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Maps & Session Notes Dec 3

Updated: Dec 2, 2023











META

We will divide the party into 2 groups of 5. Each group will go on a separate adventure. Both adventures occur roughly concurrent in game time. The first adventure is longer, but the second adventure has a tougher battle.


In game time, the 1st adventure starts on March 19th with the party leaving Hammerfast early in the morning and the 2nd adventure starts two hours later.


Before we start the adventure, we'll rewind and get reacquainted with the Gate Ward. After my spiel, you guys will have a chance to interact with any persons or places of interest. After interacting, you can do any necessary shopping. Then we start the adventure.


 

Gate Ward


A. [black] Government Buildings

  • 2) Tax Revenue: Everyone pays taxes and their name is put in the official ledger upon entering Hammerfast.

  • 8) Barracks: The streets of the Gate Ward are well protected.

  • 9) Hall of Justice: Here's where you go when you get in trouble with the Law. There is the potential to go to jail for years and effectively end your character's adventuring career.


B. [green] Merchants

  • 5) This area is reserved for traveling merchants. It's early spring and the stalls are only a quarter full. They are expected to fill in the coming weeks.

This is the area where Guild Criers will announce offers at mid-morning.

  • 11) Boltac's Goods. Your one stop shopping store for all mundane adventuring equipment. Boltac is a Hammerfast Dwarf and Free Capitalist who is a firm believer in the "market sets the price" philosophy. "I won't budge on prices, even for my own granddaughter."


C. [red] Inns

  • 10) Arcane Inn: McCann (Hairless) and Stella (Donkey Ears). They've dabbled in wizardry and paid the price, Read Magic & Comprehend Languages. They have a small library and like to talk about arcane. Not adventurers.

  • 12) Rondal's Inn: No fuss, no muss. Standard pricing.


D. [blue] Tavern

  • 13) The Foundation Stone. Come here for news and general shenanigans.


E. [orange] Halfling Neighborhood

  • 15) Swiftriver Clan. A former itinerant Halfling Clan that finally have a permanent home. Around 50 members. The halflings work a number of menial jobs in town, serving as maids and butlers to some of the rich families in the Merchant Ward and as staff in the inns and taverns. Dara Swiftriver is the Matriarch.

  • 16) Manor House. The upper floor is owned by the Watchers of Gorhan adventuring group. The lower floors owned by halflings.

  • 17) Fountain area. Halfling hangout.


 

The Other Three Wards



Trade Ward

25 Trade Spire. Guild Leaders

26 Frozen Tomb

27 Tomb of the Dwarven Paladins.

28 The Coach and Pony. Fancy Inn.

31 Trade Bank. Protect your valuables.

Five Gold Pieces per week. Five-foot space.

32 The Hidden Coin. Gambling.


Lore Ward

33 Historian ghost. Local knowledge.

Available at night only.

34 The Black Crypt. Evil vibes.

36 Lore Spire. Guild Leaders.

38 Temple Moradin or Daenthar.

39 Temple of Pelor or Choranus.

40 Temple of Ioun or Amun Tor.

42 Temple of Melora or Ildavir.


Craft Ward

44 The Guildhall.

Hire specialists or get fetch quests.

47 Craft Spire. Guild leaders.

50 Temple of Gruumsh or Klazath.

the Orc temple


 

NEWS

  • A librarian from the Lore Guild was drinking at the Foundation Stone the other day. He claimed two stars are missing in the night sky. What it portends is unknown.

  • The Watchers of Gorhan are leaving for Stonehell Dungeon on March 19th.

  • Even though it is still mud season in Hammerfast, there's usually a few more merchants than this.


 

SHOP

  • We'll do shopping for all ten characters. It's easier to get it all done at one time.


 

HALFLING LUCK

If multiple halflings accompany an adventuring party, only one of them counts as a good luck charm, and that cannot change through rearranging or separating the party. Luck is a fickle thing governed by gods and game masters, and players would do well not to attempt to manipulate the spirit of this rule.


 

Watchers of Gorhan (BahamuT)

All of these NPCs are Lawful, and the two Clerics worship the Deity Gorhan or Bahamut. From the area that you're from, the deity's name is Gorhan The Helmed Guardian; but the local cultures known him as Bahamut, the Platinum Dragon.

Their "face" is Brother Thad who firmly embraces the adventurer's life. He has a trailer park vibe to him but seems honest enough.



