Tuesday, March 20, 2012

Country Values AP: Invitation to Smoker's Manor and A Hot Kitchen

I have decided to start on the Country Values AP with the King of Hams, the Lady of the Barrow, and The Golden Broom. This was the nexus of the whole Adventure Path, as can be found over on this thread at ENWorld.  I have to thank Kamikaze Midget for the inspiration.  Check out his Final Fantasy Zero project for an interesting RPG take on Final Fantasy styled Pen and Paper RPGs.  The initial encounter is found below the bump and I am as always open for comments.

Scene 1: Invitation to Smoker’s Manor and A Hot Kitchen. 


Window Dressing: The adventurers have been invited to Lord Alder Smoker’s ‘palatial’ estate for a meal celebrating their recent victories in the area. Alder is a very self-promoting individual and his symbol (a flaming boar’s head) can be found on posts, packaging, and banners around the area. Smoker’s lands are well known for their beautifully cured meats and fine foodstuffs that are made by this industrious fiefdom. Players may purchase these foods directly in the main city of Hampton, but they cost 30x the normal amount for any normal food. 


Any player who eats a full meal of Hampton meats, cheeses, and drink can rest assured of a full tummy and a +1 competence bonus to attacks and skill checks within the day of digestion. Lord Alder’s people love their lord, but are afraid of the foods made with their last harvest. Smoked meats that are imperfectly cured, cheeses that crumble under the touch, and casks of bitter cider have made some fear witchcraft or even the predations of merchant guilds who do not wish to pay the Lord’s prices for his heavenly foods. Some have even gone so far as to be ready to take their skills to another Lord in fear that the House of Smoker will fall if another bad harvest were to come through. 


The Lord’s Manor has seen better days. Somewhat plump lazy staff seems to be rubbing with disbelief at hard stains on the floors and the difficulty of their work. If questioned they will discuss the ease of work in the home, and how their Lord’s house has fallen into disrepair as things have gotten harder and harder. The cobwebs of a year’s leavings are seen around the home, and the place has a deep chill usually seen in forgotten keeps and tombs. 
Even so, Lord Alder is a jolly fellow in worn finery, offering his ‘fine old stores’ for the adventurers at table. The meal passes without incident, with the handmaids delivering the chef’s best gifts. The chef comes to table with his final and best gift, tears down his eyes and stains of soot and tears across his cheeks. He whispers to the Lord, which the adventurers may hear from a Listen Check of DC: 15 to summarize as a possible problem in the kitchen. The Lord smiles, and begs pardon for having to leave the table for a few minutes to allay the fears of his ‘wise and elder’ chef. The chef looks to be no older than Lord Alder himself, but the Lord is all too obvious in claiming dementia. 

The boar in front of the players is burned beyond recognition without its head. The whole beast has an odor of sickness around it, though an adventurous mouth will find that this smell seems to be only cosmetic, and anyone with scent abilities will find the meal passable with a strange faint odor that reeks of something other. If the adventurers sit at table for their benefactor they are confronted by a disheveled Lord Alder being followed by the sounds of shouts coming from the kitchens. Singed staff begin to retreat, making signs of their gods, as the Cook’s screams are heard from the interior of the kitchen. Staff mention black flames from the hearths, and things crawling from them.

The adventurers find the following scene when they enter into the hallways around the kitchen:

The kitchen screams are caused by the scene within. The staff is rushing out as they see a group of four tall pillars of flame surrounding the Chef. His clothes have been burned in multiple areas, and the stoves and hearths surrounding him are filled with black flames from which the sound of cackling may be heard. 

Can’t Take the Heat Stay Out of Chef’s Kitchen (CR: 9) 

Area: The kitchen is a 10*20 square location beneath the home. Much of it lies unused during any season but it becomes busy when the Lord’s harvest is brought in and needs to be seasoned for smoking. Cleavers, deboning equipment, and sausage processing equipment surround, and a large larded off the kitchen in the basement is filled with stores.

Medium Fire Elementals (4): See SRD for stats, add Hellfire Furnace Passive abilities.

Hellfire Furnaces (4, Traps, CR: 4 each, HP: 20, DR: 5/good or Cold Iron, Vulernable to Cold, Heals to Fire, Unholy, Light damage. Disable DC: 22):
These stoves and hearths radiate foul heat, and a Spellcraft, Knowledge (Arcane Lore), or Search (DC: 20) suggests a connection to these items and the living flames around.


  • Passive ability: The four hearths filled with black flames are feeding the Fire Elementals who are wreaking havoc in the kitchen. The Furnaces provide a +1 bonus to hit and damage to each Elemental for each furnace active, and an additional 3 HP per Elemental. 
  • Active Ability: Once every 1d4 rounds the furnaces send out gouts of flame from their location. Anyone in a 15’ burst around the Hellfire Furnace takes 2d6 Fire Damage. Half of this damage remains with the player until the wounds are treated via remove curse or by a poultice made of powdered iron, salt, and a cure wounds spell is cast. Any elemental caught in the burst heals for an amount equal to the damage. 
  • Once/Combat: The Furnaces can summon an additional 1d4 Fire Elementals, -1 per Furnace that has been disabled. 


The Chef will make a break for the Larder when given the chance, and is never considered a ‘target’ by the elementals. They are waiting to spawn more of themselves and then burn the Manor down. Throughout the combat a mote of light may be seen jumping between the elementals, and small flashes of light appearing here and there around them. When the elementals are defeated the mote disappears up a flue, the sound of a small gruff voice huffing and puffing following.

