I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descriptions I'm using come directly from my handwritten notes, if anyone is reading this and you notice something wrong or something that could be described or written better please let me know.
I'm DMing this game for 4 players:
Mike--Thomas Marthan
Class: Paladin Race: Human Align: LN Organization: Order of the Gauntlet
Wes--Nai Larr
Class: Sorcerer Race: Half-Elf Align: CG Organization: Harpers
Nick--Jhaerys
Class: Barbarian Race: Dragonborn Align: CG Organization: Emerald Enclave
Craig--Loiosh
Class: Druid Race: Human Align: LN Organization: Emerald Enclave
I asked each of the players to choose an organization while rolling up their characters. In the past I've used all of the tropes...meeting in a tavern, in prison etc. However, this time I'm trying something a little different (is it a trope yet? I don't know but I'm sure it will be...), allowing the party to start as part of an organization that works with the king as part of his council. I was able to give them horses and goods that they would otherwise not have access to. My opening to the game started like this:
The road to Hader's Wood is long but hardly arduous. The worst part of the journey are your sore backs and legs. As the last light of the sun fades from the sky--deep reds and purple sliding in to black--you begin talking about making camp. You've got to be close to the Wood, the last town you passed is 2 days behind, the last caravan? More than a day ago and they were planning to take the Iron Road north rather than risk traveling through the Wood. But you were traveling there to investigate what was happening.
The local Reeve, Thomas Hader, began sending missives to the King and his council months ago. At first the letters were more informative than worrisome, "Bandits have been seen in the area, they've taken a caravan, or 2. Members of the Kings own guard under the command of Sgt. Koz will track them down and take them soon." But this was not to be.
Attacks on both land and river trade escalated. Soon the Reeve was asking for help, but it wasn't quick to come. Reports came in of an attack on The Moldy Giant, an inn halfway between Middlesbrough and Hader's Wood where travelers and merchants stopped for a night or two before carrying on, that the council began taking the Reeve seriously. But it was a letter, sent by Thomas, detailing the destruction of a farm on the outskirts of the Wood that finally caused the council to act.
You had passed the remnants of the Moldy Giant shortly after the last caravan you had seen. The attack had occurred almost a month ago and only burnt stone and some framing remained. More than thirty had been slain, some by fire--others by...something or someone waiting in the darkness.
Just as you come to a decision to make camp for the night you crest a rise in the road and see lights ahead in the trees, too many to be anything other than Hader's Wood. Tired and sore you look at each other and continue without a word. You are the only help King and Council were willing to send, you're the only hope these townsfolk may have...
Wednesday, March 29, 2017
Monday, March 27, 2017
Area 1--The Rats Nest
This area is a tent city. The tents are various sizes and colors, some are huge and made of canvas--these mainly house families--some are little more than scrap used to block the wind and rain. To the east and south new construction homes are being built. Cook fires are always burning, day and night. The smells of the camp vary wildly from mouth watering to stomach churning near the pits.
Children can be heard playing, yelling, screaming, laughing and crying all day.
Torches are used by residents at night to the light the camp. Town guards carry bullseye lanterns but they pay little attention to the camp and only come to "the nest" in groups of 3 or more.
The man most consider to be in charge is Corvin Blight a half-elf with weasel like features and a nasally voice who has a habit of scratching his nose. He's actually a ware-rat who is planning on taking a piece of the trade over in town. Corvin's tent is one of the nicest in "the nest". Located at the top of a rise in the northern most part of the camp. The entrance of the tent is always being guarded by a couple of Corvin's people.
This area is a tent city. The tents are various sizes and colors, some are huge and made of canvas--these mainly house families--some are little more than scrap used to block the wind and rain. To the east and south new construction homes are being built. Cook fires are always burning, day and night. The smells of the camp vary wildly from mouth watering to stomach churning near the pits.
Children can be heard playing, yelling, screaming, laughing and crying all day.
Torches are used by residents at night to the light the camp. Town guards carry bullseye lanterns but they pay little attention to the camp and only come to "the nest" in groups of 3 or more.
The man most consider to be in charge is Corvin Blight a half-elf with weasel like features and a nasally voice who has a habit of scratching his nose. He's actually a ware-rat who is planning on taking a piece of the trade over in town. Corvin's tent is one of the nicest in "the nest". Located at the top of a rise in the northern most part of the camp. The entrance of the tent is always being guarded by a couple of Corvin's people.
Sunday, March 26, 2017
A demon walks among the people of Hader's Wood and they love her.
Hader's Wood
Population: 750 permanent residents and up to 400 more on trade days and holidays.
Government: Thomas Hader--Reeve
Defense: 15 guardsmen in employ of the king. Sergeant Koz is in charge of the soldiers daily activity, patrols and training. The guards split 5 men between 3 8 hour shifts. Unwed guards stay in the barracks (area 12).
All of the men and boys over the age of 15 are required to be members of the local militia. They train with bows, spears and shields once per month. If called upon 25 militia can be mustered within 30min, 50 within 2 hours.
Commerce: All basic supplies are available. Many specialty and some magical goods can be found in area 5, 11 and 21.
Organizations: Area 10 is a temple of Pelor, area 5 the merchants guild, area 14 the smiths, area 16 is where the thieves guild meets and area 27 the teamsters. There are people within Hader's Wood who represent other organizations such as the Harpers which will be detailed later.
I made the map using Campaign Cartographer.
Hader's Wood
Population: 750 permanent residents and up to 400 more on trade days and holidays.
Government: Thomas Hader--Reeve
Defense: 15 guardsmen in employ of the king. Sergeant Koz is in charge of the soldiers daily activity, patrols and training. The guards split 5 men between 3 8 hour shifts. Unwed guards stay in the barracks (area 12).
All of the men and boys over the age of 15 are required to be members of the local militia. They train with bows, spears and shields once per month. If called upon 25 militia can be mustered within 30min, 50 within 2 hours.
Commerce: All basic supplies are available. Many specialty and some magical goods can be found in area 5, 11 and 21.
Organizations: Area 10 is a temple of Pelor, area 5 the merchants guild, area 14 the smiths, area 16 is where the thieves guild meets and area 27 the teamsters. There are people within Hader's Wood who represent other organizations such as the Harpers which will be detailed later.
I made the map using Campaign Cartographer.
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I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descri...
-
I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descri...
-
Area 1--The Rats Nest This area is a tent city. The tents are various sizes and colors, some are huge and made of canvas--these mainly hou...
-
A demon walks among the people of Hader's Wood and they love her. Hader's Wood Population: 750 permanent residents and up to 40...