Showing posts with label Idea Junk Drawer. Show all posts
Showing posts with label Idea Junk Drawer. Show all posts

Tuesday, January 23, 2018

Two Character Record Sheets

Was going through a giant pile of old gaming-related papers (looking for stuff on my unfinished Seclusium of Cyrelle adventure actually) yesterday and found these.  I must have made them early last year: two characters for a half-imagined amalgam of OD&D/AD&D, 3.5 and 5e...?



Saturday, January 20, 2018

Three NPC Adventuring Parties

Shameful Editorial Admission: I have no idea if I would ever fully use the Van Hoeks as written below in my own campaign.  I think my campaign is (or was, before we paused it for Maze of the Blue Medusa) approaching a point where I really might.  However "haha you ran over a land mine now you are dead" is always a tricky thing to drop onto a player.  On the other hand, my players were truly embracing the Combat as War philosophy; I think it not impossible that if I ever do drop the Van Hoeks on their heads it won't take them long to realize exactly what's happening...

1. The Lucky Bobs

Sir Robert Strong (LN Human Fighter [Free-Hand Fighter] 4)
Big, bluff, blonde-bearded; lowlander scots accent. Wears a dashing long green-plaid surcoat and yellow-blue tabard with gold boar ensign, carries a poleaxe and heirloom knight's sword with greater magic weapon +3 etched onto the steel (doesn't have the UMD to use it).  Haunted by an ancestral ghost, which he wrongly believes is a guardian spirit.  The sly poltergeist wants him to die so it can wreak havoc freely.

Build Notes: Balances roles between tying up opponents while fighting one-handed or charging/tripping with poleaxe.  Potions of Cat's Grace, Agile Breastplate important to build.

Maester Taft (TN Human Alchemist 4)
Long-faced alchemist who makes a show of never laughing at Sir Bob's jokes.  Wants to open an apothecary and retire quietly somewhere.  Will stay faithful til the end. 

Build Notes:  Infusion discovery allows him to share his extracts with party members (as potions).  Doesn't like to use his bombs.  After buffing allies he drinks a Dex mutagen and plonks away from a safe distance with crossbow.


Tul-Uq (TN Orc Fighter [Border Defender] 3)
This orc of the "tamed" Northern Nation wears a heavy gold icon of Beatrix around his neck.  Always an opportunity for an impromptu prayer; very eager to show his piety.  Actually a nervous coward.  Hates fairies and sees their workings everywhere.

Build Notes: Heavy shield and bastard sword.  As a Border Defender he's the party anchor, meant to lock down mobile/aggressive opponents.  Too bad he'll always be the first to run.


Bryce Peppers, Bachelor Arcanis (CN Human Wizard 3)
Cocky duelist wizard, always combing his coiffed hair, collar perpetually popped.  Wears three big medallions won in school dueling competitions.   Autonarrates in combat.  Carries a double wheellock pistol and knows how to use it.  Hates dirt.

Build Notes: Key spells Mage Armor, True Strike, Ear-Piercing Scream and Spray of Ice (as Burning Hands but cold damage).  Will have scrolls of Mage Armor and True Strike ready for his allies.

Accompanied By: 1d4+1 hirelings (porters, groom; Bryce has got light covered) and pack-goat.  1d3 mercenaries (guarding supplies/loot only).  Well-treated and reasonably loyal though there is some racism towards the orc.

What's the Deal?
The Lucky Bobs are out for gold and glory but they're pretty much as nice and reasonable a band of tomb-raiders as you'll ever meet.  They might be willing to divide areas of the dungeon, trade info or even combine wilderness camps for protection.  If the PCs act sketchy, Tul-Uq may force a confrontation out of sheer nerves.  The poltergeist will repeatedly try to spook the PCs into attacking and sabotage Sir Bob only at the most critical moment.

*

 2. The Murakami Brothers

Hideo Murakami (LN Human Samurai [Sword Saint] 5)
Handsome, expressionless and impatient.  The elder Murakami is ruthless and bad-tempered but doesn't kill casually.   Loves the oracle, Chizu.

Build notes:  Offense.  Built to charge and power attack, spring back and do it again.  

Maseo Murakami (LN Human Samurai [Yojimbo] 4) 
The more heavily- armored younger sibling, still wears his green goblin faceplate into battle.  Loves the oracle, Chizu.

Build notes:  Defense.  Class ability lets him help his brother evade blows.  Stays positioned to keep enemies off Hideo's flanks.  

Chizu (TN Human Oracle 3)
Ex-prostitute, taken along with the Murakami brothers.  They have her gratitude but not her love.  She's blind but can augur success via a bundle of sticks, and talks with birds.  The brothers never do anything without consulting her, but usually they already know the answer they want to hear.

Accompanied by: Both Samurai have one personal servant apiece to act as porter, messenger and dogsbody.  1d4+2 well-trained local mercenaries (lvl 3 warriors, 2:1 spearmen:archers; one out of six will be a lvl 3 fighter).  The mercenaries have been ordered to protect Chizu at all costs, but their loyalty to a triad of foreigners is low.

What's the Deal? In the land of their birth, the brothers were simple warrior-retainers locked into an ironclad feudal code.  In the "new" land, they are free to be explorers, entrepreneurs and plunder as they will.  They always fight as a pair, watching each other's flanks and charging opponents as one.  They both love the beautiful, blind augur named Chizu and know one day it will be the death of one of them.  If encountered they'll be unfriendly and try to warn the PCs off their claim, but won't attack first--at least not with Chizu in harm's way. 

*

3. The Van Hoek Brothers

It's pronounced "heck."

"Captain" Janek Van Hoek (Human Gunslinger 7)
The elder and the brains.  Ranks in Use Magic Device, crafting traps and mundane bombs (although he's no alchemist).   Wields a snaphance rifle and two double-barreled wheellock pistols, all masterwork, all with True Strike inscribed on their plating.  Carries four additional pistols besides.   At point blank range, he always makes called shots for the head.

"Sir" Bodvyjn Van Hoek (Human Fighter [Armor Master] 5)
He's a big guy and he doesn't talk much.  Carries a hollow-hilted greatsword with Oil of Greater Magic Weapon +2 on a trigger release, main potions are Bear's Endurance and False Life, wears full plate.  He is largely there to be big and obvious and quasi-invulnerable while his brother shoots preferably from somewhere hidden. 

+ One Trap Guy, one Talky Guy, at least one (preferably two) Wilderness Guys.   These will be 1st to 3rd level but may be equipped as one level higher. 

Accompanied By: As many men as they can hire.  Draining the local hireling pool is one of their established tactics.  They'll arrive with at least 18 armed mercenaries: twelve with spears and six with crossbow-blunderbuss combiweapons (made by Janek himself), one out of six being a third-level serjeant who will have a healing potion and two acid-bombs.  These eighteen men think since Janek personally equipped and trained them he wouldn't just throw away their lives.  They're wrong.

What's the Deal?
The Van Hoeks aren't just murderhobos.  They're the murderhobos.  They're the guys who keep an ear to the grapevine to hear tell of someone somewhere making a big score, then swoop in and blast anyone between them and fast lucre.

They're not civilized enough to be called a mafia, but you couldn't say they were just brutes either.  Just enough low cunning and secondhand polish to pose as civilized gentlemen in short bursts. They're relentless, highly and particularly skilled.  At once calculating, sometimes insanely bold, spiteful, will casually endure brutal privation, and move and fortify with the manic speed of army ants playing minecraft.

In short, they're PCs.

You're not really playing NPC Adventurers.  You're playing a pair of rival PCs who treat your setting just like the coldest power gamer ever did.  I don't know why I made them Dutch but I apologize to the good people of the Netherlands.

Use your cunning, and every book about bush warfare, trench warfare, frontier living, caving, and real life criminal organizations you ever read.   These guys are the Final Boss of mundane human enemies who use quasi-realistic weaponry and tactics and aren't wizards or dragons or whatever-the-shit.  If your players manage to beat these guys you should never feel the need to have them fight a squad of goons with billhooks and blunderbusses in a muddy trench ever again.

The Van Hoeks aren't meant to be a purely "random" encounter exactly.  They shouldn't enter the campaign until the PCs have cleared or at least hauled a good amount of wealth out of at least one dungeon, dealt with at least 2-3 rival adventuring parties and have a good idea of what sort of tactics are effective in your campaign.  When the Van Hoeks arrive they'll know the PCs by reputation and already be maneuvering to have the advantage when they're confronted.

Think of it as an all-points attack on your PCs.  You have, loosely, three fronts: The Town (social), the Wilderness (strategic), the Dungeon (tactical).   The Van Hoeks will take time (no more than a few days) to lie low and study their adversaries, listen to scuttlebutt, catch sight of them via telescope, whatever.  Figure out what the weakest link in your PCs' operation is and hit it.  Allies, contacts or patrons in the town might be bribed, subverted or otherwise neutralized.  Sabotage supplies, animals, hirelings.  Anybody they can dig up who has beef with the PCs, any advantage they can deprive them of, any likely place they can begin setting up an ambush.

Be an asshole, but play within the rules.  I would give the Van Hoeks a maximum amount of disposable cash equal to the gear value of a lvl 5 + a lvl 7 Heroic NPC (roughly 10,000 gp)---but I wouldn't give them more than whatever the total amount of cash value the PCs extracted from their last dungeon was.  That should still be in the ballpark of a couple thousand GP minimum--plenty for bombs, bullets, bags of sand, caltrops, alchemical gadgets, precious combat potions, and the wages of a small army of goons, hirelings and agents.

*

They won't take your loved ones hostage (they assume any worthy adversary must be as ruthless as themselves), they won't introduce themselves by stepping into the light dramatically and they will never willingly speak more than a sentence without intermediaries.  It's unlikely the players will ever learn their names.  These are not colorful archenemies to be placed like set dressing in your PCs' path.  They are PC Killers.

