Monday, February 19, 2018

Castle of the Vicount

Not specifically preparing for anything, just playing with my toys.  Here's what the Viscount of Newport's castle looks like:



The upper bailey is a keep, surrounded by a stockade.  The lower bailey is the manor house, the chapel and the barn, surrounded by stone walls with battlements and a gatehouse.

Tuesday, February 13, 2018

Next Game Ideas

In preparation for next game, I would like to float a few ideas for what we as a party might want to do. If anyone has any ideas to contribute please add them in the comments below.

  • We do another job for "Fishy Joe" in order to gain access to the basement and/or backroom for more PCs
  • We return the village of Ebanflo and continue to explore the Dwarf Hole to finish what we started, perhaps regaining more of the artifacts Marlon's character is looking for
  • Edwan Mirths would like to explore the ruined monastery of Monax in Nearbog province as he believes he may get a sign from Saint Steve the Pleasant regarding his future

Friday, February 9, 2018

Krondor Wiki Update

The Krondor wiki has undergone a re-organization, with the first page being mostly an index page now, leading you to the rest of the information.


I've also added a Game Rules Page that contains an updated House Rules Document, a document on Hirelings, and a brand-new Buildings Catalogue.


The Buildings Catalogue is an illustrated guide and price list for all the building types, and the number of physical models available, for civil and military buildings for DM's to use and for players to buy.







Tuesday, February 6, 2018

Sunday's Game: Batting Around Ideas


Because of the need to do advanced prep for a proper adventure, Andrew and I had discussed moving the campaign into a little more structured mode for DMing.   I had suggested we follow the following pattern:  session 1--Dave DM,  session 2---Andrew DM,  session 3--random/DM-less game.   Since, by coincidence, that's how our first 5 sessions shook out.  This way both Andrew and I get to play a character 2 out of 3 sessions, and the two of us get to be players together 1 out of 3 (a rare occurrence otherwise).


When either Andrew or I DM, you guys will still have adventure choice, but only the DM's job leads will be on the Job Board.   If you go to one of the Smirkenburgs or have your own quest, that's still fine.

Jason said he wants to run an adventure some time.  If so, he can just shoehorn himself in as it seems best, if he wants to join the rotation, he can do that too.   Same with Miles or anyone else.

Okay, about this Sunday's game.  It's scheduled to be a Random Game.   There are a few ideas I had about it:

  • Nothing happens unless Players make it happen. The job board is going to be bare.  It's the beginning of the Ginster harvest, and all eyes are on that.   If we don't decide what our characters want to do, nothing happens.
  • We have some things to clean up from the past:   Finding the Wolf Chalice in the Dwarf Hole (Marlon's warlock should want to do this, since it is probably one of his heirlooms);  Mapping the Wulfswamp  (hey, a lot of wolves going on).
  • Old Fashioned Random Dungeons:  we can go back to Caer Smirken or Smirkenburg Mines  the main advantage here is everyone is working together on the same adventure at the same time and we can get through a large number of encounters.
  • Personal Plans:  I know that Sir Roderick would really like a horse and to capture some settlement of evil and make it a proper home and beacon of righteousness.   Other people may want to rip off some money from the Royal Krondor Company or Frank's Golden House of Wonders.   We don't of necessity all have to be doing the same thing at the same time, as long as we keep things moving and don't focus one scene for too long (maybe having a focus timer).  This could get wild and crazy, but might also get messy.

Monday, January 29, 2018

Action Shot, session 5

Sir Roderick, backed up by Yul Gibbons and Gorgon Zola has Divinely and Thunderously Smote the Manticore, who waits, broken and bleeding for Preacher Lightning to deliver the final arrow.

Friday, January 26, 2018

Henchmen


Here's a first rundown for henchmen.  Short version: easy to get some guys for outdoor stuff, expensive to bring into dungeons.

HIRELINGS AND HENCHMEN

 

Type
Regular Pay per day
Dungeon Expedition
Notes
Unskilled Hirelings
2sp
Won’t Go
Double pay to leave town
Skilled Hireling
2gp
Won’t Go
Double pay to leave town
Guards
2gp
Won’t Go
Will adventure in wilderness,  battles
Bandits
2gp
Won’t go
Will adventure in wilderness, rob and raid
Henchmen
1gp per HD
100gp per HD
Temporary
Vassal
1gp per HD
100gp per HD
Permanent

 

  • Skilled and unskilled hirelings are people hired in town for non-dangerous tasks.  If they are asked to leave town, they require double pay (except ship and caravan crews). 
  • Guards are armed men who are hired to fight and/or protect things.  They will take part in wilderness adventures, fight in battles and guard camps and homes, but will not enter dungeons or go up against magical or supernatural threats.  Taking part in illegal operations depends on their alignment, which is random.  If the guards fight and capture loot, they will want a share (1 squad= 1PC).
  • Bandits are armed men who are recruited to steal, raid and terrorize.  They will not go into dungeons or face supernatural enemies, but will gladly steal and raid.   They are random alignment, but never Lawful  of any sort.  Good bandits will not hurt or steal from innocent people.  Bandits want a share of loot taken (squad of bandits=1 PC)
  • Henchmen are budding adventurers willing to serve a character or party.  They will guard the camp and fight and adventure in the wilderness, but if asked to enter a dungeon or face a supernatural foe they require a bonus of 100gp per HD (which is good for a 2 week period  of such adventure).  At the end of each game session, make a Persuasion DC 15 or the henchman moves on to another job.  Decrease the DC by 1 for each session the henchman has served previously.
  • Vassals are underlings who have sworn personal fealty to a player character “lord.”  This oath establishes a permanent (and indeed hereditary) relationship.  A household vassal serves his lord directly and personally and attends upon him, in exchange he must be supported by his lord, regardless of his health or usefulness.  A landed vassal gets an appropriate plot of land in exchange for 40 days per year of personal service.  In any case, according to law and custom a lord and vassal may not take up arms against one another, testify against each other, or in any way betray one another.  Of course, Lawful characters are likely to follow the code, and Chaotic characters are likely not to.  Convincing someone to become a vassal is difficult, a Persuasion DC of 25; however decrease DC by 10 if the potential lord has just saved the potential vassal’s life, and by 5 if there is an appropriate land grant involved.
     
    RECRUITMENT: 
    Unskilled Hirelings:  10-60 available in Newport at a time; 1d6 in a village.
    Skilled Hirelings:  in Newport, take 1 day and an Investigation check DC 12 to find one who will do a task that’s needed.  Negotiating with named shop-keeps can also be done, either in Newport or a village.
    Guards:  1d3 squads of guards can be found by looking at the Town Blacksmith’s shop, where their agents hang out. You must hire the whole squad, they won’t break up.
    Bandits:  1d3 squads of bandits and pirates can be found at Fishy Joe’s.  You must hire the whole squad.   
    Henchmen:  1d6 henchmen will be found at the Bottomless Mug, looking for work.
     
    ADVANCEMENT:
    Henchmen and Vassals can get a limited amount of advancement.  Each time a Henchman or Vassal is paid the dungeon fee, and goes on a dungeon expedition, he gets 1 “check mark.” When he has gotten 3 check marks, he gains 1 additional hit die.

Monday, January 15, 2018

Action Shots: Session 4

Le Gourd Sans Pitie approaches the hapless heroes.

The crumbled and cowering remains of the Rusty Bottom Tribe halfing holy questers.