Your weary feet have finally brought you to the town of Trishdale.
Traveling down the cracked cobbles of the Old Road, you had your first taste of danger in Alycron. Accosted by highwayman and the terrors of the night, only through a stroke of luck have you arrived at Trishdale with your mind and body intact.
The town bears the countenance of a sickly child- young and fragile, but already on the verge of collapse. It's cocooned by high walls and vigilant watchmen. It's people bear a troubled disposition; 'nary a smile nor a spark of joy can be seen in their grim expressions. Hawkers accompany preachers, who advertise their wares and religion on the streets. Howling screams emanate from a gaunt, windowless building- Trishdale's sanitorium. Nearby, a partially ruined mage's tower shoots towards the sky, while the clanking of steel can be heard from the local barracks and armory. Fragrant incense and frantic prayers mark the location of the abbey, an arched, gothic structure that's seen better days. There's also scaffolding around many partially constructed buildings, but the lack of laborers reveal they will never be finished.
The tavern is a sturdy fieldstone roadhouse in the middle of town. Upon entering the common room, the scent of a strong brew hits you in full force. It's crowded with people, who find solace in a mug of strong ale or a game of cards. Among the raucous crowd, you spot an interesting canvas map hung on a wall. A small sign underneath notes that it was sketched by the "First Explorer".
It's a rough map of the surrounding area, noting the different landscapes nearby. Though it lacks detail, a small inkwell and quill have been placed underneath it. Perhaps future explorers such as you can fill it in.
From a small window in tavern, you can see out and past the walls, where the corrupted forest looms ever closer to Trishdale. The insidious nature of the twisting trees and dark undergrowth reminds you of that cosmic truth: such a place was never meant to be explored. Yet somewhere inside, great treasures and opportunities for heroism awaits. But an expedition of one person is doomed to fail; you'll need others to accompany you into the ravenous, clutching, shadows of Alycron. Perhaps you can find them in the common room of this tavern.
Downtime Rules: Before going back out to adventure, a character must complete a long rest in town, lasting at least one week. In the meantime, they can spend their downtime doing town activities. A character can use 1Primary Facility and up to 3 Secondary Facilities during their downtime. After a long rest, Stress is also reduced by an amount of 1d4, but that value is replaced by any stress-reducing primary facility a character may use.
Tavern:
A balding, stocky human man looks up to you as he's wiping some mugs with a cloth. Despite the cold fall temperature, it seems he always has a sheen of sweat on his dark skin.
"You want information about the wilderness? Well, it's certainty the place to go if you wanna die. Just ask me if you want an ale or a room- I'm just the bartender here."
Primary Facilities- Bar and Gambling Hall
Bar- Heals 2d8+5 stress. Cost: 10 gp Complication Probability: 5%
Gambling Hall- Heals 2d10+5 stress. Make three checks: Wisdom (Insight), Charisma (Deception) and Charisma (Intimidation). If you are proficient with the appropriate gaming set, you can replace one of the three checks with the tool proficiency check. You can accept a complication to gain a success for one of the rolls. DC 19 for success. Consult the gambling wagers for your results. Cost: Make a bet ranging from 10- 40 gp
GAMBLING TABLE
Check / Result
No Success – Lose all the money you bet and accrue a debt equal to that amount.
One Success – Lose half the money you bet.
Two Success – Gain the amount you bet plus half again more.
Three Success – Gain double the amount you bet.
Four or more Success – Gain triple the amount you bet.
Carouse: By paying an additional cost after using the bar or gambling tables, you can choose to carouse with either the lower, middle, or upper class people. Make a DC 14 Persuasion Check, and on success, gain a contact with a person or within a faction. Cost: 10 gp for lower, 20 gp for middle, and 30 gp for upper class contacts
Secondary Facilities-
Gambling Tables- Play a game of chance with another player character. Some examples.
The Common Room- Many rumors are traded over a mug of ale. You might be able to find some in this common room...
Armory:
Armory:
The sound of clanking steel fills your ears as you enter the armory. Strangely, a muscular elf is hammering at the forge, while a nimble dwarf is fletching arrows and and tanning leather. Racks of weapons and armor line the shelves around them. Finally the dwarf puts down her tanning knife and turns to you.
"We got the best arms and weaponry in Trishdale. If you're in need of protection, or seeking to do some damage, our racks are open to you. Or, you can use our forge if you think your own handiwork is superior."
Primary Facilities- Forge
Characters with the tools, proficiency, and gold for materials can craft equipment from the PHBS
Secondary Facilities- Weapon Racks
Purchase weapons and armor from PHB
Abbey:
Abbey:
Frantic prayers fill this gothic cathedral. An organ sounds in the background while a group of nuns sings a melancholic chant, directed by a elderly tiefling woman. The holy symbols of many deities are carved in the stone walls, each with a fiery-brazier underneath.
