JN1 The Chaotic Caves

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jdn2006
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Re: JN1 The Chaotic Caves

Post by jdn2006 »

Solomoriah wrote:Just posted an edit release. J.D., if you need to make any changes, please download the r7 version and do your changes there so I don't have to redo the layout changes.

I still need to actually proofread it. This is mostly a layout revision.
I won't make any changes without telling you I am.
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Solomoriah
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

Nick Bogan emailed me to ask if there was any proofing that needed done. I listed BF2, JN1, and JN2 and told him to take his pick. Dunno which he'll choose.

I'm hoping for a few more proofing volunteers...
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billiambabble
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Re: JN1 The Chaotic Caves

Post by billiambabble »

I'm not the most thorough reader or typist, but feel free to email me any spare proofs which need extra eyes. I'm not an expert on rules or stats but I can spot typos.
:)
PS Typed on phone without a spell checker. ;)
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

We don't do proofs. Following Open Source methods, we post unfinished works in public. The documents on the downloads page are where you start, if you want to help... they are as current as we have right now.

Joe sent me updates for JN2 that I haven't read yet, so I'd advise against working on JN2 until I review his changes and release a new version.
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jdn2006
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Re: JN1 The Chaotic Caves

Post by jdn2006 »

I looked at fleshing out the town out some. This is a text-only copy; I haven't inserted it into the original or anything yet. ("o"s instead of boxes because the forum choked on boxes).

Town Key

The town is large for the area. Lying at the crossroads of rivers and old roads, it thrives on trade and commerce, and can provide most of the needs for adventurers. There are a number of smithies, and decent weapons and body armor are available. Besides several dedicated merchant shops, there are throngs of market stalls where food, clothing, and basic goods are plentiful and cheap. Healers ply their wares as do clerics and churches. Horses and wagons are available, as are freight, coach, and courier services.

An irregular wooden stockade surrounds most of the town, thrown up haphazard as the town expanded. It is slowly being replaced by a heavy stone wall. The woods in the northwest are being cleared to allow the expansion of the walls.

Additional residences would be scattered around outside the walls. NPCs might include a group of 1d6+3 elves who have come to investigate the area, plus random adventuring elves out to find fame and fortune, plus dwarves, halflings, humans, etc.

North Gate. With hut for watch. There are usually 3 or so of the garrison on watch (see #38.)

South Gate. With hut for watch. There are usually 3 or so of the garrison on watch (see #38.)

East gate. With hut for watch. There are usually 3 or so of the garrison on watch (see #38.) Opens onto dirt road leading towards eastern farms and lumber regions.

Orchard. Apples, pears, pecans. Common property of the town.

1. FAMILY RESIDENCE. These hunters and general work-abouts run a side-line of breeding dogs for hunting and guard duty and have several large pens for dogs.

1 father (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 4 oooo

2 sons (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo
3 ooo

2. CHICKEN RANCHERS AND HOME. These ordinary people raise chickens on large scale for eggs, meat and feathers. They have a number of coops and a fenced in area the chickens can get in and out of - but also flee to if chased by dogs.

1 widow woman (Normal Man) (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo

2 children (Normal Man) (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo
3 oo

3. FAMILY RESIDENCE. This two-story home is heavily built from large solid beams. The top story overhangs the bottom one. The occupants do odd work and labor as they can to make a living.

4a. SMITH. This man has two young apprentices (non-combatants) who help tend the forge and spend a good deal of time making nails, tacks and other items. The smith mainly makes iron hardware, from hinges and fireplace pokers to iron railings for those who can afford them.

1 smith (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon + 1 for strength of 14, Mv 40', Sv NM, Ml 7)
HP 4 oooo

4b, SMITH WITH ARMS AND ARMOR SHOP. This smith services the local militia, garrison and other needs, working on weapons and armor when not dealing in pots, tool making and such.

1 smith (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon +2 for strength of 16, Mv 40', Sv NM, Ml 7)
HP 4 oooo

4c. FERRIER. Also has an old nag for sale (the owner gave it up rather than pay for an accrued debt on it). The owner is an elf but tends to hide it, not being very elf-like in appearance. She serves as a general veterinarian for those who know little about animals.

