Difference between revisions of "Farshore (Savage Tide)"
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A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region. | A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region. | ||
− | '''Farshore (Hamlet)''': Conventional; AL NG; Population | + | ==Settlements== |
+ | With the arrival of the refugees from the Great Kingdom, Farshore split into two settlements. | ||
+ | |||
+ | ===Farshore=== | ||
+ | '''Farshore (Hamlet)''': Conventional; AL NG; Population 264; 4200 gp limit; Assets 55.440 gp; Isolated (231 humans, 8 half-elves, 11 halflings, 7 dwarves, 7 gnomes). | ||
+ | |||
+ | ===Fort Alkor=== | ||
+ | '''Fort Alkor (Thorp)''': Conventional; AL LN; Population 105; 400 gp limit; Assets 2100 gp; Isolated (70 humans). | ||
+ | |||
+ | The refugees from the Great Kingdom, pure Aerdi and culturally distinct from the Sasseriners formed their own settlement in the interior of the isle. They have begun to build a plantation, and use captured pirates as a work force. Financially dependent on Farshore, Prince Henry is trying to keep his people apart and to prevent them from simply being assimilated into Farshore. | ||
+ | |||
+ | The population is distinctly separated into two groups; Prince Henri's and followers (39 people) and captured pirates (indentured servants, mostly of Suel stock) 56 people. | ||
+ | |||
+ | Fort Alkor is trying to start a breeding program for terror birds as mounts. | ||
==Personalities of Farshore== | ==Personalities of Farshore== | ||
− | + | Including Fort Alkor. | |
*[[Amella Venkalie (NPC)|Amella Venkalie]] - Ship's officer. | *[[Amella Venkalie (NPC)|Amella Venkalie]] - Ship's officer. | ||
* [[Anna Samos (Savage Tide) | Anna Samos]] - Lieutenant to * Prince [[Henri d'Aventhal (Savage Tide) |Prince Henri d'Aventhal]] | * [[Anna Samos (Savage Tide) | Anna Samos]] - Lieutenant to * Prince [[Henri d'Aventhal (Savage Tide) |Prince Henri d'Aventhal]] | ||
*[[Avner Meravanchi (NPC)|Avner Meravanchi]] - Dashing gentleman. | *[[Avner Meravanchi (NPC)|Avner Meravanchi]] - Dashing gentleman. | ||
+ | * [[Allanal Kio (Savage Tide) | Allanal Kio]] - Half-elven lookout on the Sea Wyvern. | ||
* [[Dranys Sellis (Savage Tide) | Dranys Sellis]] - Smith in Farshore | * [[Dranys Sellis (Savage Tide) | Dranys Sellis]] - Smith in Farshore | ||
* [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore | * [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore | ||
*Prince [[Henri d'Aventhal (Savage Tide) | Prince Henri d'Aventhal]] - Noble in exile | *Prince [[Henri d'Aventhal (Savage Tide) | Prince Henri d'Aventhal]] - Noble in exile | ||
*Professor [[Hevrik Aldwattle (Savage Tide) | Hevrik Aldwattle]] - Council member | *Professor [[Hevrik Aldwattle (Savage Tide) | Hevrik Aldwattle]] - Council member | ||
+ | *[[Hilda Swenten (Savage Tide)|Hilda Swenten]] - Farmer from Farshore | ||
* [[Jeran Emrikad (Savage Tide) | Jeran Emrikad]] - Archivist in Farshore | * [[Jeran Emrikad (Savage Tide) | Jeran Emrikad]] - Archivist in Farshore | ||
*[[Kaskus Kiel (NPC)|Kaskus Kiel]] - Jade Raven, Human Druid. Tacturn, homesick. | *[[Kaskus Kiel (NPC)|Kaskus Kiel]] - Jade Raven, Human Druid. Tacturn, homesick. | ||
Line 23: | Line 38: | ||
*Father [[Noltus Innersol (Savage Tide) | Noltus Innersol]] - Missionary, council member | *Father [[Noltus Innersol (Savage Tide) | Noltus Innersol]] - Missionary, council member | ||
*[[Rodara Adoss (NPC) | Rodara Adoss]] - sailor with tattooing skill. | *[[Rodara Adoss (NPC) | Rodara Adoss]] - sailor with tattooing skill. | ||
+ | * [[Ruby the Weaver (Savage Tide) | Ruby the Weaver]] - Weaver in Farshore | ||
*Captain [[Sarim Pepper (NPC)|Sarim Pepper]] - Sea captain. | *Captain [[Sarim Pepper (NPC)|Sarim Pepper]] - Sea captain. | ||