Three-quarters cover; elevation; difficult terrain; called shots; True Strike; Darkness; Mirror Image; acid flasks; alchemist's fire; barricades, berms, cave-ins and pit-falls; area-denial, kiting, sniping; it's a simple formula.  Repeat until your players are beaten or limp away and leave the treasure behind.   After all, the Van Hoeks are there for the money.

If you somehow get to Close Quarters Combat with them (within 80' and a relatively unimpeded area of movement) you've pretty much already won.  Janek might--with amped Init, a True Strike called shot and quickdraw--bag one or two of the squishier PCs with headshots before the Action Economy Death Conga brings him down.  Bodvyjn will fight on forlornly and silently, a failed final sentinel.   Asking for quarter would never occur to either of them.
 

Tuesday, January 16, 2018

Dungeon Entrance

Given time, this loose collection of ideas will hopefully congeal into a good-sized dungeon module.   For now working title is Stonehold of the Shaper.  It's a classic "explore the wizard's lair" scenario: there was a powerful wizard, he was a very bad man, he has died in a spectacular and public fashion (or has he...) and his sanctum with all its treasures and strangeness lies open to plunder. 

~~

The stonehold lies inside of a massive plateau of limestone, carved out of living rock over decades by a clan of contracted dwarf masons.  These are probably the guys who gave your PCs the lair's coordinates: they were sworn to silence, but only so long as the Wizard lived.  Getting inside the plateau is a matter of walking across the tableland, a landscape of scrub grass and stunted windblown oaks.  Then the plateau's west cliff face must be scaled downwards some 40'.  In the cliffside is a sunken, smooth hole six feet in diameter like a knothole in the sheer stone, virtually undetectable from above or below.

kind of like this but more barren up top


Obviously rappelling down the cliff in heavy armor would be nigh-impossible, unless you run one of those campaigns that skips over such annoying details.   Carrying out something as large as a chest of treasure is likewise going to present serious difficulties.  The cliff towers a little more than 100' high over the grassland below.  If your players want to hire some laborers to build scaffolding or a crane at the top of the cliff I would have it take little more than a month for the necessary materials to be moved out to this remote location, via riverboat partway then mule train to the plateau.  It would then require a few weeks for building; during that time other treasure hunters might attack the worksite, but there won't be any activity coming in or out of the entrance.

There is at least one secret entrance into the Stonehold directly from the tableland, although I haven't figured out where to place it yet.   Another interesting feature of the plateau is a collection of stacks of massive granite blocks, stacked into short pyramids.  The light-colored granite cubes are 5x5x5 feet and each weighs approximately one ton (it should probably be more but we'll assume a fairly low density granite...) There are dozens in all, and although the PCs can't know this yet they cluster directly above the area in the Stonehold called the Arena.  The granite blocks themselves might be valuable to somebody but appraising and moving them would obviously be a serious undertaking. 

Once the PCs reach the hole in the cliff, they'll find that it leads into a smooth funnel of scraped limestone which slopes six feet down into a short drop at one end of a roughly cubical hollow in the plateau.  This chamber is 40x40x40 feet.  Against the wall opposite the entrance is a fourteen foot high band of polished flecked black granite, set into the limestone.  In the center of this wall is what at first appears to be a giant, projecting sculpture of wetly shining gold.

 The smooth gold surface looks like a man's head, half-sunk into the granite, eyes shut and expressionless.  It measures 10' high from bald crown to chin.   The first time someone comes 30' or nearer its eyes open to show smooth gold orbs and the golden mouth moves as fluidly as flesh, or as if the gold were still hot from the smelter.   It will ask the PCs a series of riddles, up to four, opening for one person at a time after each answer (right or wrong) and then admitting as many people as want in after the fourth.   Rather than provide you with a series of riddles I would suggest a DM should think about his players and tailor the questions to them.   For example for my players, I would ask something like:

"I'm hot and sweet, known to be hysterical
They never hear me coming, though my spots are inimical
I'm a master of stealth and silent off the branch I fall
Which is just as well, because I can't hear at all
What am I?

(The answers "Def Leppard" or "a deaf leopard" would be correct)

The head doesn't introduce itself or anything, it just asks questions.  It's not intelligent.  Of course, the PCs could just attack the head---but although its made of soft gold it's heavy enough to blunt and damage any weapons continuously beating on it.  If the PCs attack it with tools, given a few hours' work they might crumple and finally dislodge the giant head (its total weight is probably close to two tons).   Of course they'll have made enough racket by then to be heard throughout the Stonehold.

After a question is answered (right or wrong) the face stretches its mouth impossibly wide apart like The Wall album cover [EDIT: Actually I seem to be thinking of the film poster], the silky wet gold of its lips pulling away from teeth above and below to create a large entryway, through which can be seen the first chamber of the Stonehold proper.   Once a person (it doesn't have to be the one who answered) steps into the mouth, it snaps shut like lightning, leaving the hapless entrant trapped against a giant tongue.  The aperture to the Stonehold squeezes shut as the construct's gold mouth-juices wash over the entrant.

If the answer to the riddle was correct, the person is shunted out through the sphincter in the back of the head, and lands on the floor of the Stonehold coated in gold saliva but otherwise unmolested.  Their voice will be audible if they call back to people in the entry chamber, and vice versa.

If two or more people try to step into the mouth simultaneously any time before the fourth riddle, all but one (pick randomly) will be spat out.  

If the answer was incorrect, the mouth also closes over the entrant.  They are trapped and washed in sticky gold saliva as before, but the fluid isn't inert.  They must make a Fortitude save (DC 15).  A failure causes a complete physical transformation as the former PCs' mind is destroyed and body remade into a golden aberration, head replaced by a whipping tendril, limbs or more tentacles randomly erupting from a twisted humanoid form that looks made of beaten, slickly shining gold.  In game terms it will either have HD as the PC's level or at minimum 3, plus a tentacle and two claw attacks (multi-attack assumed), and DR 5/bludgeoning from their metallic hide.   Armor and other worn gear is destroyed; nonmetallic gear (bedroll, scroll-case, probably rations) is ruined from soaking, but metallic or preserved objects (a sealed jar of oil, a sextant etc.) may be recovered. 

So this, but like a 24-karat sculpture

The aberration is then spat back out of the giant mouth and immediately attacks the party.  It will fight until slain.  Following its demise, the giant head simply asks another riddle and awaits an answer.

If the Fortitude save is made, the entrant is ejected out the sphincter in the back of the head.  They are however partially transformed into a new creature called a Golden One.   Unlike a full mutation, this does not explode any worn equipment though some gear may be lost due to being soaked in vinegar-y gold saliva.

As a Golden One the mutated person is changed into a hairless, shining gold version of themselves with jet black eyes.  Any prior imperfections in their physique are erased, their new flesh of gold beautiful in contour and proportion.  Their type changes to Living Construct (see the rules on 3.5's Warforged), and they will no longer suffer physical drawbacks from aging.  If their Charisma was 12 or lower, they gain plus-two charisma; they also gain plus-two natural armor and a natural slam attack (d4 Med creature, d3 small).

Like this, but naked-er and more uncomfortably sexy

Transformation into a Golden One incurs a DC 17 Will save.  On a failure, the transformed person's alignment changes to Chaotic or Neutral Evil, and they become a willing servant of The Formless Many.  They will seek to spread chaos---wild magic, hedonism, social decay--by whatever means necessary.  The mentally transformed Golden One gains the following supernatural abilities: Detect Law at will, Charm Person 3x/day, True Strike 1x/day.  If the Golden One is at least third level they also gain Glitterdust 1x/day, and at eighth level they gain Chaos Hammer 1x/day.   Relevant casting stat is INT or CHA, whichever is higher.  On a successful save, the new Golden One retains their ego/personality but does not gain any (Su)s. 

If a PC gets transformed into a Golden One who serves the Formless Many, take that player out of the room or pass them a note.  Explain their new personality/allegiance to them. Ideally they should pretend to have been only physically transformed and remain with the party, biding their time to spread disorder or advance the cause of the Formless Many and its earthly cult.  However some players may not like the idea of playing a "traitor," and if that's the case I suggest allowing them to treat their transformed PC as a casualty and roll up a new character, while the newborn Golden One retreats deeper into the Stonehold as a now openly-hostile NPC.

The face will impassively and implacably ask its riddles three times, each time admitting only one person to step through and discover their fate following an answer.  The fourth time, it will ask a final riddle and then admit as many people as want to step into the mouth.   On a correct answer, they all get squished together and then shunted out through the sphincter, nothing hurt but their dignity.

On an incorrect answer, multiple entrants must all make fortitude saves.  Those who pass are shunted out the back as individual Golden Ones and make their Will Save as normal.  Those who fail are transformed into a single combined Aberration and spat out the mouth.  Begin with an Aberration of 3 HD minimum, then add at least 2 HD per person fused (or HD equal to level whichever is higher).  At 5 HD the Aberration is Large, at 8 HD Huge and so on.  For each person in the fusion it gains an additional tentacle or claw attack and +2 natural armor. This final monster's appearance is of multiple bodies, stretched and welded topsy-turvy together into a trunk of gold flesh crowned with branching tendrils and staggering on two human legs barely adequate to its weight. 

What if on the fourth riddle, people give separate answers and then enter together?The Golden Head is only programmed to accept one answer at a time, so in this situation randomly determine which answer it accepts either by rolling d3+ or via eenie-meanie-meiny-moe.


