Kendarian Diplomats: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 43: Line 43:
Trouble begins almost immediately upon entering this stretch of rough wilds. The travelers are first accosted by a pack of hungry wolves. The wolves will leave the party alone if they receive a number of rations as shown on the table below.
Trouble begins almost immediately upon entering this stretch of rough wilds. The travelers are first accosted by a pack of hungry wolves. The wolves will leave the party alone if they receive a number of rations as shown on the table below.


The total number of wolves - and the number of rations needed - depends on the number of heroes. '''Wolves, Dire Wolves,''' and '''Alpha Wolves''' can all be found in CC p. 213.
The total number of wolves - and the number of rations needed - depends on the number of heroes. '''[[Wolf|Wolves]], [[Dire Wolf|Dire Wolves]],''' and '''[[Alpha Wolf|Alpha Wolves]]''' can all be found in CC p. 213.
 
 
[[WOLVES TABLE
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 58: Line 55:
|-
|-
|2
|2
|3 Wolves, 1 Dire Wolf
|3 Wolves, 1 Dire [[Wolf]]
|9
|9
|-
|-
Line 66: Line 63:
|-
|-
|4
|4
|4 Wolves, 1 Dire Wolf
|4 Wolves, 1 [[Dire Wolf]]
|11
|11
|-
|-
Line 74: Line 71:
|-
|-
|6
|6
|4 Wolves, 1 Alpha Wolf
|4 Wolves, 1 [[Alpha Wolf]]
|20
|20
|}
|}




If the party cannot or will not feed the wolves, then they must fight. The party’s NPC allies engage three of the wolves in combat, leaving the remaining wolves to fight the heroes.
If the party cannot or will not feed the wolves, then they must fight. The party’s NPC allies engage three of the wolves in [[combat]], leaving the remaining wolves to fight the heroes.


In the event of combat, after ½ of the wolves that fight the heroes have died, the remainder will run away to look for food elsewhere.
In the event of combat, after ½ of the wolves that fight the heroes have died, the remainder will run away to look for food elsewhere.
Line 86: Line 83:
'''''Read Aloud:''''' ''The day’s journey is stony, dry, and exhausting. You push through brambles and briars, climb countless rocky hills only to slowly guide your team of horses down the other side, and keep a sharp eye out for more wolves all the while.''
'''''Read Aloud:''''' ''The day’s journey is stony, dry, and exhausting. You push through brambles and briars, climb countless rocky hills only to slowly guide your team of horses down the other side, and keep a sharp eye out for more wolves all the while.''


Ask each player to make two attribute checks: STR, DEX, END, INT, or AWR. Each player must use two different attributes unless they use two different skills from the same attribute (such as using AWR to make a Perceiving check and a Foraging check). Allow players to use any skill that might contribute to navigating the wilderness.
Ask each player to make two attribute checks: STR, DEX, END, INT, or AWR. Each player must use two different [[attributes]] unless they use two different [[skills]] from the same attribute (such as using AWR to make a Perceiving check and a Foraging check). Allow players to use any skill that might contribute to navigating the wilderness.


For each player, add up the sum of their two checks to find out how successfully they endure the trials of the journey. Implement effects that they suffer on the following day as they break camp, when road weariness sets in.
For each player, add up the sum of their two checks to find out how successfully they endure the trials of the journey. Implement effects that they suffer on the following day as they break camp, when road weariness sets in.
Line 124: Line 121:
|-
|-
|1
|1
|1 Black Bear
|1 [[Black Bear]]
|-
|-
|2
|2
Line 130: Line 127:
|-
|-
|3
|3
|1 Brown Bear
|1 [[Brown Bear]]
|-
|-
|4
|4
Line 157: Line 154:


==== Fighting the Florens ====
==== Fighting the Florens ====
If the heroes attack the creatures, it is a deadly fight. The floren forces are as follows depending on the size of the party. Stats for '''Leafling Florens''' and '''Elder Florens''' are in CC p. 92, and stats for '''Wilderguards''' are in CC p. 189.
If the heroes attack the creatures, it is a deadly fight. The floren forces are as follows depending on the size of the party. Stats for '''[[Leafling Floren|Leafling Florens]]''' and '''[[Elder Floren|Elder Florens]]''' are in CC p. 92, and stats for '''Wilderguards''' are in CC p. 189.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 164: Line 161:
|-
|-
|1
|1
|1 Elder Floren and 3 Leafling Florens
|1 [[Elder Floren]] and 3 Leafling Florens
|-
|-
|2
|2
|1 Elder Floren, 3 Leafling Florens, and 1 Wilderguard
|1 Elder Floren, 3 Leafling Florens, and 1 [[Wilderguard]]
|-
|-
|3
|3
Line 203: Line 200:


Heroes might want to make AWR or INT checks to see if they can determine anything specifically wrong with the vegetation or the area in general. Any such check might reveal the following information. A high roll reveals information for lower rolls, as well.
Heroes might want to make AWR or INT checks to see if they can determine anything specifically wrong with the vegetation or the area in general. Any such check might reveal the following information. A high roll reveals information for lower rolls, as well.
'''Less than 5:''' There is a drought.
'''Less than 5:''' There is a drought.
'''5-10:''' This area is usually some kind of small marsh, and the water has almost completely dried up.
'''5-10:''' This area is usually some kind of small marsh, and the water has almost completely dried up.


'''11-15:''' Furthermore, the vegetation in this particular grove seems corrupted by some additional malicious entity, like a tree disease or an evil spell.
'''11-15:''' Furthermore, the vegetation in this particular grove seems corrupted by some additional malicious entity, like a tree [[disease]] or an evil spell.


'''16+:''' Specifically, this grove has been tainted by the presence of occult magic.
'''16+:''' Specifically, this grove has been tainted by the presence of [[occult]] magic.
If the heroes want to look for threats specifically related to the vegetation, either before or after learning any information from the above attribute checks, allow them to make an AWR check. On a roll of 8 or higher, they spot the corrupted plant life that is directly responsible for the problems in the grove.
If the heroes want to look for threats specifically related to the vegetation, either before or after learning any information from the above attribute checks, allow them to make an AWR check. On a roll of 8 or higher, they spot the corrupted plant life that is directly responsible for the problems in the grove.
If they see this information, then the enemy plants are Partially Surprised when combat begins.
If they see this information, then the enemy plants are Partially Surprised when combat begins.
The exact type and number of hostile creatures are based on the party’s size, as shown on the table below.
The exact type and number of hostile creatures are based on the party’s size, as shown on the table below.
Stats for each monster can be found in the CC: '''Blightweed''' on p. 34, '''Bloodoak Brambles''' on p. 36, and '''Bloodoak Scarecrows''' on p. 37.
Stats for each monster can be found in the CC: '''[[Blightweed]]''' on p. 34, '''[[Bloodoak Brambles]]''' on p. 36, and '''[[Bloodoak Scarecrow|Bloodoak Scarecrows]]''' on p. 37.


{| class="wikitable"
{| class="wikitable"
Line 220: Line 220:
|-
|-
|1
|1
|1 Bloodoak Scarecrow
|1 [[Bloodoak Scarecrow]]
|-
|-
|2
|2
Line 247: Line 247:
'''''Read Aloud:''''' ''A half-hour’s journey from Bridgemoor, the Kendarian village of Dustdale clings to an appropriately named dusty fold between a couple stony, shrubby hills. It has only one major road, with a handful of public buildings forming a town square and a smattering of townhomes arranged in a jumble around these buildings. Shockingly, the village is so small that there isn’t even an overnight inn, although a small taproom still serves as a stage for social mixing. There is no town fence or wall to speak of, but on either side of the village, the main road has a clump of dark, thorny brambles that look like a poor effort at growing a hedge wall.''
'''''Read Aloud:''''' ''A half-hour’s journey from Bridgemoor, the Kendarian village of Dustdale clings to an appropriately named dusty fold between a couple stony, shrubby hills. It has only one major road, with a handful of public buildings forming a town square and a smattering of townhomes arranged in a jumble around these buildings. Shockingly, the village is so small that there isn’t even an overnight inn, although a small taproom still serves as a stage for social mixing. There is no town fence or wall to speak of, but on either side of the village, the main road has a clump of dark, thorny brambles that look like a poor effort at growing a hedge wall.''