*[[Soller Vark (NPC)|Soller Vark]] - Smuggling thug. | *[[Soller Vark (NPC)|Soller Vark]] - Smuggling thug. | ||
Line 28: | Line 44: | ||
*[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore. | *[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore. | ||
* [[Telda Syren (Savage Tide) | Telda Syren]] - Apotechary in Farshore | * [[Telda Syren (Savage Tide) | Telda Syren]] - Apotechary in Farshore | ||
+ | * [[Savage Tide NPCs#Thorgiff|Thorgiff]] - Crimson Fleer defector, thiefling | ||
*[[Tolin Kientai (NPC)|Tolin Kientai]] - Leader of the Jade Ravens, half elf ranger, brash and handsome. | *[[Tolin Kientai (NPC)|Tolin Kientai]] - Leader of the Jade Ravens, half elf ranger, brash and handsome. | ||
+ | * [[Vinkain Kabanja (SavageTide) | Vinkain Kabanja]] - Carpenter on the [[Sea Wyvern]] | ||
*Captain [[Ulvar Kabbanja (Savage Tide) | Ulvar Kabbanja]] - Militia Captain, council member | *Captain [[Ulvar Kabbanja (Savage Tide) | Ulvar Kabbanja]] - Militia Captain, council member | ||
*[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar. | *[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar. | ||
*Chaplain [[Vesserin Catherly (Savage Tide) | Vesserin Catherly]] - Farshore council member | *Chaplain [[Vesserin Catherly (Savage Tide) | Vesserin Catherly]] - Farshore council member | ||
*[[Zan Odalvin (NPC)|Zan Odalvin]] - Jade Raven, Dwarf Rogue. Fascinated by blades. | *[[Zan Odalvin (NPC)|Zan Odalvin]] - Jade Raven, Dwarf Rogue. Fascinated by blades. | ||
− | |||
− | |||
==Adventure Hooks== | ==Adventure Hooks== | ||
Roughly in order of inconvenience or distance. | Roughly in order of inconvenience or distance. | ||
− | + | * Kawibusa, the lost tribe of Temute | |
− | + | * Wild folk of Temute (Depths of Rage map, D 83) | |
− | * Kawibusa, the lost tribe of | + | * Labor problems in Fort Alkor |
* Alliance with the Olman | * Alliance with the Olman | ||
− | |||
− | |||
− | |||
− | |||
* Investigating Rat's End | * Investigating Rat's End | ||
− | * | + | * The Throne of Huhueteotl hods some strange ruins. (D 103) |
* The Zombie Master in the Fangs of Zothilla | * The Zombie Master in the Fangs of Zothilla | ||
* Emrag the Dragon Turtle lairs in a bay on the north side | * Emrag the Dragon Turtle lairs in a bay on the north side | ||
* Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145) | * Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145) | ||
* The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age. | * The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age. | ||
+ | |||
+ | * Improve the smithy | ||
+ | * Hallow the cemetery | ||
+ | * Organize the miners (diamonds) | ||
+ | * Help the skinner find exotic skins | ||
+ | * Pottery | ||
+ | * Inventory of the infirmary | ||
+ | |||
+ | ==Ideas for defences== | ||
+ | |||
+ | * Chain across harbour. Wall of Force? | ||
+ | * Stoneshape-cannons. | ||
+ | * Keep/barracs in harbour. | ||
+ | * Fireproofing roofs and houses. | ||
+ | * Additional watchtowers to waterfront. | ||
+ | * Stone Wall (spell) or palisade wall along harbour. | ||
+ | * Additional palisade walls for battlefield control. | ||
+ | * Ditch to be filled with oil to be lit. | ||
+ | * Force Wall in waterline to stop ships. | ||
+ | * Safe hide out for old and children or easily damaged goods. | ||
+ | * Evacuation routes. | ||
+ | * Cannon from Sea Wyvern. | ||
+ | * Using Hellfish as a [http://en.wikipedia.org/wiki/Fireship fireship] or as a [http://en.wikipedia.org/wiki/Hellburners hellburner]. | ||
+ | |||
+ | Questions: | ||
+ | |||
+ | * What to do with our ships? | ||
+ | * Can we learn more of the attacking force? What does lefty know? Use of scry? | ||
+ | |||
+ | ==Activities preparing for Pirate Invasion== | ||
+ | {| class="wikitable" | ||
+ | ||'''Week'''|||'''Lady Red'''|||'''Cinnamon'''|||'''Jennikki''' |||'''Aiken'''|||'''Peter Blood''' | ||
