22 August 2021
D&D Story 4: B6 The Veiled Society
05 August 2021
The Known World Player Map
Finally got around to doing a player map of the known world for my game. The style was partially inspired by the mappa mundi and other world/continental maps of the early modern period. The coast lines are exaggerated and the rivers are smoothed out. I used the same settlement symbology I built for my college webmap, didn't really feel like developing something new. the political borders reflects the current state of affairs in my world.
I've also attached a write-up that I did for my players describing the different locations of the Empire
You can download a full size pdf hereThis document contains a brief description of some important places. What is described here is preliminary, and subject to change after I have finished transcribing my interviews with my dad and looking for details from there and then doing more research into cannon sources for more material. Population given is for the major city and not the total population of the hinterlands
Specularum and the Grand Duchy of Karameikos
Government/Ruler – Grand Duchy/Grand Duke Stefan Karameikos III
Fealty – The Holy Emperor
Ethnicities – Doulakki
Common Languages – Karamic, Trade Common
Real World Analog – Attica (Krakatos would be Athens)
Accepted Coinage – silver Denaro
Population – 7000
Description – Karameikans claim descent from the ancient Doulakki, cousins of ancient Taymora before it sunk beneath the rising tide, and in fact closer in lineage to the people of Thyatis than the surrounding Traladari people. The ducal family is a cadet branch of the Kerendic royal family who established Specularum as trading post about 130 years ago, and the current duke took the name surname Karameikos from the name of land and people. During the Imperial Wars Stefan sided with the Holy Empire against the Empire of Thyatis and was key to victory. It was during the war and its aftermath that the duke and Specularum rose to a position of prominence over the Traladari people, most of which sided with the empire of Thyatis, and were subsequently ‘converted’ or slaughtered. Before the war the citadel of Krakatos was the predominant power among the Karameikan people, but that city along with the noble Marilenev family sided with Thyatis while the other noble Karameikan families sided with the duke. Krakatos was razed to the ground leaving only hulking ruins and lady Magda Marilenev was left a widow and the sole survivor of her family. Many of the old Karameikan families now vie for power within the city hoping to overthrow the ‘foreign’ duke, while the new blood families that the duke has elevated to noble status support him in these power struggles. Specularum is the major shipbuilding center of the empire and supplies most of ships in her navy.
Threshold
Government/Ruler – Patriarchate/Patriarch Sherlane Halaran
Fealty – Grand Duke Stefan Karameikos III
Ethnicities – Doulakki and Daro
Common Languages – Karamic and Traladari
Real World Analog – Romania
Accepted Coinage – silver Denaro
Population – 500
Description – Formerly known as Lugsid. The ancient cult of Zirchev had constructed a sanctuary here and the town of Lugsid grew up around it. During the Imperial Wars, Patriarch Halaran, who was just a lowly missionary at the time, allied himself with Duke Stefan. After the war was effectively over, Halaran received permission from the Duke to stamp out the last vestiges of the old gods in Traladari lands. Being isolated as it was in the north Lugsid had escaped getting involved in the war, and now Traladari refugees who feared retribution for their part in the war were flocking to the old sanctuary. Halaran besieged the old stone walls for many months and was in the end victorious, slaughtering any who would not give up their faith in the old gods. Upon his victory he declared himself patriarch and swore an oath of fealty to the duke. Halaran immediately set about building a personal stronghold, Tarnskeep, nearby and rebuilding what was left of the town in his vision of the perfect community. The old stone walls were left to crumble while a new palisade was built to allow for future growth, and the old sanctuary was converted into a temple. Only about 30 years ago a band of adventurers discovered the old road to the lost valley and helped chase away the gnolls in the Foamfire valley, which opened up a new trade route to the north through the mountains. Threshold is now a thriving trading and logging town, supplying a majority of the lumber that makes its way to Specularum and fuels the shipbuilding done there.
Kelven
Government/Ruler – Barony/Baron Desmond Kelven II
Fealty – Grand Duke Stefan Karameikos III
Ethnicities – Doulakki and Daro
Common Languages – Karamic and Traladari
Real World Analog – Romania
Accepted Coinage – silver Denaro
Population – 2000
Description – Formerly known as Lavv, the legendary home of the ancient hero Halav. Here the cult of Halav worshipped at his sanctuary. This city was besieged for several years during the Imperial Wars by Desmond Kelven, a close friend of Duke Stefan, until its king surrendered to save his people from starvation. Kelven is as much a fortress as it is a city.
Luln
Government/Ruler – Town Council
Fealty – Grand Duke Stefan Karameikos III
Ethnicities – Daro
Common Languages – Traladari
Real World Analog – Romania
Accepted Coinage – silver Denaro
Population – 500
Description – This is a town of adventurers, refugees, and ruffians only nominally under control of the duke. For many years this was a place of shelter for those fleeing the tyranny of the Black Eagle Baron who rose to power during the Imperial Wars. Since the villain’s defeat by a band of adventurers nearly 30 years ago Luln has been fending for itself. The Town Council sends taxes every year to the duke simply as a measure to ensure the town is left alone.
Penhaligon
Government/Ruler – Estate/Lady Arteris Penhaligon
Fealty – Grand Duke Stefan Karameikos III
Ethnicities – Daro
Common Languages – Traladari
Real World Analog – Romania
Accepted Coinage – silver Denaro
Population – 375
Description – The Lord Arturus Penhaligon was a close personal friend of Stefan and did much to subdue the Traladari people in the north. He constructed castle Penhaligon as a means of enforcing the duke’s law on the common people. His daughter succeeded him and is the leader of the knights of the Order of the Three Suns.
Thyatis
Government/Ruler – Empire/Thincol the Brave
Fealty – The Holy Emperor
Ethnicities – Taymoran
Common Languages – Thyatic, Trade Common
Real World Analog – Constantinople
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 60000
Description – Thyatis was once a colony of the ancient Taymorans. The Empire of Thyatis is the last vestiges of the Old Empire. During the Nomad invasions which led to the conquest of the Old Empire 1000 years ago, the governor of Thyatis declared himself emperor and managed to hold onto the little bit of the empire that was left. Over the centuries the Empire of Thyatis was able to establish colonies on the Isle of Dawn, Ochalea, the Pearl islands and the hinterlands of Davania. During this period Thyatis was unchallenged as the major political power in this region of the world while the petty kings of the continent were busy posturing and fighting each other, and was the most populous city on the continent. About 60 years ago that power was challenged by the growing influence of the Holy Empire, and over the next several years a series of proxy wars took place in the lands of the Traladari, the Ierendi Isles, and Minrothad Isles; these came to be called the Imperial Wars. Ultimately Thyatis lost, the overseas colonies had revolted and declared independence from the empire or been overrun by the natives, so that in the end Thyatis only controlled its continental territories and a few minor islands. The emperor swore an oath of subservience to the Holy Emperor; the alliance was assured by the marriage of the daughter of the Emperor of Thyatis to the son of the Holy Emperor, and it was agreed that rights of the Empire of Thyatis would fall to the daughter and any subsequent descendants would hold dual rights to the crowns of both empires. The city of Thyatis has struggled to rebuild after the devastation of the long wars and is only a shadow of its former self.
