Company of the Random Encounter DM / Plot Thread (CotRE Players Stay Out!)

Capellan

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The purpose of this thread is to provide information about the setting of the Company of the Random Encounter story hour, as well as to outline any changes I made to modules that I used.

Of course, if folks want to use it as a place to suggest plot ideas and sneaky tricks to play on the PCs, feel free. But please, no more "Revenge of Scratches" ideas, okay? I've been given enough of those for 15 campaigns, already :)

Because I specifically wanted to run this campaign using only free online adventures (mainly, but not only, from the WotC site), I knew a lot of the locations I would need, and decided to draft up a map ahead of time that would allow me to introduce all these places into my campaign without having to explain why they'd never been mentioned by anyone, before :)

Thus was born the Duchy of Galiban, a small outlying province of the distant Devayik Empire. I sketched a map on hex paper, transferred it into a hexmapping program, and dropped in the major settlements I needed, plus five or six others as 'camouflage', so it wouldn't be immediately apparent to my players which places were likely adventure sites.

I deliberately haven't detailed the Devayik Empire in my game notes, but it is essentially a mercantile power, rather than a military one. The Empire's days of conquest are long over, and although it takes a dim view of anyone attempting to wrest lands away from its control, the ruling Senate will invariably weigh the financial cost of fighting against that of losing the province.

Which, of course, means that a fringe area like Galiban must deal with any threats pretty much "on its own".
 
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Terrain Notes for the Map

There are three basic terrain types shown on the map, which are then "layered" with one or more of the seven terrain features.

The terrain types are:
General (green): these hexes represent any terrain which is not sufficiently difficult or precipitous to be marked as mountains. It includes cultivated farmlands, steppe, rolling hills and moors.
Mountains (brown): only high, difficult terrain with few passes has been specifically marked on the map. In other words, brown hexes represent major physical barriers, which may require specialised equipment to traverse. Normal hills are not depicted on the map.
Sea (blue): pretty obviously these hexes are wide, open expanses of salt-water, and are passable only by flying creatures or naval vessels. Note that, given the scale of the map, there is no real difference between the light blue and dark blue hexes: the differentiation is made on the map solely to make the coastline easier to distinguish.

The terrain features are:
Marsh : much of the ground is either under 1'-2' of water, or is extremely muddy, making travel difficult and treacherous. Many locals will own shallow-draft water craft to ease these difficulties.
River : these represent major water courses which are capable of bearing significant vessels for trading purposes, and which need a ferry or multi-span bridge in order to cross. Streams and small rivers are not shown on the map.
Road : this represents a major, paved and patrolled road. Currently, the Duchy has only one such significant thoroughfare, which is known as the Trade Way. Tracks and unpaved roads are not shown on the map.
Rough : any particularly broken, uneven or rocky ground is denoted by this symbol. This terrain does not have to be particularly elevated (and thus is not limited to mountain hexes) but it is time-consuming to traverse.
Settlement : the Duchy has many settlements, but only a few of the more significant ones are marked on the map. They are either depicted because they are a large settlement, or they have some regional significance, or they feature in the campaign (eg Amberdale).
Woods, Light : this feature denotes the presence of a wide band of contiguous forestation. The trees in these hexes are reasonably well-spaced, but they cover the entire area. Note that small copses of trees and vegetation exist in almost all the land hexes on the map, but only those that are predominately forested are marked as woods.
Woods, Heavy : this feature also denotes the presence of a wide band of contiguous forestation. However, the trees in these hexes are closely-packed, or have thick vegetation between them, making them much more dense than those depicted by a Light Woods symbol. Wheeled vehicles cannot travel through Heavy Woods.

I'll post more tomorrow.
 

Scale and Movement

Hexes on the map are 5 miles (8 km) across.

Land movement on the map is conducted as follows:

Base Movement Allowance : 3 hexes

Modifiers:
Group is attempting to move quickly : +1 base allowance
Season is Winter : -1 base allowance
Hex is a Mountain : each hex counts as 1 more hex than it normally would
Hex is a Marsh : each hex counts as 1 more hex than it normally would
All of movement is along a Road : +1 base allowance
Hex is Rough : each hex counts as 1 more hex than it normally would
Hex has Light Woods : each hex counts as 1 more hex than it normally would
Hex has Heavy Woods : each hex counts as 1 more hex than it normally would

Note that all modifiers stack (eg a rough mountain hex counts as 3 hexes).
 