Thursday, April 6, 2017

Hexcorl

I got bored yesterday and started making a new hexcrawl.  The first thing you have to do when creating a new hex map is figure out how big you want your hexes to be.  Initially I was thinking large--say each hex would represent two days of travel for an unencumbered person walking presuming no obstacles whatsoever.  But that was a little crazy.  I decided to make them six miles on a side and twelve across, or essentially one day's travel for an unencumbered person walking at an easy pace and facing no obstacles.

Next,  I created d6 terrain types, each marked by a symbol.  Then I thought of d8 things to be in hexes and marked each with a certain color.  Then, to determine the path of rivers and roads, I made a chart of d8 directions.   I recorded the three columns on a notecard as shown here:

To spare you the effort of peering at my crimped handwriting, here's what the columns say -

Terrain
1. Temp. Plain (T in a circle)
2. Temp. Marsh/Swamp (T over three squiggly lines)
3. Temp Forest (T between two trees)
4. Temp. Hills (T under a curving line)
5. Temp. Mountains (T under a cone)
6.  Cold Mountains (C under a cone.  Presumably a cold mountains hex represents a massif or table-land which is sufficiently high above the surrounding environs to have its own climate). 

Directions:
1 - N; 2 - NW; 3 - W; 4 - SW; 5 - S; 6 - SE; 7 - E; 8 - NE;

In This Hex
1. Town/Community (fuchsia)
2. Ruin (green)
3. Superpredator (yellow. I define a superpredator as a creature of CR 7 or above which could well dominate at least one hex area.)
4. Magical Wonder (pink)
5. Warzone (red)
6. Fortress (blue)

I began from the lower left hand corner of my paper and worked rightwards by row, eventually filling out 51 hexes (three rows) in this way.  Once this first bunch of rows was completed, I first tried using a "die drop" method employing a d4 to draw in paths/roads, as suggested at excellent blog, The Retired Adventurer.  This didn't go too well because the hexes made by my printer turned out to be much too small so after producing some truly ugly and bizarre pathways I settled on rolling a d8 for singular direction for roads and then streams.  Essentially once I had a next direction I just drew the river flowing into the next hex over in a way that looked, I dunno, good.  Where the rivers doubled back, I filled in the space with a lake.

So here's what the thing looks like -



Obviously, The Thing In The Hex is not literally where I marked it with a dot.  However the lakes and rivers will hew to those shapes. 

What you might notice right away, beginning from the left, is there are a LOT of mountain hexes interspersed with bunches of marsh hexes.  So we have here a very stark landscape with chains of stony vaults, in the rifts of which are reaches of spongy lowland (perhaps brackish lagoons) fed by mighty but rambling rivers. 

Looking back at this horizontal strip of land we see a profusion of Magical Wonders.  My thought with this is there's a thing in the hex that does something weird, like maybe a statue that polymorphs you for 1d6 days or a flock of birds that can foretell the future---off-the-wall, potentially gamechanging stuff you're not going to find in the Core Rulebook's list of magic items.  Apparently this country has a lot of such things. 

Notice, interestingly, the triad of connected communities to the south and east (hexes 12, 13 and 14); two occupy hilly country and the eastmost a plain.  Immediately eastwards of them you have a similar chain of ruins (hexes 15, 16, 17) semicircling some local oddity against the lake (hex 33).    In fact, if you look at where the settlements are they seem to predominate in the eastwards third--hexes 15, 16, 17, 30, 48 and 32 are longitudinally close and hold communities of some form.  To the west, however, we see a dense cloud of active fortifications:  hexes 25, 8, 6, 41, 39, 38, 20, and 35.  Whereas in this western longitude only 18, 2, 5 and 37 contain non-militarized(?) settlements.  A community will probably have some defensive measures and many fortifications may well have a smaller attached community, but the colors show where the emphasis is.

Finally we notice that where we see a ruin, they are always part of some contiguous grouping: hexes 3 and 4; 26, 27, 28, 44 and 45; 15, 16 and 17.  Of course they may be part of some linked chain of ruins or not.  It is interesting how the largest grouping of ruins occupies the center of this latitudinal strip of land. 

So we have a region, starkly divided between mountains and lowlands, festooned with unique and probably dangerous magical oddities, with a cluster of sagging ruins at its center, lots of fortified/militarized little communities with some marginal areas of peaceful settlement and dotted with a few hot spots of currently active warfare.   And three, count 'em three, giant monsters everybody tries to stay clear of.  Honestly it's cray cray how well this worked out.

Time to Brainstorm
So the rote part of our hexmap is done and now it's time to pick my own brain and come up with some stuff. Each of my categories needs a broad list of things I can roll for randomly to see which of those is in the hex.

 1d10 Superpredators (must be CR 7+)
1. Really Tough-Ass Manticore
2. Wyvern
3. Nymph (I'm kind of borrowing Goblin Punch's neat idea of Nymphs as a kind of local menace just through sucking everything in around them with their beauty)
4. Chymera
5. Dire Bear
6. Really Tough Old-Ass Owlbear (I should probably share my headcanon on the lifecycle of owlbears sometime)
7. Androsphinx
8. Dragonne
9. Athach
10. Medusa (I don't remember if I got this idea from Goblin Punch also but in my D&D headcanon Medusas are basically Nymphs That Went Bad)

1d12 Who Rules This Fort?
1. Elflord level 8+1d4. Is (1d3) 1) Fighter-Wizard crossclass type; 2) A cavalier; 3) A Sorcerer with some weird-ass monster ancestry. Rules a small village of hot elves, has a cadre of Extremely Badass Sword-Dancers or Magic-Archers or whatever. Probably under the protection of Giant Eagles. Expect lots of feasting, dancing and snooty remarks.

2. Death Knight, cavalier level 7+1d3. Castle guarded by skellingtons, rules over a dilapidated hamlet of terrorized peasants. Undoubtedly has a tragic backstory.

3. Vampire, cavalier level 7+1d3. As Death Knight but it's way sexier. Probably has a pack of werwolf thugs collecting his taxes.

4. High Priest, Cleric lvl 9+1d4. This dude is undoubtedly only in his fort long enough to gear up for his next crusade and he's probably looking for donations.

5. Courteous Baron. Fighter level 9+1d4. Totally a straight-up dude.

6. Robber Baron. Fighter level 9+1d4. Will shake travelers down for all they've got, generous with handing out stints in the oubliette.

7. Paladin. Level 8+1d6. Undoubtedly just on his way to go take care of something in some other hex. If PCs are susceptible to moral guilt they will probably end up as his new followers.

8. Ranger (or maybe Inquisitor) cadre. This fort is the headquarters of some kind of specialized monster-hunter society and they're looking for MEN OF TALENT to go scout out some other hex for them.

9. Cadre of Thieves. This castle has been bought or leased by the Thieves' Guild and is being used as an innocuous base of operations (because who would think the Thieves would operate IN PLAIN SIGHT???) Leadership is a committee 1d4+2 Rogues of level 4+1d3; at least one will be a fighter crossclass. They are undoubtedly plotting a raid on some castle or town nearby, able to scope their target just fine from their TOTALLY LEGITIMATE fortress that they LEGIT BOUGHT and DON'T LOOK IN THE PANTRY THERE'S NOTHING THERE I DON'T KNOW WHO THAT DEAD GUY IS

10. Archmage. This castle is the domicile of an archmage (Wizard lvl 10+1d6). He does not want to be disturbed and his robot guards will be showing you the way out. Alternatively (1d3) 1. Sorcerer; 2. Summoner; 3. Alchemist.

11. Tax Farmer. The guy who lives in this castle and collects rent from the little hamlet around it is not a military dude. He has like 7+1d3 levels in Aristocrat or Expert and some decent political connections.

12. Brigand Lord. Not that different from a Robber Baron except this guy doesn't have the support of the Count/King/Whatever. Technically he is fair game to get steamrolled by the first people to roll up to his door but he has enough men/local support/is a huge enough hardass to make it a tough undertaking. Probably a fighter or cavalier lvl 8+1d6.

1d8 Magical Wonders Brainstormery Prompts
1. Magical statue
2. Giant crystalline formation
3. Magic well
4. Magical creature(s)
5. Peaceful/blessed cemetary
6. Magical plant(s)
7. Hallowed ancient battlefield
8. Disused/ruined magical device (like an arcanotech steampump or something)

You'll notice none of the ruins are anything inimically hostile like ACCURSED CEMETERY THAT SPAWNS INFINITE GHOULS or something LotFP-y like that. If you've read enough by me, by now you know that's not the vibe I go for.

1d12 Ruin Origins
1. Giant/Cyclopean
2. Elven (type based on terrain)
3. Dwarf
4. Destroyed human fortress
5. Destroyed human temple
6. Raided Wizard's Seclusium
7. Fey Ruins
8. Druidical Ruins
9. Snakemen Ruins
10. Ruined purpose-built arcane complex (like a transplanar airport or something)
11. Ruined Evil Humanoid temple
12. Ruined Horde of Tiamat Spawning-Palace

1d10 Town/Community Races
This place is inhabited by...
1. Mens
2. Elfs (type by terrain) (Plains, Hills = High; Forest = Forest; Marsh = Wild; Mountains = Grey)
3. Dorfs (type by terrain) (Forest, Plains, Marsh = Reroll race; Hills = Hill; Mountains = Mountain
4. Catmans (1d2: 1. Elder Scrolls style; 2. Thundercats style)
5. Crowmans
6. Illumians
7. Gnomes (type by terrain) (Plains, Marsh = Reroll; Mountains, Hills = Rock, Forest = Forest)
8. Hobbits (never bought into the halfling subraces)
9. Dragonmans
10. Monstermen (Marsh or adj. body of water = Locathah; Mountains = Aaracokra; Plains = Centaurs; Forest = Nycter)
-NOTE: Roll a d100 for each community.  If you got 50 or under it's just humans. 

