Any Hero can just learn one feat with training in their life. Proficiencies learned this way just cover content from the basic game, no added content.

Skill Time Cost in GP
Calligrapher's supplies prifinciancy 50 Days 250 GP
Learn Lenguage 100 Days 500 GP
Linguist (Feat) 100 Days 1000 GP
Warlock Training (Multi class Option, the Old One) 100 Days 2000 GP

11. Salty Emboss Smith

A dwarfen woman with the name of Smitty greeds you. She has red hair with a undercut on the left side of her head. On the left side of her arm she has 12 vertical scars and one that crosses through all of them from top to bottom. She is small, even for a dwarf and her phisique reminds more of a large halfling. Her opening phrase usually is "Welcome to the salty Amboss! What can scum do for you fine people?".

Trader: Smitty has the following to offer.

Product Price Quantity Note/Link
Simple Weapons (Sword, axt and hammer) x2 1 each https://roll20.net/compendium/dnd5e/Weapons#content
Gilded Battleaxe 50 GP 1 Can be bought just once. Inscribed: For my Daughter, Goldenhammer.
Chain Shirt 100 GP 1
Chain Mail 150 GP 1

Quest: Get me some Gorgon Metal (Lvl 3)

There is not much metal to work with. Get her some metal by killing 2 Gorgons and bringing them to the Salty Emboss Smith. They can be found in the plains north of the cornfields of Kornwall (C4). Follow the beasts (Survival 12), kill them (Fight at least 2 Gorgons), skin them (Survival Dc12), transport them back to the city (Heavy transport, 2 tones, use wagon). Success: +1 XP. Unlocks the following shop table.

Trade: After the Gorgons have been killed.

Product Price Quantity Note/Link
Simple Weapons (Sword, axt and hammer) x1 Endless https://roll20.net/compendium/dnd5e/Weapons#content
Martial Weapon x2 Endless https://roll20.net/compendium/dnd5e/Weapons#content
Chain Shirt 50 GP 1 https://roll20.net/compendium/dnd5e/Armor#content
Breastplate 800 GP 1 https://roll20.net/compendium/dnd5e/Armor#content
Gilded Battleaxe +1 (Magical) 1000 GP 1 Can be bought just once. Inscribed: For my Daughter, Goldenhammer.
Chain Mail 75 GP 1 https://roll20.net/compendium/dnd5e/Armor#content

12. Headless Statue

13. Tavern Copperluck

14. Marketplace

15. Boat House

16. Stormgate

17. Broken Shrine

18. Watchers Statue

19. Bloodeye Tree