Kerendas
Government/Ruler –Duchy/Duke Maldinius Kerendas
Fealty – Thincol the Brave
Ethnicities – Traldar
Common Languages – Kerendic
Real World Analog – Thessaly
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 10000
Description – This is the second largest city in the empire, and is famed for its excellent breed of horse and highly trained cavalry. The people of this region of the empire are the sole remnants of a migration of Traldar people which took place before the old empire existed.
Hattias
Government/Ruler – County/Count Heinrich Oesterhaus
Fealty – Thincol the Brave
Ethnicities – Doulakki
Common Languages – Hattic
Real World Analog – Ionia
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 3000
Description – The Isle of Hattias is dominated by scrubby hill country. Vineyards and olive groves are cultivated on the little amount of arable land there is, while the backcountry is used mainly as pasturage for goats and sheep. A few fishing villages do the coast, and the seat of government in the isle is a prime example of corruption and decadence.
Retebius
Government/Ruler – Duchy/Duke Callastian Retebius
Fealty – Thincol the Brave
Ethnicities – Doulakki
Common Languages – Hesperic
Real World Analog – Euboea
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 1500
Description – Ancestors of the ancient kingdom of Hesperia, the people here are proud and at the forefront of culture and innovation. Large portions of this duchy are dedicated to cattle ranching. The city itself is famous for the Knights of the Air, an order of knights that maintain a herd of pegasi.
Ierendi
Government/Ruler – Pirate Kingdom/King Palfrit and Queen Marianne
Fealty – The Holy Emperor
Ethnicities – Taymoran
Common Languages – Ierendic, Trade Common
Real World Analog – Laconia
Accepted Coinage – silver Denaro, gold Solidus(25d)
Population – 1200
Description – The people of Ierendi claim descent from ancient Taymora. Ierendi was used as a penal colony by Thyatis more than four centuries ago. After more than a century of virtual enslavement, the prisoners, led by one Mad Creeg, revolted and drove out the Thyatians. The Matrongle dynasty ruled the Kingdom of Ierendi for close to two hundred years before the last king was overthrown by the merchants of Ierendi city. The nobles and other influential figures fought among themselves, turning to piracy against each other and outsiders, each eventually forming their own petty kingdom. During the Imperial Wars these pirate kingdoms switched loyalty many times, but eventually all swore fealty to the Holy Emperor and were crucial in defeating the Thyatian navy. Every year a tournament is held and the winner is named Pirate King or Queen. The real power of government is held by the Ierendi Tribunal, a council of the various pirate lords. Each member of the tribunal is appointed or approved by the Emperor, any pirate lord excluded from the tribunal suffers severs disadvantages politically, economically, and militarily.
Minrothad
Government/Ruler – Syndicracy/Guild Master Oran Meditor
Fealty – The Holy Emperor
Ethnicities – Taymoran
Common Languages – Minrothic, Trade Common
Real World Analog – Achaea mixed with the Hanseatic League
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 2500
Description – Both the humans and the elves of Minrothad claim to have inhabited the ancient lands of the people of Taymora before it was swallowed by the rising tides. The people of Minrothad have always been sea-faring merchants who prefer to settle conflicts with negotiation and coin over violence. Much of this attitude comes from the influence of the water elves of Alfeisle who have often acted as peacemakers when conflict arose. More than five centuries ago Hadric Corser established the first federation between the many human settlements in Minrothad, establishing himself for all time as a national folk hero. Gregus Verdier followed in his footsteps by establishing the council of dread which united the human and elven communities. Just under two centuries ago a group of influential merchants gathered in the Council of Minrothad beginning a program of reform and establishing the Minrothad Guilds in the form it is today.
Minrothad is confederation of guilds of various sorts: merchant, trade, family, etc. During the Imperial Wars, the Guild sided with Thyatis; at the end of the war there was a great lycanthrope scare among the isles and the guilds withdrew from the war and ceased all interaction with the outside world. The withdrawal of Minrothad’s fleet caused Thyatis to suffer a great loss in a battle at sea. It wasn’t until nearly ten years after the war that Oran Meditor became ruling guild master and opened up the trade of Minrothad. It was Oran who negotiated a treaty with the Holy Empire that was favorable to Minrothad.
Tel Akbir
Government/Ruler – Duchy/Sheik Terik ben Nadir
Fealty – Thincol the Brave
Ethnicities – Doulakki and Iasuli
Common Languages – Hesperic and Birran
Real World Analog – Malta
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d), copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)
Population – 2000
Description – This region of Thyatis is occupied primarily by people of Iasuli descent, but they have been under the rule of Thyatis for so long that they consider themselves to be Thyatic and are proud of their mixed heritage. This city acts as major seaport on the trading routes between Thyatis and Ylaruam and the Northern Reaches.
Biazzan
Government/Ruler – Barony/Baron Babrak Biazzan
Fealty – Thincol the Brave
Ethnicities – Traldar and Iasuli
Common Languages – Biazzic and Alasiyan
Real World Analog – Cyprus
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d), copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)
Population – 1250
Description – This is a small valley in the mountains that acts as the only significant pass between the lowlands of Kerendas and Ylaruam. The area was originally settled by the Iasuli and later conquered by Thyatis; the Iasuli that remain tend to be treated as second class citizens. The city of Biazzan is famous for its prestigious university, and the population is divided evenly between those who study or teach at the university and merchants conducting trade between the empire and Ylaruam.
