Showing posts with label Verbobonc. Show all posts
Showing posts with label Verbobonc. Show all posts

Sunday, October 10, 2010

RE: Sorta Off-Topic: Political Intrigue?

RE: [greytalk] Sorta Off-topic: Political Intrigue?
Wednesday, August 8, 2007 1:25 PM
From: "Karl White" Add sender to Contacts
To: basiliv@cablespeed.com, "'GREYTALK'"

You may want to look at Atlas Games’ Dynasties and Demagogues sourcebook. It contains a lot of material about creating and running political adventures and campaigns.

In the last campaign I ran, ToEE and beyond that started from 1st level, I mapped out the main protagonists and power groups in advance. This included:

· The deities
· The leaders of the temple
· The power groups in Hommlet and Nulb
· The wider Verbobonc power groups and the regional groups.

Having read through the module several times I started to ask how and why the leaders had the powerful magic items they had, how they interacted with each other, what their operational responsibilities and reporting lines were, any relationships and so on and so forth. I found that once I started asking questions and providing answers, that the richness of the setting increased dramatically.


In the end I had about 15 different power groups that the party were interacting with either directly or indirectly in a way that shaped events in the game. In many cases an event occurred that the party had no knowledge of and would not come directly into play but would affect the campaign.

For example The bandit group at the start were concentrating on attacking Elven caravans rather than human ones. This was due to their leader’s wish to have Celene’s relations with Verbobonc sour and to close the border. The humans, not losing many caravans did not put a great deal of effort into stopping them. Meanwhile the spy leader who reports to the Temple is aware that the caravans he is identifying as good targets are not always being taken, whilst more well defended, lower value targets are being targeted. He knows another intelligence agency must be at work to pick the targets and would normally think that there is a subversive element in the Temple and root it out, but he is also aware that somebody else has been promoted and has responsiblity for recruiting for the temple, which is a role he used to be tasked with. He is now unsure of his position and is wondering if he has disappointed his masters. By the party driving off/capturing/killing the Bandit leader, the trade caravans resume their normal targeting and the relations between Celene and Verbobonc resume as Verbobonc takes a greater interest in the loss of its caravans.

The party found that they had more trouble from the good factions than the evil. They broke a Gnomish Law (in my campaign I had Verbobonc originally owned by the Gnomes and thus the laws are derived from Gnomish Law) and the St Cuthbertines were insisting the law was enforced whilst the Druids, rangers and state (through the wizard) were pleased the party had driven off the bandits and did not think that exiling them for something that was in their eyes merely a (serious) protocol mishap was the wisest course of action. Things were very tense for a while until the bandit leader killed the druid leader and the family of the rangers leader, then it got worse. The rangers went after the bandit leader thereby abandoning their post (it took many weeks to catch him and left the rangers weakened and in the Wild Coast) and the St Cuthbertines took control of the village so that the rule of law could be re-established. The party was exiled and the village was poorly defended and severe political in-fighting between the church, state and the Gnomes throughout Verbobonc occurred. Eventually leading to full Gnomish autonomy when the state found the only way to appease the church was to change some ‘out-dated Gnomish Laws’.

Why did the party have such an impact when they were only mid level? Look at the demographics of the state. With the Greyhawk demographics including population by level and class it turns out there are very few mid-level character classes and the party would be a significant resource for the state in its fight against the Temple. With the rangers gone, exiling the party would have left the Hommlet region very exposed to the now apparent Temple.

I guess my final point is, look at the background population, there may be fewer personalities than you would consider and the players can soon have a major impact if they are in the nation’s top 50 most powerful people

From: basiliv@cablespeed.com [mailto:basiliv@cablespeed.com]
Sent: 07 August 2007 19:40
To: GREYTALK
Subject: Re: [greytalk] Sorta Off-topic: Political Intrigue?

The level is flexible; for one group, they'll be somewhere between 7-10th (depending on where I put it in the campaign), for the other the level will be wide open because we'll roll up new characters just for this. The 7-10th level group is very familiar with my DMing style, the other group is not yet...although I could run them through some more standard fair if it's an advantage for the players to be familiar first.