The tiefling turns to you.
"Welcome to the Abbey. I'm Mother Superior. We belong to the Church of Virtue, which accepts all deities who fight against darkness. A little hope, however desperate, is never without worth. Why don't you come and sign a hymn with us?"
Primary Facilities- Cloister
Cloister- Heals 2d10+5 stress. Cost: 8 gp
Secondary Facilities-
Limited magic item identification
Magical Healing
Pay to have a cleric spell cast
Barracks:
Primary Facility- Training Rooms
Used to level up when enough experience has been gained
Secondary Facilities- Arena
Players can use this area to PVP with each other. Non-lethal of course.
General Store and Stables:
This cheerful looking trading post is flanked by a filthy stables. A bell sounds as you enter through the door. At the counter, a wizened gnome puts on a pair of spectacles and jumps on a step-stool, immediately ringing up the register.
"Welcome to Gunther's Goods! How can I help you? Or perhaps you would like the services of my equestrian-minded brother in the stables next door? We offer the best wares and steeds in Trishdale!"
Secondary Facilities- Store
Purchase Goods, Steeds, and non-weapon/armor equipment from the PHB
Wizard's Tower:
Much of the arcane trappings have disappeared, leaving a small dusty library and an empty laboratory. An eccentric dwarf seems to be mixing together a fiery solution, which suddenly explodes and singes his beard as you come in. He turns to you. "Oi! I'm Master Baern, the keeper of this here wizard's tower and representative of the Mages' Guild. I'm the person to ask if you need something identified or a potion to be made. Now, if you don't have anything else to ask me, leave me be. I'm kind of busy here!"
Ushering the visitors away from Master Baern, a human wizard with some greying hairs smiles warmly. "Apologies for the dwarf. He's really quite the arcanist, but fully involved in his work as you see. I am Morn Tallstag, diviner and newcomer to Trishdale much like yourselves. Perhaps I can help your research here in the library? We're still rebuilding and collecting tomes, so we may not have everything available but hopefully soon."
Primary Facility- Library
The world of Alycron holds many mysteries, and perhaps these dusty tomes can grant you some insight. After spending a week in the library, a player can state three topics they want to learn more about to the DM, and do a Investigation check for each of them, DCs determined by the DM. On a success, the DM will grant them a snippet of information. Complication Probability: 10%
Secondary Facility- Magical Services
Identify an object
Purchase healing potions
Pay to get an arcane spell cast
Minor enchantments (Ask DM first)
Sanitorium:
Sanitorium:
Guards in chain mail loiter around the entrance of this gaunt, black-bricked building. Immediately, you notice that there is a not a single window among the black bricks. Amidst the cacophony of muffled screams, the walls of the sanitorium are alive with a pulsating knocking sound- as if the patients are periodically rapping their knuckles on the walls.
Entering inside, the interior is covered in white, sterile tiles and lit by bright lanterns. A gaunt man in a lab coat taps a needle with purple fluid as he sits at a desk cluttered with manuscripts. A small skull holds a burning candle on the desk.
The man looks at you with a smile, baring a set of perfectly white teeth.
"Hello, I'm Dr. Swanson. It's a pleasure to meet you. What is the nature of your stay? If something is troubling you, then I want you to know that you are safe in the hands of our expert medical team."
Primary Facility- Treatment Ward
Afflicted Characters can undergo treatment to remove an affliction.
Mundane diseases can be cured.
Secondary Facility- Visiting Hours
Visiting hours are limited to a few patients in a more...agreeable state. Perhaps these afflicted souls can teach you something about the wilderness.
The Rumor system has changed! By asking around town, you can discover rumors about the wilderness. Or, you can talk to an experienced player about their adventures, and maybe explore what they left behind.
This post has potentially manipulated dice roll results.
As Cedar walks past the map he scowls, and mutters under his breath "Looks like it could've been drawn by a blind toddler with his hands cut off. Is there really nothing more detailed than this?" Thinking quickly, he pulls out a sheet of paper and scribbles down a rough copy of the map. "I'll show the inhabitants of this flea infested town what a real map looks like." (Cartographer's tools 6)
When he finishes, he heads to the tavern.As he enters his nose wrinkles at the smell of unwashed bodies and festering alcohol, but he walks over to the bar and takes a seat. "A nice strong drink and some food would be much appreciated." He calls to whoever happens to be behind said bar."And any information you can give me about the wilderness"
Tam slides into the tavern, quietly and with eyes darting around. Here is his chance, he needs to start a new life here. To do that he needs money.
