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==== 4. Militia Camp ==== | ==== 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 and from the far end of the area you can hear a loud voice coming from the prison "WHERE IS THE FOURTH?". The militia is 100 men strong and consists mostly of guards and veterans. Here you find | 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 and from the far end of the area you can hear a loud voice coming from the prison "WHERE IS THE FOURTH?". The militia is 100 men strong and consists mostly of guards and veterans. Here you find [[Barnabas Lachma]], the Captain of the militia and the head of Warfare education. | ||
Guards: There are always at least 4 guards (DC 12) and two Veterans (DC 15) at the gate. Because of their dutiful position they gain +2 to all skills including their passives outside of battle. 8 Guards and 2 Veterans are always in reserve to support if something goes south. They Chatter about the Mayor. He is said to be writing poetry in his backyard that is so bad, that it is not even funny anymore. He seems to be in love. | Guards: There are always at least 4 guards (DC 12) and two Veterans (DC 15) at the gate. Because of their dutiful position they gain +2 to all skills including their passives outside of battle. 8 Guards and 2 Veterans are always in reserve to support if something goes south. They Chatter about the Mayor. He is said to be writing poetry in his backyard that is so bad, that it is not even funny anymore. He seems to be in love. | ||
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The Prison: The Prison is always guarded by 2 guards at least. Behind the bars there is a tall but stupit looking High Elf repeating the same phrase "Where is the Fourth?" over and over again. He is obviously out of his mind. He was found south of Kornwall in the forest and was taken here by merchants from [[Riesbruck]]. He is under the spell "Maze" and has been for so long that just a dispell magic on level 8 (Dc 18) or a wish spell can save him. Calm Emotions will make it possible to speak to him shortly. He has the following information: "I was in the cave on the hill west of the forest. A big Hall, 3 Statues, The three I have seen in St. Wurtz Chapel outside of Kornwall. The Elven protectors but one is missing. Then I looked in a horned face, red eyes... Since then I just see walls, walls, walls wherever I look. Where is the pesant?". He implies that there should be four Statues in the [[Temple of Baphomet]], not three. The Commoner is missing, because it is hidden behind one of the statues. | The Prison: The Prison is always guarded by 2 guards at least. Behind the bars there is a tall but stupit looking High Elf repeating the same phrase "Where is the Fourth?" over and over again. He is obviously out of his mind. He was found south of Kornwall in the forest and was taken here by merchants from [[Riesbruck]]. He is under the spell "Maze" and has been for so long that just a dispell magic on level 8 (Dc 18) or a wish spell can save him. Calm Emotions will make it possible to speak to him shortly. He has the following information: "I was in the cave on the hill west of the forest. A big Hall, 3 Statues, The three I have seen in St. Wurtz Chapel outside of Kornwall. The Elven protectors but one is missing. Then I looked in a horned face, red eyes... Since then I just see walls, walls, walls wherever I look. Where is the pesant?". He implies that there should be four Statues in the [[Temple of Baphomet]], not three. The Commoner is missing, because it is hidden behind one of the statues. | ||
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. | 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. | ||
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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. | 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: November 5th, 1244 PM: "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. | # Repair the Fishwell Bridge: November 5th, 1244 PM: "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 Militia want's you! January 12th, 1245 PM: "You want to be useful? 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 dutiful, strong and well aimed needed. Meet me at the Militia Camp north-west of the city. Report to Barnabas Lachma. | |||
The Militia want's you! January 12th, 1245 PM: "You want to be useful? 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 dutiful, strong and well aimed needed. Meet me at the Militia Camp north-west of the city. Report to Barnabas Lachma. | # Reopen the Tavern, February 13th, 1245 PM: "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. | ||
# Robed child, January 23rd, 1245 PM: "Please save my daughter. My little girl Maggy has been obstructed at the beginning of January during the night and I offer 750 gold pieces if you return my child back to me alive! I already told everything I know to the militia but to...". The rest of the sheet is missing. It was ripped off seemingly. | |||
Reopen the Tavern, February 13th, 1245 PM: "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. | |||
Robed child, January 23rd, 1245 PM: "Please save my daughter. My little girl Maggy has been obstructed at the beginning of January during the night and I offer 750 gold pieces if you return my child back to me alive! I already told everything I know to the militia but to...". The rest of the sheet is missing. It was ripped off seemingly. | |||
==== 6. Fishers Tower ==== | ==== 6. Fishers Tower ==== | ||
Revision as of 21:27, 19 November 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
A large area towered over by two wind mills turning in the breeze. Many farmers can be seen working the fields arount while key and sacks of flour are moved from the mills to a huge hut near by before being transported to the city. A tall, skinny, old lady with a harsh look is shouting orders and the swarm of workers is following her demands to the letter while a small old man is watching everyone from above. The old lady is angry for some reason and she seems to be repeating weird comments like "Don't break your hands or I will break you" and "A bandage does not count as an excuse for bad performance".
