Thursday, 27 February 2014

unlikely treasures 2: even more loot for the taking

Roll d12 for the loot!
  1. Large chest with copper and silver ingots (140gp).
    Weighs 180 lbs. Empty chest weighs 100 lb.  Six copper ingots (5gp; 10 lbs each) and two silver ingots (50gp; 10 lbs each). Room for more.
  2. Ornate cold iron everburning torch (120gp).Weighs 4 lbs. Can be wielded as a light mace in combat without penalty to the torch bearer.
  3. Silvered flail with head styled as a clenched fist (110gp).
    Weighs 5 lbs. Does 1d8 bashing damage, +2 to disarm attempts, can be used for trip attacks. 
  4. Black ovoid gem, warm to touch (100gp). 
    Weighs 1 lb. Cabochon-cut jet, suitable for magic jar.
  5. Chain shirt suitable for human (100gp). 
    Weighs 25 lbs. +4 to AC; Armour penalty -2, Spell failure 20%. 
  6. Hand-painted deck of ivory playing cards (100gp). Weighs 1 lb.  Vibrant inks and lacquering make these particularly durable examples.
  7. Jade statuette of nude elf with sword (100gp). 
    Weighs 4 lbs.  In challenging pose with smiling face, sword in en garde position. 
  8. Necklace of pink coral and cowrie shells (100gp). Weighs 2 lbs.  Strung on silver wire
  9. Thick leather-bound book with sword etched into the cover (100gp). 
    Weighs 5 lbs.  This is the Codex of Warlords, a combination of holy text and heritage book for local nobles.  Written on quality paper with chapter illustrations are the following.
    * A holy text for the god of war and swords.  Includes the deeds of his faithful, aphorisms, blessings and one-liners to be spoken over the fallen.
    * Genealogies, accounts of historic battles, heraldic devices and ancestral deeds give a +2 to Knowledge (nobility) checks.
  10. Wig of shoulder-length violet tresses (100gp).
    Weighs 3 lbs. Finely-braided elven hair dyed with considerable skill.  Suitable for nobility.
  11. Slightly worn black bear fur jacket (90gp). 
    Weighs 3lb. Suitable for court, cut for a human male. 
  12. Doublet of black velvet with pearl buttons (80gp). Weighs 10 lbs. Buttons are freshwater pearls of poor quality.  Suitable for nobility, cut for a portly human male.


Wednesday, 26 February 2014

inns & taverns: the red tavern

The Red Tavern is the heart of a thriving mining village made famous by pilgrimage and dancing girls.  Both travel the same roads here. Well-spoken of by pilgrim and dancer alike, The Red Tavern sustains and shelters those who visit.  Detours are taken to visit in some cases.

Conspicuous amid grimy thatched stone bungalows, the two storey Red Tavern gives much-needed colour and joy to village life.  The exterior is painted in assorted reds.  The dark scarlet sign has the words Red Tavern in bright cherry script, side lit by a lantern.  A hedged garden on the southern wall provides a suntrap. In summer and autumn, the eastern hedge is tangled with raspberry and bramble.  The western wall borders a stable with five stalls.  A grey mare (once a famous cleric's mount) owned by the landlady is permanently resident.

Inside, the plaster is stained dark red.  Tables and durable chairs of red-stained oak and mahogany support patrons through good and bad.  Candles illuminate while spilling their guts over iron wall mounts.  The taproom is a sizable rectangle, dominated by a hearth in the south and shuttered doors in the west.  The north wall has a bar and spiral stair ascending to guest rooms and descending to kitchen, privy and cellar.

Patrons enjoy a russet ale and a dark mild for 4 cp a pint.  Four pint clay jugs are sold for 2 sp but 4 cp is earned on a jug's return.  A decent red wine and raspberry wine are served as well as fortified port.  In winter, these may also be mulled.  On midwinter's day, the landlady serves the first mulled drink free to all who come in.  This generosity is usually more than repaid.  The food shows halfling roots in it's diversity.  For a copper, oat biscuits, candied figs and peppermint sugar cake.  For two silver, a pot pie with meat in ale. For 3 gp, a suckling pig is roasted in honey, served with flatbread and spiced pickles.

The Red Tavern has a common room that sleeps twelve behind a pair of folding doors from the main taproom.  This is only used at night.  Typically visiting pilgrims use this for 2 sp and 1d6 are found here in early spring.  Patched blankets are hung for privacy.  Two guest rooms upstairs (2 gp a night) sport locks, ornate patchwork bedding and front-facing windows.  Needless to say, these rooms are in demand.

The landlord, Sandor Duis, has character.  Spry for sixty winters, white whiskers and plaid waistcoats belie the gleam in young blue eyes.  Sandor is a genial host but not in charge.  That falls to his wife, Trisia Duis, force of nature and landlady.  Seemingly ageless, always in velvet.  Brown ringlets crown this bustling yet comfortable woman, her husky voice singing bawdy verse or chuckling.  Food is cooked and served by Mabla, a rosy-cheeked halfling who'd grace any kitchen portrait.  Dancing girls also frequently work the Red Tavern.  Trisia brooks no nonsense and faces down armed knights and drunken miners with over-pawing hands.  Nearly all locals will back her up.