Credit Where Credit Is Due

As astute observers of the map will notice, there are a number of settlements listed that originate from other people's work. It's time to acknowledge those origins :)

The village of Amberdale is based on the PDabble Games adventure An Introduction to Amberdale. My Amberdale has a number of changes from the original, both in terms of its history and its populace, but most of the work was PDabble's.

The settlements of Duvik's Pass, Marikest, Miel, Poisson and Risen Star are all from WotC's free online adventures. These are a great resource for DMs and I give WotC two big thumbs up for providing them to us all.

Dragon Isle is inspired by the island of the same name in Wicht's Kalamar campaign, Servants of the Swift Sword. I plan to use it in a very different way, but that's where the original impetus came from.

Lastly, there is Skull Port. The name probably makes most people think of Freeport, but it is in actual fact based on Port Blacksand, from the Fighting Fantasy gamebook City of Thieves.

Company of the Random Encounter will also feature further sites from WotC and from Wicht's campaign, as well as other works, but none of those are shown on the map.
 

Climate of the Duchy

The Duchy of Galiban is situated in the northern temperate zone of the world of Lassimar. In terms of location and climate, it could be considered comparable to Denmark or northern Germany.

The notes below indicate the typical climate for each season, in terms of temperature, precipitation and general weather conditions. This includes a listed minimum and maximum temperature. Naturally, this is only an average value, and is subject to considerable variation on a day to day basis: normally this is in the order of 5°C (10°F) up or down, but may be more in unusual weather conditions.

Autumn
Temperature: High 15°C (60°F), Low 8°C (45°F)
Precipitation: uncommon, but when it does occur the falls tend to be heavier than in other seasons. Most falls occur in the early mornings or late evenings.
General Conditions: often overcast, which tends to make the evenings warmer than they might otherwise have been (a welcome boon for travellers). Winds are quite gentle for most of the season, but can become fierce and cold and winter approaches.

Winter
Temperature: High 10°C (50°F), Low 2°C (35°F)
Precipitation: rain and sleet occur a lot, with snow less often but still quite common. Falls tend to be light but frequent: it is rare to have a day without precipitation of some kind.
General Conditions: overcast, cold and often windy. Frosts are common, particularly when the winds are from the north. There can be heavy morning fog on days with relatively light winds.

Spring
Temperature: High 18°C (65°F), Low 7°C (45°F)
Precipitation: frequent, particularly during the night or very early morning. Mostly showers or rain, but there are occasional storms (which can be quite intense).
General Conditions: generally bright and sunny during the day, though not necessarily warm: cold winter winds often linger into the first half of spring. Nights are usually wet and quite chilly: travellers are advised to find shelter.

Summer
Temperature: High 22°C (70°F), Low 14°C (55°F)
Precipitation: rare, and tends to be light even when it does occur (showers, not storms); usually occurs in the evening or night.
General Conditions: sunny, dry and warm, with clear skies and light winds, which come in from the south. If the winds rise, it usually means a shower is on the way, as the winds carry moisture from the sea.

Edit: fixed some errors with the Fahrenheit conversions.
 
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The Duchy of Galiban

Galiban is the most remote principality of the far-flung Devayik Empire. Despite its name, the Empire has no titular head of state. Instead, it is run by an assembly of noble families, known as the Senate.

Human settlement of the Galiban region began only one hundred years ago, when pirate bands began to use the area as a base for raiding south into warmer waters. Before then, the region was home mainly to disorganised bands of humanoids, though there were isolated groups of Elves and Dwarves.

After several years of the pirates' predations, the Senate offered Ducal titles and a twenty year exemption from imperial taxes to whomever established the Empire's authority in the region. Many set out to win the prize, though few had the resources to have any chance of success. Ultimately, however, the pirates were driven out by Idrain Galiban, who became the first Duke.

Eighty-five years later, Galiban is ruled by the fourth Duke Galiban, Tarlan. The human population has grown rapidly to some 75,000, with many people attracted by the low taxes and comparatively informal lifestyle of this 'frontier' Duchy. There are also about 25,000 demi-humans of various kinds in the region.

