Tuesday, March 6, 2018

Borderlands: Rathmer and Rathmer Encounters


Rathmer & The North Borderlands

The North, The City of the Lake

Rathmer is located furtheest north of Port Kyna and Wisevine it is even a little further of the river town, Gorman's Junction. At one point of its life, the city of Rathmer thought itself a northern city, firmly entrenched within the protection of the Kingdom of Moonrae. However, the city became a casualty of geographic location, so that when borders were drawn between the great kingdoms as to the creation of the Borderlands that the city of Rathmer just happened to be on the wrong side of the river. A fact that has left those residents who stayed a little bitter. Rathmer is a quiet city-state made of square stone buildings. Houses of luxury exist on the hills outside the city or nestled close to Lake Rathmer, which is to the east of the city proper. The Port of Rathmer caters more to private pleasure craft rather than heavy trade, though merchants who deal in gems or incense are welcomed to dock. The Sea-Blue Tower of Atlan is a combination of lighthouse and Magi Guild. They are known to higher adventurers to dive into the ruins and wrecks off the coast of the city, such as the Bohannon Road.

The Library of Rathmer
Quick Facts

-The Library of Rathmer serves as a major collection of arcane and historical knowledge that was either brought from the Great Kingdoms and were lost only to end up at on Rathmer's shelves. It's pre-war collection include a number of treatises on the underwater ruins that dot Rathmer's waters. Tanya Celtara is it's head librarian and resident half-elf.


-Lake Rathmer is connected to the other rivers in the region and at times can be a source of danger for day sailing nobles due to river pirates finding their way into the lake. To combat this, the notables of Rathmer have formed the Lake Guard. Sailors and former freebooters whose job it is is to chase off bilgerats and provide aid to ships in distress. Ethelbert Ferguson is a Sea-Clan Dwarf who now works the lake as the guard Commandant. He is known for a cool handling of his ship during scrapes and the twin pistols he wears in front of his belt.

-The Gnomish Gembander family are jewel crafters and merchants. They tend to work with Dwarven smithies while creating luxury goods or weapons for well-to-do clients. Hermenegild Gembander is the patriarch of the family. He lives in Rathmer, where his underlings hire adventurers to recover gems from lost places. He is most keen on finding Malburg the Lost. The ancient citadel of the Dwarves was said to have vast stores in gems.

-The Three Sisters Rey, Fade, and Sol are Catfolk oracles who run the Three Sisters Arcane Emporium near the docks of Rathmer. They are known to make their trade off of prognostication, the buying and selling of arcane items, and enchantment. All three are Catfolk wizards of various schools. They have an interest in hiring Adventurers to do various jobs for them. The thing is, all three sisters are identical, so it is difficult to tell which sister hired who, but they pay well.

-Crime in Rathmer typically is burglary over protection rackets. If there any 'gangs' they are more made of bored youths rather than hardened criminal enterprise. Shady characters could find the city relatively untouched if they wished to start a criminal organization. But there is always the danger of attacking the wrong person and paying for it with angry relatives, or worst, angry arcanist relatives.

