Thursday, March 14, 2019

Faction: The Lemurians

Crimson blood dribbled from her lips. Outside the enormous brass doors she knew her family and companions were in the process of being slaughtered. Her brother chuckled as she pushed herself up from the soiled sapphire floor. “Go free my sister, I will let you leave Lemuria, and take with you the Hounds for I have no need of their filth in my new court.”

The Lemurians

Leader
Princess Circe of Lemuria, her throne stolen by her brother, a warlock. Circe is of enchanted blood, and a supernaturally strong fighter. Impetuous and furious in her drive to reclaim her throne at any cost.

Circe
Impetuous, aloof elven princess of Lemuria. Supernaturally strong fighter. Wants revenge, status, and to reclaim her throne at any cost.
7 7 🠞15' 🗡x2 as weapon +2 ðŸ—²16 8 🕮15 12
Bodyguard: Once per combat an ally can throw themselves before  incoming danger, absorbing the damage for Circe.
Leader: All allies gain +1 to attack and defense.

Lieutenant 
Bertholdt Blackstar, sharp featured, bright blue eyes, immaculately groomed. Leader of her bodyguard, the Ironhounds, elite warriors who can shift freely between human and wolf form. Bertholdt himself is a werewolf. He gladly followed Circe into exile, to whom he has utmost loyalty.

Bertholdt
4 5 🠞12' 🗡 as weapon  ðŸ—²10 8 🕮11 12
Parry: Once per combat can reduce incoming damage by d12.
Cleave: If an attack kills an enemy they may make another attack.
Transform: Under the light of the moon can transform into +Werewolf

Goal
Reclaim throne of Lemuria

Henchmen
Ironhounds, shape changing knights
Su-Wa the Spy
Lemurian Loyalists

Impending Doom
The Lemurians restart the Walking Castle of the Sorceress Apollya and use it wreck havoc on the local peoples in a terrible war of revenge.

Grim Portents
  • Lemurians discover the passageway into the castle, and establish a fortified base in old barracks and mess hall.
  • Su-Wa seeks alliance with the Cloudfang Clan against the Illusionists, soon defeating them.
  • Lemurians raid the castle library, discovering they will need a powerful soul to restart the engines.
  • Bertholdt and Hounds kill the Forest Spirit in order to steal its soul.
  • Circe begins the ritual to revive the castle.



Sunday, February 24, 2019

Good, Salt of the Earth People



Okanse the Shopkeeper
Maintains the general store, a friendly buffoon of a man, always happy to see a new face with coin jingling in their pocket, a little more than greedy. Worried about worsening conditions on the road. Constantly sniffs and wipes forehead with handkerchief.

Jin and Phion the Librarians
Run the old library, twin Lasslau brothers, endlessly bickering, old, miserly, but filled with a burning passion for knowledge. Always pay decently for interesting books, Phion is convinced that the Imperial Library could still be recovered from the Apollyon, Jin dispute him. Both are cowards. Stutter uncontrollably and leaf through old books.

Morning Glory the Alchemist
Sharp tongued, judgmental, constantly smokes acrid pipe weed, holds a special place in her heart for the less fortunate. Always happy to talk gossip, rant about the injustices of aristocracy. As a novice alchemist she’ll ask the party tests out her work, and to bring her new potions. Terrible habit of blowing smoke right in your face absentmindedly.

Jade the Innkeeper
Helpful with info, loves talk of adventures, once went on a quest and lost ½ her heart to a spirit, stealing her ability to adventure, so now she tries to fill the void with other people’s stories. Excited by the party and the strange folk about town. Married to Lajjan. Sighs at thought of adventuring again.

Rosemary the Sorceress
Has a reputation for bluntness and a lack of outward empathy, takes everything far too literally. She’ll help, but not without some curses and muttering under her breath. Other villagers will tell that her parents made a deal with a demon, and that it cost them everything.

Rama Anta the Tea Sommelier and Town Elder
If there is a glue that maintains Sojourn together it is the soft, silky sound of hot white tea being poured into a simple blue-stone cup by Rama Anta. One of the eldest in the town she naturally takes charge and is sought out for advice and problem solving. She is oftentimes predisposed to suggest waiting and seeing what happens, a tactic good for solving in town problems, not so much for existential threats. It is hard to speak with her for more than a minute without being asked if you enjoy a cup of tea.

Lajjan Woodsman
Tough, burly, married to Jade, proud of his town, and of his work. He is distrustful of outsiders, his father died in a raid by thuggees who came asking for help. He can tell much about the Old Grove, and is one of the few who can speak to the Spirit Tree. If the Militia is formed he is a natural captain.

