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Old 09-01-2018, 09:01 PM   #11
DarkPumpkin
 
Join Date: Jan 2018
Location: Cidri (exact location withheld)
Default Re: Duchy of Dran

Quote:
Originally Posted by David Bofinger View Post
Thorp is just the Norse word for village, and IIUC in England it pretty much meant the same thing as hamlet or village. Not sure where the idea comes from that it's something smaller.

Quote:
Originally Posted by ak_aramis View Post
Thorp has been used for smaller hamlets in several contexts, always as smaller.

Generally a thorpe is deemed under 100 personswhile a hamlet is more.
"Thorp" as the smallest size of settlement, smaller than a hamlet, seems to be an RPG-ism. It's not in general English usage as such.
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Old 09-02-2018, 03:39 AM   #12
Skarg
 
Join Date: May 2015
Default Re: Duchy of Dran

My first RPG campaign was built around the Dran map. It's enormous, and mostly in GM shorthand format, has several changes and developments even on the Dran map, and the stuff closest to the Dran map was made up when I was youngest... 11 to 13 years old. I'm not quite sure what would be useful to share in what form. Also I'm travelling ATM.
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Old 09-02-2018, 04:33 PM   #13
kbs666
 
Join Date: Jul 2014
Default Re: Duchy of Dran

If anyone has heard of Realm Works by the fine people at Lone Wolf Development I'll be inputting everything that comes in the PDF package into a TFT realm. I won't step on SJG's rights by distributing it. But if anyone at SJG has Realm Works I'll be happy to send them a copy of the completed realm, once I get it done, to see the potential of supporting the software in the future.
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Old 09-03-2018, 07:04 AM   #14
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Hi folks, 20 years ago JPB and I were in an active email list/group on TFT and I began a page on embellished material for Cidri. A very nice person web-archived it (convenient as it was several hard drives ago and I couldn't find it anywhere!). Following posts contain stuff..let's see if it keeps its formatting...

Feel free to quote and modify away as I figure alot of us fans have been closet cidri gazeteer-ers...

Last edited by Cas Liber; 09-03-2018 at 07:10 AM.
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Old 09-03-2018, 07:06 AM   #15
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Gargoyle Mountains: Settled in some parts, wild and dangerous in others, inhabitants include isolated tribes of neanderthals as well as, naturally, gargoyles and trolls. Gryphon eyries attract intrepid (or greedy) adventurers.

Gargoyle Mountains Encounter Table
3: a large roc
4: a small roc
5: 1d3 giant eagles
6: 2 wild gryphons
7: dwarven mining crew *
8: 1d3 wyverns
9: 2d6+1 cavewights
10: dwarven patrol *
11: 1d6 trolls
12: a band of gargoyles *
13: a band of neanderthals *
14: a hungry cave bear
15: 1d6 cyclopes
16: a monstrous nightgaunt (roll 3 dice + 6 for ST, 3 dice for DX, 3 dice for IQ)
17: 1d2 7-hex red dragons
18: a 14-hex red dragon

* a dwarven mining crew comprises 2d6+2 miners (ST 11 DX 13(11) IQ 8 weapons: mining picks (1+3) and small axes (1+3) for throwing, wearing cloth armour with large shields(1/3).Talents: thrown weapons, running) and Bedrock, their foreman/spokesman (ST 12 DX 15(12) IQ 10 weapon fine (+1 DX) military pick (2+1),wears leather & large shield (2/4) also has $400 rough cut diamond & an invisibility potion (up to $4000 if cut finely)Talents: recognize value, business sense, charisma, new followers) & his bodyguard Boswell, a 6' 4'' human who was raised as a dwarf and is intensely loyal to them (ST 16 DX 9 IQ 9 has a BIG sword (3+1), loincloth (2-warrior & veteran) Talent: alertness). Depending on a reaction roll, many outcomes may be possible. The crew may feel like resorting to a little banditry to boost their incomes or bartering with intent to rip off (Bedrock has some Fool's Gold which he can attempt to pass off as a nugget or two. A 5/IQ roll will see through this, 4/IQ for a dwarf or someone with recognize value, 3/IQ for alchemist or goldsmith. His excuse for trading is to divide them up between his group who he says re going separate ways) if a bad reaction roll is made. A good reaction roll may mean more honest bartering; the group also has 4 $300 nuggets. Any fighting that fares badly will see Bedrock fleeing by using his potion. If this happens, the adventurers will have made an implacable enemy who may form a band to track them down for revenge.

