Glitch
Glitch
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- Glitch
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WIP - Bend Road Crossing
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WIP Goldenlilly Dungeons
Final Write Up:
The Watchmen are an organization authorized by the Arch Druid on Colaste; their Charter is to police the general population and to ensure control of Dnna (slaves). They are well known for their brutality.
A Watchmen team generally consists of: a Captain or Lieutenant (Fighters), a Master of Chains (Alchemist/Torture), and two to three Houndsmen (Rangers) with 2 – 3 hounds each. Sometimes a Landstone Druid will be assigned to the team as well. A Chapter House will have several Teams, as well as apprentices.
Referred to by many as Red Legs (due to their bright red leather hip boots).
The Captains and Lieutenants will have dyed Green studded leather armor, Red Boots, Rapier, and a Compound Bow. They are generally selected from 3rd and 4th sons or daughters of noble families; reporting only to the Druid Council on Colaste, some are well enough connected that they intimate minor nobles.
The Master of Chains wears Black Robes (Watchmen badge on breast), and is an expert with Drugs, Poisons, and Torture. Their favorite weapons are: crossbow, dagger, and whip. Their daggers will frequently be treated with poison, acid, or paralysis drugs. They are generally sadists who specialize in binding and inflicting pain on others.
The Houndsmen wear Green Tunics (Watchmen badge on breast) and the red hip boots. They carry long bows, nets, axes, and daggers. Each one will have 2 to 3 trained hounds – used to track down escaped Dnna and Criminals. They come from the general populace and attitudes range from: “it’s a job” to passionate desire to contain and control Dnna.
There are Watchmen Chapter Houses located throughout the Brae Kingdoms. Chapter Houses act as a combination living and training center as well as a jail and processing center for criminals and recaptured Dnna. A Chapter House usually consists of the Senior Team (led by the Captain), and at least two Journeymen Teams (led by the Lieutenants). In addition, there are typically a couple of teams in training. It is not unusual to find visiting Teams from other houses (resting from travels), or occasionally a Landstone Druid.
Captains or Lieutenants can have their families living with them, the rest work for 9 months, only returning home for 3 months every year.
In addition to the main house, the enclosed courtyard contains stables with a Jailors wagon, a dog yard, and a short bow target range.
The buildings are stone and lumber construction with a tile roofs.
A typical chapterhouse 1st floor layout:
A typical 2nd floor layout:
Standard Lower Level *
Occasionally, escapees will attempt the roof route:
A typical septic system layout:
Available / found items list:
Courtyard
Jailors Wagon:
Under driver’s seat: Whip, liquor flask; in the back are chains
Stables:
Draft Horses (2), Riding Horses (2), Pitchforks (2), Barn Shovels (2), Rope, Saddles, Saddle Bags, and Tack. 60% Chance of apprentices cleaning stalls.
Dog Houses:
Dogs (8 – 12), Dog Houses, Chains, One of the dog houses has a small bundle: a dagger, a few small coins, and some food. (Maybe one of the apprentices is planning on leaving?)
Short Archery Range:
D6+1 Arrows, worn long bow
Woodyard:
Axe, hatchet, mallet, wedge, two man saw. Plenty of wood.
House – 1st Level
Assembly / Dining Room:
Wine rack, mugs, fireplace poker and shovel, pamphlets. 80% Chance of 2 – 6 Watchmen.
Kitchen
Food, drink, kitchen knives, lamp oil. 80% Chance of Housekeeper/Cook or Cook’s helper
Housekeepers Room
Clothes, lamp, pouch of small coins, cheap jewelry on dresser.
Alchemist Lab
Glassware, Alchemist Supplies, Poisoner’s Kit, various Drugs
Master of Chains – Personal Quarters
Poisoner’s Kit (Masterwork), Various Drugs, “Understanding Poisons” Book *, Garden
* Reading adds 1 rank to the Medicine skill – one use only
Captain’s Suite
Quality clothes, furnishings, 2d20GP in bedroom drawers.
