Showing posts with label Jacob's Well. Show all posts
Showing posts with label Jacob's Well. Show all posts

Friday, August 27, 2010

Inspiration to Get Me Moving...

So, I've been procrastinating a lot of RPG stuff - well, to be fair, life is really busy, but I seem to keep up on reading the blogs...so, yeah, procrastinating. Anyway, I've got a bunch of projects in the hopper (I'm so unbelievably ADD that it's a wonder I get anything done). One of the projects that I've been mulling over, but it's been too overwhelming to work on, is my Jacob's Well region. At one point I thought I'd like to detail every building, every NPC...but that's insane (2000 NPCs anybody?). But I've been uncertain how to go about it all.

Then today (my day off), I'm reading the blogs and Dave and/or Jamie over at Fabled Lands had this: awesome town of Brymstone and Tim over at Gothridge Manor had this: six steps for staring a campaign.

Brymstone is a bit larger than Jacob's Well. There's 57 sketched out areas that the PCs are likely to visit. I'd probably put some detailed NPCs at each location, but otherwise, I think there's just enough detail at each of the locations to be evocative enough to run the city and vamp on the details.

Tim's campaign design steps will give me a checklist to work through the region as I place locations of interest and assemble random encounter charts and the like.

This is just the kind of serendipitous conjoining of ideas that really sparks my imagination. Thanks guys for posting.


Thursday, May 6, 2010

Inspirational Image

So I love to search for public domain images for inspiration.




This has to be public domain, right, I mean it's Rembrandt, he's been dead for (checking Wikipedia) 347 years...not sure if copyright even existed then... Who would own stuff from "the masters"? Hmm... Could you use Mona Lisa image for something? How about Starry Night? I mean, could I make up posters or coffee mugs or... Nevermind, doesn't matter.

I see this as the interior of the home of Jarron Drake, Jacob Well's herbalist. This is the main sitting room, where he greets customers and does his business dealings. In the area where the observer would presumably be standing are racks of dried herbs and spices and exotic powders and the like. The tiny door under the stairs behind Jarron appears to be a small storage closet, but at the push of a hidden lever the storeroom swings back to the left revealing a tight spiral staircase descending into the darkness. This narrow staircase leads to Jarron's workshop - he is a hedge mage.

The large spiral staircase leads up to the family apartment above Jarron's shop.

Friday, April 23, 2010

Filling the Hexes

So...I really want to fill out the Jacob's Well sandbox (real life keeps getting in the way, but that's certainly true for everyone) but I'm wondering - how small is too small?

Seriously, I'm only talking about an area about 10x10 miles or so - farms, forest, foothills and just the edge of mountains, a river... How much detail? How small a hex. On the Hope Cross Outdoor Map the scale is one small hex=220 yards. What if I detailed every 22yard hex? I mean, yeah, that's ridiculous... but... every 1/2 mile? That means...about 400 hexes (as opposed to 220 yards which would be...6400 hexes). I mean, certainly there's something interesting to say about every eighth of a mile or so, isn't there? Is there?

So...what's interesting?

I walk down my road and I see all kind of unusual things. In just a mile I cross, I think, three bridges, there's a deer carcass bloated and rotting, there's the inevitable litter, an abandoned house, broken down cars and sheds and a bar (so, I live in a really small, rural, Western Pennsylvania town, okay?). Every couple hundred yards there is probably something that isnoteworthy to the observer - but not important in any way.

So, yeah, that's too much detail, right?

But...well, how do you pack the hexes? I'm going to try the 1/2 mile hexes and see what I come up with. I need to look again at some of the "hexcrawling" posts I've seen and decide how to apply them to Jacob's Well region. I'll try to get some of these ideas posted next week...

So, here's the map in question:

Thursday, April 15, 2010

Wyvern Lair


Wyvern Lair

High atop the Devil’s Finger is the Wyvern’s nest. The wyverns used to plague the region, but they stopped suddenly, years ago. The former village druid claimed that he had brought balance to the natural order of things and that the wyvern would no longer be hunting the village sheep and cattle (or the occasional villager). The truth is that the red dragon in the northern mountains awoke from a centuries-long sleep to find human beings once again on his doorstep and has been plotting to destroy them before they discover his presence. The dragon formed an uneasy truce with the wyverns (for the time being) demanding that they not raid the human settlements. The wyverns have sought food among the goblin tribes and the elk herds in the area for the past several years now. However, all that has changed. Last week the dragon sent an envoy to the wyverns and told them to stop preying on the goblins as the master had need for them. The wyverns (not the brightest of the draconic family) took the message to mean the human settlements were again available to them. So they began to steal cattle and sheep.