1 ferrier (AC 11, HD 1d6 hp, #At 1 weapon, Dam by weapon +2 for strength of 16, Mv 40', Sv NM, Ml 7)
HP 3 ooo

5a. MILITIA LEADER / COBBLER. The cobbler who lives and works from this home also serves as the militia leader. He sells shoes, sandals, and related items.

1 normal man (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 4 oooo

5b. SWEET FAMILY RESIDENCE. These people have a singular sideline of making sugar from sugarcane, and sweets from the sugar. They can provide hard candies as well as powdered sugar for confections. They have a store of molasses and honey (they are always eager to buy more honey.)

6. STONEMASON FAMILY RESIDENCE. These people have been contracted to do much of the stone quarrying and labor involved with replacing the wooden wall with a stone one.

7. SHOP AND RESIDENCE OF BAKER. Breads, cakes, pies - you name it, they can be bought here. A large supply of flour, sugar, and other ingredients are usually also on hand.

8. FAMILY RESIDENCE. This family deals in a little bit of everything: cooking, sewing, labor, hunting and fishing.

9. FAMILY RESIDENCE. As with #8, these people work at anything they can make money at. They are busy helping with the quarrying of stone for the wall (see #6.)

10. BANKER. The banker is a strong fellow who's sons help him manage and guard the business. He usually keeps only minor funds readily available (20 gp, 100 sp, and 200 cp.) Underneath the floorboards of the home is a heavy iron-banded box with a tricky lock (with a needle trap; save versus poison or die). It is empty expect for a bunch of giant centipedes kept in bags. The bottom of the box is loose and under it is a buried bag with actual funds: 3 x 50 gp gems, 100 gp, 500 sp and 300 cp. These coins are covered in a clear poison and anyone handling them must save versus poison or die (alternately, be gravely ill and must make another saving throw 1d6 hours later and die).

1 banker (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon (+3 for strength of 18), Mv 40', Sv NM, Ml 7)
HP 4 oooo

2 sons (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon (+2 for strength of 16), Mv 40', Sv NM, Ml 7)
HP 3 oooo

6 Giant Centipedes in box (AC 11, HD 1d4, #AT 1 bite, Dam poison, Mv 40', Sv F1, Ml 7)
HP 4 oooo 2 oo
3 ooo 2 oo
3 ooo 2 oo

11. WAREHOUSE. This warehouse stores such items as seed grain, grain and produce levied for taxes, wool, and other such items. Items can be stored for a fee. During harvest or sheering season, it can be full and at other times room is often plentiful.

12a. TAX COLLECTOR AND OTHER OFFICES. These offices and living quarters are home to a tax collector and deputy who keep up with the local trade, land taxes and such. They are often out on some other business.

12b. MAYOR'S OFFICE AND LAND OFFICE. The mayor often isn't here unless a formal meeting is called; he keeps office regularly on Thursdays. Files hold reams of paper concerning land claims, businesses, births, deaths, and other household documents.

12c. TOWN HALL. This large town hall is used for all sorts of meetings, including dances, town meetings, and as shelter in case families from the outside flee here from a monster raid. It is mostly empty, with some rooms on the second floor.

13. PRIVATE RESIDENCE. With a large garden. This home belongs to a widowed woman and a older spinster woman who helps with upkeep in return for room and board (neither will fight). They sometimes take in travelers who want a bed-and-breakfast treatment, and run a school and small library from their house. They make money from everyday work like sewing and from selling produce from their garden.

14. MAYOR'S HOUSE. The mayor is hard working and honest, though he tends to talk a lot (especially to women) when he should be working. He also has farm gear, deeds to a sheep ranch, and sells wool during the sheering season.

15. HEALER (CLERIC) HOUSE. The current cleric can barely speak the local language and relies a lot on a heavily accented dialect of common to communicate. She is well liked, and quick to help good people. She is pacifistic but will don chain mail and shield and wield a mace if called for. She keeps a collection of ordinary medicines and supplies on hand and is a tolerable surgeon and doctor.

2nd Level Cleric (AC 13/16 with chain mail, HD 2d6, #AT 1 weapon, Dam 1d8+1, Mv 20', Sv C2, Ml 8;
S 9, I 15, W 16, D 16 (+2), Co 14 (+1), Ch 17 (+2))
HP 9 ooooo oooo
Spells: 1st level – cure light wounds

16. EMPTY FAMILY RESIDENCE. The owners have recently moved out and sold the house to the town. It is up for lease or rent by the mayor.

