The Cloak Wood has started to overrun the grounds, with trees growing in the midst of abandoned gardens and courtyards. The tribes squabble with each other, raid surrounding settlements, and attack caravans on the old King’s Road. Lately, the kobolds have become more aggressive. The Skull Kicker tribe has taken over or driven off the rival tribes. Recently, the Skull Kickers stole a wagon loaded with valuable cargo from a caravan on the King’s Road.
Friday, July 28, 2023
Thursday, July 27, 2023
This store is located on the south side of Phandalin. It is the first shop that would be seen when entering the settlement from the East Way. Virtually every sort of saleable goods are sold here. Rare and/or unusual items might be obtained at a price and in time (and will often be spurious or faulty). Magical items are NOT sold here ever!
The establishment seems to always be well stocked. The store itself is medium sized to large with a single floor but it does have many alchoves along the upper walls that are accessed with ladders. Barthen's Provisions is owned and operated by Elmar Barthen.Barthen's Provisions acts basically as a general store, and is open from dawn until dusk. It sells low-cost trade wares, such as adventuring gear, as well as rations and other simple goods, and is perhaps the only place in the region that carries specialty skull-shaped butter from Butterskull Ranch.
Barthen's Provisions also serves as a trading hub. Clerks Ander and Thistle unload and load carts of goods and resources that come into, or go out of Phandalin via wagon. Barthen also brokers deals for large sales of livestock and similar goods, bringing together local sellers from around the region with buyers from far off towns and cities.
1. Clothing and Packs: peasant equipment is about 70% of list price, rounded down; dungeoneering items are 100% rounded up.2. Footwear, Gloves & Belts: Prices to adventurers is 125% of list, 80% to villagers.
3. Lighting Equipment: Tinderboxes, candles, oil, lamps, wicks, lanterns etc are 110% of list, rounded up.
4. Hand Tools: Hammers, adzes, planes, nails, saws etc. A file sells for 1sp and up. Saws cost cost about the same as a hand axe or hatchet.
5. Food & Herbs: Rations packed to go are 120% of list, and herbs are 150% of list.
6. Ropes, Chains & Dungeoneering Gear: (including writing materials and religious items) 110% of list. 7. Polearms & Shields: 120% of list.
8. Other Weapons, Missles and Associated Gear: 140% of list.
9. Armor & Helmets: Padded, studded and leather armor are always in stock. There will be a 70% chance that ring mail is currently in stock, 50% for scale mail, 30% for chain mail, and 10% for a set of banded mail & above. These are all 160% of list. All orders will be at 200% of list. (use d6, 1 being to small, 6 being too large and other rolls will fit).
10. Tack, Harness, Wheelbarrows & Dungeon Carts: All in stock will be at 75% of list.
Friday, July 21, 2023
I wanted to write up an article describing the game rules we will be using. We are using a "modified" Old-School Essentials system with a "lot" of AD&D rules added to it and a small few 5th edition house rules . . . all of which I will explain below.
The main thing we will be using from Old-School Essentials are the class/race system. With this system you have core classes and racial classes but no actual choosable races. Core classes are classes like Fighter, Thief, Cleric and others. The racial classes are classes like Elf, Dwarf and Halfling to name a few. Any core class that is chosen will automatically be human as a race and any racial class that is chosen will be "that race", for example if the Elf class is chosen then the race will also be Elf.
All races will not have any racial bonus like you have in AD&D and other editions. I know it sounds confusing but once you get a graasp of it then it is actually rather simple to understand. Here at this link are the available classes we currently have in our games.All spells, magical items and such will come from AD&D. All human classes will have level caps raised to 18 while non racial classes will be raised by 4 based off of the caps in Old-School Essentials. The reasoning behind us using Old-School Essentials classes but using most of the AD&D rules is simple, I want to make things challenging for my players.
Old-School Essentials classes are not anywhere near as powerful as new edition classes, even AD&D classes so players can't simply have characters charge in and run through all the enemies that they face. We do plan to use a few 5th edition rules as house rules . . . mainly Advantage/disadvantage and death saves. More 5th edition house rules may be added later but at this time I don't see any I want to use.
The goal is to combine two sets of rules but keep things as classic as possible. This is a brand new "modified" system that I came up with that has never been tested. I am sure we will encounter bugs that will need to be ironed out and fixed but overall I think I have it pretty well hammered out.
Saturday, July 1, 2023
The tenements belong to the Fallcrest government, they are not independently owned and operated by any individual. The weekly rent starting at 10sp/week is sent to the office of Lord Warden Faren Markelhay and is then used to maintain structures within Fallcrest, pay the militia and other things that keep this settlement flourishing. Rent is mostly dependent on what profession the person(s) is/are. People that have higher incomes will be rented to for an elevated rent fee (in other words, adventurers will be able to pay a lot more since they are usually "well off"). It does however have an individual that administers the weekly funds, a kindly woman by the name of Marita Olven. She runs a nearby office during the day that handles all business for the tenements.