Captain’s Office
Peg on Wall: Masterwork - Rapier, Sabre, Dagger. In the corner is an armor stand with Masterwork Studded Armor (Green with Watchmen Captain’s Badge). Leaning against the armor rack is a Masterwork Long Bow and a full Quiver. The desk will have small chest with 10d20+10 GP. On the desk is the Chapterhouse log – containing orders and deployment, notes on Dnna recoveries, criminals, etc…
House 2nd Level
Common Room
Several tables with cards, dice, games. A reading corner, and some chair around the fireplace. Mugs, wine and ale readily available.
Apprentices – Master of Chains
Dirty clothes, small coins. Crossbow on bed.
Apprentice – Bunkroom
Dirty clothes, 1d8 copper coins. Broken and chipped dagger on side table.
Journeymen Bunkroom
Clean clothes, food stuffs, 1 – 2 Explorer’s Packs hanging on wall pegs, one of the tables next to the beds will have a Gambler’s Kit, and a pair of loaded die. 1-4 sets of: Longbow, quiver, dagger, and axe. 1d20+5 SP in pouch under one mattress.
Special Guests Room
Fine quality furnishings. Diplomat’s Pack in drawers. Paper, ink, and quills on desk.
Lower Level
Storage Area
Food, wine, ale stores. Supplies available to assemble 4 – 6 Explorer’s Packs. Small forge for setting chains and manacles (Hammers, chisels, files, etc…. ) Oil Sconces on walls for light.
Lower Level
Processing Area
There is a records book on desk, chains stacked on floor, a whip hanging on wall, and 2 barred holding cells with up to 12 detainees in each cell.
Torture Chamber
Separated from the processing area by a heavy metal door is the torture chamber. When first entering the room, the smell is overwhelming – the scent of blood, urine, and worse is mixed with a sweet incense. Wine and goblets can be found on a table next to observation platform and chair. The torture table usually will have a recent deceased on it – with blood dripping off of table to grate below. The brazier next to the table has a low-quality iron short sword heating up in it. The side table will have various implements (small knives, hooks, other nasty stuff) and cell keys. The dissection table will have various knives, a bone saw, and retractors. The vat at end of table contains acid.
Two heavily barred cells each with 1d6 prisoners chained to the walls– not related to party.
Captain / Lieutenant
Master of Chains
Huntsman
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Old City in Italy looks like Hobbits lived there
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WIP Goldenlilly Dungeons
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Fanche Pass Campsite - Battlemap
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WIP Goldenlilly Dungeons
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WIP - Tales the Kel
After the last session, players need access to a high level healer. So:
Tales the Kel
Although Tales has the Kel facial tattoo, he wears no skill feathers. Lame, with a facial scar, and more than a little strange – he is often seen talking to thin air. Villagers accept him despite this, mainly because of his healing skills. He is an active hunter – for food or furs.
A skilled woodcarver, travelers through Lakewood will most likely come across one of his totems.
Tales is one of the few Kel who “walks with the ancients”, a master ranger with the ability to commune with one or more of the Kel ancestors. The ancestors provide advice, training, and will occasionally take physical form to aid if needed. With the assistance of the ancients, Tales has access to many unusual abilities including that of a master healer.
A healing ritual generally consists of going deep into Lakewood to a Totem. (Some players may note that the base of the totem has ritual offerings – fruit, small furs, etc…) The ritual itself consists of drinking a tea prepared by Tales, and sleeping at the base of the Totem. While sleeping there is a 1 in 6 chance that the character may have a dream (can be anything from prophecy to a pleasant exchange with a spirit animal). When character wakes, they will be refreshed and whole. If the individual leaves an offering there is a 1 in 6 chance, they will receive a blessing:
+1 morale bonus on attack rolls and on saving throws against fear effects, for the next 24 hours.
If no offering is left, there is a 1 in 6 chance that future healings will be refused.
Tales is a close friend of Quert (a high-level Natural Druid).
1. Two room cabin. Living and eating areas.
2. Outhouse
3. Sauna
4. Woodshop. Wood carving tools, paints, dyes
5. Tanning Shack. Furs, leather, in various stages of production.
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Settings to export PNG for use as a Symbol
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WIP - Player Character Cartographer
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First draft - The Moontide
@DaltonSpence - Thanks. I agree the helm isnt that great - I couldnt find a wheel, and havent yet developed the ability to draw one.
The ships lines are there, but due to scale they're one of those details that isnt obvious, but I think adds to the image overall. (I did try drawing netting, but it ended up making the deck too muddy.