In and near major settlements, Galiban adheres to the Imperial Law, which is generally regarded as harsh but relatively even-handed. Most non-violent crimes attract a sentences of indentured service to the state, usually for a period of one year or less. The punishment for violent crimes is usually death, though it is sometimes commuted to a life sentence of servitude. In the more rural areas, the resolution of criminal matters is often a lot less structured. Much of Galiban's hinterland still contains large areas of wilderness, and the rule of law is often limited to the edges of the towns.

Galiban nominally follows the Empire's twin gods: Heironeous and Hextor. However, the most popular religion is the Church of Pelor, the Sun God. The Church's uncomplicated theology of goodwill and their renowned healing powers have won many adherents in the area.

Most other faiths are also present in the area, though represented to a lesser degree. Nature deities are quite popular; possibly due to the legacy of the original Elven inhabitants of the region, who tended strongly toward the Druidic faith.
 

Areas of Note

Some major settlements and features of Galiban are described below:

Amberdale
Ten years after the establishment of Galiban, substantial amber deposits were found in this region. For the next forty years, Amberdale was a thriving mining town, and became a notable regional centre. With the gradual decline of the mines, however (they petered out entirely some fifteen years ago) the town has become nothing more than a small farming village, though it recovers some of its glory each year at the Harvest Festival, which remains a major event.
Amberdale has a population of approximately 500.

Black Flag Island
This last stronghold of the once-powerful pirate bands is dominated by rough and inhospitable terrain. Nominally outlaws who are enemies of the Duchy, the pirate "lords" conspicuously avoid preying on the Duke's ships. Most people believe that they survive only by because they make less trouble than it would take to stamp them out. Despite this, rumours occasionally sweep the land of a mighty pirate armada. So far, this armada has never eventuated.

Crescent Range
These mountains dominate the centre of Galiban, and for many years prevented expansion into the eastern reaches of the peninsula. Eventually routes through the mountains that were capable of taking wagons were found.
The Range itself is still largely unexplored, however, and is reputed to be home to many tribes of humanoids, as well as other, more ancient and powerful creatures.

Dragon Isle
Sea Captains have always taken a wide berth around this frost-covered island, which is reputed to be the lair of an ancient and powerful dragon. Common legend has it that the unusually cold climate of the island is caused by the dragon's presence. Of course, there have never been any reliable sightings of this supposed dragon.

Duvik's Pass
This town marks one of two wagon-capable passes through the Crescent Range. This route is smaller and less well-known than the more northern passage, but Duvik's Pass is still an important strategic location, in both military and economic terms.
Duvik's Pass has a population of approximately 1,500.

Marikest
This large town is the largest settlement of "the Hidden Coast", so-called because for many years it was believed that the coastline lay many miles further east. The wide berth given to Dragon Island meant that it was not until land-based explorers crossed the Crescent Range that the actual coastline was discovered.
Marikest is a large town, with a thriving market and a several nearby forts for its defence. For the people in the eastern half of Galiban, it is far more real a "capital" than distant Tarkamul.
Marikest has a population of approximately 3,500.

Miel
This town marks one of two wagon-capable passes through the Crescent Range. This route is the larger and better well-known of the two, and is also more centrally located. As might be imagined, this makes Miel an important strategic location, in both military and economic terms. Accordingly, it has a military presence that is considerably larger than its modest size would normally require.
Miel has a population of approximately 1,500.

Northgate
The continued presence of pirates in the seas around Galiban - despite their relative quiescence - requires that some kind of defensive measures be taken. Together with its sister-city of Southgate, this settlement guards the sea routes east through the Seven Isle Sea. Anyone approaching from that direction would have to pass within sight of one of these two settlements, unless they were willing to chance the icy waters around Dragon Isle.
The local industries are entirely focussed on the provision and support of the naval and military forces of this settlement.
Northgate has a population of approximately 2,500.

Poisson
Located some miles to the south of Marikest, Poisson is the site of the first - and so far, only - lighthouse to be built on the Hidden Coast. This grants the settlement a significance beyond its size, and visitors are often surprised by the variety of services and accommodations available here.
There is a long, broken ridge just to the west of Poisson. This feature of the landscape is known locally as the Whispering Wall.
Poisson had a population of approximately 800.

Risen Star
This isolated monastery is built on a spur of rock at the southern end of the Whispering Wall. A tiny community, the monks and priests who live here are all followers of Pelor, the Sun God. Outside of major settlements such as Tarkamul and Marikest, this is probably the best place to seek magical healing in all Galiban.
Risen Star is a monastery in the western style (there are no martial artists) and has a population of approximately 50.

