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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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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.
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 DC20 perception check will determine the body is female.
*A DC15 constitution save to avoid vomiting at the sight and smell.
* 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 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.
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{{divbox|tan|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.


Inside is a blackened stone fireplace with a cauldron of something at a slow boil. There are dozen mix matched tables and chairs in various states of repair around the room. Four patrons of dubious looks sit at a table playing cards while an older woman [[Denna]] in a poorly fitting and dirty linen shift stands at the bar looking at you like pieces of meat. The innkeeper [[Brunze]] take a long pause, takes you in with sad eyes and slowly asks what can I do for you?
Inside is a blackened stone fireplace with a cauldron of something at a slow boil. There are dozen mix matched tables and chairs in various states of repair around the room. Four patrons of dubious looks sit at a table playing cards while an older woman [[Denna]] in a poorly fitting and dirty linen shift stands at the bar looking at you like pieces of meat. The innkeeper [[Brunze]]<nowiki> take a long pause, takes you in with sad eyes and slowly asks what can I do for you?
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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.


Meals cost a few copper for soup, and a few silver for meat.{{divbox|tan|Herbalist|
{{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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{{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.}}
{{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|tan|Raider Encampment |
The camp contains 30 wedge-shaped tents laid out in neat rows. Five bell shaped tents arranged in a circle are flying long pennants. To the southeast of the bells shaped tents are  lines at which are picketed by horses. A group of five human looking individuals are tied to the northern most end of the horse picket.
The camp contains 30 wedge-shaped tents laid out in neat rows. Five bell shaped tents arranged in a circle are flying long pennants. To the southeast of the bells shaped tents are  lines at which are picketed by horses. A group of five human looking individuals are tied to the northern most end of the horse picket.
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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.
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 ;  
*Soldiers: (100): AC 15 (chain mail); HD 3; each; MV 120‘(40’); #AT 1;D broadsvord);  AL LE ;
* Sisters of Fire  
* 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.
*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).
Looting this camp nets the PC’s a mere 1,350 gold pieces (plus any items they recover from the Sisters of Fire).

Revision as of 22:10, 6 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).