My long-time players tend to like an overarching mystery, interspersed with fairly "standard" dungeon crawls, city adventures, or overland action. For an example of our usual style of play, here's a list of the adventures I strung together to get my PCs to 6th level, with an overarching mystery I described earlier, set in the original '83 boxed set:

- Intro to my amnesia/alternate Greyhawks campaign, starting in a cave south of Hommlet.
- Mad God's Key (Dungeon Adventure), changed to a cult of Orcus
- An altered version of Dungeon's "Shut-In", with a xvart culprit to lead to:
- An altered version of Mona's River of Blood, set in Verbobonc
- T1: Village of Hommlet
- Some overland travel to an oracle in Perrenland, then south through the Vesve for a small incursion into Delvenbrass, where a gate lead to:
- The City Beyond the Gate
- Returning from this adventure, the party is transported unknowingly to an alternate, FtA-era Oerth, where the overrun city of Chendl surprises them.
- Overland travel to Safeton, where eventually the party locates their secret contact. This shadow-dancer takes them to the Plane of Shadow, and eventually back to 576-era Oerth.
- They follow a priest of Iuz south across Woolly Bay, and I ran them through Stormwrack's "Shatterhull Isle"
- C1: Hidden Shrine of Tamoachan
- West to the base of the Hellfurnaces, where they discovered the lost Suloise city of Lov Ulos, which served as one end of the tunnels in:
- UK6: All That Glitters

The over-arching mystery was covered in more detail months ago, but a quick recap is that the PCs were brought here from the FtA-era 'Hawk, their memories wiped out, and now they're seeking the ochtycs (?sp)...they don't know if yet, but they used to be demigods, and the ochtycs will allow them to regain a portion of their power and eventually go after the Soul Husks to take Iuz down a notch.

Once the party reached the Sea of Dust (at the end of All That Glitters), we switched DMs, so that's where things currently stand. My next plan is some interaction with the Silent Ones of Keoland, some information-brokering with an agent of Evard, a trip through White Plume Mountain, and eventually the ToEE. At this point I haven't decided whether to make the Great Kingdom material before or after the ToEE.

On Mon Aug 6 17:03 , Marc-Tizoc "Gonzᬥz" sent:

What level will the characters start? Are the players experienced in general and with your DMing? Please describe your usual style of play / DMing.

MTG

basiliv@cablespeed.com wrote:

Hi MTG (and kiddies),

Didn't really have any plans yet. I thought I'd try my hand at some general political intrigue adventures, then re-read Ivid for ideas. My group has swapped DMs for a while, so I've got a lot more down-time to work on this than I'd usually have. In the meantime, my plan was to read through Scott's South Province reports (sadly, I never had time to read them before -- sorry Scott!). I also thought about looking into the reviews of some Birthright adventures, but that's a guess on my part.

But in general, I was hoping for more guidance on the pacing of this type of adventure, interesting ways for PCs to use skills that might be unique to a political environment, etc. (that's why I thought it was off-topic). Plotting our the political entanglements isn't where I'm worried, it's running a new type of adventure and keeping it interesting for the players. But once I get this figured out, I'll be more than happy to share. :-)

Thanks again for your help!

~Jim (Basiliv)

On Fri Aug 3 20:23 , Marc-Tizoc "Gonz�lez" sent:

Jim and fellow GTers,

I apologize for not sending this email earlier as I'd hoped.

Jim, I suggest you provide a few more details. Where you base your initial campaign is important for helping us provide further suggestions.

For example, I've imagined a campaign based in North Province that deals with the ramifications of Grenell's machinations regarding the fall of Bone March, starting in one of the coastal towns, Bellport, for example, and developing the PCs' knowledge about Grenell's miscalculation / betrayal, along with the Iron Schism, as it plays out with the church armies of Hextor, that center of training for Hextor sohei (Arrowstrand?), and featuring the distaff death knight that Gary Holian detailed.

Alternatively, Scottenkainen has reported repeatedly on his campaigns in the South Province.

Do you get my drift? Share more of your ideas, so we can riff off yours.

