Thread: Duchy of Dran
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Old 09-03-2018, 07:12 AM   #17
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Duchy of Dran: A duchy led by Duke Severin (Dran XII) and nominally loyal to the King of Elyntia. He is a lover of magic and technology
Duchy of Dran Encounter Table (rougher areas add 4)
2- 1d6+1 compsagnathi
3- a merchant caravan *
4- 1d6 giant bombardier beetles (hungry)
5- dwarvish mobile smithy *
6- 1d6 rural folk *
7- a Dran patrol *
8- a band of robbers *
9- local militia *
10- a giant weasel
11- a pack of wolves: roll 3 dice
12- a band of rowdy orcs*
13- 1d6+1 fanged bounders
14- 1d3 wandering cyclopes, looking for human females
15- a werewolf (attribute total 40) in human form
16- a 7-hex dragon

*A merchant caravan guarded by 4 centaurs (ST 15 DX 11(10) IQ 8 MA 24 wielding pikeaxes (2+2) & heavy crossbows (3), wearing cloth barding (1) Talents: human, elf), owned by the merchant Odrik, a human (ST 8 DX 13 (11) IQ 12 wields galvorn dagger (1+2), wears +1 HS/A leather (3) & blur ring. Talents: assess value, detect lies, business sense, charisma, literacy, centaur, dwarf) & his 2 sons; Odrik jr. a wizard (ST 10 DX 11(10/13) IQ 12; wields staff (1), wears fine cloth(2) Spells: fireball, sleep, analyze magic, mage sight, repair/ literacy, missile weapons) & Rurik, a burly warrior (ST 14 DX 11(9/12) IQ 9 wields bastard sword( 3-2) or longbow(1+2), wears leather, warrior (3) Talents: missile weapons, horsemanship), riding a riding horse(ST 22 DX 12 IQ 5 MA 24 1+1 damage)
The caravan carries $(1d6 x100), (1d6-3) lesser magical items, (1d6-5) greater magical items, and $(1d6 x 1000) worth of merchandise.

*A dwarvish mobile smithy will comprise some dwarves travelling from town to town to sell and make weapons:
Leader (ST 16 DX 13 (11) IQ 12 Wears mithril chainmail (4 hits stopped,-2 DX only) and wields a fine (+1 dam) battleaxe (3+2) Talents: master armourer, warrior, veteran, tactics, analyze magic, old dwarvish, human)
Bobby, the Goldsmith (ST 14 DX 12(11) IQ 11 wears galvorn chainmail (5 hits stopped!) and wields a great hammer(2+3) which has +2 DX bonus & amazing gold inlay- it's worth LOTS $5000, but is easily recognizable..... Talents: armourer, goldsmith, warrior, animal handler)
1d3+1 apprentices (ST 11 DX 11(9/11) IQ 10 wearing cloth & large shields (1/3) & wielding hammers (1+2) talents: thrown weapons, armourer, recognize value)
Bobby's big doggy (ST 10 DX 14 IQ 7 MA 14 dam 1+2 HS/A 2 (spiky collar) tracking)
They may have fine weapons to sell (roll 1d6-3; <1=0); roll 2d6+4 to determine which ST table to roll on.

*a band of robbers intent on robbing people: bandit leader-half-orc (ST 11 DX 15 (18) IQ 11 wields 2H spear(1+1) or longbow(1+2),twice a turn; wears fine cloth armour(no DX-) barkskin belt (2), has $30 Talents: tracking, missile weapons, charisma) 1d3+3 human or orc thugs (ST 11 DX 13(11) IQ 8 wearing leather & small shield(2/3 ) wielding small axes (1+2) Talent:thrown weapon, running) and one of the following:
1- orc warrior (ST 13 DX 12 (9) IQ 8 wields morningstar (2+1), wears leather & large shield (2/4) Talents: running, human)
2- half-elf wizard (ST 9 DX 12(10/13) IQ 12 wears leather(2),wields staff(1) Spells: fireball, sleep, rope, reverse missiles, silent movement/ missile weapons)
3- pet great ape (ST 20 DX 12 IQ 7 ; 1+4 in HTH)

*- local militia; a low reaction roll means they are very paranoid and looking for villains, maybe even attacking the party on sight ( "furreigners!"). If the party fight them they may have some very serious explaining to do to local authorities. 1d6+7 villagers (ST 11 DX 12(11) IQ 9 weapons: scythes (1+1) or machetes (2-2), wearing cloth(1)). If fighting, they fight as a disorganized rabble, fleeing if 2 or more are slain.

*A band of rowdy orcs have wandered in from the orcish settlements from the south looking for treasure and combat. They'll attack anything, unless paid off or they have ulterior motives... There will be 1d6+1 base thugs (ST 10 DX 14(11) IQ 8 weapons cutlasses(2-2) wearing leather + large shield(2/4) ,1d3-1 mean dudes (ST 14 DX 14(11) IQ 8 weapons great hammers(2+2) & longbows(1+2) wearing chainmail(3) and a leader (ST 13 DX 17(13/18) IQ 11 weapon morningstar(2+1) & longbow(1+2) x2/rd, wearing leather + tower shield (2/5) skills: tactics, monster followers, tracking, missile weapons, human)
There is a 4 in 6 chance this resourceful leader will have found a mascot from the following:
1: troll (ST 30 DX 10 IQ 8 MA 8 Dam 2 dice Armour 1 pt skin , heals 1 pt/turn except from fire)
2: cyclops (ST 24 DX 12 IQ 7 MA 10 Dam 1+6 (club) Armour, 1 pt skin- 2/IQ to disbelieve illusions)
3: ettin (ST 30 DX 9 IQ 6 MA 10 Dam 1+6 & 1+4 (2 clubs) Armour , leather (2))

Dranning: A lively city with a population of 15,000 or so souls, 75% human with elvish and dwarvish quarters. Due to the presence of significant numbers of their enemies, orcs and goblins are scarce here .
Wizards' Guild
The nonhumans are attracted by the flourishing Senior Chapter of the Wizards' Guild, led by one Ayrkana the White. She is a half-elvish wizard with the modified telepathy spell, usable to enable forgetting of talents and spells. This has proven immensely popular, bringing in much money to the guild and duchy (Duke Severin had a personal hand in hiring Ayrkana).
Ayrkana (ST 11 DX 15 IQ 20 Spells: forget, wizard's wrath, analyze magic, control person, dissolve enchantment, geas Magic Items: 10 pt ST battery,
Ayrkana is currently negotiating with the Newdelve Dwarvish Wizards' Guild to procure summon giant badger from her rival, the dwarvish guildmaster Zachodnia.
Anyone bringing a greater magic item for analysis to the guild in Dranning has a 3 in 6 chance of attracting Ayrkana's attention. She may hold the item for safekeeping until the adventurers do a favour for her, by Geas or promise.
Mechanicians' Guild
Much fewer in number than wizards, the mechanicians hold their own through ownership of some really awesome technological devices (or are they just well placed rumours....) and the dynamic leadership of Grand Master Khytril (ST 12 DX 13(12/15) IQ 16 has ionizing pistol/missile weapons(3 dice damage, fires once per round, reload after 6 shots) ,wears fine mesh armour (HS/A 6, -2 DX )Talents: master mechanician, diplomacy, detect & remove traps, gnome, literacy, charisma). The guild is mainly human, with a few gnomes. Khytril has also engineered a loose alliance with the Dranning Thieves' Guild, to the consternation of the wizards.
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