Rathmer Encounter Table

D20
Encounter
1
While near Lake Rathmer you encounter the Rathi the lake monster who lurks under the waves. Perhaps Rathi can talk and have a job for you, otherwise it's a lake monster that probably likes the taste of humanoid.
2
An apprentice who is recklessly practicing his magic opens fire on the party on accident.
3
The party runs into a 'gang' of sorts. These half-elf, human, and gnome punks look like they wish to talk big while smoking their cigarillos and sporting mustachios. Does the party take the bait and engage these scamps?
4
A Polenza traveler offers money or his/her personal favor for an escort. Polenza treated with suspicion and little tolerance compared to Port Kyna. She/he needs to do something in town and can use the help.
5
It's a raid! A large group of River Rats have decided to hit the docks of Rathmer. There might be a reward if you lend aid to the defense.
6
A Mage who works at the Tower of Atlan has approached the party. He has a job involving sunken ruins and has the means to get there if the party is willing to go.
7
One of the few full-blooded Elves in town is a Doomsayer. If the party is involved in ruins adventure, this Elf will scream about how they are dealing things that could bring about the destruction of the world. If the party has yet to deal with ruins, they are warned with frantic rants about the ruins hiding something dangerous.
8
The party meets a Gambler who is interested in betting a great deal of coin/treasure for an item of value they are carrying. Is he on the level, or is he a cheat? He is a Tiefling, so some caution may be advised.
9
One of the Three Sisters has approached the party. Word is on the streets is that an item from the Great War has surfaced, more than likely it's origins are from the North. The party has been given the task of recovering the object and bringing it back to the Sisters. They are warned to beware, the item was probably made for the Great War and is therefor dangerous.
10
A series of disappearances in Lake Rathmer suggest that a flesh-eating ooze has gotten loose in the lake. It has to be dealt with. The jingle-jangle of coins bring the adventurers.
11
The party has entered in a friendly wager with Maximilian Vandemeer, a local bon vivant and playboy who also fancies himself as master at the yacht. It's a vehicle chase as the party crew one craft versus Vandemeer in another. Can the party put the braggart in his place?
12
A halfling river-boat captain is looking for some helpers on a good laden voyage from Rathmer to Seaside or Farli. Enjoy a lovely river cruise, and hopefully nothing bad will happen during the trip.
13
One of the houses, the Goodspeed house is purported haunted after the vanishing of Mr. and Mrs. Goodspeed, a couple who made their money investing in the Selentine Mercantile Guild. The Guild is eager to find out what happened to the human couple, and maybe see if anything can be done about the house.
14
The Guiding Flame at the Tower of Atlan's lighthouse has gone out and no one answers the iron gates. What is going on up there?
15
An empty cabin north of Rathmer within the woods suggests another missing family. The party maybe hired to investigate and see if a witch is involved.
16
A gang of Red Knives bearing information as to the location of their base, the so-called Caves of Chaos, where the Knives have gathered others in order to make the Borderlands unsafe and drive out people that will not kneel to the King of Blades - Tyrone Wolfheart, Human Fighter.
17
A traveling bard is interested in people to hear his/her new composition. It is reported that during their performance ethereal images can be see. Can his song bring forth the dead? Songs are known to bridge the prime material with the Fey Wild. It is possible that their lute has such a magical purpose. Even more alarming, what if the bard knows about it and is using this power for reasons mysterious or nefarious?
18
An exotic pet emporium has had an accident occur. Wild and valuable animals are running loose through the city. Of course, the animals are no good dead.
19
The party has uncovered agents from Moonrae (the North) who probably are up to incendiary acts either within the Borderlands or heading south to Sunrae. Does the party get involved in the endless waltz between the two power factions?
20
Heavy rains from the coast are so intense that the levees in place threaten to break. The possibility of flood offers chances such as heroically trying to save to mitigate the damage of the levees, make money by helping a notable protect or remove his belongings, or pull off a heist during this inclement period.

Tuesday, February 20, 2018

Monster: Killer Crab

Seriously, where did he get the knife?
Brief: Killer Crabs are a large size, often evil aligned crustacean found in sunken ruins, reef caves, and hidden on large pirate ships. While lacking any true intelligence, they have a certain cunning and desire to kill and consume with a special hatred for humanoids. This maybe due to many humanoids love for boiling crabs. Killer Crabs can be tamed and used by other underwater races, such as merfolk, to serve as guardians UNLESS a Killer Crab has embraced being a sacrificer to an old one. Its mind then not only to consume, but also to carve out hearts with a special knife it receives from its patron. Such an act is not only considered monstrous, but also confusing. Many adventurer has asked: Seriously, where did he get the knife?

Killer Crab

Armor Class: 15
Hit Points: 26 (4d10+4)
Speed: 30 ft., climb. 30 ft., swim 30 ft.

Attributes: Strength: 16 (+3), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 2 (-4),
Wisdom: 11 (+0), Charisma: 4 (-3)

Skills: Stealth: +7
Senses: Blindsight 10 ft, darkvision 60 ft., passive Perception: 10
Challenge: 1 (200 xp)

Crab Climb: Crabs can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Coral Walker: Crabs ignore movement restrictions that may be caused by moving through rough surfaces such as coral.

Actions

Snip! - Melee Attack: +5 to-hit, 5 ft. reach. This attack deals 1d8+4 damage (8 per hit) bludgeoning damage. The target struck is grappled with a DC of 11 to escape. The crab can grapple up to two targets by using both of it's claws.

Conjure Knife (Recharge: 5-6): +5 to-hit, Range: 20/60, Some Killer Crabs are sacrificers. These crabs are able to conjure masterwork daggers to use as weapons dealing either melee damage of 1d4+5 (7 per hit). This knife can be thrown at a target and on the subsequent round can 'appear' back in the crabs hand, making adventurers constantly wonder seriously, where did he get the knife?

Once the Killer Crab has been slain, the knife can be collected as an ordinary, but possibly expensive looking dagger. It may also be cursed, depending on if the GM thinks it would make a good MacGuffin.