Talk to workers Social Check DC 10 (They need to keep working or it needs a distraction): The Ladys husband has broken his hand which is bandaged. He is not able to help because of that which makes work harder for everybody else. The old Lady Mueller is a terrible person anyways so people take more pitty on the old Mueller even though this means more work. The old Mueller is sitting on the small balkony and has to whitness his wife terrorising the workers.
Talk to Lady Mueller, She just talks to the melizia, Social Check DC 15: She thinks you are with the milizia and starts spilling the beans about what she saw, no matter the question: "I told you guys already, it was a tall and skinny figure that I saw after sundown on the 7th of february. It was finishing up work on the market for my husband is a lazy peace of hay. This skinny came from the north east and went straight towards the Storm gate. Lightfooded would be an understatement carrying a huge sack the size of a BABY. Under the black robes I saw a light brown coat. I am sure this is the monster you are searching for. Now let me continue my work!"
Talk to the old Mueller: The Mueller is sitting on an old woven chair and is wearing a far to thick bandage that looks more like a punching glove covering his left hand completley. A slightly disgusting smell fills the heroes nostrils as they step closer like the old man had peed himself a little. His expression seems weary as he listens to the insults of his wife bellowing over the fields. He tells the heroes that he has hurt his hand in an exident on the fields (Insight Check 12, he is lying, but will not reveal the true reason behind it). If fact he cut his finger off with the wedding ring on it and made a trade with the hag south east of here. He knows how to trade body parts for some magical gifts. To communicate with the hag you must stand in front of the 19. Bloodeye Tree (Kornwall) and speak the words "Martha, Martha in the tree" followed by what you wish for. The old Mueller will just offer this information when he is pressured exactly about that topic. The hag always asks for body parts, except for anything below the hips. The more important the better. Whole arms are her favorite as well as eyes and ears. The wish can be granted by Martha, the flesh hag living in F6 Dirtwish Hut.
2. St. Wurtz Chapel
A chapel made of common stone, in the midst of trees, flowers and a garden surrounded by large hedges. The garden is filled with beautifull flowers and plants seemingly from all over the world. It is like a small paradise surrounded by hedges. Everything here seems to be in perfect order, as if the plants have been sorted by type. One with a understanding of nature would sertainly know the names of the many plants found here.An old gardener in dirty rags is tending to the flowers dipping the scenery in colors. He is barely talking, but when he does he is very unpolite, not wanting to talk to others and not enjoying the presence of anyone. In the Chapel itself the heroes find 4 well drawn pictures at the walls showing one ancient elf each.
- The Old Man: The old gardener is very unfriendly to everybody who enters the gardens next to the chapels while he ignores those who enter the chapel. He makes sure the wholle vacinity stays clean and offers shelter and food in case the heroes do need it. He's very insightful, knowledgeable and wise (DC 18). He has a secret for he was known in his prime as "Der Bluthund, Inquisitor Marx". Now he is a bitter old man and his flowers are everything that he cars for.
- Buy Potions:
| Product | Price in GP |
|---|---|
| healing potion | 25 |
| Potion of climbing | 25 |
| Potion of grwoth | 25 |
2. Find expensive flowers:
| Plant | Price |
|---|---|
| Roses | 1 SP |
| Plack Roses | 5 SP |
| Blue Hands | 1 GP |
| Violet Lotus | 5 GP |
3. The Paintings of the four Elven Heros: Each pictures shows one of four elven heros: A fighter with a Rapier and a Half Plate, a hunter with a bow and cape, a mage with a staff and a book in heavy armor and a commoner in nice clothing. The heroes can learn everything about the Elven Four.
3. Scherzer Ruin
A Group of burned and withered farm houses in the middle of golden fields. The roofs are caved in and ruble is blocking the entrance to the biggest of the houses while the others burned down completely. An old burned sign lies in front of the heavily damaged door reading "Scherzer Family".
Investigate the ruins: Investigation 15, Woodcarver Tools 12 - The ruin of the main house still stands but is unstable. It must have been like this for a few months at least. A subtle attempt is needed to enter through the door or the other entrances like windows to enter the house. (Find a way inside without bringing it to the ground).Inside there are 3 points of interest
1. The blocked Fireplace at the far end of the main hall showing some well designed cooking covered in the ash while the fireplace itself lies in ruin blocked by a huge tile of the roof. (Athletics 12: Remove the Roof tile and find a little flask with 3 strains of very long red hair in it). Cooking Supplies Check DC 12: This was not a normal fire place but a well crafted oven with a stable cattle. The cattle must have been forced out of it's position and most likely started the fire).