The Imperial City of Darokin
Government/Ruler – Empire/Corwyn Mauntea
Fealty – n/a
Ethnicities – Daro
Common Languages – Daroki
Real World Analog – medieval Rome
Accepted Coinage – silver Denaro
Population – 5400
Description – This was the ancient capitol of the old empire until it was overrun by nomads from the west 1000 years ago. Corwyn Attleson was the first King of Darokin after the nomads fell to infighting. The Kingdom never attained the glories of its ancient past, and the last of the kings of Darokin, King Santhral II, died without any heirs more than 300 years ago. During the waning years of the kingdom, the Church gained more power and took on more responsibilities, so when the dynasty of kings died out there was a relatively smooth transition of power to the local Patriarch. For the next 200 years the Patriarchs ruled the City of Darokin and its hinterlands peacefully and became renowned for the zeal and charity of its citizens. When Charles Mauntea became Patriarch he began a series of crusades against the neighboring kingdoms and in short time had annexed the entire streel river valley, excluding the elves of Alfheim with whom he arranged a non-aggression pact. In the year 927 all the Patriarchs of the Empire gathered in the first Great Ecumenical Council and granted the title of Holy Emperor to Charles Mauntea and all his successors; the Holy Emperor became the first among equals within the patriarchs of the church. The Empire remained fairly stable for the next 40 years, until Corwyn Hoff was crowned Emperor and called for a crusade against Thyatis initiating the 10 year period known as the Imperial Wars. After this last victory, the empire has established military outposts guarding trade routes through the broken lands and the Sind Desert, and forging alliances with nearby Ylaruam. Rumors abound about an impending crusade into the Ethengar plain as a preemptive strike against the Golden Khan.
Corunglain
Government/Ruler – Merchant Republic/Natalie Kalimi of the Corun House
Fealty – The Holy Emperor
Ethnicities – Daro
Common Languages – Glaini
Real World Analog – Florence
Accepted Coinage – silver Denaro, silver Denier(1d)
Population – 3100
Description – This was once a mighty city that rivaled Darokin in culture and power, however the city was besieged and ravaged by orcs over 500 years ago. The ancient people, culture, and language of this once great city were destroyed in a single night. The people who live here now are descendants of settlers from Darokin. The city now is a veritable fortress, ever watchful of the nearby orc tribes. The queen oversees a series of military outposts through orc territory along two caravan routes leading to the City of Glantri and the Ethengar Khanate. These caravan routes are the major source of wealth for the city.
Akorros
Government/Ruler – Merchant Republic/Mendel Callister of the House Toney
Fealty – The Holy Emperor
Ethnicities – Daro
Common Languages – Akorri
Real World Analog – Genoa
Accepted Coinage – silver Denaro
Population – 2300
Description – The sister city of Akesoli on Lake Amsorak, Akorros is the major trade hub of agricultural goods in the Streel River valley. The city is virtually run by the organized crime element of a few families.
Dracopolis
Government/Ruler – Free City/Guild of Adventurers
Fealty – The Holy Emperor
Ethnicities – Daro, Doulakki, Taymoran, Traldar, Ethesti, Iasuli, Gothic
Common Languages – Trade Common
Real World Analog – n/a
Accepted Coinage – silver Denaro
Population – unknown
Description – This city was founded by a group of adventurers over 30 years ago at the mandate of the Dragon Council, with the goal of fostering an environment where humans and Demihumans and dragons can learn to work together. The city has become a major center of trade between Karameikos and Darokin and Ylaruam, even to the point of overshadowing Selenica. The Guild of Adventurers has established a company in every major city of the empire and Ylaruam, and is looking to expand beyond the empire into neighboring regions.
Athenos
Government/Ruler – Merchant Republic/Lucius Linton of Linton House
Fealty – The Holy Emperor
Ethnicities – Daro
Common Languages – Atheni, Hinnic, Trade Common
Real World Analog – Venice
Accepted Coinage – silver Denaro
Population – 1500
Description – This city of canals and islands has only recently gained its reputation as a major port. For many years it was a backwater fishing village at the edge of the Malpheggi swamp. The city only began to reap the profits of trade when the Linton family convinced investors that the swamps were navigable. The city has been on a meteoric rise to power and wealth ever since and has lofty goals of becoming the rival of Thyatis.
Ylaruam
Government/Ruler – Emirate/Emir Sturling
Fealty – n/a
Ethnicities – Iasuli
Common Languages – Alasiyan, Trade Common
Real World Analog – Tunisia (pre-Islamic)
Accepted Coinage – copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)
Population – 1300
Description – This kingdom has come to power only recently nearly 200 years ago after a five year campaign by Suleiman Al-Kalim to drive out the foreign colonists of both Thyatis and Heldann. The descendants of Suleiman have ruled the emirate ever since, frequently clashing with their culturally different neighbors. About 30 years ago Emir Sturling waged a war against the Jarls of Vestland and conquered much of that land. It was around the same time that an alliance was arranged with the Holy Empire. The country is inhabited mostly by nomads who make a life out of the harsh desert. The oasis of Ylaruam is the focal point of all trade across the region and is home to many imported luxuries.
Akesoli
Government/Ruler – Kingdom/Greenleaf Vickers of the Umbarth Dynasty
Fealty – The Holy Emperor
Ethnicities – Ethesti
Common Languages – Akesolian, Akorri
Real World Analog – western Anatolian Turks
Accepted Coinage – silver Denaro
Population – 1700
Description – The Ethesti are remnants of a nomadic culture that conquered the empire 1000 years ago. The descendants of these nomads survive in the plains to the West of Akesoli. Akesoli is sandwiched between the nomads and the civilized lands of the empire. It is an important link in the trade network of the west, dealing more in the shipment of goods than their production. However it is famous for making excellent rope, and virtually all the boats that ply the waters of Lake Amsorak are built here.
Selenica
Government/Ruler – Kingdom/Bertram Hallonica of the Hallonica Dynasty
Fealty – The Holy Emperor
Ethnicities – Ethesti, Daro, Doulakki, Iasuli
Common Languages – Selenican, Daroki, Karamic, Alasiyan, Trade Common
Real World Analog – eastern Rumelia
Accepted Coinage – silver Denaro, copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)
Population – 3900
Description – During the time of the old empire this city was known as Salonikas. After the Nomads overran this area, a tribe of the Ethesti decided to settle down and make this place their own. Over the centuries they have the mixture of the two peoples has led to the development of a unique culture and language. At the crossroads between Karameikos, Darokin, and Ylaruam the city is a natural point of cross-cultural exchange; distinct districts for each foreign population have grown up over the years. The city is virtually independent of the empire and bristles whenever an imperial official arrives with a new decree; the city is notorious for skimping on its taxes and running the tax collector out of town.