1 Roika (Warrior):

  • Class: Warrior

  • Hit Points: 21

  • Birth Augur: The bull - Melee attack rolls

  • Occupation: Dock Worker

  • Alignment: Lawful

  • Abilities: STR 16 (+2), AGI 10 (0), STA 12 (0), PER 8 (-1), INT 9 (0), LUK 14 (+1)

  • Weapons: Long sword, Sling, 20 stones

  • Armor: Plate Mail, Shield

  • Equipment: Linen, 1 yard


2. Brother Thad (Cleric):

  • Class: Cleric

  • Hit Points: 17

  • Birth Augur: The raging storm - Spell damage

  • Occupation: Mendicant

  • Alignment: Lawful

  • Abilities: STR 10 (0), AGI 8 (-1), STA 12 (0), PER 13 (+1), INT 9 (0), LUK 15 (+1)

  • Weapons: Flail, Sling, 20 stones

  • Armor: Leather armor, Shield

  • Equipment: Cheese dip


3. Lan the Swift (Thief):

  • Class: Thief

  • Hit Points: 11

  • Birth Augur: Born on the battlefield - Damage rolls

  • Occupation: Farmer

  • Alignment: Lawful

  • Abilities: STR 9 (0), AGI 16 (+2), STA 11 (0), PER 14 (+1), INT 12 (+1), LUK 11 (0)

  • Weapons: Shortbow, 20 arrows, Pitchfork (as spear), Short sword

  • Armor: Leather armor

  • Equipment: Thieves' tools


4. Wen the Enchanter (Wizard):

  • Class: Wizard

  • Hit Points: 13

  • Birth Augur: Fox’s cunning - Find/disable traps

  • Occupation: Weaver

  • Alignment: Lawful

  • Abilities: STR 8 (-1), AGI 12 (0), STA 10 (0), PER 11 (0), INT 16 (+2), LUK 13 (+1)

  • Weapons: Long sword, Long bow, 30 arrows, Dagger

  • Equipment: Fine suit of clothes, Spellbook


5 Phina (Thief):

  • Class: Thief

  • Hit Points: 13

  • Birth Augur: Path of the bear - Melee damage rolls

  • Occupation: Hunter

  • Alignment: Lawful

  • Abilities: STR 11 (0), AGI 15 (+1), STA 9 (0), PER 14 (+1), INT 10 (0), LUK 12 (0)

  • Weapons: Shortbow, 20 arrows, Deer pelt, Short sword

  • Armor: Leather armor

  • Equipment: Thieves' tools, 20 arrows


6. Brother Bart (Cleric):

  • Class: Cleric

  • Hit Points: 22

  • Birth Augur: Lucky sign - Saving throws

  • Occupation: Fortune-teller

  • Alignment: Lawful

  • Abilities: STR 12 (0), AGI 10 (0), STA 14 (+1), PER 11 (0), INT 8 (-1), LUK 13 (+1)

  • Weapons: Mace, Dagger, Sling, 20 stones

  • Armor: Chainmail, Shield

  • Equipment: Tarot deck


7. Lori (Wizard):

  • Class: Wizard

  • Hit Points: 11

  • Birth Augur: Hawkeye - Missile fire damage rolls

  • Occupation: Soldier

  • Alignment: Lawful

  • Abilities: STR 8 (-1), AGI 11 (0), STA 9 (0), PER 12 (+1), INT 15 (+1), LUK 14 (+1)

  • Weapons: Long sword, Short sword

  • Equipment: Spellbook


8. Bonto Burger (Warrior):

  • Class: Warrior

  • Hit Points: 25

  • Birth Augur: Fortunate date - Missile fire attack rolls

  • Occupation: Rope Maker

  • Alignment: Lawful

  • Abilities: STR 15 (+1), AGI 9 (0), STA 13 (+1), PER 10 (0), INT 8 (-1), LUK 12 (0)

  • Weapons: Two-handed sword, Staff, Dagger, Long bow, 20 arrows

  • Armor: Plate Mail

  • Equipment: Rope, 100'


 

ADVENTURE START: March 19.

It's the first day of Spring in Hammerfast and trade is beginning to increase. This is a busy time for adventurers, mercenaries, and laborers. Roads that have been unused for months need to be cleared of any danger and repaired.  For adventurers, this means getting paid to get rid of dangerous creatures that have taken up residence along these roads.


It has been 2 weeks since you first entered Hammerfast and 1 week since you collected the bounty for Wild Tom. Five members of the group are leaving for Soldier's Rest, which is a hamlet less than half day's travel south along the Iron Road. You picked up a 50 gp (plus loot) bounty offer from the Trade Guild to clear out a lair of Stirges near the hamlet.

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