17. FAMILY RESIDENCE. The wife of the man who lives here (and several other towns people) will comment that he has started acting suspiciously lately: he sneaks off alone for quiet some time. If the PCs investigate they will find he has found what he thinks is a wonderful fishing hole in a stream and is sneaking off to fish in it. The GM might reward 25 to 50 experience points for being curious, although none if the players have their characters act absurdly.

1 man (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo

18a. NEW MERCHANT. The woman who owns this shop has moved here recently with her husband and ex-husband. They are well stocked with basic goods (lanterns, oil, dried or smoked meats, etc.) and honest.

3 owners (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo
3 ooo
2 ooo
18b. TAVERN OF THE FULL TANKARD. A selection of local beers can be had here, and the owner brews their own. Wines and similar liquors have to be imported and cost more than normal. The proprietor hires a old, scraggly homeless man to sweep up and do scut-work.
18c. DRESS MAKER AND TAILOR. And dealer in other cloth goods (sheets, etc.) This is owned by several halflings who rely a lot on the people at #27, for their inventory.

19. BACHELOR RESIDENCE. A bachelor occupies this home. He owns and runs several boats on the river, kept at a convenient place along the bank where town folk have built a simple dock and tie-up area and a few storage sheds.

1 bachelor (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 4 oooo

20. MILITIA WEAPONS AND ARMOR STORAGE. Plus general supplies for sieges, including barrels of salted fish, eels and a few freshwater octopi from the river. Currently contains several old pole arms, spears, flails and swords, plus a few suits of leather armor and shields.

21. BEER BREWER AND HOME. A red-nosed dwarf and several family members run a sizable brewery from this location, providing a lot of the local beer.

22. MERCHANT. These people do not deal in armor, weapons, holy water and such, but have a supply of food, rope, and sundry goods. The merchant is a kindly but doddering and absent minded old man and his stooped wife (non combatants). If the PCs do a lot of business here, they might note that occasionally a pint of oil is only 2/3 full or some other mishap has occurred. They have to pay attention to avoid being short changed. They usually have 2d6 gp, 4d6 sp, and 5d6 cp on hand.

23. STABLES. Local boys care for any animals put up here.

24a. OLD COOT (STORY TELLER). This old fellow was here before the town was and will try to exaggerate his importance in it's development (he had little to do with it) and knowledge of the area (he doesn't know much more than anyone else, rarely going out of town). He is prone to telling lies and misleading people. His wife (a noncombatant) is loyal to him but quickly tells anyone he tries to talk up that he's a born liar.

1 old man (Normal Man) (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 1 o

24b. OLD COOT'S FAMILY BUSINESS. They make soap, butter, cheese, etc. buying milk and vegetable oils from others. A deep cold cellar out back would store many of their raw materials and final product.

24c. OLD COOT'S IMMEDIATE FAMILY. Three hard working sons and two wives (one son is a bachelor) live here with a half dozen kids (non combatants). They have about 1d6 x 10 gp in coins in their home.

3 sons (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 4 oooo 3 ooo 2 ooo

2 wives (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 2 oo 2 oo

24d. OLD COOT'S IN LAWS. Two of the coots daughters live here along with their husbands and children. They have about 1d6 x 8 gp in coins in their home.

2 husbands (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 4 oooo 3 ooo

2 wives (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 2 oo 2 oo

25. TAVERN, ROOMS FOR RENT. The owner is a friendly, short fat woman (noncombatant) who usually hires local women to cook and clean when she has a lot of guests. she relies on the baker a lot. Local beers are available and cheap enough, but wines have to be imported and are costly. Several men and women gather around one of the tables in the bar area to play cards each night. They use plain wooden chips for counters and whoever looses the worse during the week buys a round of beer on Saturday.

26. WOODWORKING FAMILY. While engaging in various other things, this household also runs a wood working shop, building cabinets, chairs, tables, etc. They have various tools (augurs, planes, saws, etc.), glues, and stains in their shop.

1 husband (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo

1 wife (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 2 oo

1 son and daughter (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo
3 ooo

27. CLOTHIERS FAMILY RESIDENCE. These people work at odd jobs, and also take in clothes to dye wash and fix. They spin thread in large quantity and have several large looms for weaving a lot of cloth. Most people here are noncombatants.