2. A broken skeleton lying close to a window, black from the ashes lying in front of it in a weird position. It is surrounded by blackened shards of glass, originating from the window near by most likely. (Medicine 12: This individual has a broken rip cage. Something pierced through it's back, severing rips. Glass Blowers Tools 12: The window broke because of heat, not because of force. The glass itself would have resisted any heat a normal fire could have created. It is likely that the roof coming down created this damage)
3. Footsteps of at least two people can be seen in the ashes. They seem different from each other. A rope can be seen lying in the ashes. (Survival 12: There are two footsteps, one of a child walking barefoot and one heavy individual. Details can not be seen apart that the footsteps can not be older than 1 month. Weavers Tools 12: The rope has been cut. It is soaked in small amounts of blood. Somebody was cuffed with this rope and it was cut hastily on a rough surface a few days ago).
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 and from the far end of the area you can hear a loud voice coming from the prison "WHERE IS THE FOURTH?". The militia is 100 men strong and consists mostly of guards and veterans. Here you find Barnabas Lachma, the Captain of the militia and the head of Warfare education.
Guards: There are always at least 4 guards (DC 12) and two Veterans (DC 15) at the gate. Because of their dutiful position they gain +2 to all skills including their passives outside of battle. 8 Guards and 2 Veterans are always in reserve to support if something goes south. They Chatter about the Mayor. He is said to be writing poetry in his backyard that is so bad, that it is not even funny anymore. He seems to be in love.
The Prison: The Prison is always guarded by 2 guards at least. Behind the bars there is a tall but stupit looking High Elf repeating the same phrase "Where is the Fourth?" over and over again. He is obviously out of his mind. He was found south of Kornwall in the forest and was taken here by merchants from Riesbruck. He is under the spell "Maze" and has been for so long that just a dispell magic on level 8 (Dc 18) or a wish spell can save him. Calm Emotions will make it possible to speak to him shortly. He has the following information: "I was in the cave on the hill west of the forest. A big Hall, 3 Statues, The three I have seen in St. Wurtz Chapel outside of Kornwall. The Elven protectors but one is missing. Then I looked in a horned face, red eyes... Since then I just see walls, walls, walls wherever I look. Where is the pesant?". He implies that there should be four Statues in the Temple of Baphomet, not three. The Commoner is missing, because it is hidden behind one of the statues.
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 | 30 Days | 100 GP |
| Weapon Proficiancy | 40 Days | 500 GP |
| Weapon Master (Feat) | 60 Days | 1000 GP |
| Fighter Training (Multi class Option, Battlemaster) | 90 Days | 5000 GP |
| Lightly Armored Training Feat | 60 Days | 2000 GP |
| Moderately Armored Training Feat | 60 Days | 3000 GP |
| Heavily Armored Training Feat | 90 Days | 4000 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: November 5th, 1244 PM: "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 Militia want's you! January 12th, 1245 PM: "You want to be useful? 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 dutiful, strong and well aimed needed. Meet me at the Militia Camp north-west of the city. Report to Barnabas Lachma.
- Reopen the Tavern, February 13th, 1245 PM: "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.
- Robed child, January 23rd, 1245 PM: "Please save my daughter. My little girl Maggy has been obstructed at the beginning of January during the night and I offer 750 gold pieces if you return my child back to me alive! I already told everything I know to the militia but to...". The rest of the sheet is missing. It was ripped off seemingly.
6. Fishers Tower
A stone tower with a few small fisher boats in front of it lies north of the small lake connected to the large river south of it. A man with wild grey hair and beard sits on one of the boats stairs with empty eyes onto the lake. The boats have seen better days. It seems like the last storm has ripped the sails from the masts and the only thing holding the boats ashore are some loosely tied knots. As the heroes come closer no reaction of the old man is notable. It seems he is ignoring the group or has not even noticed that they arrived. In the right hand he is holding a doll with red hair, in the left he holds an amulet.