* a dwarven patrol consists of 2d6+2 doughty warriors (ST 11 DX 13(10) IQ 8 wielding maces (2) & small throwing axes(1+3), wearing leather & large shields (2/4) Talents: thrown weapons, running), a dwarf wizard (ST 10 DX 13(12) IQ 12 wielding staff (1), wearing cloth armour & small shield(1/2) Spells: freeze, mage sight, break weapon, rope, sleep, summon bear, staff to snake, analyze magic/ literacy, human, shield) & dwarven commander (ST 13 DX 15 (11/14) IQ 10 wielding a flail(2+2) & light crossbow (2), wearing chainmail & large shield (3/5) Talents: missile weapons, tracking, alertness)

*a band of gargoyles will contain 1d6+1 of them. There is a 2 in 6 chance of one being a wizard(ST 16 DX 11 IQ 10 Spells: trip, far vision, detect enemies, drop weapon, avert, magic fist / literacy, human, thrown weapons).

*a band of neanderthals consists of 1d6+3 braves (ST 16 DX 10 IQ 7 wielding clubs (1+3) or flint knives to use in HTH combat (1+3), wearing skins(1)) & their leader (ST 18 DX 10 IQ 9 wielding a great maul (1+5) and a flint knife (1+4 in HTH), wearing heavy hides(4) Talents: alertness, warrior, veteran, tracking (inherent)
There is a 2 in 6 chance this encounter will also include a neanderthal shaman (ST 16 DX 10 IQ 8) dressed in bizarre skins with a mammoth skull as headdress. He maintains actual contact with the Spirit World, and his deity has granted him one spell-like power summon bear.
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Old 09-03-2018, 07:08 AM   #16
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Newdelve: Established after Rubydelve became a battleground, Newdelve is primarily a dwarvish city with a moderate number of gnomes and a few gargoyles. Vigorous enforcement of law and order here make it a safe place; rules include no knock keys, no gate-locks, no casting missile spells in public.
Wizards' Guild
This small but dynamic chapter is led by Zachodnia (ST 12 DX 14 IQ 20 Spells: summon giant badger, summon demon
Zachodnia is always accompanied by his apprentice/bodyguard Quartz, a gargoyle (ST 16 DX 13 IQ 12 Spells: aid, drop weapon, trip, sleep), fanatically loyal after Zachodnia found arcane ways of raising his IQ.
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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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Old 09-03-2018, 07:19 AM   #18
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Elfwood
The principal population centre of elves in the Duchy, with probably some 1,500 scattered within its borders. Elves here generally live here to get away from other races and not too friendly with outsiders (-1 reaction). Anyone entering the forest will be expected to pay a $50 entry fee per person once only, for which they get a silver pendant which they can show as proof of payment for future encounters. Centaurs and other elves are exempt from this tariff
Elfwood Encounter Table
1: a giant badger
2: 2 hungry bears (black)
3: 1d3 centaurs (2 in 6 they are drunk & surly; -1 on reaction)
4: 1d6 al-mi'raj
5-6: elf patrol *
An elf patrol will consist of 1d6+3 warriors ( ST 11 DX 13(11) IQ 8 weapons longbows(1+2) and spears(1+1), wearing leather armour (2 hits stopped), MA 10), 2 apprentice wizards (ST 9 DX 13(11) IQ 12 weapons staves(1) wearing leather armour(2),MA 10 spells: fireball, sleep, mage sight, rope, illusion, summon bear, aid, detect enemies ), a leader (ST 12 DX 15(12) IQ 11 weapon broadsword(2) wearing mithril chain + large shield(4/6), MA 10 skills: tactics, acute hearing, ) and his lieutenant (ST 9 DX 14(12) IQ 14 wearing leather(2) wielding staff(1) spells: lightning, remove thrown spell, spell shield, explosive gem, telepathy talent: thrown weapon has:3 2 dice explosive gems and a 4 dice explosive gem). They will supply silver pendants after asking travellers to cough up $50 each. Nonpayment invites attack or very least escort to the forest's borders.
Osley