With this list of items for fleshing out each hex, there remains the final thing of course: DUNGEONS. I will go with a 25% chance each hex may hold a dungeon.

NEXT -  We flesh this out, beginning with hex 1 (but definitely not ending with hex 51)

Thursday, March 16, 2017

1d24 encounters and some subordinate rumors for Temperate Plains (aka noob safety zone)

Boring navelgazy ruminations part - skip this

Ah, the humble temperate plain. Rolling grassland dotted by the occasional small wood, grassy gnoll or dramatic bluff, picturesque lonely tower or ruin and the winding furrows of a hilltop thorpe. And of course, a well-maintained highway so your players know where to go! Which, all too often they aren't charged for the pleasure of using.... but anyway. What is the charm of this sort of Middle Lattitudes, Middle Time Period, Middle-of-the-road fantasy land? Why do we keep coming back to it? Admittedly one reason is pure practicality--it's simpler to place a quest in temperate climes than someplace the Players will have to guard against sunstroke or freezing to death. As well, we've all seen posters advertising the French countryside so we can picture easily what sort of place we should be imagining, have a basic understanding/set of core assumptions as to what's there (e.g., every village has its tavern, every farming community answers to some feudal overlord who probably lives in a keep, life moves to the rhythm of the seasons, etc.). But is that it?

For me there's somethng intangibly compelling about ordinariness. That is in stark contrast to a lot of the DIY-D&D blogs which I read for inspiration and so linked here. Setting writeups should pass over the familiar and get to the "good stuff" (i.e, what you're reading for), goes one chain of reasoning. After all, if a place is ordinary and familiar then you shouldn't need any help creating it, right? (wrong. I don't listen to a lot of D&D podcasts but when I do, almost always the worst part is the DM totally dropping the ball on the simple stuff--giving a voice to the tavernkeeper or mayor, making the ordinary human town feel like a place that's actually lived in by people going about their lives, etc.--but more on that later, maybe).

By contrast I'm a little obsessed with mundanities like holidays, false folklore, scribal quibbling over minor points of history, what's on the table in this or that season. I'm obviously trying to achieve something here or I wouldn't keep coming back to it. I mean partly to me as a writer it's a challenge--can you make Generic D&Dsville feel so vital, so lived-in and living, your players won't even care that they've seen this movie before? But moving beyond whether or not your rolling green countryside DESERVES a writeup I think my intrigue is with that sense of hominess some writers instill in their fantasyscape. Like, in Narnia, things are strange but nothing's really weird. Turns out when beavers can talk they talk just like ordinary salt-of-the-earth Midlands types and live in cozy cottages with coatracks and hearth. Instead of feeling decadent and dangerous, things feel a little playful like in Alice's Adventures (have I ever mentioned how much grimdark takes on Wonderland annoy me? They annoy me so much. Wonderland should be fun). Does this kind of thing have a name? (other than Epic Pooh, I guess). Like, "Cozy Fantasy," maybe?

REQUIREMENTS OF THE COZY FANTASY
-Strong authorial voice like your grandpa is reading you a story. Do this as DM, remark frequently if a house is nice or dirty, if a guard is sleeping on duty call him a waister or scrub, offer an opinion on the behavior of your NPCs (preferably from a stuffy and slightly priggish perspective 'cuz that's funny).
-Spotlight totally ordinary shit. What kind of lunch did your players pack on their journey? What's the tavern's fare and how is it prepared (WITH NINE HERBS AND SPICES!?) Is the market dusty, redolent of cow poop but also perfume? Remark how sleeping on a threadbare bedroll on the hard ground pains but the forest smells sweet; the mountain spring carries a tang of copper; the squire always holds court from the saddle because he's embarrassed about that limp he's had since a horse kicked him years ago.  Be judgy, have a voice--the narrator is what makes Cozy Fantasy.
-The human is present even in the inhuman. H.P. Lovecraft did not give a shit if any of his fucked-up mutant villagers had a crush on the local taverngirl or how they felt about eating fish all the time but this stuff is important in Cozy Fantasy. In Cozy Fantasy the orc guards will bitch to each other about how they're underpaid and sick of salt beef.
-Most characters are good, or good-hearted if rough around the edges, or just mischievous/greedy or at least too weird to be malevolent. Actual maliciousness is rare, mainly the property of the story's villain.
-There can be scary freaky shit (the Barrow Downs, The Doldrums, that fucked up trash lady in Labyrinth) but it's not as powerful as forces that are at least benign (the King pardons the Queen of Hearts' prisoners, Tom Bombadil shows up at the last minute, Aslan)---not that those forces will always rescue you (that'd be a shitty game) but they're there.
-Things happen for a reason. There can't just be a freaky ghost haunting the moors, he needs a backstory and a cause for his haunting (he can be an asshole though).
-Situations are often funny, maybe a little lame. Like, a giant bandit who just wants horses (good eatin'), a sphinx who's riddles are pathetically easy, a knight who told his varlet to fetch his enchanted sword of giant's bane and is brought a large greatsword he can't use ("I thought sire wanted the giant-sword?"). The absurd is never overlooked even in the midst of the uncanny.

None of this is getting to the heart of the matter but ah well, you probably know what I'm talking about anyway. So, Cozy Fantasy is definitely a thing. But what's the appeal? Most players don't want to feel like they're in a children's adventure, they want to impale an orc, hear his death squeal, scoop the loot and back home to wenches for another kind of impaling. Everybody wants to be Conan (or Cugel?) only weirdos would want to play Frodo*. I dunno, this post was supposed to just be an encounter/rumors table before I ruined it with this bloviating (I hope you took my advice and skipped this part but if not it's not too late!) about whatever.

*Yes there is a character class called The Alice and it is exactly that and it owns, and yes I'm setting up a strawman shut up.

My ideal idea is to have an area that's basically got this tone and make it the starting, central area of the campaign. So your tour bus STARTS in familiar, slightly cozy Medievalalia And Folktale Land, and then you level up a bit and go over the hill and there's the Quivering Flesh Pits of Xor. Unlike scripted fiction, which damn well better know its tone and stick to it, RPGs can and will cycle from Mallory-esque chivalrous adventure to gritty war movie to Cosmic Horror to slapstick comedy and back again and that's a feature, not a bug (one of the things I dislike about Dungeonworld-style story games is it militantly enforces one genre, one set of expectations, unless everybody can agree on a set of appropriate story-tropes the whole thing falls apart). I love the idea of reflecting that FANTASY KITCHEN SINK approach in one world very literally--like one country's all Dragonlance High Fantasy and the next one over's built for Ravenloft Gothic Romance while Game of Thrones' political soap opera is going on up north and there's some Lovecraftian nihilist interdimensional horror sniffing at the corners if you go looking for it and there's a samurai country where the combat rules are literally different and then there's that Gonzo Island with all the random tables nobody likes to think about because It's Too Silly...*  Some will argue this is what Paizo goes for with Golarion and it's why Golarion is such an inchoate, tone-deaf mess of a setting, but I'd argue a bigger reason is most of Paizo's writers Aren't Very Good (sorry guys). 

* This goes without saying but if your players don't want to play along with the "local genre," like say they just bring a mercenary army to Dracula's castle and lay siege, do it their way. This is no longer Gothic Horror, it's a war movie featuring Dracula. Dig it. 

-------END NAVELGAZING, PLEASE READ FROM HERE----

So right. Here's essentially a temperate Midlands-esque feudal starting area for your players to begin their adventure. How does one roll 1d24? Utilize Random.org or some other number generator if you like.

NOTES: Probably start rolling for encounters when PCs have left the starting town at least six miles out, more probably 10 to 12. I like a base 15% chance of random encounter per hour traveled in an average 8-hour traveling day and every four hours while the party is stationary/resting. If you roll a stationary encounter (like the knight holding a pas d'armes) while the party is stationary, place the encounter further down the road or think of something like the knight's page rides up to the PCs' camp bearing his challenge.

Page references are 3.5.  Leveled NPCs are Pathfinder.   DEAL WITH IT. 

1.) Hound Archon (MM pp.16)  Came to the Material Plane to answer a widow's prayer.  On his way to a dungeon to retrieve a fallen Paladin's remains.  Will invite good characters to join him, sniffs and snarls at evil characters but doesn't start a fight.

2.) Spectral Rider (MMV, pp. 160)  Bound to remain in a blasted heath with a great dead oak tree at its center.  Appears by night, challenges any warriors by blasting his hunting horn.  Charges worthy foes who enter the heath, ignores knaves.  His bones and battered armor (with a little repair, functional half-plate) are buried beneath the tree.

3.)  Pack of 1d3+1 ghouls (MM pp.119)  Haunt a desecrated, abandoned [word for moderately-sized stone house of worship suitable for your setting].  The roof  of the place is just visible from the road behind a copse.  By night the ghouls gnaw on the old bones in the overgrown cemetery.  Those who pass the building by day feel a strange, sinister urge to enter.  Beneath the vaulted apse inside is a +1 mace with a treasure map to a distant dungeon wrapped around it.

4.) Grove of 1d4+3 dryads (MM pp. 90), being harassed by a satyr (MM pp. 219) and 1d6+2 faun friends.  The satyr's jaunty piping can be heard from well away.  The Dryads will ask the PCs to remove these cads.  By way of reward they may warn of 1d2 other encounters on this list, or offer a kiss, but they have nothing else.

5.)  Glaistig (MMIII pp. 60) sitting atop a grassy hillock by the road.  Her skirt conceals her bestial legs so long as she moves carefully and doesn't run.  She plays a flute beautifully.  It's been a while since she fed but she's not fool enough to attack an armed band.  She will try to lure one of the PCs away to her lair, a clear pool in the center of a copse of trees.  If her entreaties don't succeed she will let the party pass, then tail them up to one day away from her lair and try to pick one off if given a chance.

