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=== Travelers === | === Travelers === | ||
Allow some time for role-playing as the party travels for an uneventful day. Have each of the players introduce their heroes and why they wish to travel to Bridgemoor. Do they hope to make business connections with other merchants and traders? Do they seek out a formal education at Bridgemoor’s university? Are they hoping to become citizens of the city-state, perhaps eventually rising to become a Meritocrat themselves and help run the state’s affairs? Encourage the heroes to share at least some motivation for traveling, whether deeply personal to their character or a simple professional reason. Likewise, urge them to form connections with the other characters, especially the other heroes played by their fellow players. | Allow some time for role-playing as the party travels for an uneventful day. Have each of the players introduce their heroes and why they wish to travel to Bridgemoor. Do they hope to make business connections with other merchants and traders? Do they seek out a formal education at Bridgemoor’s university? Are they hoping to become citizens of the city-state, perhaps eventually rising to become a Meritocrat themselves and help run the state’s affairs? Encourage the heroes to share at least some motivation for traveling, whether deeply personal to their character or a simple professional reason. Likewise, urge them to form connections with the other characters, especially the other heroes played by their fellow players. | ||
{| class="wikitable" style="background-color: #d0e0e3;" | |||
|'''Kendarian Naming Conventions''' | |||
In Kendaria, a person’s surname is typically their place of residence. A Kendarian that moves from one settlement to another might change their surname after living in their new home for a few years, or might keep their old surname as a way of remembering their roots. | |||
Kendarian nobles, on the other hand, keep their family names, as these are symbols of status and pride. | |||
|} | |||
In addition to each of the heroes, there are two hired guards with the stats of '''Guards''' (CC p. 222) and two Kendarian diplomats. One has the stats of a '''Merchant''' (CC p. 229), and the other the stats of a '''Noble''' (CC p. 231). Feel free to add more NPCs to this entourage, or to change the personalities and motivations of some of the characters. Lord Elarion should remain generally unchanged as his family will be a notable political force later in the campaign. | In addition to each of the heroes, there are two hired guards with the stats of '''Guards''' (CC p. 222) and two Kendarian diplomats. One has the stats of a '''Merchant''' (CC p. 229), and the other the stats of a '''Noble''' (CC p. 231). Feel free to add more NPCs to this entourage, or to change the personalities and motivations of some of the characters. Lord Elarion should remain generally unchanged as his family will be a notable political force later in the campaign. | ||
'''Gregor of Greenvalley''' ''(Guard)''. An honorable, traditional human in his early thirties, Gregor is a city watchman for the town of Greenvalley. He doesn’t have any interest in Bridgemoor, but escorting Elarion and Filandra to and from the city-state paid well enough that he thought it worth taking the time away from his wife and twin daughters. | '''Gregor of Greenvalley''' ''([[Guard]])''. An [[honorable]], traditional [[human]] in his early thirties, Gregor is a city watchman for the town of Greenvalley. He doesn’t have any interest in Bridgemoor, but escorting Elarion and Filandra to and from the city-state paid well enough that he thought it worth taking the time away from his wife and twin daughters. | ||
'''Jade of Redleaf Dale''' ''(Guard).'' A young dwarven woman not quite twenty, Jade is risk-taking and generally prefers to make decisions in the spur of the moment. She is adequately skilled with a blade, and has decided to travel to Bridgemoor in order to apprentice under skilled blacksmiths. | '''Jade of Redleaf Dale''' ''(Guard).'' A young dwarven woman not quite twenty, Jade is risk-taking and generally prefers to make decisions in the spur of the moment. She is adequately skilled with a blade, and has decided to travel to Bridgemoor in order to apprentice under skilled blacksmiths. | ||
'''Filandra of Silverbranch''' ''(Merchant).'' A merry, extraverted satyr, Filandra places great value in logical, cautious decisions. She is slow to commit to anything, but fast to make friends and a smooth small talker. Filandra is headed to Bridgemoor to reconnect with an old friend (a textiles merchant named Lauby) and to establish a working relationship with other prominent merchants in the city-state. | '''Filandra of Silverbranch''' ''(Merchant).'' A merry, extraverted [[satyr]], Filandra places great value in logical, cautious decisions. She is slow to commit to anything, but fast to make friends and a smooth small talker. Filandra is headed to Bridgemoor to reconnect with an old friend (a textiles merchant named Lauby) and to establish a working relationship with other prominent merchants in the city-state. | ||