MTG

Monday, December 7, 2009

DMD: The Dragons Rest [Pocket Guide to Verbobonc]

Date sent: Sat, 25 Apr 1998 15:56:25 -0400
Send reply to: The GREYtalk Discussion List
From: Noel Graham
Subject: [GREYTALK] DMD: The Dragons Rest [Pocket Guide to Verbobonc]
Originally to: greyhawk@MPGN.COM
To: GREYTALK@MITVMA.MIT.EDU

----Begin forwarded message -----
From: Vision.at.Work
Subject: Greyhawk's Inns, Taverns, and Shops

As always, this looks a might better dressed up in the bells and whistles of WordPerfect 7.0. I've also had to insert the footnotes [ ] near the text in order for them to translate. “Cariel” is, of course, Cariel Mansharn of the GH MTU, the man responsible for developing the Pocket Guides (as you know from my longbill post); “Sparius Ersitan” is one of Cariel's trusted itinerant merchants whose travels make him quite knowledgeable concerning Verbobonc.
Incidentally, the Yeoman Knight, Sir Bastromel, is NOT a member of a Yeomanry order of knighthood (as I didn't intend they have any), but rather an indication of his espoused origins.

Water/Noel

The Dragons Rest
Tavern/Inn

This well-known innhouse stands a brisk walk up from the Bailey Gate. Some of you know it as the Inn of the Sleeping Dragon or Green Meadows Inn, but be assured it's still a place of familiar faces, the lettering now reunited with the signboard.
It's easy to find so locals, who well make up half the taproom business, often meet with travelers here or each other[1]. The draconic tokens which are the inn's heritage draw as many gawkers as earnest guests. On some nights it's difficult to be heard the length of your table and almost impossible to leave it, although overly roisterous patrons are encourages to go elsewhere.

[1]Sparius Ersitan: Nearly any Gent'lman of the Watch this side of the Lords District can direct ye there if ye've trouble finding it.

What to Expect
The Rest is built from creeper-sieged quarry stone and timber with distinctive decklo woodwork: portals, wingswept shutters, scaled shinglry, and the like. Rounded lamps with frosted glaziery are mounted abreast the signboard and entry, whose hinge and band work are vaguely claw-shaped works of aged brass. A fieldstone wall along the inn's rears encloses the Damaris family's semi-private garden.
Inside, lighting is supplied by three candle wheels suspended from the pleasantly high rafters. A large stone hearth a perfect backdrop for tale tellings and minstrels stands opposite the counter (not a bar!). Perched high above the mantle, twinned dragon ribs almost from over an empty hanger that once cradled the mighty battleaxe[2] charged with their capture, long gone.
Alas, the bone-handled tableware and flagons are far between too, so don't come expecting to toss back ales from a hollowed dragon tooth. No doubt a few pieces proved the tales of less valourous men or fueled the magicks of arch-sorcerers. The remainder are now served up so infrequently that curious attentions make them less likely to regrow legs and wander off unseen.

[2][For more information on Toblin's axe, see Appendix II of this guide]

The host, Senan Demaris, is a tall and amicable enough presence in the taproom, unless he's called upon to be otherwise. Patrons have pointed out a collection of tapping mallets he keeps close to hand and remark at his aim, should trouble brew anywhere in the crowd. Take heed those who'd remark too loudly or too often on the similarity to a certain less reputable locale of the Free City[3].

[3]Cariel: While presenting herein, it seems the subject of Senan's familiar surname is rarely delved. Though, given his skill at negotiation and the jawset scowl he received, Sparus could offer only a hasty “M'haps ye should ask of Ricard.” In its stead, he was able to share a curious observation.
Patrons of suspicious airs tend to receive a piece of dragon ware with their drink or meal. Whether those who attempt to strike up conversations do so at Senan's behest, Sparys couldn't say, but the reactions are often telling.

His charming wife, Jessra, oversees the kitchens and the results are more than palatable. Scales branded into fare lists have been affixed to walls about the taproom. A copy has been rendered herein to show its eccentricities. Meals are generously portioned and can be taken there or carried up nearby stairs to lodgings above, as can complimentary pitchers of brandymint water.
Sauces available range from a spicing of crushed peppercorn and herb left to roast in the catch pan and ladled over afore serving to a broth of crushed Keoish firefingers. The latter is best reserved for the strong of constitution.
Together, the proprietors direct a staff of three kitchenfolk, six innhands (who also service the taproom), and two ostlers. This includes their youthful son, Arik, and fostered daughter, Tresea.