This village of about 500 souls is about a third human, elven and half-elven. The Elfwood elves have ideological problems about having such close contact with humans and generally avoid the place. However, this village happens to be Ayrkana the White's home town and she is rigorously encouraging settlement here, to the extent of setting up a small subchapter of the guild here, led by her cousin Bombala the Brown, called a wizard by her friends and witch by her enemies. All agree she is an alchemist of great ability. Bombala has a laboratory and book containing recipes for the following potions, any of which may be available at her shop subject to availability: acute hearing, healing, universal antidote, youth and speed. Bombala (ST 9 DX 13 IQ 17, wears +2 DX leather(2) & wields staff (1), Talents/Spells: alchemy, ) will be very interested in new recipes and adventurers bringing her ingredients.
Terrik
This small orcish town's citizens are more law abiding than most. People say the orcs here have learnt to keep their word as they have many goblin residents serving as role models. A group of goblin merchants and their families from Canigli came here years ago and have a thriving trade, capitalizing on Terrik's position on several trade routes. This is a good town to come to buy & sell anything. Due to the apparent wealth of the inhabitants, many burglars over the years have tried their luck in this town, generally with little success.
Terrik's most notable feature is a large inn, The Goblin Market (named after the weekly event in the village square), run by Calabrio the Crimson-a goblin wizard of some repute (ST 8 DX 14 IQ 18 weapon-mithril(+1 DX +2 DAM) dagger(1+1), wears cloth armour & barkskin ring (3), has a giant rope rope. Spells/Talents: sleep, wizard's wrath, megahex freeze, analyze magic, lock/knock, reveal/conceal, mage sight, drop weapon, persuasiveness, detect enemies/recognize value, assess value, human, orc). There are 2 bugbears here who serve as the inn's bouncers; Humphrey & Rupert (ST 14 DX 14 IQ 9 Humphrey wields a 2H sword(3-1) & Rupert a great hammer(2+2), wear leather/warrior (3) Talents: running, alertness, silent movement(innate)) . It is a fairly safe place to stay. Calabrio keeps most of his money safe with his family in Canigli, but does have a lucrative bedroom; the ST 40 door is protected by 3 lock spells (6 dice to open) as is the window, which is reinforced with bars (ST 30). Inside are a comfy bed and wardrobe, the door of which has 2 lock spells. On the inside of the wardrobe door is a delicate crystal statuette of a humanoid creature, actually a bound lesser demon which will attack interlopers for 12 turns before leaving if broken. Inside the wardrobe are Calabrio's clothes and a locked chest containing 1000 GP, $800, a $5000 diamond and a lens of translation (old dwarvish, human, goblin, elven)
Also in Terrik are the Goblin Bank, and 2 merchant shops. One, run by Vincenzo, is fairly honest, the other, by Basil Long-Ears, is quite unscrupulous.
The bank also serves as a moneylender (at a rate of 1% a week). The building is sturdy, but its safety lies in the fact that there is a gate in the cellar to the main branch of the Goblin Bank in Canigli (where all the cash is).The gate is controlled- only employees allowed through.
Tore
An old village built on extensive, half buried stone ruins populated by humans, with some gnomes and dwarves who liked the stonework. The mayor is the popular and garrulous Lindra , a witch of some repute. She makes it her business to know everything in the village, trying to keep everyone as friendly and happy as possible. There is an old graveyard which is rumoured to be haunted.
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Old 09-03-2018, 07:19 AM   #19
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Dill
A small town with lots of orcs, this place is dangerous; a bad reaction means a fight. The orcs originally settled here, hired as mercenaries by Melglos Mystwielder, a great-uncle of Duke Severin. His grandson, Ruven the Red, also a great wizard, lives in an estate outside Dill and keeps the orcs under control at the behest of Duke Severin.. There is much enmity between Ruven and Ayrkana, but the duke protects him and has allowed him to run a small rogue wizards' guild of sorts for the orc wizards. Ruven is not especially malevolent or ambitious - he'd just like to be left alone. One reason why orcish wizards are rare is that the guild in Dranning has eliminated most of them.
The "mayor" of Dill is Gorki the Chief, a huge orc ruffian:

The main watering hole in town is the One-eyed Lion, a real den of iniquity where the unwary may run into real trouble.
Sample Orcish Ruffians
1- a band of feisty grunts*
2- Jesper the Wizard & his bodyguards*
3- Big Bruno, a surly giant, & his dog Gnasher*
4- Han-the-Lightfingered & his gang*
5- Kanadar the Wizard(ly Thief)*

*a band of feisty grunts comprises 1d6+2 grunts (ST 11 DX 13(11) IQ 8 weapons shortswords(2-1) and throwing daggers(1-1), wearing leather armour and small shields(2/3)) thrown weapons, running
These guys have a fairly low morale and will flee if any 2 of them take more than half damage or one is killed.

*Jesper (ST 11 DX 14(13) IQ 13 weapon (wizardly) quarterstaff (1+2), boomerang (2) wears cloth armour(1) Spells: control person, curse, break weapon, freeze, invisibility / thrown weapons, literacy, human) & the "twins" (both ST 13 DX 13(10) IQ 8 weapons: morningstars(2+1), wearing leather & large shield(2/4)). Jesper also has a pet great ape (ST 20 DX 12 IQ 7 damage:1+4 (HTH)), who gets to eat the corpses.

*Big Bruno (ST 25 DX 9 IQ 7 weapon great axe (3 dice), wearing chainmail & tower shield (3/6)) & Gnasher, a wolfhound (ST 11 DX 14 IQ 6 MA 14 1+1 damage bite, 1 pt fur)

*Han-The-Lightfingered, a orcish thief (ST 8 DX 14 IQ 14 weapon dagger(1-1), wearing a barkskin ring(2) Talents: thief, alertness, silent movement, recognize value, spy, assess value, thrown weapons) & his gang of grunts (ST 9 DX 13(11) IQ 10 weapons rapiers(1), wearing leather armour & small shields (2/3) Talents: silent movement, thief, running). Han is a poor fighter; don't forget he is a spy when evading pursuit.

*Kanadar is a half-orc wizard whose light fingers earnt him too many enemies in Dranning before coming here to Ruven's guild. He takes strongly after his human father (Orcs will recognize him as a half-orc on 3/IQ), but secretly bears a grudge against all humans. Kanadar is friendly enough, and may join a party, but only to steal from them: (ST 9 DX 12 IQ 12 weapon staff(1), wears no armour. Talents/Spells: thief, literacy/ silent movement, sleep, illusion, invisibility, staff, lock/knock, reveal/conceal)

Near Dill: Chief Snord and Snord's Lords
Chief Snord and his goblin clan live along the Bright River, in the northern Huldre forest.

He currently has 2 lords under him and they harass passers by on the Bright River. Each of the 2 lords under him have patrols of 8 goblin warriors. Currently their spoils are getting thinner. They accept orcs as mercenaries.