Kin’anna the Blacksmith
Shy, quiet, tough, always accompanied by 2 fearsome hounds. They are a skilled blacksmith, frustrated by a lack of supplies and demand for their skills. Has much to say about smithing, and religion, if you bring them up. Strong hatred of Sturmgoblins. Claps their hands together whenever excited or making a point.

Borri of Gallathra
Undead Artificer trapped by a band of thuggees unsure what to do with him. He is quite slow, stubborn and has some rather outdated views of religion (fervent believer in the cult of the Loathsome Toad, a prominent religion some 700 years ago). Casts hands upwards periodically whenever the L. Toad is mentioned, which is not infrequently.

Mysterious Merchant (Min, if pressed for a name)
Does not appreciate wasting of time, expects results, hides fury behind venomous tones. Does not give answers, asks questions. Unsettling to be around, but strangely alluring. Gestures coaxingly with fingers and draws out words.

Chaan the Sorcerer
Serene, detached, “elf-like”, he seen as a quirky but welcome member of the community. Said to have had a completely different personality many years ago until a blow to the head transformed him. Oftentimes need reminding of the present moment, wishes he could grasp something always at the back of his mind. Huge fan of Swords and Sorcerers (chess), which he is always engaged in with one hapless towns-person or another.

Olive Axthrop the Orphan
Orphan son of Kress and Du’uan. Naturally talented with a set of throwing hatchets, pest to every gardener and farmer, robber of mushroom bins, apple trees, and drying plums. Knows all sorts of secrets about Sojourn, and some of the spirits. Is said to be friends with a Opium Spirit who escaped Anta’s Tea-house some years ago. Lives in the ruins of the Old Portal.

Terabyth the Drunk
Village drunk, she once traveled into the Apollyon, but suffered terribly at the hands of the Illusionist cult. She sleeps fitfully, and drinks to forget her horrors. Knows a lot about the dangers but is unwilling to discuss these events. Friend of children and dogs, always twitching, especially afraid of lights. 

Torom the Stable Groom
Fancies himself a savant at song, as well as in good looks. Smuggest guy you will ever meet. Interested in Rosemary, who does not return his affections openly.  

Other Townspeople
Generally the people of Sojourn are decent folk, suspicious of outsiders and the unknown, eager to protect the way of life they've created for themselves here on the edge of the world. Religion is a minor part of town life, however rituals and festivals play a large roll in bringing the town together. Around ~1000 people live in Sojourn, plus a few hundred other people living on homesteads around the valley. 

Saturday, February 23, 2019

What's in this Town?


What is this and why did I make it
I want to run a game about a group of adventurers (more in the OSR sense of the term) working to save a small town in a mountain valley from a storm riding goblins, a revenge driven princess, her retinue of werewolf knights, and a terrible ancient war machine, buried deep in the mountain glacier.

I want the players to be invested in Sojourn and its people, and I want it to function as "home base" for the party. I also don't want improving it to be just a matter of finding a lot of gold and using it to get more gold, so I want most of the improvements to require a quest or be the result of player actions. As well I want them to provide either interesting benefits (portal, potions, mysterious merchant), cut down on the grind (more equipment, knowledge, hirelings), or guard their investments (draining the fen, outriders, wall). Hopefully I figure out where I failed those guidelines later and fix them.

I'm designing this work off of my homebrewed GLOG rules (that's a phrase I'm sure no one has heard before), 1 coin is an abstracted amount of money roughly enough to buy a light weapon, a stay in an inn, or 3 rations. 15 coin buys a suit of heavy armor. Also heavy disclaimer I've borrowed extensively from Gloomtrain's playing cute, credit to him for a lot of the core ideas here and for being the inspiration to this campaign.

Next post I'll write in all the personalities to go along with their shops and the town in general since I'm tired right now.


Sojourn
The Hamlet is divided into institutions that the party can use, upgrade, and benefit from in various ways. They’re also vulnerable along with the rest of the Hamlet.
Most institutions can be upgraded by completing certain tasks (in bold), if they do other things that should upgrade an institution (or start a new one) then of course it will.

GENERAL STORE
Source of equipment/supplies.
  • 1d6 chance of each normal item being stocked
  • Availability occurs at the start of each new Haven turn
  • If available there are 1d4 units available
  • Any item can be ordered at 3x cost to arrive in 1 haven turn

If the Road is Cleared then there becomes a 2-in-6 chance of normal items being stocked, there are 1d4+2 units available and orders only cost 2x.

LIBRARY
Source of knowledge and maps.