Soderfjord
Government/Ruler – Jarldoms/various
Fealty – Emir Sturling
Ethnicities – Gothic
Common Languages – Vestian
Real World Analog – the Danelaw
Accepted Coinage – silver Forthin(1/4d), silver Sceatt(1d), silver Skillin(4d)
Population – 700
Description – Many centuries ago the Gothic people came from the north, making war on the native Deheuol people and colonizing the land. The region has been ruled by many petty kings through the years. Approximately 500 years ago another wave of raiders from the north, the Heldannic people, invaded the isles nearby. From there the raiders invaded this land which they called Vestland, carving up the country between themselves. For the last few hundred years the numerous Jarls have fought amongst themselves for power, wealth, and prestige. The majority of the population is still of Gothic ancestry subject to the ruling Heldannic elite. About 30 years ago the Emir of Ylaruam waged a bloody and ruthless campaign, known as the Prism Wars which resulted in the subjugation of most of jarls to his rule. The campaign was only halted when the Jarls put aside their squabbles and feuds and formed the Nordhartar Defense League electing Ragnar the Stout as their War Leader. Any adventurers in the Guild originate from the territory of the Jarls which are subject to the Emirate of Ylaruam.
Ghyr
Government/Ruler – Kingdom/Queen Leahra
Fealty – Emir Sturling
Ethnicities – Gothic
Common Languages – Vestian and Alasiyan
Real World Analog – Wessex
Accepted Coinage – copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d), silver Forthin(1/4d), silver Sceatt(1d), silver Skillin(4d)
Population – 900
Description – This kingdom alone of all Gothic kingdoms was able to withstand the onslaught of the Heldannic invaders. King Ganto of Ghyr allied with the Ylaruam during the Prism Wars. King Ganto assisted the Emir in obtaining many victories on the battlefield, and became known as ‘the Great Defender of Peace’ in his later years. As a result Ghyr’s alliance, the kingdom is virtually autonomous and only pays a nominal tribute to Ylaruam every year. Since the war the kingdom has benefitted greatly from trade, and many Alasiyan merchants have settled in the region. After King Ganto’s death, Queen Leahra ascended to the throne and married one the local nobles. She has ruled the realm wisely for many years.
Canolbarth Forest
Government/Ruler – tribal clans/The Treekeepers
Fealty – allied with The Holy Empire
Ethnicities – High Elf and Wood Elf
Common Languages – Hight Tongue and Sylvan Speak
Real World Analog – n/a
Accepted Coinage – silver Denaro(only in Alfheim Town)
Population – 1500(Alfheim Town)
Description – Not much is known of Alfheim by the outside world. It seems the elves have inhabited the forest eternally. The elves that live here have a strange green pigment to their skin. Any who enter the forest are often never seen again. Alfheim town was built many centuries ago as official place for what limited trade the elves would tolerate, more for the benefit of the neighboring Daro people than for any need the elves had of their goods.
Radlebb Woods
Government/Ruler – clan Callarii/The Tree keeper
Fealty – allied with Duke Stefan Karameikos III
Ethnicities – Gray Elf
Common Languages – Sylvan Speak
Real World Analog – n/a
Accepted Coinage – silver Denaro(only in Rifflian)
Population – 170(Rifflian)
Description – The Callarii elves inhabit these woods. They keep mostly to themselves and people who wander these woods tend to disappear. The elves have an arrangement with the duke to provide a small retinue to act as personal guards for him in exchange for their privacy. They do maintain the small village of Rifflian on the Windrush as trading post and means of contact with the outside world.
Dymrak Forest
Government/Ruler – clan Vyallia/The Tree keeper
Fealty – n/a
Ethnicities – Valley Elf
Common Languages – Sylvan Speak
Real World Analog – n/a
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d) (only in Greenheight)
Population – 100(Greenheight)
Description – The Vyallia elves inhabit the eastern portion of this forest and are reclusive, even by elven standards. The Greenheight family rebelled against the customs of the clan several centuries ago and built a settlement after the manner of the humans at the edge of the forest. Here they have been teaching humans the ways of the elven forester and allied themselves politically with the Empire of Thyatis.
Alfeisle
Government/Ruler – Guilds Verdier and Elsan/Ulard Forster and Eluna Kelar
Fealty – Guildmaster Oran Meditor
Ethnicities – Wood Elf and Water Elf
Common Languages – Sylvan Speak
Real World Analog – n/a
Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)
Population – 2000(Seahome), 1300(Verdon)
Description – This Isle is home to Meditor and Verdier elves. They inhabited this land since before the flooding of Taymora. Over the centuries the Meditor clan took to the seas and drifted away from the ancient traditions, while the Verdier elves became more insular and retreated to the dense woods of the highlands. The Meditor elves were the ones who became involved with the affairs of the surrounding people of Minrothad. Only recently have the Verdier elves begun taking a more active role so as to prevent their Meditor cousins from making decisions that affect the whole island.
Rockhome
Government/Ruler – Kingdom/King Everast
Fealty – n/a
Ethnicities – Mountain Gnome and Forest Gnome
Common Languages – Denwarf’s Tongue and Gnomish
Real World Analog – n/a
Accepted Coinage –
Population – 5500
Description – The great King Denwarf led the gnomes the great cavern of Dengar(literally translates as ‘Rockhome’) in the mountains millennia ago. The Mountain Gnomes once had 6 sister citadels throughout the known world, but they each have fallen one by one over the centuries and Dengar is the only surviving citadel. Denwarf’s Folk, as they like to call themselves, are an industrious people enamored with the riches of the earth. They have a strong military tradition which has enabled them to guard their homes and secrets for so long. Only in recent years have the gnomes begun trading items of their craftmanship in earnest to other peoples, though they still have a keen distrust of elves.
High Forge
Government/Ruler – Council of Elders
Fealty – allied with Duke Stefan Karameikos III
Ethnicities – Forest Gnome
Common Languages – Gnomish
Real World Analog – n/a
Accepted Coinage – silver Denaro
Population – 620
Description – The gnomes of the High Forge clan are scattered throughout the Wufwold hills in burrows of no more than 100. The gnomes are a solitary bunch, limiting their business with the outside world to their yearly caravan which journeys to Specularum and back.