Seven Isle Sea
These waters lie to the east of Galiban, and were only discovered quite recently, when the real location of the coastline was determined. As can easily be seen, they take their name from the seven islands that lie between Galibans northern and southern peninsulas.

Skull Port
The "capital" of the pirates, Skull Port is a rough and dangerous place to be, and is alternately bursting with wealth and abjectly poverty-stricken. Most of the town's buildings and facilities are in a very bad state of repair, and there is no sewer system of any kind: waste is just left in the streets. Few would visit Skull Port unless they had no alternative.
Skull Port has a population of approximately 2,000.

Southgate
The continued presence of pirates in the seas around Galiban - despite their relative quiescence - requires that some kind of defensive measures be taken. Together with its sister-city of Northgate, this settlement guards the sea routes east through the Seven Isle Sea. Anyone approaching from that direction would have to pass within sight of one of these two settlements, unless they were willing to chance the icy waters around Dragon Isle.
The local industries are entirely focussed on the provision and support of the naval and military forces of this settlement.
Southgate has a population of approximately 2,500.

Tarkamul
By far the largest settlement in Galiban is the capital, Tarkamul. This city was once a stronghold of the pirates, built at the apex of a fertile river system. The pirates chose their site well, and the first Duke Galiban adopted the stronghold as his capital.
In the intervening years the city has grown strong and prosperous, and is the economic as well as political centre of the Duchy. Tarkamul is also the home of the Duke's own shipyards, which are vital to the prosperity of the Duchy and to the maintenance of communications with the Empire.
Tarkamul has a population of approximately 10,000 and a similar number of people live in the river valleys to the city's north.

Westamere
The town of Westamere marks -appropriately - the western edge of the Duchy of Galiban. From here, the great road known as the Trade Way runs some fifty miles to settlements within the Dwarven kingdom of Grahzkal.
Though the lands between Westamere and Grahzkal can be dangerous, a lot of trade passes between the Duchy and the Dwarves. For that reason, Westamere is the best source of superbly-made weapons and armour in Galiban. Most such items, however, are destined for the markets of the Devayik Empire, and form one of the Duchy's most valuable export markets.
Westamere has a population of approximately 4,000.

White Mountains
Named for their permanent cap of white snow and frost, the White Mountains also mark the northern limit of human exploration in Galiban. What little is known of the lands to the north and west of these peaks has been gleaned from the handful of Dwarves that still make their home there. In the last forty years even these doughty warriors have mostly migrated south, seeking warmer climes and fewer hostile neighbours.
 

An Introduction to Amberdale - Notes

Anyone following the story hour who has also read the free PDF adventure An Introduction to Amberdale would be aware that I made a number of changes to the module. Here's a brief summary of those changes, and reasons for them:

Fight at the Druid's Tree
Change: Added a bolt-hole for the Kobolds.
Reason: Kobolds always have a bolt-hole. Always.

Wererat Treasure
Change: took out Pipes of the Sewers, added masterwork chainmail and heavy mace.
Reason: continuity with an upcoming adventure. Also felt a Wererat wouldn't need such a device.

Collapsing Stairs in Spider Cave
Change: allowed a REF save to avoid sliding down the stairs.
Reason: hate scripted events in modules.

Mead Subplot
Change: removed it
Reason: don't want the PCs to get too attached to Amberdale :D

Free Cure Disease
Change: made the PCs pay a cost for healing them of lycanthropy
Reason: never pass up a chance to work in an adventure hook!

Grave Robbers
Change: removed the accidental encounter in Farmer Dabble's basement
Reason: found the encounter too contrived

Next Up: Unearthing the Past (WotC)
 

Religion

Many of the deities listed in the Players' Handbook have adherents in the campaign world, though they not organised in quite the same way as is described there, and there are some expansions or alterations in their portfolios. Accordingly, here is a brief summary of the religions of Galiban, and in the Devayik Empire as a whole.

The Imperial Church
Heironeous (Lawful Good. Portfolio: Protection, Nobility & Justice)
Hextor (Lawful Evil. Portfolio: Tyranny, Power & War)
St Cuthbert (Lawful Neutral. Portfolio: Retribution & Martial Prowess)

The Devayik Empire grew to be a powerful nation due to two factors. The first was its disciplined, well-equipped military, while the second was its thorough - and thoroughly enforced - rule of law. The official deities of the Empire are Heironeous and Hextor, each of whom embodies certain aspects of these factors. Heironeous can be said to represent the ideals: protection for the people from their enemies, whether they be military or judicial. Hextor, on the other hand, represents the more pragmatic side of things: he is a god of harsh laws and military power.