They have a treaty going with the human village of Bendwyn, and the village of Dill. The treaty basically says that they are to STAY away, and they won't be bothered. Goblins aren't all that well know for long-windedness, so they tend to keep their treaties short.

They had a river troll with them for a while, but he ate 2 of the Snord's scouts. That pretty much ended that budding relationship.

Occasionally, they work with a human/orcish wizard named Stump, who is currently out on an adventure to harass the players, and another wizard named Soliari.

Chief Snord
St:12 (overfed as a child)
DX:14 (Adj. Dx:12/15) (had a wish fulfilled)
IQ:11 (goblin brilliance)
MA:10
Armor: fine Leather & small shield (4/5)
Weapon: Fine broadsword 2+1
Weapon: Lt CrossBow and cranequin 2+1
Talents: Warrior, Tactics, Missile Weapons, Sword, Running (away), Alertness, Shield
Treasure: 3 heal potions (1 hit each), fine broadswords, $5d6, 1 in 6 chance
of 1d6 gold


Snord's Lord Humbat
St:11
DX:12 (11)
IQ:10
MA:10
Armor: cloth & small shield (1/2)
Weapon: spear 1, 1+1 2handed
Weapon: horse bow 1+1
Talents: spear, shield, bow, alertness, Running
Treasure: Hand Carved Bone handle silver dagger, $3d6

Snord's Lord Bahgwind
St:11
DX:12 (11)
IQ:10
MA:10
Armor: cloth & sm shield (1/2)
Weapon:spear 1, 1+1 2handed, charge does double damage
Weapon:cutlass 2-2
Talents: spear, shield, driver, animal handler
Treasure: $3d6, 2 doses of blade/spear poison: 1+1 damage. 1 full
adventurers pack( with human sized fine clothing etc)

Snord's Scouts:
St:10
DX:10 (12)
IQ:10
MA:12
Armor: none
Shield: sm shield Taking Hits:-1
Weapon:2 hammers, one on belt. 1+1
Weapon: sling with a dozen bullets 1-2
Talents: thrown weapons, axe/mace, sling, running
Treasure:$1d6 each. 1 in 6 chance molatov


"Stump" the Wizard. Mother human, father orc. Currently out chasing Soliari
the wizard to his grave.
St:10
DX:10 (9/11)
IQ:11
MA:10
Armor: cloth (1)
Weap: Qstaff with staff spell
Weap:Daggers: 2 silver, 6 bronze
Talents: Thrown weapons, literacy
Treasure:$3d6, 2 St Battery gem, 2 sleep scrolls, Spell book: (*)means
memorized: Staff, (*)knock, (*)sleep, darkness, (*)Dazzle, Dark vision,
(*)avert, (*)Summon wolf, (*)1 hex fire, Light, (*)magic fist
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Old 09-03-2018, 07:20 AM   #20
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Huldre Forest
A dark and forbidding place these days, home to all manner of beasties. Some elves and gnomes still remain, but a generation ago the infamous green dragon Viridian claimed most of the forest for himself and his kobolds.
Huldre Forest Encounter Table
2- a 7 hex green dragon
3- a 4 hex green dragon
4- elvish commando raiding party *
5- band of rowdy orcs *
6- hungry palug cats (2d6-1)
7- kobold patrol *
8- a swarm of stirges (2d6+2)
9- giant spiders (1d6+1)
10- gnome adventurers *
11- wolves (3d6-1)
12- deinonychi (1d6)

*An elvish commando party will contain 1d6+3 warriors ( ST 11 DX 13(11) IQ 8 weapons longbows(1+2) and spears(1+1), wearing leather armour (2 hits stopped), MA 10), 2 apprentice wizards (ST 9 DX 13(11) IQ 12 weapons staves(1) wearing leather armour(2),MA 10 spells: fireball, blast, mage sight, rope, illusion, summon bear, sleep, detect enemies ), a leader (ST 12 DX 15(12) IQ 11 weapon broadsword(2) wearing leather + large shield(2/4), MA 10 skills: tactics, acute hearing, ) and his pet, a great wolfhound(ST 10 DX 14 IQ 6 Damage 1+1 MA 14 1 pt fur)
They will attack any orcs, goblins or reptiles they see before asking questions as they are primed for combat and on an adrenaline high.