He hops up on a chair near the bar and orders a watered beer and food while he listens to the rumors. He watches who else is listening before moving over to the people talking about the rumor of the bandits. This seems like a good place to start, make a new name.
He glances around at anyone else drawn to the story and gives them wary nods.
((So Tam is up for starting a group for the first rumor quest!))
A brown-haired woman sits at a table alone. Her table happened to be right next to the map, and from there, she takes a nice good look at the map. In a sweet but mature voice, she says"Pretty interesting map. But I think mine looks better." She takes out a map she drew, apparently having only the same locations as the one on the wall.
A dwarf clad in a tabard and chain mail walked into the bar, a new citizen of Trishdale. He clutched at a weathered and worn symbol in his palm, and listened about the rumor mill for some direction. An emissary of the Church, such a task did not take long. A priestess who required special herbs from upon the water's nearby edge seemed like an excellent start. Now, all that needed was a few more good people. Thinking so, he placed his hands over his mouth in a cone, and shouted,
“For those who are brave, I would have words! For those who are not, keep drinking!”
A hearty laugh followed as he sat at the bar, ordered an ale and awaited the brave.
A tall, slightly thin half elf with electric white hair that stands up as if I got electrocuted, lightning blue eyes, and wearing sturdy, weather worn leather armor, walks into a tavern, and orders a cup of water.
A thin half elf sits at a card table and ever so briefly laughs sarcastically at the dwarf's call for brave souls, then takes another drink from his mug. The dark haired elf is dirty, his clothes a bit tattered, and he appears to be a somewhat inebriated as he slouches in his chair. Careful observers can see tattoos of carefully inscribed calligraphy on his forearms near the wrist where his coat allows. A moment after the dwarf's call the disheveled elf can be seen throwing his cards to the center of the table with frustration and disgust.
As Cedar walks past the map he scowls, and mutters under his breath "Looks like it could've been drawn by a blind toddler with his hands cut off. Is there really nothing more detailed than this?" Thinking quickly, he pulls out a sheet of paper and scribbles down a rough copy of the map. "I'll show the inhabitants of this flea infested town what a real map looks like." (Cartographer's tools 21)
When he finishes, he heads to the tavern.As he enters his nose wrinkles at the smell of unwashed bodies and festering alcohol, but he walks over to the bar and takes a seat. "A nice strong drink and some food would be much appreciated." He calls to whoever happens to be behind said bar."And any information you can give me about the wilderness"
A balding, stocky human man is wiping some mugs as he looks up to at Cedar. Despite the fall chill, it seems he always has a sheen of sweat on his dark skin.
"You want information about the wilderness? Well, it's certainty the place to go if you wanna die. Just ask me if you want an ale or a room- I'm just the bartender here."
He gives Cedar a plate of leftovers and a mug and then turns his attention to the gambling tables.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
A tall elven woman simply dressed in leathers and a warm cloak listens to the rumors. Her blue eyes stand out from her pale face, her short white hair barely covering the tips of her ears. As she hears about the bandits and notices Tam’s silent offer, she thinks, Maybe, maybe she just got caught by some bandits. She walks over, sliding her bow across her back to its usual position. Closing in on Tam she says, “Are you looking for a group? I can help fighting.”
A Svirfneblin gnome walks into the tavern. His fancy, tailored clothes are a constrast to his grey skin and messy, unkempt hair. He's softly humming as he sits dow at a table, a smile on his face as he orders "Glowglass, if you have it". He's drinking when he hears the dwarf's call and he laughs.
"If this was a novel, I suppose you'd be the herald of the adventure?"He asks, his voice as loud and dissonant as the music he's known for at home. He drinks the rest of whatever was left of his drink in one gulp and he stands up to sit closer to the dwarf. "Really impressive words you had there, a really great starting performance. But what are these words you wish to have with those who are brave?"
"I doubt you'll find many brave in this place. What is your name? You have the look of the religious about you."
Turning to address the Aarakocra with his full attention, the Paladin responds,
"Ah that's a pity, I feel there is great need for courageous souls around here. I'm Baymen, and I am indeed a most religious man. Might I ask your name?"
Alex walks up to Cedar "I see you are a cartographer as well." She looks up at his redrawing of the map "Impressive, but mine highlights the land better" she holds up her own version of the map, it lacks color, but really outlines the landscape.
"If this was a novel, I suppose you'd be the herald of the adventure?"He asks, his voice as loud and dissonant as the music he's known for at home. He drinks the rest of whatever was left of his drink in one gulp and he stands up to sit closer to the dwarf. "Really impressive words you had there, a really great starting performance. But what are these words you wish to have with those who are brave?"