If the heroes have been to the florens’ grove, they can immediately recognize these brambles as the same kind of corrupted vegetation that they encountered there. Each entrance to the village is guarded by one '''Bloodoak Brambles.'''
If the heroes have been to the florens’ grove, they can immediately recognize these brambles as the same kind of corrupted vegetation that they encountered there. Each entrance to the village is guarded by one '''[[Bloodoak Brambles]]'''.


If they ask around town, they can interact with the following NPCs. Without too much difficulty, they can determine that the apothecary is up to shady business and is responsible for creating the brambles outside town.
If they ask around town, they can interact with the following NPCs. Without too much difficulty, they can determine that the apothecary is up to shady business and is responsible for creating the brambles outside town.


'''Remb,''' ''the Village Constable.'' The only guard in the village is an elderly trollkin named Remb. He is quite friendly, but not particularly cunning. If he feels that he or his friends have been insulted by strangers, he demands that the strangers leave the town. He has the stats of a '''Guard''' (CC p. 222).
'''Remb,''' ''the Village Constable.'' The only guard in the village is an elderly [[trollkin]] named Remb. He is quite friendly, but not particularly cunning. If he feels that he or his friends have been insulted by strangers, he demands that the strangers leave the town. He has the stats of a '''[[Guard]]''' (CC p. 222).


'''Widget,''' ''Baron of Dustdale.'' A ridiculously self-important halfling who is at most eighteen years old, Widget demands to be called “Baron Widget of Dustdale” every time he is spoken to. Failure to comply will result in him calling for Remb to throw the offender out of town. In private, Widget knows nothing of running a town, even one this small, and takes directions from his mother, the barkeep. He has the stats of a '''Merchant''' (CC p. 229).
'''Widget,''' ''Baron of Dustdale.'' A ridiculously self-important halfling who is at most eighteen years old, Widget demands to be called “Baron Widget of Dustdale” every time he is spoken to. Failure to comply will result in him calling for Remb to throw the offender out of town. In private, Widget knows nothing of running a town, even one this small, and takes directions from his mother, the barkeep. He has the stats of a '''[[Merchant]]''' (CC p. 229).


'''Leda,''' ''the Apothecary.'' Leda is an older human skilled in herbalism and horticulture. She dodges questions about her personal life, and if confronted over growing the corrupted plants, she will try to flee. She has the stats of an '''Underbridge Cultist''' (TCL p. ##).
'''Leda,''' ''the Apothecary.'' Leda is an older human skilled in herbalism and horticulture. She dodges questions about her personal life, and if confronted over growing the corrupted plants, she will try to flee. She has the stats of an '''[[Underbridge Cultist]]''' (TCL p. ##).


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.
Line 263: Line 263:
|}
|}


'''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).


'''Dorta,''' ''the Barkeep.'' A matronly [[halfling]] woman who runs a small and pleasant taproom, Dorta has no aspirations in life other than getting her son to become a competent leader. She knows all the most current gossip out of Dustdale’s population of almost one hundred inhabitants. She has the stats of a '''[[Noble]]''' (CC p. 231).
'''Dorta,''' ''the Barkeep.'' A matronly [[halfling]] woman who runs a small and pleasant taproom, Dorta has no aspirations in life other than getting her son to become a competent leader. She knows all the most current gossip out of Dustdale’s population of almost one hundred inhabitants. She has the stats of a '''[[Noble]]''' (CC p. 231).