The Dragons Platter[4]

For the Feast

Roast Game (basted with spiced wine broth):
Hare 6 cp
Hen 4 cp
Fine Fowl (when available) 9 cp
Lances
(your meat and garden choices) 1 sp
Venison (slow simmered in garlic red stock) 2 sp
Roast chops (done to taste):
Mutton (with our crème sauce) 2 sp
Dragon (aged and seasoned) 6 sp
Lairs, Great and Small
Meat and Garden 4 cp 8 cp
Liver and Kidney 3 cp 5 cp
gravyed mild or with piper sauce
Garden and Grains
Three of: hand loaf, greens, tubers, cheese, and sauces for the feast order two-fold as a feast!) 5 cp
Yarpick Loaf 6 cp
Shielf Loaf 8 cp

By Your Command

Soup (garden broth) 2 cp
Soup (meat and garden) 4 cp
Whitebroth Stew
(spiced fish and garden) 3 cp
Grilled Fish and Other Freshwater Fare (from the Velverdyva)
3-10 cp
Kettle Roast (meat, leaks, greenstalks, and red tubers) 7 cp
Eggs, Pan-Freyed (or as you like)
Hen 2 cp
Fine Fowl 5 cp
For the Trail (most items packed cold in decklo leaves) 2 cp

For Merryment
By the Flagon or Globeglass, Also By the Bottle or Hang Keg

Ale (common) 3 cp 12 cp
Stout 7 cp 3 sp
Toblin's Taste 4 cp --
Mead 6 cp 25 cp
Wine & Hard Cyder 1 sp 4 sp
Silaurey 8 cp 3 sp
Gauglathiir 3 gp 21 gp
Brandy (by the quaff):
Galda-fruit 3 sp 2 gp
Keoish 8 sp 8 gp
Ulek Elixir 5 gp 27 gp
Raritys & Exotics 1 gp and up
Sweet Cyder 2 cp 1 sp

[4]Fine fowl is, as ye must know, goose, duck, grouse, quail, or other game bird. The smaller one come spitted in pairs, but can be had of half the cost fer one. Lances are small pikes impaled as ye like, caught in wyrm's breath, to tell, and eaten asizzle. An' while good turn on the inn's fame, to truth a dragon chop means more a maw-size cut of steer – us'aly. Dragon-kin are known to the nearby wilderlands, after all.
Small lairs are pies sized to fit in a full grasp, with the great'ns bein' full-grown pies. Shield Loaf is freyed and battled in frothe wedges of loaf grilled 'til crisp and moist within. Try it at dawnfeast with crème butter and olven sweet sauce.
Toblin's Taste is a bitten but tasty ale p'culiar fer its ruddish cast, guarded recipe, and the practice of serving it fresh from the cold cellar. Mind ye, locals call it Redhand and mark outlanders by that. Of wines there's that olven wintagreen, Greyhawk's cinnamoned Silaurey, and of times Furyondian apple wine, Voll Shamarit, and more. Ask when ye get there.
A quaff is what we'd call a gill. A globeglass is likened to a goblet without the stem. Exotics is, m'haps, Samberra or that baklunish brewed kaffet.

Charges have increased only slightly with the past few moons. A cozy room with twinned beds, wash basin, low table, and stout lock[5] is 7 sp from one suncrest to the next. Each of two “master rooms” adds a small hearth, comfortable chairs, locking trunk, and bathing chamber use – a real luxury for the road weary (and 15 cp for others). These cost 12 sp/day, though both charges vary according to business, if stays at length are arranged, and the like.

[5]Sparus: Afore ye scoff, the Rest may look of just a piled stone, but test yer eye. Thick walls are bane to thieves and spell-throwers, and to here it, the cover-all moss counts to proof ag'inst visits from the ethers. Aye, the Rest offers up safety enough fer its coin.

Fear not a night of tossing due to noise from below. The floors have been cleverly rendered proof against such nuisance. Extra coverlets or bed warming (3 cp) are also available for colder nights.
Bunk space in a common room is 1 sheridan/night and includes a flagon of ale or soup and a handloaf of (day old) bread on the dawnsbreak. Lastly, stall fees are 1 sheridan/day per steed. A green coiled wyrm sigil has long been used to mark linens, furnishings, and oddments against pilferage. For the most recent seasons of visitors, however, this seems only to have increased their value as keepsakes. To curb losses, the sigil-branded platters and hand size paste-wood scales[6] are being offered for purchase at 3 sheridans and 5 (copper) commons, respectively.