*A band of rowdy orcs have wandered in from the orcish settlements from the west 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 11 DX 13(11) IQ 8 weapons small axes(1+3) wearing leather + small shield(2/3) ,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: minotaur (ST 25 DX 12 IQ 7 MA 10 Dam 3 dice (battleaxe) Armour 1/3 (large shield), has acute hearing, dark vision, tracking)
3: ettin (ST 30 DX 9 IQ 6 MA 10 Dam 1+6 & 1+4 (2 clubs) Armour , leather (2))
4: a loathely slig (ST 18 DX 12 IQ 10 MA 10 Dam 3 (great axe) or 3 (heavy crossbow) Armour 3 pt skin + resists fire (-1 per die of damage),skills thrown weapons, alertness, set traps, can spit for 1-1 (-4 DX to hit eyes). There is a 3 in 6 chance the party will blunder into a pit trap set by this creature: 4/IQ to see, 4/DX to avoid falling in, 4/ST to hold onto the edge. Falling does 2-2 damage.
5:harpy (ST 13 DX 13 IQ 8 MA 6/12 Dam 2+1 (morningstar) Armour 1 pt feathers; skill: touch as control person - combat precludes singing)
6: cyclops (ST 24 DX 12 IQ 7 MA 10 Dam 1+6 (club) Armour, 1 pt skin- 2/IQ to disbelieve illusions)

*a kobold patrol, which contains 1d6+2 base troops (ST 6 DX 13(11) IQ 7 wearing leather + small shield (2/3),weapons dagger(1-1) & sling(1-2) ), 1d6-2 elite troops ( ST 7 DX 11/14 IQ 9 wearing small shield(0/1) weapons sling(1-2) & dagger(1-1),skills: missile weapon, running), 1d3 hurlers (ST 6 DX 12(11/13) IQ 8 wearing cloth armour + small shield(1/2) weapons 2 molotails each(4 pts, 2 pt splash), daggers (1-1) skills: thrown weapon, running), 1 leader (ST 10 DX 13(11) IQ 10 wearing leather armour(2) weapon naginata(1+2) & horsebow (1 dice) skills: naginata, horsemanship, missile weapons) riding a riding lizard ( ST 20 DX 13 IQ 5 MA 20 bites for 2-1, 2 pt armour) and some 'pets':
1: 1d6 compsagnathi (ST 5 DX 10 IQ 3 MA 10 Damage 1-1 in reg. or HTH combat Armour 2 pt skin)
2: 1d3+1 velociraptors (ST 8 DX 15 IQ 5 MA 16 Dam 1 die (fencing) Armour 0)
3: 1d3 giant weasels(ST 13 DX 13 IQ 5 MA 14 Dam 1+1 then blood drain for 1 die/rd,1 pt fur)

*a band of gnome adventurers out for blood and revenge. There will be 1d6+3 warrior types (ST 9 DX 14(11/17) IQ 8 MA 8 wearing leather & large shields(2/4) wielding javelins & spear throwers (1-1;1+1 thrown) talents: thrown weapons NB: one has a 3-dice explosive gem), 1d3 wizards (ST 8 DX 12(11) IQ 11 MA 10 wielding staves(1 die) wearing cloth armour spells: summon bear, aid, control animal, sleep, trip, magic fist talent: thrown weapons) and a leader (ST 11 DX 15(11/14) IQ 11 MA 8 wearing chain & large shield (3/5) wielding fine shortsword (2 dice)& longbow (1+2) talents: missile weapons, tactics, acute hearing, running has: summon giant badger gem)
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