The players were not supposed to court any retainers or followers at the Villa. However, due to circumstances beyond their control, they will have an honor guard traveling with them until they reach Nace.
Cassia, Florentina and Lucius have been selected from the ranks of villagers by the Emperor to escort the two accused to justice and then lay their master and mistress to rest. All are slaves that were instrumental in operating the Villa del Vino successfully.
Lucius is an elderly man, however he is a former gladiator. He has a head for accounting. He is in his late 60's but is still powerful. His daughter-in-law is Florentina, the head woman of the villa's mill and presses. Her husband died many years ago and she is representing him. The final member of the honor guard is Cassia, the master's mistress and bodyguard. She was horribly beaten during the raid, but was also responsible for scattering the other villagers before she was incapacitated. She has given a statement that could free or condemn the accused murderers.
Rona has healed Cassia as much as she is able to. Gurwinder has encouraged the woman to take up her master's bow, which is a +2 weapon. Cassia laments not having it during the attack, as she is a deadly archer.
The honor guard will travel with the party several miles north to hand over the prisoners. They will then return to the Villa and transport the Master's family to it's final resting place in Nace. This is a little trickery on the Emperor's part. He wants the bodies of the family removed from the Villa proper, but also honored in a major city so that when he replaces them with his own leadership, no one will have a reminder of the former Master.
NPC stats will have to be generated for these characters as they will respond to any encounters with the enemy with lethal force, for vengeance. These will be loaded to the Pregenerated character lists when time permits.
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Thursday, November 28, 2019
Wednesday, November 27, 2019
Who's Out There - Post Twoth
Twoth by sea. Who is out on the water ways?
The elven schooner and the raider ship. The elven schooner put 3 elven warriors ashore and left to go chart the comings and goings of ship of the Empire. The Schooner has a problem as the raider's ship has been ghosting them.
The raiders have a spy and informant network on the shore and believes that the schooner is the source of a power band of warriors who hit them at the Villa del Vino. Well, that's not true at all. The party captured two, killed 3 and the remaining men are scattered to the winds. They know the sea and the coastline, but have poor land navigation skills.
The raiders have a myoparo, a ship with 15 rowers and a crew of 55 men who are also raiders. Most of the rowers are slaves but some of the younger, inexperienced raiders also man the oars. The real crew is less than a quarter of everyone on board.
The raiders believe that the schooner has inflicted all the casualties on their crew, which they count as 25. In reality, only 5 are dead, three are horribly lost and wandering eastward on to the plains and the last two were captured. There are three groups of raiders prowling the area, each unaware of the others. Technically, most of the raiders are not lost, they merely don't know where the others are.
There is a group of 5 men on foot, northwest of the Villa del Vino. They are busy dodging patrols. In actuality, these "patrols" are runners bring news back and forth from the Capital to the Villa. They would like to reach the shore, but keep getting forced into the trees due north of the Villa.
There is a tiny group of 4 that has wandered in to the city of Nace. They are currently drinking themselves silly, believing that the Empire's assassins are on their tail. They couldn't be more wrong.
The third group is southeast of the Villa, waiting to bushwack anyone coming south. There are 10 men, half on foot and half on stolen horses. They have seen their myoparo come and go several times, but they believe that they can catch some or all of the slaves fleeing the Villa. Unfortunately for the raiders, the people of the Villa are now heroes surrounded by real heroes, namely the PC party. They won't be fleeing anywhere and the PC party will encounter these guys soon. So could the elven war party, which could make things interesting.
The last raider is walking home, to his farm.
Meanwhile, back on the myoparo, there are only 35 raiders and 10 slave rowers. All of the inexperienced raider/rowers have gotten lost on shore. Since the ship needs 15 rowers, the older raiders are pulling double duty and are very angry about this. Words have been said that can't be taken back and violence will erupt if they don't find something else to fight. So far, the only thing they have seen small enough to engage is the elven schooner. Things are getting dangerous on the ship, for everyone, except possibly the slave rowers.