6.)   A tinker and peddler, riding an old nag with a second horse carrying his goods (pickles and jams, pots and pans, pieces of cloth, tools).  Wants conversation, may joint PCs for a while if they're willing to chat (even if going opposite way; he's not in a hurry).  He knows 1d6 rumors and knows this country like the back of his hand--he can tell of 1d3+2 other encounters on this list.

7.)  A pompous knight (LE human cockatrice order cavalier 3), his longsuffering squire (TN sword-bearer squire fighter 1), and two grooms/servants are encamped beside the road.  The knight is holding a pas d'armes, an open challenge against any who cross his place on the path.  He will challenge the strongest-looking warrior of the PCs to best of three tilts of the lance or (if the PCs have no combat-ready mounts) a melee to three blows.  If the knight wins he will expect 150 gp or all the defeated character's war-gear.   If the knight is bested, he will give a purse of 300 gp.

8.)  Large Grass-Spider (hunter type, MM pp 288, +8 stealth in grassy fields, speed 40'). From a distance its thorax resembles a tussock of grass or mossy boulder. Once prey comes within 40' it springs up and attacks.

9.) Boggle of 1d3 Dire Weasels (MM pp.65), known locally as Bloodsuckers, now occupying a large burrow beneath a treestump close to the road. Will not waste effort on mounted prey, understand that characters not clad in metal are better targets than those that are. Will attempt to snatch a person and kill them quickly with blood drain, then drag the body back to their burrow.  Will retreat if wounded. The burrow once belonged to a family of brownies and still has bookshelves built into the wall (almost all the books now shredded), a ruined writing desk (strongbox in drawer holds small repair tools, gems worth 12, 20 and 30 gp) and a shredded bed.

10.) Terror of 1d2+2 bloodhawks (FF pp. 23)  pecking chunks out of a dead mule.   Bloodhawks are unnatural, ultra-aggressive animals that attack and kill far more than they need to eat.  They will attack if the PCs approach within 120'.   Their morale is fierce.

The humble bloodhawk.  CR 1/3 but these things are ASSHOLES.


The dead mule belonged to a merchant and has a pack saddle with two bags.  In one, a strongbox holds 1d100 x10 sp, 1d100 gp, four 5-yard bolts of fine silk, jasper worth 20 gp and 2 onyx worth 12 gp, and a bottle of rare wine worth 35 gp.  The other saddlebag holds oats/hay.

11.) Drove of 1d8+2 almirajes, known locally as Hornhares or just Horns.  The small group is spread across the road sunning themselves on the pavement or munching on grass by the road's embankment.  They will not be aggressive except for the drove's bull, who will attack if the PCs approach to 30 feet.  If the party doesn't want a hard fight, they will have to go around!  The horns are worth 50 gp on the market (meaning 25 gp goes to you).

12.) Herd animals: 1. Horses; 2. Elk; 3. Sheep; 4. Cattle.  Sheep and cattle herds have a 50% chance of belonging to some nearby hamlet.  With all wild herds there is a 10% chance the bull/herd leader is a dire animal (Dire Horse and Dire Elk MMII pp 75; Dire Ram; for a Dire Bull I suggest stat as Dire Elk with a 2d8 gore on charge). 

13.) Robber Knight (hum Warr 4 mounted on light warhorse) and three routiers (human Warr 1s, leather & crossbow). They will demand PCs drop weapons & turn over any goods, start shooting at 160' as knight charges. Their camp is in a nearby wood, occupied by two more crossbowmen (not in armor at that moment) and a groom (halfling commoner 1). In the knight's tent is a chest holding 2d100x10 sp, 1d100 gp, three suits of fine clothes worth 35 gp e., 75 gp in jewelry, silvered oxhorn chased with cameos of dead minstrels worth 30 gp, and a silver dagger with gold-plated handle worth 122 gp). Additionally there is a fine velvet-covered riding saddle worth 24 gp and a case of four bottles good wine (10 gp e.) In the camp also are extra weapons, camping gear and a month's food supply.

Sitting on such a big haul is making the callow knight nervous. He knocked over a merchant wagon last month and got lucky beyond his wildest dreams, but people tend to notice that scale of robbery.  He has tried to get in touch with the Thieves' Guild to pawn off the treasure but they have made no move, feeling the goods are too hot just now. He is considering burying the treasure and letting it sit but doesn't trust five men and a halfling to hold their tongues long enough.

14.) Wandering sage (half-elf exp 3), a grammar/history tutor currently looking for patronage. Will answer any impromptu questions for standard fee, traveling on foot. Will brag that he knows this region as well as any historian, may be tricked into giving away important dungeon lore if ego played on. He has a whole pigskin to hold water and a wineskin; in his pack besides travel gear/rations is a fine schoolman's robe, a book on elvish grammar (+2 linguistics elvish/draconic), a chronicle of the realm (+4 kn. history/nobility this region only), and a bestiary (+2 kn. nature/dungeoneering identify monsters; book is full of misinformation like Beholders are a kind of living fungus ball, Behirs live in wells, beaver lodges hold treasure hoards, etc.)

15.) Caravan - three wagons: one supply and two hold merchandise (wool, silk, wine). Merchant (Exp 5) and teamster driving lead wagon, his wife & teamster driving second, his son and teamster driving third. Four grooms/porters walk beside with two mules carrying staves of water. Eight guards: two mounted lancers (Warr 4, on unarmored light warhorse) and six crossbowmen (Warr 2).

Merchant will hail PCs, ask for news/rumor down the road and ostentatiously toss a 20 gp ruby in payment if PCs give anything useful (the wife glares disapprovingly). If made friendly, the merchant knows 1d2 useful rumors and can warn of 1d3 other encounters on this list.  He will mention that his caravan lost a mule earlier and ask if the PCs have seen it (but he will not mention what it carried).

16.) NPC adventuring party, all lvl 1d4. Probably accompanied by 1d4 linkboys/porters/grooms with 1d2 pack-beasts. 1d3 the party is 1) good 2) neutral 3) evil. They are on their way to a dungeon and will be secretive about this. They may offer to swap news but whatever the PCs tell them, they know nothing useful (like so many adventurers they are totally uninterested in the country round them!)

Roll 1d100 4x - 1-40: fighter | 41-50: halfling rogue | 51-60: human rogue | 61-70: elf magus | 71-80: dwarf gunslinger | 81-90: wizard | 91-100: cleric. Good/neutral clerics may be willing to give small assistance thru their orisons such as purifying spoiled rations or a quick healing spell.

17.) Band of 2d20 pilgrims led by a lvl 3 blind oracle. They tramp along singing hymns wearily. One man bears a wooden pole topped with a little religious diorama inside a houselike box. 1/5 of the pilgrims will be warriors (lvl 1d3), the rest common people, with pack beasts & gear as appropriate for a group their size. 50% chance they will know 1d3 rumors / warn of 1d3 encounters if PCs inquire. Their destination is 1) the abandoned house of worship, 2) the dryad grove, 3) someplace else (dungeon perhaps). If the PCs do more than merely give a hello to the pilgrimage, they will be invited to join. The oracle will say a dream told him to gather the pilgrimage and go to the destination. If the PCs succeed a DC 18 diplo check he will admit he does not know what will happen when they arrive.

If the PCs come back this way, they may hear of the pilgrimage's fate: 1) if they went to the abandoned [house of worship] they were attacked by ghouls and only 1d10 escaped (the oracle met his end there and arose as a ghast, now leading the pack). 2) if the grove, the pilgrims joined the dryads in their happy games and enjoyed a span of peace and meditation. They happily dispersed but the Oracle stayed behind, now joined to one of the Dryads as husband.

18.) Abrogar, TN lvl 1 human Magus. He is a mercenary on his way to seek employment in the Baron's castle, but he will be open if the PCs make an offer (standard fee for a lvl 1 henchman, but Abrogar is already equipped---travel supplies, mailshirt, scimitar and shortbow, and a concealed CLW potion he will withhold for himself). Abrogar knows 1d6 other encounters in the area and 1d4 rumors, but unless hired he will only trade information tit for tat.
Able to fight, identify magic items and provide arcane learning, Abrogar would be a useful addition to any party.


19.) A band of elves numbering 2d6, 1/4 of them warriors lvl 1d3. The rest are musicians. Their leader is a lvl 5 Bard named Nyfaél. The elves have light horses but are walking along, singing and playing lutes, mandolins, a theorbo and (this is the warriors) shakers and tambours. If the party has at least one attractive member with charisma over 12 the elves will invite them to a shady copse for wine and dancing. If the PCs are game and make pleasant companions (that means armor OFF) the most attractive will find Nyfaél an amorous free spirit.   Following a tryst Nyfaél will give the PC a silver dragon cameo on a chain (worth 75 gp) to remember her by. She is not going to alter her travel plans for the PC's sake but will be friendly if their paths ever cross again (unless her token was sold off!) The elves know many rumors but, more interestingly, know of many far-flung places (perhaps up to three dungeon hooks provided, or this could be a way to introduce some exotic corner of your larger setting).
Nyfael


20.) A large flying predator has espied the party (1d4): 1. Dire Hawk (MMII pp. 76). 2. Manticore (MM pp. 179) 3. Wyvern (MM pp. 259) 4. Chimera (MM pp 34). The monster has only just moved into this territory and was scouting the nearby hills for a suitable roost. The dire hawk will attempt to scoop up and drop an unarmored humanoid target; the rest will target a pack animal or mount if one is available, a random person otherwise.