+ | |- | ||
+ | |align=right| 1 ||| Magic Items ||| Magic Items ||| Magic Items ||| Magic Items ||| Train the militia | ||
+ | |- | ||
+ | |align=right| 2 ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Train the militia | ||
+ | |- | ||
+ | |align=right| 3 ||| Build "keep"<br>Northern waterfront palisade<br>Southern waterfront palisade ||| Charming the Olmans ||| Explore Temute<br>Collecting boulders ||| Work the election ||| Train the old kingdom troops | ||
+ | |- | ||
+ | |align=right| 4 ||| Improve rest of palisade<br>Build safe warehouse<br>Build cannon fort - Failed? ||| Campaigning<br>Raising stone circle ||| Campaigning ||| Campaigning ||| Build waterfront lookout | ||
+ | |- | ||
+ | |align=right| 5 ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==Activities one-year intermission== | ||
+ | |||
+ | * Sasserine: | ||
+ | ** Cinnamon: Entertain Familiar's Club | ||
+ | ** Jenniki: Talk with Church of Whirling Fury | ||
+ | ** Report to Sun Lodge | ||
+ | *** Martyrdom of Innersol. Return holy symbol, equipment | ||
+ | *** Gift of Sunsword | ||
+ | ** Cinnamon: collect parts for house | ||
+ | ** Cinnamon: Exalted Arcanist | ||
+ | ** Blood: Repair folding boat (3000gp) | ||
+ | * Great kingdom. Research people, connections. | ||
+ | * Establish Olman fashion in Sasserine/Greyhawk | ||
+ | ** Show works for fashion/pattern designers. sponsor pattern books | ||
+ | ** make a splash in Greyhawk. | ||
+ | *** Show up as cool, exotic adventurers | ||
+ | *** Ride summoned T Rex | ||
+ | * Integration Olman/Farshore. Sponsor inter-marriage. | ||
+ | * Farshore Constructions: | ||
+ | ** Jennikki: Light tree | ||
+ | ** Cinnamon: Familiar's club tower | ||
+ | * Continue Innersol's project | ||
+ | * Visit: | ||
+ | ** Mongrel Folk | ||
+ | ** Phanatons | ||
+ | * Shifting gods for Olman: | ||
+ | ** Tonatu -> Pelor. | ||
+ | ** Quetzalcoatl -> Cuthbert. | ||
+ | * Spell research: | ||
+ | ** Cinnamon: Aerie Alter |
Latest revision as of 23:25, 24 February 2008
A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region.
Settlements
With the arrival of the refugees from the Great Kingdom, Farshore split into two settlements.
Farshore
Farshore (Hamlet): Conventional; AL NG; Population 264; 4200 gp limit; Assets 55.440 gp; Isolated (231 humans, 8 half-elves, 11 halflings, 7 dwarves, 7 gnomes).
Fort Alkor
Fort Alkor (Thorp): Conventional; AL LN; Population 105; 400 gp limit; Assets 2100 gp; Isolated (70 humans).
The refugees from the Great Kingdom, pure Aerdi and culturally distinct from the Sasseriners formed their own settlement in the interior of the isle. They have begun to build a plantation, and use captured pirates as a work force. Financially dependent on Farshore, Prince Henry is trying to keep his people apart and to prevent them from simply being assimilated into Farshore.
The population is distinctly separated into two groups; Prince Henri's and followers (39 people) and captured pirates (indentured servants, mostly of Suel stock) 56 people.
Fort Alkor is trying to start a breeding program for terror birds as mounts.
Personalities of Farshore
Including Fort Alkor.
- Amella Venkalie - Ship's officer.
- Anna Samos - Lieutenant to * Prince Prince Henri d'Aventhal
- Avner Meravanchi - Dashing gentleman.
- Allanal Kio - Half-elven lookout on the Sea Wyvern.
- Dranys Sellis - Smith in Farshore
- Greffold “Redfoot” Fiddlebitter - Potter in Farshore
- Prince Prince Henri d'Aventhal - Noble in exile
- Professor Hevrik Aldwattle - Council member
- Hilda Swenten - Farmer from Farshore
- Jeran Emrikad - Archivist in Farshore
- Kaskus Kiel - Jade Raven, Human Druid. Tacturn, homesick.
- Lavina Vanderboren - Team matron.
- Liamae Teslikaria - Jade Raven, Sorceress.
- Losabeth - Thug in Sasserine.