Five Shires
Government/Ruler – Shires/the Sheriffs
Fealty – allied with Holy Emperor
Ethnicities – Garden Gnome
Common Languages – Hinnic
Real World Analog – n/a
Accepted Coinage – silver Denaro
Population – 2400
Description – The Hin have inhabited what they call Hinhome since before recorded history. These gnomes have faced many hardships over the centuries, first being ruled by a tribe of orcs, and then being subjugated by the nearby Mountain Gnome citadel of Thunderdelve; they have conducted wars on the high seas with the Empire of Thyatis. In short the Hin have often been underestimated and bullied by other peoples, but always come out on top. To an outside observer the Five Shires appears to be an uninhabited picturesque parkland of rolling hills of woodland and meadow. In reality the land is heavily cultivated and pruned; the Hin live in small burrows underneath the hills that are almost impossible to detect unless you know what you are looking for. The Hin adhere to a clan structure with each sheriff acting as a mediator and judge over the clans; each year, and as necessary, the sheriffs gather to conduct business that affect all the Hin people.
Honor Island
Government/Ruler – Supreme Symposium of Gnomish Syndicates
Fealty – n/a
Ethnicities – Tinker Gnome
Common Languages – Gnomish
Real World Analog – n/a
Accepted Coinage – silver Denaro, gold Solidus(25d)
Population – unknown
Description – This is a largely unknown island that is independent of any king or emperor, though it is often grouped with the Ierendi isles politically based on its geographical proximity. It is known that the island is home to a secret cabal of magicians practicing a unique craft of magic. A small clan of gnomes is also said to serve the magicians who rule the island. The gnomes are responsible for wondrous steel ships which are impervious to attack and deadly to all other vessels; some are even said to be able to submerge themselves underwater. Any trespassers on the island are executed. The magicians hire out their ships to Ierendi in exchange for supplies and an exorbitant amount of wealth in the form of raw metals and gems.
03 July 2021
D&D Story 3: B2 The Keep on the Borderlands, part 2
Finally getting back to doing these transcripts, now I remember why I've been putting them off for so long. This was recorded on March 30th 2019, you can find the audio recording here. This details pretty much our exploits in to the Caves of Chaos.
Lance Duncan
Okay, we are recording. We are talking about the caves of chaos. So the first question, did you read the description to us when you DMed the game?
Bruce Duncan
I may have, but I may have had you read it
Lance Duncan
Okay. Because you know, it's a description of the valley. And along with that, because this assumes that you're approaching from the road going inside the valley. Did you ever have players come from behind from the forest or above the riverbank ravine?
Bruce Duncan
For the first time, No.
Lance Duncan
But at other times when we're coming back or something?
Bruce Duncan
if your party has never been on this adventure before, no. You always came in this way. If your party has been there before, then yes.
Lance Duncan
It also mentions here that monsters might capture PCs and ransom them back to the keep. Does that ever happen?
Bruce Duncan
No not to you guys.
Lance Duncan
Do we ever get any monsters to ally with us or to fight each other?
Bruce Duncan
Yes.
Lance Duncan
You wanna elaborate?
Bruce Duncan
It was the hobgoblins against the goblins. Actually, you guys were with the goblins and taking on the hobgoblins and you were successful in eliminating both parties.
Lance Duncan
We killed the one that survived right?
Bruce Duncan
Yes.
Lance Duncan
So was there ever a time where we went and did the caves, did some fighting and then went back to the keep. And later, we waited a while and then we came back and part of it was repopulated?
Bruce Duncan
Yes, every single time. because someone else would see a vacant cave and they'd move in.
Lance Duncan
It'd be people from outside the cave complex entirely?
Bruce Duncan
Not always.
Lance Duncan
Okay. Yeah, because it has both pieces of advice that sometimes, you know, one tribe can vacate another cave, or one tribe can inhabit another cave or they if it's long enough, people from outside can come back. Okay, so the first area is the kobold area. Did we ever did we fall for the kobold's pit trap in there? Do you remember that?
Bruce Duncan
No, no one ever fell for that.
Lance Duncan
Because there's a pit trap right there at the entrance, and they're supposed to attack us with range weapons?
Bruce Duncan
Yeah no, everybody got through that because the finding traps skill was always used
Lance Duncan
Oh, it also talks about there's an ambush, they were trying to ambush us outside of the tunnel.
Bruce Duncan
now that did happen
Lance Duncan
How did that go?
Bruce Duncan
wasn't much of an ambush, they're kobolds
Lance Duncan
they're kobolds, Yeah, like I was telling John, Kobolds have like two hit points, lol
Bruce Duncan
hit them with a rock, they're dead. I don't mean from a sling.
Lance Duncan
Okay, so the kobolds have a chamber of rats. When we fought the rats, did we ever get disease from the rats?
Bruce Duncan
Yes, but you guys were always level enough to bring either healing potions or have the cleric that was level enough to cure disease.
Lance Duncan
Okay, so in one of the, I believe it's in the chieftains room . . . yeah, in the chieftains room there's a cloth with pieces of gemstones or, yeah no, gold sewn into the blanket. Did we ever find that?
Bruce Duncan
Yes.
Lance Duncan
And we got the gold?
Bruce Duncan
Yep.
Lance Duncan
Okay. Was that hard to find or how did you make that happen?
Bruce Duncan
Well the gold sown in the blanket kind of glistens in fire light.
Lance Duncan
oh Okay, So you didn't have it like you had it sewn onto the blanket not in between
Bruce Duncan
Yeah, into the blanket. Yeah, it's kind of like a tapestry
Lance Duncan
Okay, because I always pictured it more as like two layers, and it's inside.
Bruce Duncan
That's a heavy blanket.
Lance Duncan
Yeah. Well like a quilt.
Bruce Duncan
Yeah, no, I had never thought of that.
Lance Duncan
Okay. Because I mean, they do that to hide it.
Bruce Duncan
Yeah. We're talking about kobolds here, Lance.
Lance Duncan
Yeah. Yeah. So the entrance to the orc lair, there's skulls at the entrance. What impression did that have on players? Did we ever react to it in anyway?
Bruce Duncan
No. A couple of times. I'd have you guys roll dice to see reaction when you come around the corner and see that kind of thing. But nobody ever rolled a reaction to it. Just more dead.
Lance Duncan
Okay, so in that same area where there's the skulls, there's a hidden guard post and there's a orc who's pretending to be one of the dead, you know, be a trophy. Did anyone ever notice that orc hiding there?
Bruce Duncan
No, not until he jumped out.
Lance Duncan
Okay. Let's see . . . And in the first orc layer. Basically it says that if the orc leader has a chance, he'll try to escape through the secret door to the other orc lair.