Dire hawks look so damn cool


21.) A hippogriff (MM pp. 152) in a decorated leather saddle and bit and bridle paces around listlessly on the grass by the highway. It is skittish but will allow anyone with Wild Empathy to approach and calmly allow itself to be ridden with a successful Handle Animal (DC 10). A few hundred yards away, if the PCs search, they will find in a bush the mangled body of a dwarf in (now damaged) splint armor with long warhammer (reach weapon) and pack of supplies. His stumpy legs could not save him from his steed's wild turns. Yes, the party's Ranger might get a flying mount at level 1. Should make the game interesting.

22.) Bracer and Burner. As they travel the PCs come to a place where a river cuts across the highway (if that is not appropriate, perhaps a stone-lined irrigation ditch siphoning water from an underground reservoir to a nearby field). A quaint little raised bridge of paved stone (ramps for animals) crosses over this obstacle. Flanking the entrance to the wagon's-width bridge are a Force Golem (MMV pp 68) and Magmacore Golem (MMV pp 70), named Bracer and Burner respectively.

Force Golem


Bracer and Burner hail the PCs in booming, upbeat voices. They sound a bit like that giant commie-hating robot from Fallout III or like they're always saying "Danger, Will Robinson!" They perform Power Rangers-esque posing and hand-flipping as they posture. If the PCs are noticeably armed, Bracer and Burner will challenge them to "a friendly battle." If the PCs repeatedly refuse, Bracer and Burner will try to prod them into agreeing with light force pushes and annoying heatwaves ("SURELY PROUD WARRIORS CANNOT IGNORE A CHALLENGE"). They are essentially children who want to play, but they don't fully appreciate how fragile flesh and bone are yet. Nonetheless if battle is joined, Bracer will keep his force blasts down to nonlethal damage only and Burner will limit his pyrotechnics to cutting off retreat/forcing the PCs to bunch up where Bracer can hit them all.

If struck enough times that Burner risks entering his meltdown mode they will respectfully submit and let the PCs pass. If the PCs try earnestly killing them the golem brothers will be shocked and a little hurt ("GO AND SPOIL A NICE BATTLE WITH MURDER, WILL YOU?").  If they batter the PCs to the point where one falls unconscious they will call a halt and declare themselves the winners, saying encouraging things like "GOOD JOB! YOU MADE A VALIANT EFFORT!" "IMPRESSIVE--FEW HAVE TAKEN SUCH PUNISHMENT!"


Bracer and Burner are the "children" of a powerful golem-maker who lives in a tower six miles away from the bridge, where they like to wait and challenge tough-looking passerby. Locals know if you just ignore them they'll leave you alone. They love their maker but also want to roam in the wide world. It is just possible (Diplo DC 24) the PCs might get sway them to come along on a dungeon delve in search of adventure (DC 15 if they beat B&B in a sporting fight), but they would be unpredictable companions to say the least.

23). A mounted inquisitor (lvl 5, LN) and retinue with covered wagon (1d4+2 lvl 1d4 warriors + 2 clerks with record/caselaw books, chaplain, teamster and 2 porters). If the PCs don't look suitably pious, the Inquisitor will be suspicious and unfriendly. He has heard rumors of a suspected heretic with alleged powers of prophecy leading a stray flock of the faithful somewhere in the area (this is the Oracle and his pilgrimage). He is not hunting the pilgrimage leader per se (actually he is on his way to the nearest mid-sized town to to hold assize) but will follow any leads the players provide (he will demand they tell him what they know, if they have seen the alleged heretic). He is not looking for a fight but he will not put up with disrespect to himself or the faith. He dislikes Paladins.

24) As the PCs travel down the road they hear an enormous snoring from within a shady copse of trees. The remains of two hooped barrels, completely smashed, are strewn across the road. Riding up parallel to an opening in the copse, the PCs behold a 14-foot tall Hill Giant (MM pp 123) lying on his side, smacking lips in drunken sleep, formidable treetrunk-club tucked under an arm. Pinned beneath one of the giant's massive hands is a struggling halfling in blacked leather armor. He has been trying to wriggle silently out from under the giant's left hand, on which is a massive golden ring. The instant he sees the PCs the Halfling tries to wave them over to (hopefully in silence) lift the heavy fingers off him.

The Halfling is a lvl 1 NE Rogue.  The Hill Giant is currently in possession of a magical ring (ring of glammer maybe?) The Halfling heard rumors of a Giant waylaying travelers for their horseflesh and shiny objects on this road, and that the Giant wore an ornately scrolled golden ring on his finger. He set out with two barrels of ale as an offering to the Giant and made friends, intending to snatch the ring while the brute was laid out in drunken stupor. The plan almost worked, but then the Giant had to go and affectionately rest a hand on his "new friend" as he settled down. If the PCs successfully aid the Halfling, he will make a "shh" gesture and then try to slip the ring off the giant's finger without waking him--and because he's level 1, he'll probably fail. If the PCs awaken the Giant trying to free the Halfling, the Giant will reflexively close his fingers on the Halfling and toss him further back into the copse, probably killing him.

If the Giant awakens, he will still be drunk: -4 Dex, -2 atk/skills, and likely to stumble if he tries to run, this lasts 2d10 rounds. He will attack wildly. The Halfling will take any fracas as the time to run, whether he has the ring or no. If the PCs manage to bring the Giant near to death he will beg for mercy and say he has much treasure ("I been taking Mans horses for food and all shiny things, I dont know why knights never come make me stop"), the kind he knows Mans like, back in his cave in the neaby hills. If the PCs agree to let him take them to his cave he will try ambushing them again there. In his cave is d1000x3 cp, d100x3 sp, 1d10x100 gp, 2d10 gems worth 3d4 to 2d4 x10 gp, a battered suit of half-plate and several steel weapons, plus numerous belt buckles, spurs, plates, candlesticks, a few hand mirrors--any metal object that can shine if polished. He understands that's what humans trade in and piled up all this stuff as insurance.

If both the Halfling and the ring are still there when the Giant is dealt with, the Halfling will make the case that it's mostly thanks to him the ring was obtained by anyone so really he should have it. He has nothing of value to offer (just armor, a dagger, and a half-eaten sandwich now smooshed in its parcel). If the PCs refuse to give him the ring or demand he turn it over, he will not try to overcome them by main force but may trail them and wait for an opportunity to steal it back. It is possible the PCs could convince him to become a henchman if they talk of some great treasure they hope to find, but The Halfling is of bad character and will shirk danger and steal from the group given half a chance.

Credit (and thanks!) to Stahlherzog, the author of this encounter which I here adapted.

ADVENTURE HOOKS/RUMORS/ETC. FOR TEMP. PLAINS NEWBIE SCRUB ZONE

See also this list of adventure ideas I wrote, some of which are pretty good (esp. no. 5. Do no. 5).

Rumors Related to These Encounters1.  Everybody in town is nervous.  Word is that a Lord Inquisitor is on his way to hold assize over the community.  Everybody agrees that Inquisitors are necessary, of course, but they do have a way of turning neighbor against neighbor.  Just getting called into one's court, even if all charges are cleared, can ruin your life.

2.  Have you ever heard this one?  "The Ballad of Ceryse and Blaise?"  It's not a well-known canción, but it's locally famous and really good, ask the next jongleur you see about it.   It's about a famous murder that happened near here, 70 years ago.  Back then there was this knight, see, Blaise, and he loved this girl Ceryse, but she was the daughter of the Mayor [of our town] and betrothed to the son of this Baron... so Blaise challenged her betrothed to a fight to the death in the [Religious Structure] of St. Ancibel---there used to be a little sheep town there but it dried up and became waste.  Nobody knows quite where the old [Religious Structure] is now.... right, so, Blaise won the duel but because he spilled blood on holy ground he was cursed... he wasted away from some illness and died, and on the order of the Baron he was buried somewhere in the wilderness.... but his hate lived on, and sometimes at night you can hear him blasting his horn in challenge!  They say he won't rest until the son of his persecutor--I think that means our Baron now--comes and faces him.  [If at any point the PCs lose interest in this story, have the teller lose track and leave off with "oh well, it's just a local legend..."]

2a.  There's a desecrated and abandoned [House of Worship] somewhere in the wilderness, and the village around it was cleared and turned into a wood.

2b.  On the road you might hear something like a horn at night.  That's just the local ghost, never mind him!

3.  The Baron has been trying to hire more warriors and put out a call all over the country.  I've seen some odd characters walking along the roads and even flying in the skies!  No really, a knight on a winged horse!   It did look a little odd.... it was either a very big horse or a very small rider...

4.  I wonder if the Baron is gearing up to finally do something about Old Lloyd.... he's a famous wizard who built a tower a few leagues from here, you can see it on clear days.  Old Lloyd doesn't do anything, he just builds fancy contraptions and sells them all over the world, but he's richer than the Baron I bet... and the Baron hates that he won't even pay the land tax...

5.  You're going on the road?  Be careful!  The Mayor wouldn't like my saying so but the trade road's been really dangerous lately.  They say a giant's lurking in a wood near the route!  Yeah, like two ogres on top of each other an actual giant!   What does a giant even do with peoples' gold?  He usually lets people go and just eats their animals at least.... I don't know, why do we even have a Baron?  Everybody keeps asking when those good-for-nothing knights of his are going to do something!  Pfah I'm a citizen of the town, I can say what I like...

6.  If you listen to these locals they'll have you thinking the woods teem with beautiful fairy women... haha, wishful thinking if you ask me.  My cousin for instance's a herdsman and he swears you can hear "fairy pipes" in the forest, and I tell him.... you're out there for ten hours a day, sometimes overnight on a bald hill... It'd be crazy if you DIDN'T hear things, right?  Makes you wonder though... why are fairy men always these short little goblin-faced characters and then fairy women are these tall beautiful types?  Maybe that's why they're always trying to seduce mortal-folks hey, haha.  

