League of Assassins - Concluded.

well if you are still looking for item ideas, you are more than welcome to use the images of two dwarven weapons I created for my upcoming gaming session.

http://enworld.cyberstreet.com/showthread.php?s=&threadid=37148

The first is a dwarven maul. It is a holy weapon dedicated to Moradin. It was created by a dwarven clan that had died out several centuries ago, and had been quested for ever since. Legend has it, that any evil creature that is struck by the holy weapon, has one of the two parts of Moradins holy symbol inprinted into their flesh (ie a hammer or an anvil). The actual game statistics for the weapon can be just about anything, for my game its a +2 holy maul, and on a critical hit the xtra 2d6 actually leaves an imprint of Moradins symbol on the victim until they get healed.

The second is a dwarven waraxe. Not near as legendary as the maul, it is believed that this axe was origonally forged by the same dwarven clan. This particular axe glows with a soft radiance and the enchantment causes the axehead to have a faint bluish tint. The actual statistics of the weapon, for my game, were going to be a +2 keen waraxe.

Both these weapons were found by the famed adventurer Gulthaz, some 100 years ago. They were used by him til his death, where he then left them to his lord who had them hidden away.

Including these weapons might even give you the opportunity to throw in a few dwarven nobles or the church of Moradin, who might show up laying claim to the weapons.
 

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Items C15 and C16

kkoie said:
well if you are still looking for item ideas, you are more than welcome to use the images of two dwarven weapons I created for my upcoming gaming session.

The first is a dwarven maul...the second is a dwarven waraxe.... Both these weapons were found by the famed adventurer Gulthaz, some 100 years ago. They were used by him til his death, where he then left them to his lord who had them hidden away.

Including these weapons might even give you the opportunity to throw in a few dwarven nobles or the church of Moradin, who might show up laying claim to the weapons.

Done and Done! These are now items C15 and C16. I've decided to replace item C7 with the maul (C15), as it would be a more appropriate item to have come originally from the legendary dwarven land of Kouvz'd. Item C16 will have come from the Dwarven Land of Mountaingate, described in my most recent post on the Plots & Places "Kingdoms of the Elves" thread.

I've decided to also follow your suggestion about dwarves showing up for these items. I already had the Dwarf weapon collector Americus as part of guest group B4, and had a pair of dwarves from Harothar as Guest Group B19. I'm adding a dwarf guest group from New Rockhome (B27), the dwarven land in the Zalpar Lordholding (where Group B7 are from). Included with this group will be King Telbar, and his grandson Delbar and granddaughter Brelawar (Tenbar, the Jawlt Council member and Army Colonel is another of his grandsons).

I will also be throwing in a group from Highforge, the city where the descendents of Mountaingate settled. as Guest Group B28. I'll go into more detail about them in my next post on the other thread.

Thanks again for the suggestions and keep them coming. I've continued to post to the "League of Assassins" Story Hour, and have also begun a "Rogues Gallery" thread with details about the Silver Moon Adventurers 13 Playing Characters and 7 NPC's that are in this module.
 

City of Jawltorn

Jawltron Map (drawn long before the days of personal computer mapping software)
 

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City of Jawltorn

City of Jawltorn
Population approximately 17,500. Jawltorn is the capital city of the Jawlt Lordholding, and is located where the Thenossian River reaches the Sea. The river flows into the city, and then forks, creating a large island known as the "Inner City". This section of the city has a population of approximately 7,700 comprised primarily of the upper class. The remainder of the city is known as the "Outer City", with a population of approximately 9,800, comprised primarily of the middle and lower classes.

The city is surrounded by a large wall manned with guards, with gates along the four major roads to the city. A fifth gate is located at the bridge where the river enters the city.

Map Key (indicating primary businesses in each city area);

Outer City
1. Fishing docks
2. Fish market
3. Ship construction and sales
4. Metal crafters
5. Sword makers
6. Construction workers
7. Leather workers
8. General trade area
9. Butcher shops
10. General trade area
11. Food merchants
12. Artists
13. Weapon makers
14. Money changers
15. Armor makers
16. Forest trade
17. Copper smiths
18. Leather crafters
19. Misc. laborers
20. Sea craft
21. Misc. workers
22. Poultry merchants
23. Cloth merchants
24. Port for river barges
25. Clothing makers
26. Carpenters
27. Wood workers
28. Outer City marketplace
29. Docks for river shipping
30. Outer City marketplace
31. Armor makers
32. Bakers
33. Grain mills
34. Crop merchants
35. Livestock merchants
36. Forest trade
37. Warehouses and livery
38. Metal workers
39. Weapon makers
40. Sea Trade
41. Poultry farmers
42. Livestock farmers
43. Food trade
44. Sea Trade
45. General Stores
46. Ship construction
47. Fish markets

Inner City
1. Equestrian stables
2. Livery stables
3. Furniture makers
4. Engineers
5. Weapon crafters
6. Stonemasons
7. Aristocrat residences
8. Food merchants
9. Servant residences
10. Hireling residences
11. Financial district
12. General shopping
13. Elite armor makers
14. Residential and military
15. Elite metal crafters
16. Furriers
17. Artists
18. Scholars
19. Aristocrat residences
20. Craftsmen
21. Aristocrat residences
22. River merchant docks
23. Fine foods
24. Merchant docks
25. Merchant residences
26. Merchant warehouses
27. Aristocrat residences
28. Nobleman docks
29. Elite merchant docks
30. Merchant docks
31. Military docks
32. Merchant docks