The dwarf heartily calls over the Aarakocra's side to the well dressed man,
"There is a priestess trying to stop the plague about. She needs a rare herb only found far by the sea, and we need a few brave souls willing to make the trip."
He returns to face the Aarakocra, nodding in affirmation.
"I doubt you'll find many brave in this place. What is your name? You have the look of the religious about you."
Turning to address the Aarakocra with his full attention, the Paladin responds,
"Ah that's a pity, I feel there is great need for courageous souls around here. I'm Baymen, and I am indeed a most religious man. Might I ask your name?"
"My name is Megoddosh. I had another name once, but it is lost among the horrors I have faced. However, I feel that this place will hold the greatest test yet. I suspected you were a religious man. Here, I fear, is a place the gods have long abandoned."
Rollback Post to RevisionRollBack
An Assassin of Random
Will try to post, but I have a busy schedule and have to attend to the real world.(Currently un-unavailable, whatever that means...)
"Whatever it was, it was my sister, not me!"
I play Avalon Farwood, Esthvele, and Anacra in the Tales of the Adventurers Tavern.
*Sheeeeez this is from a long time ago... a lot has changed...*
"If this was a novel, I suppose you'd be the herald of the adventure?"He asks, his voice as loud and dissonant as the music he's known for at home. He drinks the rest of whatever was left of his drink in one gulp and he stands up to sit closer to the dwarf. "Really impressive words you had there, a really great starting performance. But what are these words you wish to have with those who are brave?"
The dwarf heartily calls over the Aarakocra's side to the well dressed man,
"There is a priestess trying to stop the plague about. She needs a rare herb only found far by the sea, and we need a few brave souls willing to make the trip."
He returns to face the Aarakocra, nodding in affirmation.
She overhears, putting away her map before saying "I will join you, you are going to need someone to help navigate." she walks up towards the dwarf and aarakocra "Alex Lightfeather, pleasure to meet you."
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Town Locations and Downtime Activities
Downtime Rules: Before going back out to adventure, a character must complete a long rest in town, lasting at least one week. In the meantime, they can spend their downtime doing town activities. A character can use 1 Primary Facility and up to 3 Secondary Facilities during their downtime. After a long rest, Stress is also reduced by an amount of 1d4, but that value is replaced by any stress-reducing primary facility a character may use.
Tavern:
GAMBLING TABLE
Armory:
Abbey:
Barracks:
General Store and Stables:
Wizard's Tower:
He turns to you. "Oi! I'm Master Baern, the keeper of this here wizard's tower and representative of the Mages' Guild. I'm the person to ask if you need something identified or a potion to be made. Now, if you don't have anything else to ask me, leave me be. I'm kind of busy here!"
Sanitorium:
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
The Players
Rumors
The Rumor system has changed! By asking around town, you can discover rumors about the wilderness. Or, you can talk to an experienced player about their adventures, and maybe explore what they left behind.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
As Cedar walks past the map he scowls, and mutters under his breath "Looks like it could've been drawn by a blind toddler with his hands cut off. Is there really nothing more detailed than this?" Thinking quickly, he pulls out a sheet of paper and scribbles down a rough copy of the map. "I'll show the inhabitants of this flea infested town what a real map looks like." (Cartographer's tools 6)
When he finishes, he heads to the tavern.As he enters his nose wrinkles at the smell of unwashed bodies and festering alcohol, but he walks over to the bar and takes a seat. "A nice strong drink and some food would be much appreciated." He calls to whoever happens to be behind said bar. "And any information you can give me about the wilderness"
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Tam slides into the tavern, quietly and with eyes darting around. Here is his chance, he needs to start a new life here. To do that he needs money.
He hops up on a chair near the bar and orders a watered beer and food while he listens to the rumors. He watches who else is listening before moving over to the people talking about the rumor of the bandits. This seems like a good place to start, make a new name.
He glances around at anyone else drawn to the story and gives them wary nods.
((So Tam is up for starting a group for the first rumor quest!))
A brown-haired woman sits at a table alone. Her table happened to be right next to the map, and from there, she takes a nice good look at the map. In a sweet but mature voice, she says "Pretty interesting map. But I think mine looks better." She takes out a map she drew, apparently having only the same locations as the one on the wall.