(Hey, that adds up to 17 raiders... I am updating the numbers to add to 25.)
The elven schooner and the raider ship. The elven schooner put 3 elven warriors ashore and left to go chart the comings and goings of ship of the Empire. The Schooner has a problem as the raider's ship has been ghosting them.
The raiders have a spy and informant network on the shore and believes that the schooner is the source of a power band of warriors who hit them at the Villa del Vino. Well, that's not true at all. The party captured two, killed 3 and the remaining men are scattered to the winds. They know the sea and the coastline, but have poor land navigation skills.
The raiders have a myoparo, a ship with 15 rowers and a crew of 55 men who are also raiders. Most of the rowers are slaves but some of the younger, inexperienced raiders also man the oars. The real crew is less than a quarter of everyone on board.
The raiders believe that the schooner has inflicted all the casualties on their crew, which they count as 25. In reality, only 5 are dead, three are horribly lost and wandering eastward on to the plains and the last two were captured. There are three groups of raiders prowling the area, each unaware of the others. Technically, most of the raiders are not lost, they merely don't know where the others are.
There is a group of 5 men on foot, northwest of the Villa del Vino. They are busy dodging patrols. In actuality, these "patrols" are runners bring news back and forth from the Capital to the Villa. They would like to reach the shore, but keep getting forced into the trees due north of the Villa.
There is a tiny group of 4 that has wandered in to the city of Nace. They are currently drinking themselves silly, believing that the Empire's assassins are on their tail. They couldn't be more wrong.
The third group is southeast of the Villa, waiting to bushwack anyone coming south. There are 10 men, half on foot and half on stolen horses. They have seen their myoparo come and go several times, but they believe that they can catch some or all of the slaves fleeing the Villa. Unfortunately for the raiders, the people of the Villa are now heroes surrounded by real heroes, namely the PC party. They won't be fleeing anywhere and the PC party will encounter these guys soon. So could the elven war party, which could make things interesting.
The last raider is walking home, to his farm.
Meanwhile, back on the myoparo, there are only 35 raiders and 10 slave rowers. All of the inexperienced raider/rowers have gotten lost on shore. Since the ship needs 15 rowers, the older raiders are pulling double duty and are very angry about this. Words have been said that can't be taken back and violence will erupt if they don't find something else to fight. So far, the only thing they have seen small enough to engage is the elven schooner. Things are getting dangerous on the ship, for everyone, except possibly the slave rowers.
(Hey, that adds up to 17 raiders... I am updating the numbers to add to 25.)
Who's Out There?
Ok, the characters are not all alone out there. These are 6 mile hexes, so there are a lot of unfriendly forces hanging out.
Closest to the party resting at the Villa del Vino is an NPC party. This group is unusual as they are made up of 3 elven spies/warriors. Eirien, Liscë and Turu have a couple of problems they need to solve.
They aren't supposed to make contact with anyone as they are spies. But they are wearing military uniforms. They were dumped off just south of the Fortezza Port di Nace during rough weather, because the horses were going crazy. The schooner that dropped them off is tailing ships and marking the tides. The spies are zig zagging the area making maps and avoiding people. They started with 3 horses but lost one, so they are in trouble. This is one of the horses found by the player characters. They don't realize it's an elven horse.
The elves have spotted Jim, Felice and Felix riding their horse, exploring the area around the Villa. They intend to take the horse back. Elven horses are supposed to respond to a whistle. It should throw any unfriendly rider and return to the owner. Except Jim has been feeding the horse apples galore and the horse now believes Jim is his owner, so it doesn't respond to Turu's calls.
Jim is a zero level character and scout, so he hasn't noticed these calls. In fact, he has walked right by the elves several times.
Plan B. Solve two problems at once. Knock Jim off the horse and steal his clothes. One of the elves will get a horse while someone gets a non-military outfit. Jim's clothes are not much of a disguise, but at least they are not military uniforms.