- Talk to Friedrich Fisherman DC 15 Persuasion: He seems to be not quite here as the heroes talk to him, taken by grief and sadness clutching the puppet and the coin even harder. He repeats that he knows that his daughter is out there, she lives and he seems convinced of that. He tells them storys of his 6 year old daughter Maggy. She has red, long hair and is a brat. She hates fish but she is strong at heart. She is smart he says, much smarter than other kids at her age. On the 10th of January 1245 PM Friedrich woke up and found her bed empty and her room nearly completely destroyed. In the night in his dream he has heard a distant female voice in a commanding tone. Since then he has not dared to enter the room again. Friedrich offers 750 Gold pieces if the heroes find his daughter alive. He told the militia and they started an investigation but no results until now. "We don't have enough men" they sad.
- The red haired puppet, Investigation DC 12: Within the hair of the puppet they find several long red hair strings at least 3 feet long. too long for a child and they certainly don't belonging to the puppet.
- The Golden Coin, Int Check 10: This is a noxic coin given to those who make a contract as a reminder for payment
- Survival Check the room DC 15: There was a fight here. It seems impossible that this chaos could have been created without another person in the house noticing by normal means. Something strong and/or heavy must have created this mess. There are many heavy footprints of armored boots on the ground but also some signs of a person with high heels.
7. Volkshall
A large house stands out from the rest because of it's beautiful blue shingles and the general absence of dirt. Many well dressed people walk in and out of it carrying large books and scrolls of parchment. Near the opened and well guarded entrance the heroes can have a look at a sign reading: "Volkshall, Center of Kornwall, a conference with the mayor just possible by signing up for an audience including 1. Question, 2. Reason, 3. Intend 4. Name and status. Draw a number and wait for your turn. Not attending because of long waiting time will be punished for wasting time. Opened from 10-15."
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 bad poems, all about love and undying loyalty to a lover.
9. Butchers House
A gutter separates a huge field filled with pigs lying under the trees and drinking from the small river coming from the north. Connected to the gutter there is wooden house, the windows filled with colorful curtains showing little hearts and flowers. Over the heavy door there is sign reading "Beatrix's Butcher House - a heaven for meat". A huge pile of excrement roughly 30 feet away from the house fills the air with a terrible stench which would explain why most people try to stay away from this area.
Beatrix Butcher, usually called Bify is a chubby lady with a warm smile on her face and she is generally likable. When the players try to talk to her the first time she seems to have expected somebody else while wearing relatively revealing clothing. After noticing her mistake she goes to business right away and tries to sell them rations for a good price (4SP each). She will tell them she expected a friend if asked but will not reveal who she means. She has an affair with the old Mueller and want's to keep this a secret. If players order something from her she will take the heroes to the backyard, lure one of the pigs with her honest seeming kindness into a room in the back of the house before slaughtering it with precision and without a sound heard from the pig. A very disturbing situation for it is difficult to know if it is proficiency or ruthlessness guiding the blade. She will continue talking nicely to the heroes as if nothing had happened.
If the players observe the house they will see a dark hooded figure entering the house at night. A small hunched over figure. It is the old Mueller coming here for some fun.
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 | 1000 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
A macen must have been at work, creating a large statue of two people holding each other in their arms, made of grey stone showing slender humans or else, a man and woman, hugging each other facing south. The fine dressed female clutches a dagger and the armored male wears a Scimitar on the hip. Smiths, Historians and religious people might know more about those. Both of them are portrait with flowing capes with detailed lining but time has damaged most of it by some force. It looks natural, but is it?
- Idetify the stone: Macens tools DC 13, It is a relativeley soft stone, easy to sculpt with. The work is far away from being a masterpiece but it was sculpted with respect, care and a very strong arm.
- Identify the Weapons: Smith Tools DC 13 (Str or Int): The Weapons seem to be of elven heritage.
- Idetify Sword: History DC 13: This Weapon is called "Lightning", a fabled weapon that deals lightning damage with every strike.
- Itentify Dagger: Religion DC 13: Blood Portal Dagger, a weapon used to sacrifice beings in an unholy manner and let's you teleport when blood is drawn.
- Lighning Burned capes: Nature DC 13: The lining is impossible to decipher but it looks like lightning has dealt the damage to the statue.
13. Tavern Copperluck
An old, wooden building that seen better days towers over the marketplace. The walls are damaged, the windows broken and the roof caved in. A old and rusted copper sign hangs above the door reading "Tavern Copperluck". In front of the building stands a huge wagon filled to the brim with wooden planks and tools. A large Humanoid with light blue skin is leaning against it, his skin covered in black tattoos and his dark brown hair woven and bound in an exotic way to the back. He wears simple cloths, tokens made of bone in combination with gold and silver jewelry showing different symbols like a sun, a bird and claws just to name a few. He is staring at the door of the in intetley, lost in his thoughts with an expression of anger and determination.
Start first Quest of Trimm. If you succeed the taverns description changes as follows...