Bruce Duncan
Yes.
Lance Duncan
Did that ever happen?
Bruce Duncan
Yes.
Lance Duncan
And did we follow him to where he went?
Bruce Duncan
No, you followed him. And the other group of orcs was fully ready for you. And it took a long time to overcome that situation. You were all injured and close to death. But found all kinds of potions.
Lance Duncan
And in the same vein, it also mentioned that the orcs in the first layer will go and join the other orcs if they can.
Bruce Duncan
Yeah, right.
Lance Duncan
That happened.?
Bruce Duncan
Yes. a couple of times.
Lance Duncan
So in the second orc lair, there is a trap with a net and alarm. Did we ever trip that alarm? get caught in it?
Bruce Duncan
once, Jared was playing with you guys. And he just was running through the corridors and you guys weren't stopping him. So I let him
Lance Duncan
So at the beginning of module, one of the rumours is that we think 'Bree yark' in kobold means surrender. Did we ever have that problem of them saying 'Bree yark', or it says here what 'Bree yark' actually means. Oh, it means 'Hey, rube.' lol
Bruce Duncan
it means what?
Lance Duncan
'Hey, rube,' like saying hey, rube as in
calling someone a rube.
Bruce Duncan
Yeah, ok
Lance Duncan
Did we ever have a misunderstanding with
that?
Bruce Duncan
Yeah, that was fun. lol
Lance Duncan
You know, because like they say 'Bree yark'
and we think they're surrendering,
Bruce Duncan
right, Yes, that's fun.
Lance Duncan
Okay, but it wasn't like, we got killed
because of it?
Bruce Duncan
No. I mean, you guys were surprised
because of it.
Lance Duncan
Okay, so hobgoblins. So, yeah, in the Goblin
layer there is a the storage room. There's a secret door to the hobgoblins and
did we ever encounter them coming to the storage chamber while we were there?
Bruce Duncan
once and they quickly retreated and
blocked the other end, and we're watching for you to come that way. You guys
decided not to go that way. Okay and caught them unawares
Lance Duncan
right. So that gives us an advantage in the
hobgoblin lair
Bruce Duncan
right.
Lance Duncan
Okay. So in the ogre cave, it specifically talks about the ogre. Well
about the ogre looking like a bear, did we ever mistake the ogre for a bear?
Bruce Duncan
Yes.
Lance Duncan
How did that go?
Bruce Duncan
rather well, he died quickly.
Lance Duncan
lol. It's also got the thing of the
hobgoblins coming in and throwing in some coins to the ogre, or oh no, the
question was did we ever bribe the ogre?
Bruce Duncan
Once you did, and it didn't go well for
the ogre. Cuz you guys. When you bribed him, you bribed him with copper.And he
didn't like that.
Lance Duncan
Okay, but we didn't like bribe him and then
just leave him there and don't come back him or . . .
Bruce Duncan
No, no. He got all upset, because all
the others don't bribe him in copper. They bribe him with silver or gold. And
the ogre's not that dumb, he knows the difference.
Lance Duncan
right. so the hobgoblins, at the entrance .
. . Okay, so the hobgoblin entrance has a stout barred door and it also has a
greeting, 'saying come in and have dinner with us' or 'have you for dinner'.
Bruce Duncan
Yeah,
Lance Duncan
you remember that?
Bruce Duncan
yep
Lance Duncan
Okay.
So the question is, at the entrance, what was our methods of entering? it says
we can either try to break the door down, we can find the secret lever or we
can knock on the door
Bruce Duncan
no one ever tried to break the door but
they did find the secret lever once and they did try knocking once. and when
the secret lever was found you guys were able to get in, to where they didn't
know you were coming in. when you knocked on the door, they were all like
hopefully leading you into a trap that you guys did not fall for.
Lance Duncan
Okay, so we were never tricked by the, by
the come in have have us for dinner.
Bruce Duncan
Yes. There was someone who, there was
always someone who figured that one out. no matter what party I've ever played
with, that scene.
Lance Duncan
Okay, so in the common room, there's some
hobgoblin children did we, how merciful were we? Did we just kill them, or
spare them or . . .
Bruce Duncan
no, no sparings
Lance Duncan
Never?
Bruce Duncan
Never
Lance Duncan
but
they're babies
Bruce Duncan
yeah, it didn't matter to you guys
Lance Duncan
they give stats to them, so . . .
Bruce Duncan
yeah, that's why
Lance Duncan
anything with stats we kill, right?
Bruce Duncan
yep, because it gives you experience
points
Lance Duncan
okay oh, so hobgoblins torture chamber and
prisoners, did we, you know what happened with, there was a merchant who will
offer us reward to get out, there's an
orc, two men at arms, the merchants wife, and the crazy gnoll
Bruce Duncan
well the merchant and the merchants wife
stayed behind you until you could get out, but the others were all killed.
Lance Duncan
We just killed the other people?
Bruce Duncan
Yeah, because . . .
Lance Duncan
we killed them or they were already killed?
Bruce Duncan
No, they were not already killed. They were,
they did not know that you guys were their saviors. And so they argued with you
and you dispatched them rather than deal with them.
Lance Duncan
Okay. It says the crazy gnoll would
eventually turn on us anyway. But the man at arms would help us but we didn't
get his help?
Bruce Duncan
No, the man in arms was in the mode of
going crazy anyway. he was a Berserker
Lance Duncan
Oh, in the hobgoblin lair. There's in his,
in the Chiefs quarters. There's an iron box with a false bottom.
Bruce Duncan
Yes.
Lance Duncan
Did
we detect that? Did we not detect it? How?
Bruce Duncan
Once you did not detect it
Lance Duncan
How did,
I mean How did we detect it when we did
Bruce Duncan
a thieving skill.
Lance Duncan
It was just a roll. You didn't have us
Trying to find it.
Bruce Duncan
right
Lance Duncan
Yeah, so there's a wand of paralization
hidden inside the firewood in one of the Chiefs quarters, Did we ever find
that?
Bruce Duncan
once And that was after many times
through this place. And finally, I think it was Bridget. She had a thief and
she wanted to check everything.
Lance Duncan
So she checked the firewood.
Bruce Duncan
Oh, yeah.
Lance Duncan
But we didn't find it any other times.
Bruce Duncan
No.
Lance Duncan
it's just firewood. Leave it alone.
Bruce Duncan
Right.