They do know that Jim has a bow and that he is kind to the horse. He is also not much of a scout, as he has trotted by them several times. They will use Shield to protect themselves from the bow and try to use Floating Disk to prevent Jim from cracking his head. They think they can overpower him and rob him without killing him.
We shall see.
Why hasn't the schooner come back? I'll cover that in the next post.
Closest to the party resting at the Villa del Vino is an NPC party. This group is unusual as they are made up of 3 elven spies/warriors. Eirien, Liscë and Turu have a couple of problems they need to solve.
They aren't supposed to make contact with anyone as they are spies. But they are wearing military uniforms. They were dumped off just south of the Fortezza Port di Nace during rough weather, because the horses were going crazy. The schooner that dropped them off is tailing ships and marking the tides. The spies are zig zagging the area making maps and avoiding people. They started with 3 horses but lost one, so they are in trouble. This is one of the horses found by the player characters. They don't realize it's an elven horse.
The elves have spotted Jim, Felice and Felix riding their horse, exploring the area around the Villa. They intend to take the horse back. Elven horses are supposed to respond to a whistle. It should throw any unfriendly rider and return to the owner. Except Jim has been feeding the horse apples galore and the horse now believes Jim is his owner, so it doesn't respond to Turu's calls.
Jim is a zero level character and scout, so he hasn't noticed these calls. In fact, he has walked right by the elves several times.
Plan B. Solve two problems at once. Knock Jim off the horse and steal his clothes. One of the elves will get a horse while someone gets a non-military outfit. Jim's clothes are not much of a disguise, but at least they are not military uniforms.
They do know that Jim has a bow and that he is kind to the horse. He is also not much of a scout, as he has trotted by them several times. They will use Shield to protect themselves from the bow and try to use Floating Disk to prevent Jim from cracking his head. They think they can overpower him and rob him without killing him.
We shall see.
Why hasn't the schooner come back? I'll cover that in the next post.
The Misunderstandings So Far
It looks like we'll get in a game session this weekend. The whole thing petered out two months ago, so I need to refresh myself with what is happening.
The Emperor's Council hired the players to head south and gather intelligence on a Keep. The Council was willing to pay the characters 1d6x100 each for this mission. Additionally, the characters were supposed to buy a ship using 4000 gps cash and a script for 36,000. The ship should be left at the southern port as reinforcement.
What actually happened was, no one mentioned the ship, the characters thought that the 40,000 gps was their pay and that more money will come after the adventure. Since 40,000 gps was put on the table from the get-go, the party thinks the reward will be on the order of 100's of thousands of coin.
The party purchased a modest 1,400 gps worth of supplies, pack animals, horses and wagons using the 4,000 coins they were given. Additionally, they are flashing around the Emperor's signature at the bottom of the script, like it means something more. Most people they have met believe that this IOU from the Emperor is some sort of warrant, order or title. They can't or don't want to read it.
The party has no idea that this is the general interpretation of an IOU letter in the Emperor's hand. They believe they are honoring the deal to the best of their ability and people want to help them.
The Council is a bit confused by all of this. Since the players never inquired as to their pay, the Council believes that they are dealing with professional, super-patriots. There has been some back and forth about either not paying them at all, killing them off or rewarding them handsomely with titles, land, military ranks and duties, etc.
The Council also believes the party is traveling by ship. Because of this misunderstanding, when the characters attacked the raiders at the Villa, the Council believe that the party destroy an enemy ship and killed as many as 100 raiders, not merely 5 guys left to fend for themselves. The captured raiders are rare prize. In the intervening weeks, the Council has received mixed messages from the Villa, which they find suspicious, but continue to believe the characters are on a ship.
The view from on high is not any less confused, but IS slightly better.
The primary reason for human/demihuman antagonism is human slavery. To the Elves and Dwarves, humans are evil because of their culture of slavery. They are only slightly better than the horde of sea-faring raiders who take and use slaves. Since the raider are mostly human, there is little reason for demihumans to look for differences. If this could be settled, the détente with the demihumans could turn to a real peace.