'''Lord Elarion of House Sutian''' ''(Noble).'' Lord Elarion is a human, the younger brother of Baron Desmond Sutian. Elarion is very loyal, but also relentlessly pursues personal gain. Posed with the question of betraying his brother for wealth or status, Elarion would not be incorruptible, but it would require a steep price to make him forego his family obligation. The Sutian family is responsible for the governance and protection of Greenvalley. Given Greenvalley’s suffering as a result of the famine, Lord Elarion hopes to secure shipments of grain and dried meat from Bridgemoor’s markets to his home for the coming months. | '''Lord Elarion of House Sutian''' ''(Noble).'' Lord Elarion is a human, the younger brother of Baron Desmond Sutian. Elarion is very loyal, but also relentlessly pursues personal gain. Posed with the question of betraying his brother for wealth or status, Elarion would not be incorruptible, but it would require a steep price to make him forego his family obligation. The Sutian family is responsible for the governance and protection of Greenvalley. Given Greenvalley’s suffering as a result of the famine, Lord Elarion hopes to secure shipments of grain and dried meat from Bridgemoor’s markets to his home for the coming months. | ||
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The company traveling with the heroes has an uncovered wagon drawn by a team of four horses. This wagon can contain all of the heroes’ personal supplies. It also contains the NPCs’ personal supplies, including two days’ worth of rations per NPC (8 total, unless you added more NPCs to the company): just enough to traverse this track of wilderness and emerge in the Kendarian villages near Bridgemoor. | The company traveling with the heroes has an uncovered wagon drawn by a team of four horses. This wagon can contain all of the heroes’ personal supplies. It also contains the NPCs’ personal supplies, including two days’ worth of rations per NPC (8 total, unless you added more NPCs to the company): just enough to traverse this track of wilderness and emerge in the Kendarian villages near Bridgemoor. | ||
{| class="wikitable" style="background-color: #d0e0e3;" | |||
|'''Finding Food''' | |||
In the event that the party makes camp and any number of heroes or NPCs do not have a day’s worth of rations to eat, they might go hungry. | |||
One or more heroes can forage for food or game. They may do this even if they are not out of rations, but prompt them to do this if there are not enough rations to go around. Ask each hero who does so to make an AWR check, adding a relevant skill if they have one. Take the average of all rolls, then divide by 5 (rounding down). That is the number of rations that the party finds by foraging and/or hunting. | |||
Any character who Takes a Rest without consuming their rations gains Fatigue when they complete their rest. | |||
|} | |||
==== Hungry Wolves ==== | ==== Hungry Wolves ==== | ||
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If the party searches Leda’s herbal shop, they can roll an INT or AWR check and add any relevant skill. On a roll of 13 or higher, they find a strange coin that is not any recognizable currency. It is a medallion that seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other. On a roll of 19 or higher, they also find the remains of a letter in her fireplace. It is burned beyond legibility, and the broken wax seal has melted, but the seal’s wax is a striking pitch black. | If the party searches Leda’s herbal shop, they can roll an INT or AWR check and add any relevant skill. On a roll of 13 or higher, they find a strange coin that is not any recognizable currency. It is a medallion that seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other. On a roll of 19 or higher, they also find the remains of a letter in her fireplace. It is burned beyond legibility, and the broken wax seal has melted, but the seal’s wax is a striking pitch black. | ||
{| class="wikitable" style="background-color: #d0e0e3;" | |||
|'''Underbridge Medallion''' | |||
If any of your players find the medallion, make note of this. The medallion symbolizes affiliation with the Underbridge Cult and may be relevant later on. | |||
|} | |||
'''Dan,''' ''the General Store Owner.'' A middle-aged human who doesn’t like to talk about his past, Dan runs the general store in Dustdale. Any mundane items can be found here, though he has no weapons or [[armor]] in stock. If pressed about his past, Dan will reveal that he is a failed adventurer: he and his twin brother set out to become heroes, but his brother died to a dire chicken, and Dan has since resigned himself to this quiet life. He has the stats of a '''[[Merchant]]''' (CC p. 229). | '''Dan,''' ''the General Store Owner.'' A middle-aged human who doesn’t like to talk about his past, Dan runs the general store in Dustdale. Any mundane items can be found here, though he has no weapons or [[armor]] in stock. If pressed about his past, Dan will reveal that he is a failed adventurer: he and his twin brother set out to become heroes, but his brother died to a dire chicken, and Dan has since resigned himself to this quiet life. He has the stats of a '''[[Merchant]]''' (CC p. 229). | ||