Major Buildings
A. Lordholder's Castle
B. Outer City Church of Ukko (LG)
C. Inner City Church of Ukko (LG)
D. Fighter's Guild (wealthy)
E. Fighting Association
F. Black Sun Abbey (LE)
G. Monastery of Issac (LN)
H. Temple to the Twin Gods (CG)
I. Castle of Yon Monks (LG)
J. Elvan Meeting Hall
K. Non-human deity shrines
L. Wizard's Guild
M. Sorcerer's Society of Spellbinding
N. Tower of the Monks of Benjamin (LE)
O. Forest of the Druids
P. Crusader's Corner (Paladins Hall)
Q. The Minstrels Manor (Bards Guild)
R. Other churches (several)
 

Jawltorn Taverns and Inn

1 The Ancient Keep
2 The Apples & Harp Tavern
3 The Baron's Arcane Lodge
4 The Battering Ballista
5 The Blind Gnome
6 The Blue-eyed Brother Inn
7 The Bold Swordsman Tavern
8 The Buttered Bread Inn
9 The Cabbages and Kings Inn
10 The Centaur's Lair
11 The Charming Harlot
12 The Cloak & Spellbook
13 The Cockatrice
14 The Cracked Biscuit
15 The Divine Bell
16 The Drunken Unicorn
17 The Fist & Claw
18 The Four Monsters Tavern
19 The Fox Square Tavern
20 The Fresh Mast
21 The Full Tankard
22 The Golden Eagle Inn
23 The Grumpy Priest Alehouse
24 The Halfling's Mushroom Hall
25 The Half-orc's Tooth
26 The Harper's Mutton Roast
27 The Harpoon & Ballista
28 The Hero's Half
29 The Horn & Tunic
30 The Horsemens Keep
31 The Huntress's Spear
32 The Jester's Bells
33 The Labyrinth Lodge
34 The Lance Lodge
35 The Laughing Sage
36 The Longsword of the Hawk
37 The Lusty Harlot
38 The Magical Stone
39 The Majestic Rascal
40 The Mallet & Hammer
41 The Merchants Manor
42 The Merchant's Secret
43 The Merry Sister
44 The Mystical Sword
45 The Oak Cask
46 The Orange Sunset Inn
47 The Ornate Arrow
48 The Pick & Runestone
49 The Red Lance
50 The Risen Phoenix Inn
51 The Secret Book
52 The Shipwright's Net
53 The Sleeping Raven Inn
54 The Stout Pilgrim
55 The Sword & Scabbard
56 The Third Wish
57 The Wanderer's Castle
58 The Wandering Dancer
59 The Woodsman's Secret
60 The Woozy Illusionist Inn
 
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Well, the 2nd night went well! The first Guest Group to arrive in the city turned out to be......none of the above!

What happpened was that I had a player roll a D6 to determine how many guest groups would arrive that day - the result being a 1. I then had another player with a D30 roll that to determine which guest group they would be, the result being a #22. That was the dragon searching for the gem to become a lich (and his mate). The players were then told that a pair of dragons had arrived in the city, and the name of the inn where they had gone to. I then reached into my folder for my prep sheet, and only then discovered that I had accidentally grabbed the wrong sheet from my misc. characters file. The one in my hand was a pair of dragons, but lawful good bronze dragons that I had prepared for a game a while back but never used. So I ran with them instead. We will consider them Guest Group #29, and I'll get around to the evil dragons at some time in the future.

I will start posting the second game on the Story Hour tonight, with Chapter #6. I will attach with that the map of the building they are using for the auction.
 
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Kyramus said:
a gnome illusionist/rogue has been waiting for this auction for a long time. He's been waiting for the old lord to die so that he can sneak in and steal the stuff but the new lord moved in before he could do it. He is going to try to replace the existing items with fake replicas and run away with the real ones.

OK, Here's the situation. This gnome knows that the items will soon be moved from the Lordholder's Castle to the building where the auction will take place. He also has the ability to detect a specific item in the collection, so will know exactly when this item transfer takes place.

When last week's game ended the Silver Moon Adventurers were are the Lordholder's castle, preparing to pick up the items. They will be moving them hidden inside of various furnishings, and moving several wagons of furniture. They will be travelling through about a mile of the city, past aristocrat residences and merchant warehouses.
 
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Guest group B28 from Highforge will also include two military units to guard the money that they are bringing to bid with. Each unit will come from the adjacent allied dwarven Kingdoms of Highforge and each will also include some non-dwarven troops. From Fort Burin will be dwarves and orges and from Fort Drundarr will be dwarves and halflings. They will all arrive together in Jawltorn via a dimension door cast between Ravensgate and the Jawltorn Wizard’s Guild (which has a Ravensgate wizard as a member). The Ravensgate mage Muriel and her raven companion will accompany them. All of these locations are detailed under the “Kingdoms of the Elves (and Dwarves)” Plots & Places thread.

Suggestions still sought for each of the following:

Group B5/A5 – From one of the still unnamed East Lordholding kingdoms. I am toying with the idea of making this currently unnamed good-aligned aristocrat the one who has multiple personality disorder, the other identity being an evil skilled assassin, and having the two being only vaguely aware of each other.

Group B15/A6 – For the Oriental monk/assassin. Probably something along the lines of a ninja (or group of Ninja’s, as the Fujiwara family elder will probably have an entourage).

Group B22 – The evil dragon (dragon type still undecided) seeking the Blood Stone. He will arrive and pose as something other than a dragon. Suggestions for a name, description and cover story would be welcomed.

Group B30 – There is currently no group #30, but since it’s a nice even number (and we are using a D30 to roll up which group arrives next) I thought I’d add one and then stop there.
 
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