If only there was a way for the Empire to flip a switch and end slavery. The Emperor is willing, but there is too much societal momentum for him to simply command this. What he needs is an opportunity to unleash the manumission sects in the Empire, without setting up a palace coup.
Well, one good thing has happened. The master of the Villa was no friend to the Emperor. The man had hundreds of slaves on several farms around the port towns. Now that he and his whole family is dead, the Emperor has ordered the council to set up several more manors or villas in the area, operated by freedmen. This had been tried before, but each one failed because they couldn't compete with free labor. He has also ordered all the Master's slaves freed, for their service in the defense of the Empire. Thanks to the raiders and the PC's conflict, the Emperor now has a freedman foothold just south of the Capital.
The Emperor himself has taken personal interest in the battle for the Villa, the accused murderers Stephano and Trinculo and perhaps a Triumph for himself if they are convicted. Oddly, the Emperor is fair and good, so Stephano and Trinculo could be found innocent, which would make them a valuable set of prisoners as they are still thieves and brigands. Exactly which is better is a matter of point of view. If the party can continue to kill raiders and slavers, make promises they can't keep and complete the mission, the Emperor should come up smelling like roses.
Next, post: The Slowing of the Party.
The Emperor's Council hired the players to head south and gather intelligence on a Keep. The Council was willing to pay the characters 1d6x100 each for this mission. Additionally, the characters were supposed to buy a ship using 4000 gps cash and a script for 36,000. The ship should be left at the southern port as reinforcement.
What actually happened was, no one mentioned the ship, the characters thought that the 40,000 gps was their pay and that more money will come after the adventure. Since 40,000 gps was put on the table from the get-go, the party thinks the reward will be on the order of 100's of thousands of coin.
The party purchased a modest 1,400 gps worth of supplies, pack animals, horses and wagons using the 4,000 coins they were given. Additionally, they are flashing around the Emperor's signature at the bottom of the script, like it means something more. Most people they have met believe that this IOU from the Emperor is some sort of warrant, order or title. They can't or don't want to read it.
The party has no idea that this is the general interpretation of an IOU letter in the Emperor's hand. They believe they are honoring the deal to the best of their ability and people want to help them.
The Council is a bit confused by all of this. Since the players never inquired as to their pay, the Council believes that they are dealing with professional, super-patriots. There has been some back and forth about either not paying them at all, killing them off or rewarding them handsomely with titles, land, military ranks and duties, etc.
The Council also believes the party is traveling by ship. Because of this misunderstanding, when the characters attacked the raiders at the Villa, the Council believe that the party destroy an enemy ship and killed as many as 100 raiders, not merely 5 guys left to fend for themselves. The captured raiders are rare prize. In the intervening weeks, the Council has received mixed messages from the Villa, which they find suspicious, but continue to believe the characters are on a ship.
The view from on high is not any less confused, but IS slightly better.
The primary reason for human/demihuman antagonism is human slavery. To the Elves and Dwarves, humans are evil because of their culture of slavery. They are only slightly better than the horde of sea-faring raiders who take and use slaves. Since the raider are mostly human, there is little reason for demihumans to look for differences. If this could be settled, the détente with the demihumans could turn to a real peace.
If only there was a way for the Empire to flip a switch and end slavery. The Emperor is willing, but there is too much societal momentum for him to simply command this. What he needs is an opportunity to unleash the manumission sects in the Empire, without setting up a palace coup.
Well, one good thing has happened. The master of the Villa was no friend to the Emperor. The man had hundreds of slaves on several farms around the port towns. Now that he and his whole family is dead, the Emperor has ordered the council to set up several more manors or villas in the area, operated by freedmen. This had been tried before, but each one failed because they couldn't compete with free labor. He has also ordered all the Master's slaves freed, for their service in the defense of the Empire. Thanks to the raiders and the PC's conflict, the Emperor now has a freedman foothold just south of the Capital.