[6]The scales bring coin as trinkets and pass on the Rest's fame in the bargain. In Baranford, whole sets were made to talis decks of paint'n their backsides.

Legends & Lore
There's much to tell here. The Rest was constructed on the whim of the Yeomen mercenary, Toblin “Redhand”, after a successful season of dragon hunting in the Gnarley Wood. As the tale goes, Toblin, once known as “Axehand” for his favored weapon, and a band of compatriots took up the hunt and, though reduced in numbers, emerged victorious a sennight later.
Though doubters have tried to cast Toblin's tales as tall indeed, it's hard to argue with proof. Several items, the scales and hide-bound faldstools for starters, have been authenticated through the years by a variety of scholars. It's also clear he wanted for little for the remainder of his days, lending some to conclude Toblin made a secret cache of the dragon's horde.
Once every few seasons he'd make a foray into those forests, taking a different course each time. Noone ever claimed knowledge of his destination and when questioned, he'd only giver a wide grin and say his children would profit from his ventures.
Fortune seekers far afield still flock to the Rest with each new rumor of a lost map[7]. The stay of a Yeoman knight, one Sir Bastromel, a few seasons back started tongues wagging anew. Was he, as some thought, retained as part of a recovery party or the heirs of Toblin's surviving partner, come for his share[8]? Whatever the case, Senan appears disinterested, but is known to have short shrift with gossip-mongers (or mongrels, as he puts it) and those who'd press him on such points.

[7]Senan: Don't you believe any of this. The Freeholders were set upon by a green alright, but it was by mercy of the gods he survived. The attack left him with lasting red splotches and a chronic cough from the beast's fell breath. He built the inn from coin of selling the hide and such. Look to his name, man, his days as a freesword were over!
There's no map nor treasure, though I'm sure he looked ever for it. His profits come from good business sense, tall tales and rumors together.

[8]Sparus: The last tale's gained the widest hold, since the knight report'ly regaled lis'ners with stories, first of being set upon in the Gnarleys by a green and next a fellow trav'ler. Some say this was done to test Damaris' reaction.
That Sir Bastromel awoke to thieves few nights later and was forced to draw steel fer his life...was judged a hap of bad fortune. Now, these same sources crook finger at past tries to name changes as proof the inn had something to hide—and Damaris hadn't found it yet!

Summer will see the expansion of the Rest. Many have wondered aloud at whether this could be from a new-found source of wealth or if the fell of hammer blows will reveal what was once thought lost.

Appendix I:
Folk of Verbobonc
JESSRA DAMARIS (CG hf P0; DEX 14, WIS 13, CHA 13). Brown-flecked bright blue eyes and a slim build mark her ancestry to Toblin and his half-elven lady companion. Jessra is patient (lending calm to Senan), caring, but not easily fooled. Her quiet reverence of Hanali Celanil seems reflected in the vitality of her gardens and family. One of a collection of dragon bone figurines is of the Power, to which she makes offerings of fresh-made potpourri.

SENAN DAMARIS (NG hm F3; DEX 16, CHA 12). Senan is 6', 200 lbs. Or so, and patronly for his 41 winters; has brown eyes, hair, and thick sidebars, the latter two now streaking with gray. He's a thoughtful and pragmatic man whose obvious concerns are his family and the prosperity of the Rest. Of course, if beset, his temper is quick and hot (and +2 to hit with mallets in the taproom), the result of recurring incidents connected with the inn's fame.

TRESEA is a quick-witted lass of some sixteen winters with short-bobbed sandy hair. From her years prior to the Damaris family she learned to tread softly and conceal her presence. Tresea's since stolen a lesson or two at the blade, from which it's clear there's warrior spirit in her. She's also heard her share of tales while working the taproom and is slowly growing infatuated with the wandering life.

Appendix II:
Pars Arcanum

Magical Items
Toblin's Axe
While this battleaxe predates Toblin, its origins and true name have been lost. The axe bears a +1 enchantment, emits a flickering light (equal to torchlight) which seems to arc like heat lightning throught the head when so willed, and can discharge a 6d6 lightning bolt upon utterance of an unknown command word, twice per month. Its present whereabouts is uncertain, but one story puts it in the possession of a Pomarj orog chieftain.
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