A dwarf clad in a tabard and chain mail walked into the bar, a new citizen of Trishdale. He clutched at a weathered and worn symbol in his palm, and listened about the rumor mill for some direction. An emissary of the Church, such a task did not take long. A priestess who required special herbs from upon the water's nearby edge seemed like an excellent start. Now, all that needed was a few more good people. Thinking so, he placed his hands over his mouth in a cone, and shouted,
“For those who are brave, I would have words! For those who are not, keep drinking!”
A hearty laugh followed as he sat at the bar, ordered an ale and awaited the brave.
Tam looks over at Baymen and his call, but makes no move to join him and becomes much more interested in the dirty floor of the tavern.
A tall, slightly thin half elf with electric white hair that stands up as if I got electrocuted, lightning blue eyes, and wearing sturdy, weather worn leather armor, walks into a tavern, and orders a cup of water.
Forest of Wonders DMless campaign
>Recruitment Thread< >Game Thread<
I am an average mathematics enjoyer.
>Extended Signature<
A thin half elf sits at a card table and ever so briefly laughs sarcastically at the dwarf's call for brave souls, then takes another drink from his mug. The dark haired elf is dirty, his clothes a bit tattered, and he appears to be a somewhat inebriated as he slouches in his chair. Careful observers can see tattoos of carefully inscribed calligraphy on his forearms near the wrist where his coat allows. A moment after the dwarf's call the disheveled elf can be seen throwing his cards to the center of the table with frustration and disgust.
An Aarakocra walks into the bar and, hearing Baymen, walks up to him and says slowly,
"I doubt you'll find many brave in this place. What is your name? You have the look of the religious about you."
An Assassin of Random
Will try to post, but I have a busy schedule and have to attend to the real world.(Currently un-unavailable, whatever that means...)
"Whatever it was, it was my sister, not me!"
I play Avalon Farwood, Esthvele, and Anacra in the Tales of the Adventurers Tavern.
*Sheeeeez this is from a long time ago... a lot has changed...*
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
A tall elven woman simply dressed in leathers and a warm cloak listens to the rumors. Her blue eyes stand out from her pale face, her short white hair barely covering the tips of her ears. As she hears about the bandits and notices Tam’s silent offer, she thinks, Maybe, maybe she just got caught by some bandits. She walks over, sliding her bow across her back to its usual position. Closing in on Tam she says, “Are you looking for a group? I can help fighting.”
A Svirfneblin gnome walks into the tavern. His fancy, tailored clothes are a constrast to his grey skin and messy, unkempt hair. He's softly humming as he sits dow at a table, a smile on his face as he orders "Glowglass, if you have it". He's drinking when he hears the dwarf's call and he laughs.
"If this was a novel, I suppose you'd be the herald of the adventure?" He asks, his voice as loud and dissonant as the music he's known for at home. He drinks the rest of whatever was left of his drink in one gulp and he stands up to sit closer to the dwarf. "Really impressive words you had there, a really great starting performance. But what are these words you wish to have with those who are brave?"
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Turning to address the Aarakocra with his full attention, the Paladin responds,
"Ah that's a pity, I feel there is great need for courageous souls around here. I'm Baymen, and I am indeed a most religious man. Might I ask your name?"
Alex walks up to Cedar "I see you are a cartographer as well." She looks up at his redrawing of the map "Impressive, but mine highlights the land better" she holds up her own version of the map, it lacks color, but really outlines the landscape.
The dwarf heartily calls over the Aarakocra's side to the well dressed man,
"There is a priestess trying to stop the plague about. She needs a rare herb only found far by the sea, and we need a few brave souls willing to make the trip."
He returns to face the Aarakocra, nodding in affirmation.
"My name is Megoddosh. I had another name once, but it is lost among the horrors I have faced. However, I feel that this place will hold the greatest test yet. I suspected you were a religious man. Here, I fear, is a place the gods have long abandoned."
An Assassin of Random
Will try to post, but I have a busy schedule and have to attend to the real world.(Currently un-unavailable, whatever that means...)
"Whatever it was, it was my sister, not me!"
I play Avalon Farwood, Esthvele, and Anacra in the Tales of the Adventurers Tavern.
*Sheeeeez this is from a long time ago... a lot has changed...*
She overhears, putting away her map before saying "I will join you, you are going to need someone to help navigate." she walks up towards the dwarf and aarakocra "Alex Lightfeather, pleasure to meet you."
"Very well. May out quest go well."
Megoddosh looks like he thinks it will go the opposite.
An Assassin of Random
Will try to post, but I have a busy schedule and have to attend to the real world.(Currently un-unavailable, whatever that means...)
"Whatever it was, it was my sister, not me!"
I play Avalon Farwood, Esthvele, and Anacra in the Tales of the Adventurers Tavern.
*Sheeeeez this is from a long time ago... a lot has changed...*