Aftermath: The Chef is shaken, and can be calmed through a Diplomacy Check against Unfriendly DCs with a +2 to PC checks for each Fire Elemental slain/Furnace disabled before he made it to the Larder. If brought to Indifferent the Chef will describe the scene of seeing a small man mixed in with his salts and spices who asked him if he could hide somewhere, anywhere, and then the whole business happened. He blames the fell creature for bringing the demon fires.

If brought to Friendly the Chef knows of kitchen secrets for healing burns, presenting the option of the salt and iron for binding the tainted wounds from the Hellfire Furnaces. The Lord thanks the adventurers for their forgiveness of his ruined meal, and offers dessert and a fine nightcap as they enter back into the dining room… Seeing that the boar has left of its own volition, trailing an apple and grease stains on its hooves behind it.

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Monday, March 19, 2012

Great Posts This Week So Far


  • Monsters and Manuals has a post discussing the contribution of MAR Barker to the field of fantasy and RPGs in general. 
  • Beholder Pie continues with their cool ABCs of D&D with the Carrion Crawler for C.
  • NiTessine remains obsessed with hamsters.
  • Keith Davies is discussing Variants for Specialist Wizards, an offshoot of his thoughts on Guild Classes years ago.
  • Baldur's Gate is coming back! Yay! Now all we need to do is wait for Planescape . . . 
  • ENWorld is joining the bandwagon on reviewing Pathfinder's Distant Worlds.  Seems like a cool little set piece.
That's what I have read so far, but definitely not all there... I have finally gotten hold of a text to speech reader and have begun ordering my PC about.  Hope this looks good and as always,  Good Gaming!

Slainte,

-Loonook.



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A New Adventure Path?

So I have decided to take a little break due to a concussion... This is being typed using a voice-to-text program and assisted through a friend in editing so pardon any dust. I have been inspired by this thread over at ENWorld. I recalled a discussion I once had at a chat room on the Otherworlders IRC Network with NiTessine of Worlds in a Handful of Dice years ago. We had discussed creating a sort of 'small town' adventure path sort of like the Castle Rock series from Stephen King. I feel that Country Values AP will do that. I put the basic synopses below in the bump-text, so try it out.

Slainte,

-Loonook.


Country Values: An Adventure Path for levels 7-10.




Why do all adventures have to go on around epic locales and designer dungeons?  Country Values brings to you the small outlands of Sir Alder Smoker.  The people talk a little slower, live life a little easier, and you know just about everybody.  Country Values sets players on a rousing view of the mundane and the mystic, and help to provide a little bit of ‘different’ to your games.  While anyone could go around raiding some wicked necromancer’s lair, who does it after battling giant ants, bears with aspirations, or a battle against luncheon meats?  The Path can be separated into individual adventures and subsumed into your play, and hope to draw on a bit of that loved spice of adventuring found in older systems.  This is using a loose d20 model for its steps, and can fit into most versions thereof.  The Adventures also provide outlets for mercantile exchange and ideas in a fantasy setting.


A Taste of Honey and the Hornet’s Sting – An Challenging Adventure for Level 7.


Synopsis:  Children love Mammy Clari, and she loves them too.  For time immemorial Mammy Clari’s family has provided sweets and cakes for dances and weddings around the land.  Clari has sought out the adventurers for information regarding her eldest son who was when he went walkabout twenty years ago.  The players will come through the sweet and sour of a small town’s intrigue, letting go and holding on, and a bit of the savor of life.  This adventure is considered Challenging for Level 7 players, and is part of the Country Values Adventure Path.

This is the Church… and Sitting on the Edge of the Dark – An Challenging Adventure for Levels 7-8.


Synopsis: Sometimes a bit of time is all someone may need.  When he retired to the sleepy hamlets of Lord Smoker’s lands Elder Tyron knew that he would spend his time preaching his Faith and learning from the town’s folk how to walk closer to his God.  It was at the Festival of Candles that the Elder was found surrounded by a dozen of his parishioners with blood on his hands, and he has a week to prove his innocence or face Lord Smoker’s axe.  The adventure contains shades of grey and is a bit more morbid than others in the series, and should be played by mature players only.  Themes include history and its secrets, death and dying, and the toll of a wounded mind and body.

Small Town Time and Whistling in the Well – An Challenging Adventure for Levels 7-9.


Synopsis:  Sitting on a rocking chair whittling a toy or speaking of the Great Rains, many an old man can tell you of the powers of Small Town Time.  Old Jem Miller has spent half a century there, and can tell you a story if only you listen.  This adventure is quite psychedelic and deals with multiple themes that may warp one’s mind.  Themes include Time and Space, Life and its Importance, and the Value of giving in to destiny.

A Giant Among Men, Liars and Prophets – An Challenging Adventure for Levels 8-9.


Synopsis:  The Hinterlands are a place for woodwork and little whimsy.  On the outskirts there are men who claim to see legends wandering the forests, and an ancient evil may lead to learning about a past some would want to forget.  This Adventure is ‘linked’ to This is the Church and Small Town Time, so is best played as a ‘mini-path’ within the series.  The adventure continues some of the darkness of This is The Church, and is a basic adventure.

The King of Hams, the Lady of the Barrow, and the Golden Broom– An Challenging Adventure Arc for Levels 9-10.

Synopsis:
Sir Alder Smoker is a merchant lord who lives on his family’s extensive lands in relative obscurity.  His cured meats and fine cheeses are the toast of the realm, and he has begun to expand into viniculture to combine with his love of brewing and meats.  Last season a blight seems to have befallen Sir Smoke’s food stores and he is looking for a solution to his troubles.  The players come to find a few things about Sir Smoke’s past, his family, and the surrounding bounty of the lands and the cost to maintain them. 

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