A cleaned up sign towers over the renewed and supported door. The old building has been fully repaired, still showing signs of it's long existence but now it is filled with live. You hear chatter from outside, bards come here to perform and the local foe spends their time here to exchange gossip. A worm bed, boos, a warm meal and gambling awaits any wearing traveler for an adequate price. Trimm, now owner of the tavern, turned this place into what it once was, a booming business and the center of attention. Aside from the Townsfolk a large number of noxic mercenary's have moved into the tavern keeping guard over the drunks and weary. Aside from the heavily armored mercenary's there seems to be always a weird looking priest present with the name of Prosh Swiftquill. He wears black and gold robes and a staff showing a golden star. This one must be leader of the Mercenary's from Noxis.
| Actions | requirement/Price |
|---|---|
| Rest | 1GP |
| Food/Drink | 5SP |
| Gossip | Persuasion DC 10 (1/Day) by talking to Trimm |
| Quest of Prosh | At least lvl. 5 |
14. Marketplace
15. Boat House
An old building attached with a tirning water mill lies at the riverbank. A few landing stages lead to small a few small sailing boats that seemingly can also be steered by oars. A sign over the door reads "10 Gold pieces per crossing, no extra charge for cargo, no interest in haggling! Best Regards, Rudy Rowboat".
Rudy Rowboat it a strong man roughly 40 years old with a large weathered book straped to his hips. He keeps note on all crossings but does not give these information out by any means except to the militia. The Heroes can try to steal it (DC 12).
| Business book of Rudy Rowboat |
|---|
| January 23rd, 1245 PM, priest in gold and black robes pays to cross from the south to the north accompanied by 5 soldiers in the same colours. |
| February 5th, 1245 PM, Same priest pays for crossing from north to south accompanied by 2 soldiers in the same colors. |
| February 9th, 1245 PM, A dozend thugs, 2 soldiers in black and gold armor, a bunch of tools and rations cross from north to south. Seemed very happy, taked about a profitable job. |
| February 10th, 1245 PM, The old Mueller crossed, tried to hide under a hood, recognized him immediately but did not tell him. Crossed north to south. |
| February 10th, 1245 PM, later that day, old Mueller crossed back from south to north. tried to haggle, I HATE WHEN THEY HAGGLE. He payed full like anybody. |
| February 11th, 1245 PM, Blue skinned huge man crosses from south to north plus wagon, tools and wood. Seemed rich, payed in jewelry. |
| February 15th, 1245 PM, received an booking for tomorrow. paid in advance. Transport north to south. |
| February 16th, 1245 PM, Weird group of 5 people. 2 strong dudes, 2 scholars and 1 crazy guy plus a wagon, 2 mules and heaps of equipment, don't know exactly what it was. Smelled like fart though.Payed extra, did't ask. |
16. Stormgate
There are at least 8 guards of the militia watching the gate and the sorrounding walls at any given time. Some of them seem to be veterans and they take good care of asking any pesant daring to pass the gate for their name and the reason for their passing. The gate is made of heavy wood supported with metal and the gate house is made of solid stone with just a few cracks here and there.
Talk to the guards Social DC 12: The weirdest thing I have seen in the last weeks was a small boat appearing out of nowhere near the shore and sailing south. It was during night time but I could hear the roars in the water. It was a woman I think. Half way over the river the figure took off her hood and I saw long hair, I think. This was certainly weirder then the Ogre luring in the forest for the past days. I can't remember the exact dates dude, maybe a week ago, maybe two, fuck off!"
17. Broken Shrine
18. Watchers Statue
A huge statue portraying a serpent like creature with a dragons head can be found on top of a stony hill. The beast is looking intensely to the south east with it's huge jaw slightly opened as if it would want to breath fire any moment.
19. Bloodeye Tree
A rotten willow stands in the middle of swampy area right at the shore of the river. It seems like maggots or some kind f pest has at some point tried to make a home in this tree, carving scary looking holes into it. These holes now look like a face with wide gaping mouth and two eye sockets while gallons tree resin is running down it's face like tears.
investigation DC 10: In the left eye you find a finger with a bronze ring on it, in the other eye you find a small flask with a pink liquid within it. (Potion of stiffness - heals males from performance issues).
To communicate with the hag you must stand in front of the 19. Bloodeye Tree and speak the words "Martha, Martha in the tree" followed by what you wish for. The old Mueller will just offer this information when he is pressured exactly about that topic. The hag always asks for body parts, except for anything below the hips. The more important the better. Whole arms are her favorite as well as eyes and ears. The wish can be granted by Martha, the flesh hag living in F6 Dirtwish Hut.