In essence, the twin gods represent both the promise and the threat of Devayik rule: the protection to live your life in safety, but a protection won by the harsh punishment of those who break the laws.

Priests within the church usually adhere more to one god's portfolio than the other, which often leads to factional infighting and political intrigue between what can be considered two broad 'wings' of the faith. There are no less than three martial orders within the church: the Knights Paladin (equivalent to the class), the Fists of Hextor (equivalent to the PrC) and the Knights Imperial (equivalent to the Knight Protector of the Great Kingdom).

Additionally, the Order of St Cuthbert is a sect within the Imperial Church. Its adherents are followers of an ancient hero of the Empire, who saw his family slaughtered as a child and later rose to be a great general, crushing the barbarian tribes who had killed his family. Stern, occasionally even harsh, the holy warriors of this sect will stop at little to punish those they believe to be guilty.

The Imperial Church is the official religion of Galiban, as it is of every province in the Devayik Empire, but it is not actually the most popular. Naturally, most people make an occasional offering to the twin gods, and the oaths taken by any public official invoke their names, but the people of the region tend towards religions that are less dogmatic and strict.


The Free Faiths
Fharlanghn (Neutral. Portfolio: Travel, Trade & Prosperity)
Garl Glittergold (Neutral Good. Portfolio: Artifice, Invention & Craftsmanship)
Pelor (Neutral Good. Portfolio: Healing & the Sun)
Boccob (Neutral. Portfolio: Knowledge & Magic)
Druidism (Neutral.)

Although the worship of Heironeous and Hextor is the only faith officially sanctioned by the Empire, the imperial authorities long ago realised that it was impractical to put every non-believer to the sword. However, they did not want to let other religions grow unchecked, and particularly not to allow the establishment of an empire-wide alternative to the Imperial Church.

Their solution was to issue an edict which banned all other religions from the empire, but which included a clause that allowed provincial governments to grant exemptions to any faith that those authorities believed "does not endanger the well-being of the empire". This mechanism allowed them empire to continue suppressing religions when they needed to, without driving all other faiths underground. It also means that the organisation of other religions can only occur at a province-wide level, which helps keep them from being a national rival to the Imperial Church.

These so-called "Free Faiths" vary from province to province. Those that are recognised in Galiban are listed above.

Fharlanghn is revered by bards, travellers and merchants of all stripes, as well as sailors and fishermen. He is also the most popular deity amongst halflings, though as a people they follow many faiths.

Garl Glittergold is a favourite of artisans and craftsmen, and is particularly favoured by gnomes and dwarves, for whom he basically serves as a de facto racial deity.

The Church of Pelor, meanwhile, is the largest and most popular in Galiban. There are very few who do not speak highly of it, even if they are not worshippers. The sun god's followers come from all walks of life.

Boccob is revered by only a select few: mainly sages, philosophers and wizards. His faith is generally found too dry and impersonal by most other people, including bards and sorcerers.

The druidic faith is popular in Galiban. Amongst the elves, it is all but universal. Elves of other faiths are rare, and though they are not discriminated against, many of their people find their choice hard to understand. The elven form of druidism (which is the oldest form) is very animistic in nature, while the more recent human converts have added an anthropomorphic deity to the faith (Obad-Hai).


Hidden Faiths
Olidammara (Chaotic Neutral. Portfolio: Thieves, Lawlessness & Trickery)
Various Cults

Finally, there are a number of hidden faiths within Galiban, whose worship continues despite the fact that they are banned by the authorities. Members of these faiths risk imprisonment or worse for their beliefs: though more often than not their acts would be enough to risk those punishments, as well.

Many of these hidden faiths are secretive cults, dedicated to worshipping a specific demon, devil or other powerful, extra-planar creature. There are also secret churches dedicated to the gods of death and undeath. These groups are universally despised and despicable.

The only hidden faith that elicits any kind of mixed emotions amongst the wider populace is that of Olidammara, the trickster god. Outlawed due to its associations with thieving and lawlessness, the faith is not overtly evil, though it can easily be turned to evil purposes.
 

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