- Maflus Fairwind - Innkeeper
- Manthalay Meravanchi - Council member, nominee for Lord Mayor
- Father Noltus Innersol - Missionary, council member
- Rodara Adoss - sailor with tattooing skill.
- Ruby the Weaver - Weaver in Farshore
- Captain Sarim Pepper - Sea captain.
- Soller Vark - Smuggling thug.
- Tavey Nesk - Cabin boy.
- Teherik Arrelion - Tanner in Farshore.
- Telda Syren - Apotechary in Farshore
- Thorgiff - Crimson Fleer defector, thiefling
- Tolin Kientai - Leader of the Jade Ravens, half elf ranger, brash and handsome.
- Vinkain Kabanja - Carpenter on the Sea Wyvern
- Captain Ulvar Kabbanja - Militia Captain, council member
- Urol Forol - Gnome scholar.
- Chaplain Vesserin Catherly - Farshore council member
- Zan Odalvin - Jade Raven, Dwarf Rogue. Fascinated by blades.
Adventure Hooks
Roughly in order of inconvenience or distance.
- Kawibusa, the lost tribe of Temute
- Wild folk of Temute (Depths of Rage map, D 83)
- Labor problems in Fort Alkor
- Alliance with the Olman
- Investigating Rat's End
- The Throne of Huhueteotl hods some strange ruins. (D 103)
- The Zombie Master in the Fangs of Zothilla
- Emrag the Dragon Turtle lairs in a bay on the north side
- Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145)
- The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age.
- Improve the smithy
- Hallow the cemetery
- Organize the miners (diamonds)
- Help the skinner find exotic skins
- Pottery
- Inventory of the infirmary
Ideas for defences
- Chain across harbour. Wall of Force?
- Stoneshape-cannons.
- Keep/barracs in harbour.
- Fireproofing roofs and houses.
- Additional watchtowers to waterfront.
- Stone Wall (spell) or palisade wall along harbour.
- Additional palisade walls for battlefield control.
- Ditch to be filled with oil to be lit.
- Force Wall in waterline to stop ships.
- Safe hide out for old and children or easily damaged goods.
- Evacuation routes.
- Cannon from Sea Wyvern.
- Using Hellfish as a fireship or as a hellburner.
Questions:
- What to do with our ships?
- Can we learn more of the attacking force? What does lefty know? Use of scry?
Activities preparing for Pirate Invasion
Week | Lady Red | Cinnamon | Jennikki | Aiken | Peter Blood |
1 | Magic Items | Magic Items | Magic Items | Magic Items | Train the militia |
2 | Trip to Tar pits Finding Phanatons Weapons of the Rakasta |
Trip to Tar pits Finding Phanatons Weapons of the Rakasta |
Trip to Tar pits Finding Phanatons Weapons of the Rakasta |
Trip to Tar pits Finding Phanatons Weapons of the Rakasta |
Train the militia |
3 | Build "keep" Northern waterfront palisade Southern waterfront palisade |
Charming the Olmans | Explore Temute Collecting boulders |
Work the election | Train the old kingdom troops |
4 | Improve rest of palisade Build safe warehouse Build cannon fort - Failed? |
Campaigning Raising stone circle |
Campaigning | Campaigning | Build waterfront lookout |
5 | Reclaiming the Sea Wyvern | Reclaiming the Sea Wyvern | Reclaiming the Sea Wyvern | Reclaiming the Sea Wyvern | Reclaiming the Sea Wyvern |
Activities one-year intermission
- Sasserine:
- Cinnamon: Entertain Familiar's Club
- Jenniki: Talk with Church of Whirling Fury
- Report to Sun Lodge
- Martyrdom of Innersol. Return holy symbol, equipment
- Gift of Sunsword
- Cinnamon: collect parts for house
- Cinnamon: Exalted Arcanist
- Blood: Repair folding boat (3000gp)
- Great kingdom. Research people, connections.
- Establish Olman fashion in Sasserine/Greyhawk
- Show works for fashion/pattern designers. sponsor pattern books
- make a splash in Greyhawk.
- Show up as cool, exotic adventurers
- Ride summoned T Rex
- Integration Olman/Farshore. Sponsor inter-marriage.
- Farshore Constructions:
- Jennikki: Light tree
- Cinnamon: Familiar's club tower
- Continue Innersol's project
- Visit:
- Mongrel Folk
- Phanatons
- Shifting gods for Olman:
- Tonatu -> Pelor.
- Quetzalcoatl -> Cuthbert.
- Spell research:
- Cinnamon: Aerie Alter