Lance Duncan
Okay. so in the shunned cavern where the the
owlbears are, well the owlbears are deeper in, but the entrance to the shunned
cavern, it's a really bad stench. How
did you have that affect us?
Bruce Duncan
I had you roll, and If you survived your constitution Everybody just had to hold their nose, not It was so bad that you could not enter on any further and had to puke.
Lance Duncan
Did we ever just not go in because it stunk?
Bruce Duncan
once because you guys had already known the
area so you didn't go that way and didn't bother with it.
Lance Duncan
And there's a, you know, we can find copper
and silver and electrum in the rubbish. Did we ever search the rubbish?
Bruce Duncan
on the later adventures, No, wasn't
worth the offer.
Lance Duncan
Also in that same area there's a
Bruce Duncan
because when you search the rubbish, you have
to do another saving throw. Yeah, for your constitution
Lance Duncan
Yeah, that makes sense. Well, it also gives
us time to be ambushed by whatever is in the game.
Bruce Duncan
Right.
Lance Duncan
So in the shallow pool, there is a goblet at
the bottom, did we ever go down and find that?
Bruce Duncan
No.
Lance Duncan
And there's some oozes in that same area?
Bruce Duncan
Yes.
Lance Duncan
Did they ever surprise us or
Bruce Duncan
Oh yeah, you always survived them, you
either ran or you
Lance Duncan
no, I
mean, did they surprise us?
Bruce Duncan
Oh, did they surprise you? oh once
maybe.
Lance Duncan
but we always survived.
Bruce Duncan
Yeah, that time you guys just ran rather
than deal with them. After that, you guys we're always prepared for these.
Lance Duncan
k, was the owbear a challenge for us?
Bruce Duncan
Yes
Lance Duncan
because it's a HD of 5
Bruce Duncan
yes it was
Lance Duncan
pretty tough for 1st level characters
Bruce Duncan
Yep. Which is why I tried to have you go
through everything else before you got there, that way you guys, all of you
were at least level 3
Lance Duncan
yeah yeah, also in the owlbears lair there's
a protection from undead scroll, did we find that?
Bruce Duncan
Yep.
Lance Duncan
Where does it say that is, it's in a bone
tube, it's among the sticks and bones. so we just went searching through the
bones?
Bruce Duncan
right.
Lance Duncan
okay. The bugbear lair. Again it has a
welcome sign which says safety, security and repose for all humanoid who enter,
welcome. How did we take that?
Bruce Duncan
as a place of repose . . . You would be
able to find a place to rest and not have to go all the way back to the keep to
do your rest.
Lance Duncan
So, so we went in willingly.
Bruce Duncan
Oh yeah.
Lance Duncan
And did the bugbears surprise us because of
that.
Bruce Duncan
Oh yeah.
Lance Duncan
Because it says that they'll offer us food
but then as we're taking the food, they'll attack us.
Bruce Duncan
Mm hmm. Well, they waited until, I made
them wait until you guys were totally stuffed.
Lance Duncan
Oh, we actually got to eat.
Bruce Duncan
You not only got to eat, you got to rest
and everybody was just about ready to take a nap and oops.
Lance Duncan
Okay. And was that a challenge for us?
Because bugbears are pretty tough monsters
Bruce Duncan
yes they are. And it was because of the
Monty Haul Dungeon Master that you guys were able to survive. Those wands come
in handy.
Lance Duncan
Right. Oh, there's some more slaves at the
bugbear area. Did we free them?
Bruce Duncan
Yes. You didn't go with them. You just
told them which way to go. Oh, one time when you got with the guy with the men
at arms, the slaves with men at arms. You charged the man at arm with taking
the other people back and gave him some armor that didn't quite fit and a sword
that was a little bit small.
Lance Duncan
Okay, well I guess that's more chivalrous of
us. lol. Sounds like we're standard murder hobos in your games.
Bruce Duncan
Yes.
Lance Duncan
The Minotaur caves, we're supposed to get
dizzy and lose direction. How'd that happen?
Bruce Duncan
Yeah, you guys always lost direction
while you were in there. one time you were in there for quite a long time. Even
after the Minotaur was dead lol
Lance Duncan
also, the Minotaur kept his treasure behind
a big rock. Did we ever move that and find his treasure?
Bruce Duncan
Yeah. Once Yeah, just once. yeah, the
ones when you guys were stuck in there a very long time. because some of you
were getting upset and kicked, started kicking rocks or stuff down walls.
Lance Duncan
Well, it's like behind a big rock that
requires more than one person to move, or a really strong person
Bruce Duncan
right, Once someone kicked it, and
noticed that it moved. So the rest of you were going to move it in hopes that
this was a way out. And so you all got together and moved it and nope, not a
way out.
Lance Duncan
Yeah, three humans to move. lol
Bruce Duncan
you were still stuck in the caverns for
a little bit longer.
Lance Duncan
Yeah, cuz we're still dizzy from it . . .
Oh, the gnoll lairs. In the gnoll lair, there's a storeroom. And in the
storeroom, what's Oh, there's a there's a whole bunch of wine . . . It's fine ale. Did we ever taste that and get
drunk off of it?
Bruce Duncan
I know that there was a crew that did
that. I don't remember which crew it was. But it was always if there was
someone other than our family members that would do something like that. Yeah,
because none of our family members would do that.
Lance Duncan
Well it also says to . . . Yeah, if if we
taste it, it tells us to roll to see if we'll keep drinking.
Bruce Duncan
Yeah. Yeah, you guys were very weary of,
wary of any prepackaged bottles
Lance Duncan
Yeah, Okay. . . oh, the shrine of evil
chaos. So before we entered that, Did we feel like a sense of, Did you have a
feel like a sense of dread? Like in the description?
Bruce Duncan
I wouldn't say that I had you feel a
sense of dread. more along the lines of sense of we have to do this. And no,
nobody knows what it is you have to do.
Lance Duncan
lol Okay . . . So in area 51, there is area 51.
Bruce Duncan
hahaha
Lance Duncan
Area 51. It's boulder blocks passage. Do we
ever clear that passageway?
Bruce Duncan
Yes. And you came back in that way to do
the rest of the adventure.
Lance Duncan
Okay, well, where did you have it lead?
Bruce Duncan
back to town. about a hundred yards away
from the castle.
Lance Duncan
in the hall of skeletons, I think that's
area 52, there's a dais with a chair on it. We talked about this previously.
Was that chair the Bloodstone throne that we were, that we tried to take out of
these caves or was it a different area, area 58
Bruce Duncan
that was over here.