As the party approaches Devil’s Finger:

Watching from atop the peak is the male wyvern. During the day, PCs have a 9-12 chance of being spotted by this vigilant creature when they enter the hex in which Devil’s Finger is located unless some extreme measures are taken. The area 100’ around the spire is cleared of trees and underbrush, so if the party approaches this area in full daylight, there is a 100% chance of being spotted. If spotted, the male will call to his mate and they will launch from the nesting area and attack. This mated pair is fiercely loyal to one another and extremely aggressive, attacking any creature which comes near to the spire.

The wyverns’ typical approach is to attack the target(s) from different sides, hoping that one or the other can gain the element of surprise. They have been living in this forested area for decades, so they are adept at fighting among the trees (they gain +1 for surprise when attacking PCs in forested areas).

1. The Pit

In the spoor around the base of the spire are ripped and broken bits of armor and destroyed weapons and many bones, primarily goblin and elk. If the party searches the waste, they can find the following (1-6 chance per turn of searching to turn up one item): 10gp in a leather pouch, a ring (gold with a pearl set, magical – ring of haste), a ruby (worth 250gp), a small pile of coins fused together (13gp, 11pp, 19sp, 4cp), a brass ring (worth 1gp). Feeding on the offal are several grey oozes. For each turn spent searching in the waste, the PCs have a 1-6 chance of encountering a grey ooze. There are 3 oozes at the base of the spire.

The Long Climb

Climbing the spire is easy for thieves (who gain a +25% on their climb skill) and can be accomplished by other PCs relatively easily with ropes. CLIMBING RULES?

2. The Lower Fissure

This area, 120’ above the base of the spire, is a crack in the rock wide enough for a normal human or smaller being to enter. The fissure runs about 25’ into the spire and closes up.

A series of small ledges climbs from the base of the spire to this fissure.

These ledges have eroded and are weakened. If 200 pounds is place on one of these ledges, there is a 50% chance (+5% for each 10 pounds above 200 is placed on the ledge) that the ledge will collapse. So if a fighter wearing armor and equipment totaling (with his body weight added) 230+ pounds were to try to cross a ledge there would be a 65% chance of it collapsing. The %age chance remains for any subsequent usage of the particular ledge (that is to say, if the 104 pound mage crosses after the fighter, there is still a 65% chance the ledge will collapse, since the fighter would have worked it loose with his weight). If a ledge collapses, everything (and everyone) on it falls, taking 1d6 hp damage for every 10’ fallen. PCs get a DEX check (with AC bonuses/penalties applied to the roll) to avoid falling. A falling PC hits the ledge below on a 3-6 chance for every 10’ fallen. If the falling PC hits a lower ledge, the damage for the fall is halved and the ledge is 80% likely to collapse under the weight of the falling character (and debris) from above. Falling PCs will continue to crash through ledges until either a ledge holds or they hit the ground.

If either or both of the adult wyverns still lives when the PCs ascend the spire, they will gather the hatchlings and attack the PCs as they climb. If neither adult lives, the hatchlings remain in their nest (room 4) until the PCs enter the chamber.

3. Galltrit Lair

As the party passes this point, they might notice (as detect secret door) a small, well worn hole in the stone. The opening would be hardly big enough for a man to put his arm into it.

This is a lair of four Galltrits. These tiny creatures come out primarily at night to feed on the offal and carrion around the Spire. During the day there is an 80% chance that they will be asleep, though very loud noises (like crashing ledges, for example) will certainly wake them. The Galltrits’ lair is a 9”x6” crevice that opens into a somewhat larger space in the rock (PCs can reach in and feel around, if they want). In the lair are a Gem of Seeing and a 50gp aquamarine. Also in the lair are a ten tiny splinters of wood coated with a mild poison (save vs. poison or become dizzy and pass out for 1-6 rounds). PCs groping around inside the lair make a DEX check at to see if they hit anything. If they do, roll d12 and see what they hit:

1. Gem of Seeing

2.-11. Poison splinter

12. Aquamarine (worth 50gp).

GALLTRIT (4): AC 2; MV 30'/180’; MC: B; HD ¼ ; hp 2; THAC0 20; #AT 1; D 1-2; SA Drain blood, anti-coaguant, anaesthesis; SZ S; Int Avg; AL CE; XP 32. (FF)

4. Hatchlings’ nest.

HATCHLING (4): AC 6; MV 40’/120’; HD 5+2; hp 12, 15, 19, 26; THACO15; #AT 2; D 1-6/1-2; SA Poison; SZ M; Int Low; AL NE; XP 575+5/hp.

These four hatchlings are about half the size of their parents. Their sting does only 1-2 points of damage and their poison induces unconsciousness (2d4 turns) not death (though the hatchlings will begin to devour any unconscious victims, inflicting 1-6 hp/round for each hatchling feasting on a particular victim).

In the jumble of bones, offal and various other bits of junk can be found (1-6 per turn of searching) 2 small sapphires (100gp each) and various coins (1-4 of a random type found in any given turn, 2-20 of each type available).

5. Wyvern’s nest.

The wyverns have built their nest here in this cave, separated from the hatchlings but able to watch over them in case of a threat. The female wyvern is here 80% of the time (always in the daytime, she hunts occasionally at night) and is asleep 50% of the time. She is guarding a clutch of eggs.

WYVERN (2): AC 3; MV 60’/240’; MC: E; HD 7+7; hp 34 (male) 49 (female); THAC0 13; #AT 2; D 2-16/2-16; SA Poison; SZ L; Int Low; AL NE; XP 925+10/hp (MM)

5a. Fetid pool.

This small pool is the wyverns’ water supply. The water collects here from rain. Presently there are bits of three goblin bodies rotting in the water. PCs who drink the water must make a save vs. poison or suffer an intestinal infection. (cure disease or suffer incapacitation for 36 hours – onset in 2d10x10 minutes from first drinking the water). In the center of the pool is a ring (cursed Ring of Clumsiness.)

5b. Trophy room.

Wyverns are not very intelligent, but these creatures recognize that some things are more valuable than others and keep their prize possessions in this chamber. Included here are: a young red dragon skull (actually one of the offspring of the dragon to the north who attacked wyverns some time ago), a shield that has been polished to the finish of a silver mirror, a dwarven corpse in full armor (mostly skeletal remains – wearing dwarf-sized chain +1, a great helm, sturdy boots, a dagger and an axe), four long crystals (hexagonal, six-inches in diameter, 1d6+2 feet long each), a set of windchimes is also hanging from an outcropping stone.

THE FOLLOWING AREAS MIGHT OR MIGHT NOT GET ADDED TO THIS AREA...

6. Ancient Upper Ruins.

7. Fallen Temple of the Goblin God (not on map)

8.

Monday, June 1, 2009

Jacob's Well Map preview



Jacob's Well Map WIP.


Numbering this thing is going to be a bear... Still not sure if I'll detail everything, or just the important features and allow the details to be filled in as more adventures are written... Probably the latter, leaving it way more open and useful - with some guidelines.


Anyway, Jacob's Well is a town of about 2000 people (almost exclusively human) situated on the top of a 1000' tall plateau/tor/mesa inspired by Civita Bagnoregio. Jacob's Well is where the local governor rules a roughly 10 mile radius of the Empire (though in practice he is responsible for more than that - pretty much everything on the Jacob's Well Regional Map, to the Fen in the south, at least...).


This is a frontier town, kind of the last major civilzation this side of the mountains and north of the great plains. Several adventures are being prepared that are set in the Jacob's Well environs.

Monday, April 27, 2009

Jacob's Well Regional Map


The regional map is almost done. I'm uncertain how much more detail to put in (except for numbering the "major encounter areas" - most of which are villages - though there's Seely's Glen and a logging camp. I'm not sure I want to label the roads and rivers, etc.


The Marshlands will receive some more detailed treatment, as will areas of the forest and the mountains. Overall, I'm pretty pleased with this map. I'm working on the map of the town of Jacob's Well, too - but that's going to be a ways off yet...


EDIT: seems that in one of the resizes, the hexes got squeezed a bit...I'll have to see if that's on the original...hmmm....