~Not related to Encounters Necessarily~

7. You know those little roadside shrines they always put up every six miles or so?  The ones with little bowls or slots you can put in donations and get a blessing, yeah?  Some rekless knave has been stealing out of 'em!  I know!   It's a total outrage against religion!  I knew our local bandits were bad but not this bad...

7a)  Actually, you want to know what I think?  I think it's a scam.  How would you even get into one of those shrines without breaking it up?  The coins are deposited in wooden strong boxes through a slot and only the [Dean/Rector/Monsignor] has the key!  So I think it's a scam.... like, defrauding itself?   Only you didn't hear it from me.
7b)  It's probably the Baron.  You know he hates [the Bishop/Dean/Monsignor].  Funny that they're cousins, but I bet the Churchman always felt like he got the worse end of that deal...

8. You know what it all is.  It's politics, politics.  The routiers---highwaymen you know---actually answer to the Baron.  They're his little "extra tax" he uses to put the squeeze on our town's trade when he feels we haven't been properly... enthusiastic about paying duties and tithes, yeah?  And then we've got the Thieves' Guild.... Thieves' Guild that's a laugh!  They answer to the Mayor and the [Bishop/Dean/Whatever] in our town right, and they're our little counter-insurance policy.  No really, what do you think a Thieves' Guild does primarily?  They get goods in and out through the city gates on the sly, of course.  Duty-Free!  And who profits from that?   Well no, not short term, but let me explain, if you made all trading untaxed....... [launch into appropriately medievalized conception of laissez faire economics until players revolt] 

9)  Did you know some people who want to see the future get themselves bit by a cockatrice on purpose?  It's true!  They just hold out their hand and let the nasty little blighter peck it, and there they are with a sign around their neck saying "wake me up in 100 years..."  wishful thinking, hah. 

10) [old Scottish groundskeeper] People get confused and call everything fairies, but that's just a gloss on what they don't know.  You know you've got your spirits of the woodlands right, like Dryads and Satyrs---well, they're sort of like, spirits of the land personified, right?  But then you've got your nasty ones, which are properly called fough which just means "hateful bastard" and they're not from around here get it---someplace deep underground I think...

~Adventures in the Newb Zone~

1.  Ogres have taken over a two-story brewery a couple miles from town!  Besiege/storm the place, save the much-valued brewmaster and make the louts pay for ruining the Mayday batch!  Cue highly strategic brawl with 1d4 staggering-drunk, barrel-throwing ogres prone to vomiting when hit.
-----> Twist: This definitely needs no twist.

2.  A lone Dire Wolf has been terrorizing the flocks.  Stalk the elusive bastard to his lair or, less stupidly, lay a trap for him in a barn or something.  Burning down one hay-barn should be a small price to pay to end this threat.
-----> Twist:  None, except that the wolf is old, tough and not as easy to lure into an obvious trap as you might hope. 

3.  Giant ants have been seen near the edge of the farmers' fields.  You know what giant ants mean, right?  Somewhere nearby there's probably a large reservoir of underground water!  Here's a dowsing rod, go, go, go!  No you don't have to wipe out the hive, the Baron's men will do that, we just need you to find water.  Should be totally safe.
 ----->  Twist: The giant ant colony is near a dungeon entrance, obv.

4.  A false peddler has been traveling the land selling supposed magic potions, claiming to be licensed by the Wizards' Guild [if there is no Wizards' Guild or equivalent body in your setting, this is just part of the ruse!]  For the most part the fake potions have been harmless, but a few people have fallen ill.   Unfortunately he seems to be skilled in disguise [or there's... multiple false peddlers?]  Sniff the bastard out (perhaps pose as a band of foolish adventurers looking for potions on the cheap...) and bring him in to the authorities (alternatively he can die while fleeing arrest and you'll save the authorities some trouble).
-----------> Twist: There are multiple false peddlers and most of them are well-meaning dupes.  Their magic potions are supplied from "a magic spring" guarded by "an actual wizard" (maybe a doppelganger? a wererat? one of these guys?) and the spring is, of course, in the nearest dungeon the players wanted to go to anyway.   It really is enchanted (that's how the dupes are convinced), but if bottled the magic leaves the water in 1d4 hours.  The fake wizard's been allowing the would-be sellers to make a profit while charging them for his bottled magic water in a classic ponzi scheme.  If you want, messing with the water could also lead to an invasion of enraged thirsty giant ants. 


Wednesday, March 1, 2017

Three Wells

I had stuff to do today but I decided to play with Konsumterra's awesome Strange Wells table instead. I'm thinking of putting these three holes in the wilderness near the entrance of a dungeon (so amusingly you could have an entire dungeon placed right before the original dungeon). Here's what I got:

Three Wells

1. Shaft type: (1)A hole in the earth, hidden to most by rocks or grass. Muddy and narrow. Fittings: (1)None, bare and primitive. BYO rope/bucket/etc. Water: (7)Muddy puddle, but regular water that can be filtered. What's Below: (10) Complete dungeon complex. Quick Contents: (7) Haunted. Well Features (roll three): (94) long-forgotten laboratory, preserved brains & organs in jars; (74) Druid cult meets here, gods demand intruders be sacrificed; (7) hermit lives here in solitude to meditate.

----> The well shaft is haunted by the spirits of four adventurers who were sacrificed by the wicked Druids that live under the earth. They will try to warn any newcomers, though since they can only scream in madness and pain it's difficult. The Druids mistakenly believe what was once an ancient necromancer's laboratory to be a burial chamber filled with canopic jars. They are "the Brotherhood of Flesh and Blood" who believe that internal organs hold the secret power of the universe, which can be harvested from body parts preserved beyond death: thus they are tomb robbers with a holy purpose. They are seeking a sarcophagus in this "tomb" that doesn't exist. They are totally unaware that they have come in via the back way to a much larger dungeon complex, the only other living inhabitant of which is an elven philosopher who slipped in 100 years ago to write his masterpiece on Arcane Epistemology ("I cast, therefore I am") in perfect solitude.

2. Shaft type: (3)Sinkhole entering into possible cave complex/ancient remains. Fittings: (6)Wooden hut with rope winch and bucket. Water: (8) Swirling pool of churning, foaming water. What's Below: (3)Series of caves with 4 chambers. Quick Contents: (5) Humanoids & Demihumans. Well Features (roll three): (80) Tribal shaman with guardian & ancestral spirits lairs here, since his clan was destroyed long ago; (37) serial killers live here with collections of human skin and bones; (24) a secret cult shrine is here, possibly still in use, often cursed. May hold treasure.

-------> There was a complete dungeon complex here, once. It's caved in now, leaving only a small cave complex and a few caverns. A Wild Elf shaman is all that remains of the elves who once lived in these caves: since the destruction of his tribe he has meditated in solitude, save for the restless ghosts around him. He is indifferent to the small gang of Orcish skinwalkers (a depraved cult that captures men to make suits out of their hides, despised even by other orcs) lairing in the next cavern over, and they are afraid to approach him and the shrine he resides in. Even the Elf isn't totally sure as to the shrine's history, he senses deep evil from it.

3. Shaft type: (7)A shaft of neatly carved stone blocks, fitted with great precision. Fittings: (7) Crude stone shelter, with rope and bucket. Water: (3) An underground river. What's below: Series of caves with 3 chambers. Quick Contents: (8) Magic. Well Features (roll six): (3) Remains of animal bones and human sacrifices. (32) Hideout for thief gang, depositing loot & hiding members who are "hot." (98) A dragon that has slept since the Dawn Times; (71) Sorcerer's lair, also a drug den. Stoned followers seek thrills & enlightenment; (76) Summoner's lair. Animal cages lie about and mystical circles are carved into the stone floor. (96) A healing magical spring, hidden from the main water source;

---------> The sorcerer is the leader of the thief gang, a dozen underprivileged city youths who treat his cave as a place to crash and get high. The secret ingredient for the drugs (which the gang sells for the sorcerer as well as using themselves) is the saliva of the Dreaming Dragon. This translucently pale, wingless creature is archaic and more resembles an amphysbaena than a dragon. The summoner pays rent to the sorcerer, is secretly trying to awaken the Dragon following a legend it will sing the song that ends the world (he was unlucky in a relationship recently). There once was a cult that worshipped the dragon and performed sacrifices in its chamber, but the sorcerer chased them out (they lurk in the desert outside now--waiting their chance to kidnap one of the sorcerer's precious thief kids). The dragon's chamber is still piled with old bones of men and animals. None of these people have ever realized there is a healing spring in the back of the dragon's chamber (not bold enough to go that far back). Ambient magic about the place is so strong all casters are treated as +1 CL, all healing spells get an additional +1 result even if cast at max level.

Friday, January 27, 2017

Kingdom names for D&D

Eburonia (first thought would be related to ebony but as this plant is unlikely to grow in a northern clime a better explanation is probably needed.  Some way I can etymologically relate it to German brun for brown?)

Skarmander (from sicarius, "dagger/assassin" + salamander.  Doubtless some local heraldic beast.) 

Manticore (Shamelessly ripped off from the Honor Harrington books which I've never actually read.  But I love the idea of "Manticore" as a place name).

Tesselpot (No idea how to relate this one to any real language but I love the name.  Sounds like some little corner of Olde England inhabited by an eccentric German noble family for centuries, the kind that would build nutso architectural follies around their creepy ivy-encrusted manorhouse).

Hochsump (Definitely better name for a Barony or Duchy than a kingdom but the name comes from hoch, or "high" and sump which means "a wet, sunken pit, a bog" so it's "The High Sinkhole" which is fantastic).  