The Emperor himself has taken personal interest in the battle for the Villa, the accused murderers Stephano and Trinculo and perhaps a Triumph for himself if they are convicted. Oddly, the Emperor is fair and good, so Stephano and Trinculo could be found innocent, which would make them a valuable set of prisoners as they are still thieves and brigands. Exactly which is better is a matter of point of view. If the party can continue to kill raiders and slavers, make promises they can't keep and complete the mission, the Emperor should come up smelling like roses.
Next, post: The Slowing of the Party.
The destinations, Tabletop, the Compass Rose Inn and Victory. |
Sunday, November 24, 2019
Burning Keep
I want to recess windows and doors on my Keep model, but I am 20+ years out of practice. I've already cut myself with a razor and don't want to bust out an iron to melt the Styrofoam.
So, I'll use a chemical to melt the doors and windows into the surface.
Markers are great for marking Styrofoam. In the picture to the left, I have marked out the various levels in black and the stairs in red. I used dry erase markers after testing them to make sure they wouldn't damage the material. I also outlined the windows and doors before starting with my Sharpie.
One caveat here. Not all markers are the same. In the last image series called Rough Cuts, I used a fine line red Sharpie to mark my cut outs. It didn't melt anything. A fine line marker maybe too small, formulated differently or the age of the marker cause it not to melt the Styrofoam. I picked an old marker for this task because this chemical does a number on the nib of the marker.
I cannot suggest alcohol based markers for this. I did try it and it didn't work. First, you'll ruin a perfectly good marker if it does work, and to my knowledge, alcohol doesn't damage Styrofoam. It is often used as a thinner in airbrushes, and airbrushes work fine on Styrofoam models. It's the ink doing the burning, not the smelly carrier.
In the image to the right, you can see how the marker chewed up the surface. I was expecting spray paint like melting, but all it did was coat each cell-like structure of the foam and caused them to pop off. Messy, but exactly what I wanted.
The marker is easily controlled and my lines are sort of straight. My purpose in making an indented windows and doors is to protect and mark those areas from the plaster I will skim over the surface. Later today, I will make a series of light cardboard masks for these spaces, with pull tabs so I can remove any mistakes I make with the plaster.
The marker was able to melt in about 1/8 of an inch or (3 mm), which should be good enough for my wooden structures.
So, I'll use a chemical to melt the doors and windows into the surface.
Markers are great for marking Styrofoam. In the picture to the left, I have marked out the various levels in black and the stairs in red. I used dry erase markers after testing them to make sure they wouldn't damage the material. I also outlined the windows and doors before starting with my Sharpie.
One caveat here. Not all markers are the same. In the last image series called Rough Cuts, I used a fine line red Sharpie to mark my cut outs. It didn't melt anything. A fine line marker maybe too small, formulated differently or the age of the marker cause it not to melt the Styrofoam. I picked an old marker for this task because this chemical does a number on the nib of the marker.
I cannot suggest alcohol based markers for this. I did try it and it didn't work. First, you'll ruin a perfectly good marker if it does work, and to my knowledge, alcohol doesn't damage Styrofoam. It is often used as a thinner in airbrushes, and airbrushes work fine on Styrofoam models. It's the ink doing the burning, not the smelly carrier.
In the image to the right, you can see how the marker chewed up the surface. I was expecting spray paint like melting, but all it did was coat each cell-like structure of the foam and caused them to pop off. Messy, but exactly what I wanted.
The marker is easily controlled and my lines are sort of straight. My purpose in making an indented windows and doors is to protect and mark those areas from the plaster I will skim over the surface. Later today, I will make a series of light cardboard masks for these spaces, with pull tabs so I can remove any mistakes I make with the plaster.
These windows and doors will have wooden or plastic features and I will need to be able to partially recess them in these spaces.
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