For 5 coin has a 2-in-6 chance of having a book on a specific matter requiring no knowledge checks. For 2 coin make a knowledge check at advantage.
If the Imperial Library is Returned from the castle, then for 5 coin you have 100% chance of having a book on a specific matter.

(Unlock-able) ALCHEMIST
Source of potions and elixirs.
Will arrive on the 3rd haven turn.

Produces 1 free random potion a haven turn.

Can reverse engineer potions to be able to specifically produce them in the future. 3-in-6 chance of success, potion is consumed.

If they are brought Advanced Alchemical Tools they will produce d3 potions a haven turn. 


INN
A place for the party to stay and rest between expeditions. Costs base of 2 coin per haven turn.

A character can live like a prince for 10 coin a haven turn, gaining 1 XP for frivolous spending, as well as a chance to roll on the Prince table. They roll all social checks with +1 for the haven turn.


(Unlock-able) COTTAGE
Gives a safe place for the party to rest, store belongings, and makes them a permanent part of the community.

Costs 1 point per haven turn to maintain normal lifestyle. Living like a prince costs only 6 coin.

Provided by Atman Rama if they Upgrade 3 Other Institutions or for 50 coin.

TEA HOUSE
Source of hirelings.

For 4 coin a night of drinking and carousing allows 1d6-3 hirelings to be accrued by the party.

Returning with a Treasure Horde (50+ coin) will increase the number of hirelings by +1/50c.

Making a deal with Alexandrios the Vinter to supply Sojourn with his Spiritwine will increase the number of hirelings by +2.

(Build-able) TOWN WALLS
Provide protection from the may dangers that threaten Sojourn, as well as the hard-earned gains of the party.

Walls: Can repel attackers lacking siege engines/beasts so long as they’re defended.
Militia: Townspeople gain some basic combat training, organizing them and instilling sense of duty to their neighbors.

Take 3 haven turns to complete, require the Mine is Reopened and Permission to Log the forest.


BLACKSMITH
Produces weapons and armor.

Can produce arms and armor on request for ½ cost. Takes 1 haven turn to produce 1 item.

At first can only produce Light weapons and Light Armor, plus shields, bows, arrows, and helms.

If the Mine is Reopened they’ll be able to produce medium and heavy weapons and armor, plus crossbows. Heavy armor takes 3 haven turns.

If Orichalcum Ore is discovered they’ll be able to tinker with magic items and attempt to upgrade weapons into +1.


(Unlock-able) GATEKEEPER
Maintains and studies the old portal.

Unlocked if they invest 50 coin into the old portal, or if they find a willing artificer.

Costs 5 coin a haven turn in wages and supplies. Removes chance of exiting wrong portal.

If a piece of the Reactor Core is brought to them, can try to directly teleport to a known location, 3-in-6 chance of success. Upon failure end up in totally random location (within valley).


(Unlock-able) OUTRIDER’S GUILD
Travel beyond the relative safety of Sojourn to scout out potential dangers, map the countryside, and protect the town’s people on the roads.

Provides 4 rangers who will provide warning of growing dangers, have a 2-in-6 chance of discovering points of interests, and can assist the party while in the wilds.

Costs 50 coin to establish.


MYSTERIOUS MERCHANT
Appears occasionally in hamlet to sell strange trinkets and baubles. 1-in-4 chance to be in town any 1 haven turn.

Always has 1d4 scrolls, with a 1-in-6 chance to carry a specific spell.

A specific spell can be ordered, but it’ll likely require a specific deal, and take 1d4 haven turns to arrive.

Suggests that if they could bring it the Illusionist’s Master Illusion Spell or the Goblin’s Curious Idol may set up permanently in town, carrying 1d4+2 scrolls, and have a 2-in-6 chance for a specific spell.


WITCH’S SHRINE
Has a 1-in-6 chance of being able to cure 1 disease, curse, permanent wound, or other malady per haven turn. Especially nasty maladies may require additional or special ingredients.

For every Herb Brought Back as at least 5 viable samples she gains +1 chance to cure.


FARMS AND HERDS
The farms feed the village and fuel its economy. So long as they are protected the village will function normally, but if they are destroyed, or the farmers driven off, the Hamlet will suffer.

Countdown to Famine:

O O O O

Each disaster that strikes the Farms will tick towards Famine. Each disaster that is remedied will untick. If Famine occurs the Hamlet will experience panic, institutions will cease proper functioning, and people will die. It will be one step away from defeat. Rations become unavailable.
If the Fens are Drained Sojourn can experience 2 more ticks before Famine.