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The houses are in disrepair and typically occupied by troops moving through the area.         
The houses are in disrepair and typically occupied by troops moving through the area.         


{{divbox |yellow| Wool Mill |
{{divbox |tan| Wool Mill |
A two story dilapidated wooden building reeking of wet wool serves as a wool mill taking in fur from the local shepherds. The building has a hole in the roof where rain has seeped in soaking the wool There are sounds of voices inside.  
A two story dilapidated wooden building reeking of wet wool serves as a wool mill taking in fur from the local shepherds. The building has a hole in the roof where rain has seeped in soaking the wool There are sounds of voices inside.  
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The mill is worked by eight slaves. There are four hobgoblin guards.
The mill is worked by eight slaves. There are four hobgoblin guards.


{{divbox|yellow| Temple of Obad-Hai |
{{divbox|tan| Temple of Obad-Hai |
The desecrated ruins of a once beautifully carved and decorated temple to [https://ghwiki.greyparticle.com/index.php/Obad-Hai Obad-Hai] now stand blackened and charred. The roof has collapsed leaving only a few massive timber from which there appear to be chains hanging from. There is a moldy smell in the air.
The desecrated ruins of a once beautifully carved and decorated temple to [https://ghwiki.greyparticle.com/index.php/Obad-Hai Obad-Hai] now stand blackened and charred. The roof has collapsed leaving only a few massive timber from which there appear to be chains hanging from. There is a moldy smell in the air.
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* A DC25 investigation check will turn up a diamond earring worth 500-750GP. The earring once belonged to the wife of the towns noble Knight ([[Sir Keldic]]). If found and returned to the Keldics family they will honor the party who will receive 2 prestige points
* A DC25 investigation check will turn up a diamond earring worth 500-750GP. The earring once belonged to the wife of the towns noble Knight ([[Sir Keldic]]). If found and returned to the Keldics family they will honor the party who will receive 2 prestige points
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{{divbox|yellow|North Wind Coachhouse|
{{divbox|tan|North Wind Coachhouse|
A faded blue and white sign depicting a cloud blowing ice hangs over a heavy doorway of a rustic coach house. The windows and door are shuttered.
A faded blue and white sign depicting a cloud blowing ice hangs over a heavy doorway of a rustic coach house. The windows and door are shuttered.


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There are twelve rooms, each can be rented for 15SP a night.
There are twelve rooms, each can be rented for 15SP a night.


Meals cost a few copper for soup, and a few silver for meat.{{divbox|yellow|Herbalist|
Meals cost a few copper for soup, and a few silver for meat.{{divbox|tan|Herbalist|
Tucked neatly behind a few small groves of trees is a plan looking house with grey faded paint. The shutters and door are closed. A small bucket of water sits outside the door catching water that slowly drips from the roof.
Tucked neatly behind a few small groves of trees is a plan looking house with grey faded paint. The shutters and door are closed. A small bucket of water sits outside the door catching water that slowly drips from the roof.
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The Herbalist is an older Flan male, dressed in homespun clothing covered in dirt, he has silvery white hair and a short cropped beard we in his middle 60's who goes by the name [[Justinian]]. For a small price he can mix up herbal remedies that mimic healing spells.
The Herbalist is an older Flan male, dressed in homespun clothing covered in dirt, he has silvery white hair and a short cropped beard we in his middle 60's who goes by the name [[Justinian]]. For a small price he can mix up herbal remedies that mimic healing spells.


{{divbox|yellow|Keldic Manor House |A manor house sits atop a small earthen rise some 10' above the nearby town. It appears intact but all the windows and doors have been torn off and lay strewn about the ground. The area around the house is overgrown with weeds that stand 3-4' tall and a few scraggly trees have taken root within the house itself.}}
{{divbox|tan|Keldic Manor House |A manor house sits atop a small earthen rise some 10' above the nearby town. It appears intact but all the windows and doors have been torn off and lay strewn about the ground. The area around the house is overgrown with weeds that stand 3-4' tall and a few scraggly trees have taken root within the house itself.}}


The house has long since been looted. Entry is dangerous due to the rotten floors. A DC 18 or higher agility check will be required every 20' moved in the building to avoid falling through the floor. DAM - 1D8 for each floor. The cellar is partially filled with water and of course poisonous snakes. There is a single barrel of Elvish wine worth 250GP.{{divbox|yellow|Raider Encampment |
The house has long since been looted. Entry is dangerous due to the rotten floors. A DC 18 or higher agility check will be required every 20' moved in the building to avoid falling through the floor. DAM - 1D8 for each floor. The cellar is partially filled with water and of course poisonous snakes. There is a single barrel of Elvish wine worth 250GP.{{divbox|yellow|Raider Encampment |

Revision as of 23:27, 4 August 2022

Wanborn Village

The houses are in disrepair and typically occupied by troops moving through the area.

<templatestyles src="Divbox/styles.css" />

The mill is worked by eight slaves. There are four hobgoblin guards.

<templatestyles src="Divbox/styles.css" />

The chains once held prisoners, the bones are mostly picked clean bur remain partially attached. The smell comes from a small ghoul that is eating on the remnants that have fallen to the ground. It avoids contact and runs to the shadows.

  • A DC15 constitution save to avoid vomiting at the sight and smell.
  • A DC20 perception check will determine the body is female.
  • A DC25 investigation check will turn up a diamond earring worth 500-750GP. The earring once belonged to the wife of the towns noble Knight (Sir Keldic). If found and returned to the Keldics family they will honor the party who will receive 2 prestige points

. <templatestyles src="Divbox/styles.css" />

There are twelve rooms, each can be rented for 15SP a night.

Meals cost a few copper for soup, and a few silver for meat.<templatestyles src="Divbox/styles.css" />

The Herbalist is an older Flan male, dressed in homespun clothing covered in dirt, he has silvery white hair and a short cropped beard we in his middle 60's who goes by the name Justinian. For a small price he can mix up herbal remedies that mimic healing spells.

<templatestyles src="Divbox/styles.css" />

The house has long since been looted. Entry is dangerous due to the rotten floors. A DC 18 or higher agility check will be required every 20' moved in the building to avoid falling through the floor. DAM - 1D8 for each floor. The cellar is partially filled with water and of course poisonous snakes. There is a single barrel of Elvish wine worth 250GP.<templatestyles src="Divbox/styles.css" />

Most of the tents contain no stores or major items except the bell shaped tents which hold the pay-chests and instructions for the troops.

  • Soldiers: (100): AC 15 (chain mail); HD 3; each; MV 120‘(40’); #AT 1;D broadsvord); AL LE ;
  • Sisters of Fire
  • Riding Horses (25): AC 7; HD 2; hp 12 each;MV 120’(40‘);#AT2hooves;D 1-411-4;Save F1; ML 7; AL N; XP 20 each.

Looting this camp nets the PC’s a mere 1,350 gold pieces (plus any items they recover from the Sisters of Fire).