Lance Duncan
Okay. But this was just a chair, a decorated
chair like it describes in the adventure, there's a chair with four large gems?
Bruce Duncan
Yeah. Someone took the gems out.
Lance Duncan
Okay. And we defeated the skeleton in that
room?
Bruce Duncan
right. Maybe you made a Molotov cocktail
in the skeletons.
Lance Duncan
So the Bloodstone chair was in area 58,
which that's a long description. I don't want to reread it. But it describes
the wall of translucent redstone. Yeah, but that's where the Bloodstone chair
was. Did we ever actually get that out? I don't remember
Bruce Duncan
once.
Lance Duncan
And I seem to have an idea that it was
magical in some way.
Bruce Duncan
Yeah.
Lance Duncan
How?
Bruce Duncan
it made you see your enemy and fight
him, even though he wasn't there. That's the magic that I had on it.
Lance Duncan
Well didn't it also like, like if it touched
blood It would absorb the blood. It was white and then it turned red.
Bruce Duncan
Yeah. And so once it finished and turn
back to red, that's when you guys would see your enemies . . . Which and if you
guys were there early, which one time you were, the noise that you made in
there caused your enemies to actually come.
Lance Duncan
Right. Okay, in the chapel of evil chaos
scenario 55, There's several relics of evil. Did we ever get a hold of those
and turn evil because of them?
Bruce Duncan
No, because it had such an aura around
you that everybody was that's where that sense of foreboding came. nobody
wanted to stick around. Everybody failed their morale check every time.
Lance Duncan
Okay also in the, in the chapel or in the
temple. So area 58 again, it has, it has a whole bunch of acolytes chanting, it
talks about special effects. So so the chanting causes a bell to ring and then
it causes . . . What does it do? . . .
"soon as you enter, black candles on either side of the palace will come
alight magically shooting from a disturbing red radiant shapeless forms of
purple, yellow and green dance this way in the west wall. if anyone looks at
them for more than a moment they must save vs spells or be mesmerized and begin
chanting a rhythm to chaotic evil." Okay, so first of all, did we fail
that save and start chanting?
Bruce Duncan
Once, one of you did, and you guys had
to knock him senseless to get him out of the chant.
Lance Duncan
And then it says "should three or more
voices be raised, The iron Bell will sound automatically by magic." So
there were never three of us that did that. And there was never the iron Bell,
Bruce Duncan
right.
Lance Duncan
So in that same room, it says if anyone starts
chanting, that zombies, the guards of
the high priest will come in. Did we ever have a fight happened in there
because of that?
Bruce Duncan
No not because of that, no. Because
everybody, except one. Always made their saving throw.
Lance Duncan
So we didn't really fight in that room.?
Bruce Duncan
No.
Lance Duncan
Okay. so
in the chambers of the evil priest when we fight him, I assume we find
him in his chambers. It says that he uses a potion of gaseous form to escape.
Was he ever able to do that?
Bruce Duncan
once
Lance Duncan
and the other times?
Bruce Duncan
You guys were, you guys were able to
knock the potion out of his hands first. With either an arrow a knife or just
grappling
Lance Duncan
and then what we kill him?
Bruce Duncan
Yep.
Lance Duncan
And okay, so the one time that he escaped,
did we ever encounter him again?
Bruce Duncan
No. He was the high priest at the keep
that you guys were at
Lance Duncan
at the keep on the borderlands?
Bruce Duncan
mhm
Lance Duncan
the same high priest.
Bruce Duncan
Yes.
Lance Duncan
Okay. That's a little bit messed up.
Bruce Duncan
It was
Lance Duncan
okay. Well, that's the main adventure.
There's a couple of other questions. So page 24 has a NPC generator stuff. Did
you ever use this chart? Or the personality thing or the names or
Bruce Duncan
I did. I didn't like the results. So
that's when I made my own charts.
Lance Duncan
I still have a couple of those, but most of
them are lost. page 25 player tips. Did we ever use these as players? Did you
ever have these? Did you use them in play?
Bruce Duncan
Yes. It helped. When you guys read them.
It gave you ideas of how you should play as far as the way the game really
supposed to be done. Rather than the way your Monty Haul dad did it.
Lance Duncan
Hahaha. And the glossary, Did you Need the
glossary when you were reading these adventures?
Bruce Duncan
I did not need it.
Lance Duncan
Because your vocabulary isn't that limited?
Bruce Duncan
right
Lance Duncan
I feel like the glossary is for 10 year
olds.
Bruce Duncan
Yes.
Lance Duncan
Well, even I when I was reading this when I
was a kid, I still knew pretty much everything in there. Yeah. But that's
because I read Lord of the Rings in middle school or before Middle School. And
last question. Oh, yeah. These, this NPC list.
Bruce Duncan
That's what I generated
Lance Duncan
you. You made this up all on yourself. Did
we? Did we ever encounter this as another adventuring party in the caves? Or
did we use them as ourselves or hirelings? or What else?
Bruce Duncan
yes to all of that. Yes, you did
encounter another NPC in caves? Yes, you did. hire some from there. And yes,
they were always if not encountered in caves are always in the taverns that you
went to. And I would roll to see which ones were there. Were there okay.
sometimes the same guy showed up more than once.
Lance Duncan
Yeah well I guess that's it. unless you have
any other comments?
Bruce Duncan
It was fun when you guys figured out
that the head priest at the keep was the head priest at the caves. It created
real thought provoking, how we gonna do this? Especially since he didn't get a
good enough look at you guys to recognize you.
Lance Duncan
Right, Because it was combat and it's all
messy, Yeah. So how did we resolve that situation?
Bruce Duncan
You fought in front of everybody.
Lance Duncan
Like In front of the front of the chapel of
the keep or inside the chapel?
Bruce Duncan
inside the chapel, you chased him out.
And before everybody else could figure out what was going on, you'd already
killed him. And then you guys were up for trial. and you produced all of your
evidence and that you were tasked with taking care of the problem you have. And
so you won the court of opinion and were hailed as heroes and told to come back
anytime you want. Don't live here though,
Lance Duncan
yeah, so with that, so the High Priest in
the keep was dead. So who came to replace him? And was it someone who was
already there?
Bruce Duncan
You know, the lower the other NPCs
Lance Duncan
okay. But it wasn't, they brought in a
priest from somewhere else?
Bruce Duncan
No, because they didn't trust anyone
else at that point
Lance Duncan
Okay. Well that's it for the keep on the
Borderlands.

