Difference between revisions of "Farshore (Savage Tide)"

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m (Fort Alkor added)
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* 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.
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==Ideas for defences==
 +
 +
* Chain across harbour.
 +
* Stoneshape-cannons.
 +
* Keep/barracs in harbour.
 +
* Fireproof roofs and houses.
 +
* Additional watchtower 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 routs.
 +
* Cannon from Sea Wyvvern.
 +
 +
Questions:
 +
 +
* What to do with our ships?
 +
* Can we learn more of the attacking force? What does lefty know? Use of scry?

Revision as of 08:22, 27 September 2007

Savage TideSavage Tide banner

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 240; 800 gp limit; Assets 9,600 gp; Isolated (220 humans, 7 half-elves, 6 halflings, 4 dwarves, 3 gnomes).

Fort Alkor

Fort Alkor (Thorp): Conventional; AL LN; Population 46; 200 gp limit; Assets 920 gp; Isolated (46 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, but suffer severely from lack of 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.

Personalities of Farshore

Including Fort Alkor.

Adventure Hooks

Roughly in order of inconvenience or distance.

  • Thief in the Warehouses
  • Lord Mayor election
  • Kawibusa, the lost tribe of Termute
  • Wild folk of Teramute (Depths of Rage map, D 83)
  • Labor problems in Fort Alkor
  • Alliance with the Olman
  • Trip to the Tar Pits
  • Finding the Phanatons
  • Weapons of the Rakasta
  • Reclaiming the Sea Wyvern
  • 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.

Ideas for defences

  • Chain across harbour.
  • Stoneshape-cannons.
  • Keep/barracs in harbour.
  • Fireproof roofs and houses.
  • Additional watchtower 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 routs.
  • Cannon from Sea Wyvvern.

Questions:

  • What to do with our ships?
  • Can we learn more of the attacking force? What does lefty know? Use of scry?