Eratso (definitely some kind of Mediterranean country, probably a crossroads for a bazillion different lingual groups over the millennia.  Name makes me think of Erictho who was a witch in Greek/Latin literature so the land might be named for one of those powerful wizardy-types who are always getting themselves immortality or minor godhood.  Maybe it's said the Goddess still sleeps in a smouldering local volcano). 

Vauntlythe (I don't know where I got this sound except it kind of sounds like "Dauntless" and "Vaunted" which are cool quasi-medieval words ascribed to knights, but that ending also makes me think of lethe---you know, the pool where the water makes you amnesiac?  So like a timeless country or a land out of time, like a magic castle that appears here and there maybe to hold Christmas/Spring feasts with dancing and contests and Deeds of Great Danger and Worth being declared.  I really like that idea, like Castle Vauntlythe just appears sporadically around the setting and its undying king is always welcomed by the changing realms of mortalkind). 

Marcelesse (Okay this is a stupid stupid pun but hear me out: few things are more medieval than bad wordplay, and also it sounds like Marcellus which is a name from Antiquity.  Perhaps the quasi-legendary first founder of the country akin to Brutus of Troy for Britain?  And then the local knights all just ran with it because how awesome is it to say "reke ye I am of the Countrey Marcelesse!" and ofc. the local chivalric brotherhood is The Marcelesse Order.)

Terraunce (Apparently the name "Terrance" is derived from Latin Terantius, which nobody knows the origin of.  Obviously I like it as a country name because you've got that "Terra" in there.  Sounds like land and sounds like terror, a lame pun Games Workshop has made meal of for decades).  Plus "Thierry" is one of the more common Franco/Belgian medieval noble names so how would you like to be le Comte Thierry du Terraunce?  You can just imagine that asshole being crane-lifted into the saddle in his ridiculous joust armor with like a visor in the shape of the sun and more sun-shaped crests on his shoulders like "aughn-haughn-haughn, fighte-moi, mon ami!"  

More later as I think of them maybe or also maybe never

Friday, September 16, 2016

More About the Purple Plains/Thunderfolk

Items in No Order
1) The Purple Plains stretch about 720 miles East to West and average about a fifth of that distance North to South.  I derived this distance starting with the assumption that, on average, a herd of Ghost Cattle migrates about eight miles in a day.  Their leisurely transit between the East and West poles of the grasslands occupies about 180 days of the year.  8 x 180 = 1,440 miles round trip, meaning the crossing from West to East should cover about 720 miles.

2) The Thunderfolk are seminomadic.  They essentially roam around in a closed circuit, with regular stops that are more like seasonally-occupied homes than temporary campsites.  In fact, these "stations" all have little communities that live there permanently, though the vast majority of the Thunderfolk bands are continually passing through.

3)  The Thunderfolk hunt the Ghost Cattle/Phase-Oxen, but leave the bovine herds offerings of milk, almonds, sweet-grass and occasionally even sugar (must be imported from the far south, very precious).  They do this by placing the offering in a great bowl ahead of the herd's path and backing far enough away to remain in sight while looking non-aggressive.  The beasts are allowed to come on and eat the offering in the sight of the officiant.  The cattle never see dismounted Thunderfolk (or by extension, other humanoids) as a threat (although they may expect offerings), and as long as you avoid the herd's bull you can walk among them quite safely. 

4) Thunderfolk hunt via archery, using recurved oxhorn-and-oak composite bows from knolls 60-100 yards away (obviously, the greater the distance at which you hit your mark the more plaudits you win, and Thunderfolk men set great store by the range at which they can hit a target).  This is far enough away that the cattle will not even realize they are being hunted.  It is extremely important to shoot the ox or cow behind the breast-bone or in the neck and kill the beast instantly, and in this way the Ghost Cattle never see mankind as predators and so never use their phasing ability to escape them.  The Thunderfolk believe that a sloppy archer who must shoot multiple times to make a kill risks disabusing the Ghost Cattle of the truth of their true relationship to Man.

5)  The Thunderfolk, as mentioned previously, are so pale that in places their skin shades into a faint blue.  Their eyes are blue or hazel, and their hair is a near-platinum or golden blonde.  Men and women alike dread their hair and tie the dreadlocks into plates or knots in various styles, often held in place with bronze or bone tubes.  The thickness of their long hair is the first protection of their pale flesh against the harsh sun of the Purple Plains.  Almost all of them wear thick leather mantles or hoods, a few of the richer ones wearing cloaks/serapes of interwoven thick white Ghost Cattle fur, and wound about face and neck on a hot day they will wear whatever linens they can.

6)  Although still hairy in Spring to Summer, it's in Autumn to Winter that the Ghost Cattle's coats of long fine white hair begins to grow truly shaggy and enormous.  By February the enormous coats trail to the ground.  

7) Here are the things you can be in Thunderfolk society:

Patriarch
Priest/Elder
Smith
Saddler
Horse trainer/breeder
Midwife
Weaver
Carver (of bone, wood, etc.)

Weavers, Carvers, Smiths and Saddlers occupy the otherwise almost-empty permanent settlements along the circuit of the Thunderfolk's migrations.  Saddlers are actually generalized tanners/leather-workers but saddles are the most prestigious objects they can make.  The Thunderfolk make saddles as fine as any more materially elaborate civilization, in styles suitable for riding, fighting and pack-bearing.

Weavers actually weave great blankets, cloaks, mantillas or serapes out of the Ghost-Cattle's long white fur.  That's all they do, and it's an extremely prestigious and important position.  These half naked dudes in their hide tents patiently knitting for 14 hours a day have the prestige of a royal tailor.  The furs aren't even fancy.  It's considered irreligious (or at least gauche) to die one of the Ghost Cattle furs, although they will be decorated with attached horns or extra bone pins.

Midwives are also generalists who help women to give birth and horses to foal.  They travel from band to band and even if their services aren't needed it's a good idea to pay one a bowl of fermented mare's milk whenever you see her.  

Horse trainers are like midwives although sometimes they might stay with a band for as long as a year or two years, breaking and teaching up young horses.  Every Thunderfolk knows something about handling horses but for a particularly willful beast sometimes you need a specialist.

If it has a particular need for a midwife or a horse trainer, a band can leave word with other bands they pass on the plains.  Invariably the word will get out to the nearest professional.

Smiths usually just make ornaments, often incorporating precious stones, bones, and bits of glass (natural or traded for) into elaborate armlets, rings, plugs, necklaces etc.  They have very little access to iron; what's found in the Purple Plains naturally is copper and tin, so the smiths produce bronze with a great degree of skill.  (There are a few mining communities of Thunderfolk.  They are basically untouchables and otherwise not worth mentioning).  The best smiths make bronze swords like this:

 Yes, technically Iron Age I know.

The Thunderfolk call these blades "Horse-Swords," and they are the primary preferred weapon for raids and duels (of course Thunderfolk bands raid each other, just never in the scattered towns.  What happens on the plains stays on the plains).  When two Thunderfolken duel, the gentlemanly way to do it is to ride at each other on their best horses and slash at each other on the pass with their Horse-Swords.  Yes, lances and spears are technically the better weapons, but you know what's better than those?  Composite bows, and every Thunderfolk has one of those.  If the Thunderfolk ever get into a real conflict with outsiders it's time for bows and steel mail; for everything else there's Horse-Swords.   
Apprentice carvers make poles, planks and whatever else the Thunderfolk need in bulk.  Buxus sempervirens and quercus robur are strong hardwoods and very common on the Purple Plains. These are usually bought up by traveling bands by the bundle for tentpoles, planting, cooking spits and whatever else.  Bowyers are a highly specialized and elite order within this group.

Patriarchs are simply the leader of a Thunderfolk Band.  I probably need to think up a better name for this but I don't like "chief" or "jarl."  Bands can be as small as a family of 4-6 or a unit of several families with 36 adults.* The Patriarch is always the toughest dude and has at least 2 HD (or at least two class levels, for 3rd Ed+).  Patriarchs are almost always between the ages of 25 and 45.  Richer Patriarchs (at least three families in their band) will always have a steel sword and a mailshirt.  Steel swords and mailshirts are considered redolent of wealth and authority.  A mailshirt will be crudely mended as necessary and passed down in a Band for generations, while a steel sword will always be buried with its owner. 

*Incidentally, every adult Thunderfolk of the migrant bands who isn't a child, elder or pathetically poor owns at least two horses and a packbeast, often a pony.  So in a band of 36 adult, non-elder Thunderfolk that's a herd of 108 equines.  The noise that herd makes crossing the Purple Plains is the actual reason they are called Thunderfolk, not the first thing I thought of with the cow-horns.  Horns don't even sound like thunder, what was I thinking with that first idea? 

After the age of 45-50, a Thunderfolk is considered an Elder, and all Elders are Priests.  Priests interpret dreams and omens, prepare poultices and medicines, occasionally cook, and are considered the moral center of Thunderfolk society.  There is no requirement for this position other than aging into it (and likewise once one is old, no escaping it).  The Priest(s) of a Thunderfolk Band are councilor, apothecary, psychologist and judge all rolled into one.

8) Thunderfolk don't believe in an afterlife.  They believe that the mind remains within the body of the deceased person for a time, dreaming and insensate, until the decay reaches a certain point and consciousness dissipates.  The origin of this strange belief may be skewed perceptions of the Raise Dead and Speak With Dead spells.   A dead Thunderfolk will be buried in their finest garments with a few choice items, perhaps a finely carved horn or favorite bronze necklace.  There is no shroud or box; rather, the deceased is arranged seated with legs-crossed and stitched so as to stay in that position. They are buried sitting upright, at the bottom of a narrow pit.  If the deceased owned a steel sword, that will be laid across their lap.  In this dignified final posture they are interred.