A mixture of dancing girl, drunken miner and tired pilgrim can sometimes be explosive.  Sandor and Trisia can usually quell problems but sometimes things escalate.  The miners will avenge any slights to honour. Experienced pilgrims do not flash coin unless sudden interest from dancing girls and others is sought.

The tentative interplay between pilgrim and dancing girl is a comedy of manners as well as errors.  Trisia will sometimes play matchmaker with odd couples.  Sandor rolls his eyes while befriending them.  Yet true love never runs smooth, some pilgrims are deeply troubled compared to the dancing girls.

Most local miners are hard-working, hard-drinking and like watching the dancing girls.  A few take this too far and were barred.  Their revenge is waylaying an occasional lone pilgrim.  This has not been fatal yet but one unlucky pilgrim was beaten black and blue by them.  Word has begun to spread of the bandits…

Monday, 24 February 2014

reekling

No. Enc.: 1d4 (5d4 in lair)
Alignment: Chaotic
Movement: 90'(30')
Armor Class: 6
Hit Dice: 1
Attacks: 3 (claw/claw/bite)
Damage: 1d3/1d3/1d3
Save: F1
Morale: 7
Hoard Class: XIII

Small humanoid newt-like reptiles with brown, slimy skin.  Reeklings are opportunistically vicious unless met with strong force.  Their slimy skin is offputting  to mammals, humans and demihumans.  Those within 30' of a reekling must make a saving throw vs. poison or suffer a -1 penalty to attack rolls.  The presence of four or more reeklings (such as a reekling lair) increases this to a -2 penalty. Those hit by a reekling suffer this penalty until they can clean the affected area.  Reeklings can move silently (53%) and hide in shadows (47%) as a 7th-level thief , though the smell is notable.

Saturday, 22 February 2014

city of faith

Continuing the examination of cities founded by spell casters by class, now it's the cleric's turn.  There are plenty of real-world examples of cities founded by faith like Göbekli Tepe, Harappa, Ur, Jerusalem and Teotihuacan to name but five.  Magic serves as a force multiplier.  While domain spells expand the options available, there's enough variation in the core spell list for now.  Temples will dominate the skyline.  Clerics who run cities are very clear about who's in charge in town, building to inspire.  Civic buildings are linked to the temples unless unless the city was taken by holy sword.  Then a separation is kept.  Rebels sacking temples never ends well.  The temple is ruined and the gods are angered.

Temple districts are large parts of a cleric's city and civic infrastructure is better compared with other cities. Temple roads and sewers are well-maintained.  It's hard to feel pious dodging chamber pots.  This also reduces the need for divine rescue from disease.  Combining both may work best and keep unorthodox dungeoneering firebrands in line - much like latrine duty.  Consequently wealthy or influential people may seek to stay close to temple districts to improve links.  The temple may ordain tithes or spells for city maintenance.  Depending on the faith, certain spells may be requested by city ordinance from visiting faithful.
The city's fabric is influenced by the dominant faith.  Domain powers may indicate where influence may touch the city.  Gods of war command excellent defences.  Solar deities favour architecture as calendars or sundials.  Gods of love found bathing houses and parks.  Further from the temple district, this influence may fade or be subverted particularly in some neighbourhoods.

Clerical cities draw in trade.  Pilgrimage provides a divine reason for travel.  Diplomacy comes easily to clerics with guidance, comprehend languages, augury, eagle's splendour, zone of truth, sending and tongues.  The need for silver to perform certain spells and create holy water make this commodity precious. Without silver, the temple must find alternatives or restrict things players assume are sold. Lycanthropes have a field day in this case.  Trade with planar allies may provide things unavailable elsewhere.  Alliances with janni may yield otherworldly materials taken from the planes.  Other genies, especially djinni will create wonders.  Trade with the outer planes has it's own risks.  Dismissal may sometimes be useful.

Apart from the above, the following may appear as features in a theocratic city.

  • Agriculture is supported by create water, guidance and purify food and drink at low levels.
    Create food and water for beasts of burden, locate object for water or salt, control water and repel vermin will help save harvests.  
  • Architecture may be created or enhanced by divine magic.  Construction may be aided by stone shape or wall of stone.  Enhancement by consecrate, make whole, continual flame or hallow is possible, as is defence by glyph of warding or symbols.
  • Festivals to celebrate the faithful may create food and water to sustain the poor.  Conspicuous divine magic reminds citizens who's in charge.  Sermons enhanced by enthrall or calm emotions are held to impart the virtues of the faith and suppress riot.
  • Infant and maternal mortality are diminished by healing spells.  Depending on the faith, this may be limited amid the faithful and wealthy or given to as many as possible.  Disease and poisoning may also be challenged.  Clerics who heal are natural midwives even at low-level.
  • Monuments to the faithful - including sepulchres - are tended.  Continual flames are lit for the lost. Art and statues of faithful servants prevail.  Dwarves and gnomes take this to whole new levels.
  • Stockpiles of holy water, scrolls, potions or even wands are kept for emergencies.  Clerics are wise, this reflects that.  Tithes and taxes offset cost to citizens.  This is repaid by festivals and ceremonies.
  • Summoned monsters and planar allies help in war and in agriculture.  In good cities, aasimar and half-celestials appear, in evil cities, tieflings and half-fiends will be evident.
  • Undead are used as disposable labour in evil cities.  The threat of servitude after death to evil theocracies may keep unruly citizens from armed insurrection.  After all, there is no parole. 
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