Monday, February 19, 2018

Borderlands: Port Kyna and Port Kyna Encounters


Port Kyna

The Port, The Horned City

Port Kyna is the largest of the Borderland city-states in the region. Originally a fishing village that morphed during its occupation by outside elements, notably the Seastrider Minotaur, The Port as is it's common sobriquet is now a bustling, cosmopolitan city-state. Almost all walks of life can be found among the stone-and-stucco buildings, living out their daily lives on those cobbled streets. Being a prime destination for outcasts, rebels, and rogues, crime is very rampant within the Port. The safest areas include The Gray Square and Starfish Isle while North District is an urban awash in bloodfeuds and tenuous alliances. The Seastrider Minotaur are a powerful force with its patriarch, Lygar Seastrider ruling as the Port's 'Prince'.

Quick Facts


-The Fairground Market hosts the largest collection of the Polenza People. The travelers are a mysterious, often sullen bunch who are known to sell palm readings, charms, and card readings. Quite a number are musicians, and even more are known to be pickpockets. The Polenza have allowed to congregate in exchange for caring for Minotaur in the field.

-House Stillwater is a female-lead branch of criminal within North District, specifically Paradise Fountain and Lamb's Dive. Florence Stillwater is its Matriarch. Her staff include her daughters Meriweather and Lizbeth, the Gnome apothecary Phillipa Twist, and Minotaur huntress Sallie Banethorn

-Wynstann "The Black Ogre" Wakefield is an Ogre Magi boss who has influence in the Dock's District. He is often known as The Dandy as he loves wearing (and can afford) the latest fashions. He also likes to crush people by hugging them to death.

-Starfish Island houses merchants and sea captains who have struck it rich. It requires a pass issued by either the guards of bridge gate of the Gray Square to gain interest. The Starfish Run is when Rogues disguise themselves as servants, maids, and butlers to gain access and steal from these well-to-do folks. This act is called Turtle Doving.

-Population boasts a high population of Orcs, Goblinoids, Minotaur, and Dragonborn due to migration from the north of natural birth to the region.



An Encounter Table in Port Kyna

D20
Encounter
1
A pirate/sailor working with a treasure laden ship is looking for assistance or makes a great target.
2
Mercenaries, drunk on cheap beer and bravado are spoiling for a fight.
3
Polenza cutpurse, possibly sees either an easy mark to take or plant a MacGuffin on.
4
A group of anarchists wish to overthrow the Seastrider Rule and institute a new government.
5
A brood of giant rats possibly under the command of a Wererat.
6
A blue goblin artificer is trying to unlock secrets of the mind and is using experimentation to do so.
7
Press-gang attempt. They will either snare you with soft skirts or just a bonce to the head.
8
Look out! Corrupt watchmen are on the lookout for shakedowns. The average watchmen is a Minotaur or Orc. You can tell what gangs they belong to by the color of bandana they wear on their arms.
9
A friendly Elven rogue with pink strings to her bodice has approached the party. She’s in trouble with a local gang and could use the help.
10
A Sharkfolk corsair is suffering from the effects of the lust. He’ll owe you if you can get him under control, but right now he is hungry for blood.
11
A Tortle herald has come to the city. He claims he represents a Dragon Turtle who is looking for the sea captain that slew her mate.
12
An associate of House Stillwater has approached the party to either demand tribute, or hire them for a job. This could help or hurt your time in the city.
13
A Duergar is offering money to anyone who will spend 3 rounds with him in the ring in his grown form. Anyone who can either stay on their feet or beat him will get a cash prize.
14
Dwarven agents of the Ironeater clan are in hot pursuit of someone claiming to have treasures from Malburg Citadel. They want to relieve the treasures and extract the information about the lost location.
15
An Orc and former-soldier and his squad mates are heading to do battle with a group of Elven expatriates. Old wounds from the Great War die hard.
16
A Bardic Rake is on the run from a jealous spouse. No law against it, then again very few frown upon a wounded party getting some payback.
17
A disgraced Elven Knight wishes to hire a party to help recover some of his or her lost fortunes. This also may require sneaking across the border into Elven territory in the south.
18
A riot! Anarchists, the poor, or Port Kyna losing a football match have driven people to the streets. The watch are out in force, people are barring their doors, and your party is caught in the middle.
19
An agent approaches the party to sneak onto Starfish Isle and rob some merchant or sea captain’s house. Nevermind the rumors of the possessions being cursed, the party will fence it soon enough.
20
Clan Seastrider inspection tour. Watch are on the lookout for malfeasance and are unwilling to overlook minor crimes.