28. HUNTERS AND TRACKERS. These people hunt, bringing in meat, hides and usable animal parts. When times are lean, they help with wood chopping and perform other labor. The father is too old to care about adventuring but the sons will go on escapades for a decent share. If hired for tracking (they know the area well, though they do not know where the monsters dwell, staying away from danger spots) they charge a fee of 1 to 2 gp a day.

2 brothers (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo

29. LEATHER WORKER AND PRIVATE RESIDENCE. These people buy hides from the pig farmer, hunters, and others to work into high quality leather. They make belts, jackets, packs, and if desired leather armor.

30. PIG FARMER. This house also has wooden corrals with many pigs, sheds for shelter, storage sheds, cooking and tanning pots. A herd of free-ranging pigs is being shepherded by a young son or daughter in the nearby woods.

31. LUMBER CONCERN, OFFICES AND STORAGE. Also sells saws, nails and other tools and will hire out for construction work. They are cutting down the trees in the northwest of the map to make room for the expansion of the walls, using local labor as needed.

32. GARRISON COMMANDER RESIDENCES AND OFFICES. The officer in charge of the garrison lives here. There is no formal town police force. He typically allows his troops to help keep the peace and deal with crime, although that is not their actual job.

1 Human Fighter (AC 15, Level 3, #AT 1 weapon, Dam 1d6, Mv 30', Sv F3, Ml 8)
HP 15 ooooo ooooo ooooo

33. GARRISON OFFICES, MESS. The three junior officers of the garrison live here; this also has a stockade for a few prisoners. These officers keep up with crossbow bolts (including twelve silver-tipped ones) and other such gear.

3 Human Fighters (AC 15, Level 2, #AT 1 weapon, Dam 1d6, Mv 30', Sv F2, Ml 8)
HP 10 ooooo ooooo
9 ooooo oooo
6 ooooo o

34. PRIVATE RESIDENCE. Home to the owners of the freight service (#35). They both have wives; the home is also shared by a mother of one wife and an aunt of the other. The women and children are all non-combatants, other than three grown boys.

3 grown boys (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo
2 ooo
2 ooo

35. FREIGHT SERVICE, WITH WAGONS AND STORAGE. Owned by two brothers, this company is willing to rent (to people they know) or sell wagons and carts. They often hire locals as teamsters to sip goods (especially lumber) in and out.

2 brothers (AC 11, HD 1d4 hp, #At 1 weapon, Dam by weapon, Mv 40', Sv NM, Ml 7)
HP 3 ooo

36. EMPTY AND OLD. An old, gray home that leans over. It has yet to be fixed up or tore down. It was abandoned by the previous owners and claimed by the town in lieu of taxes.

37. CHURCH. This large, single-story building has a sermon room as well as inner shrine and offices intended to be used for church business. Several empty rooms are kept available for visiting dignitaries. A poor box holds about 20 gp, 100 sp and 500 cp, used to help the needy and community.

38. GARRISON BARRACKS. This building is two story and heavily built to serve as a mini-fort. The bottom floor is an empty square partitioned in four parts with bunks inside it. The top has more rooms but is empty, ready in case more troops are needed.

The garrison of 18 spear men and 12 crossbowmen usually live here, but are scattered out on patrol or at the gate houses. Of these, 6 have chain mail and the rest have leather armor. Al have shields.
Local men and women serve in the militia, bringing whatever they can for weapons if called up.

6 Human Fighters with chain mail and shield (AC 16, Level 1, #AT 1 weapon, Dam 1d6, Mv 30', Sv F1, Ml 7)
HP 4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo

24 Human Fighters with leather and shield (AC 14, Level 1, #AT 1 weapon, Dam 1d6, Mv 30', Sv F1, Ml 7)
HP 4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
4 oooo 4 oooo 4 ooooo
jdn2006
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Re: JN1 The Chaotic Caves

Post by jdn2006 »

I've added a compass, legend and scale to main map. (Not updated in the main Office doc yet).

Fixed room 54 & 53 (only 54 was showing).

In case someone wants to see them:

Last edited by jdn2006 on Fri Apr 01, 2011 2:10 pm, edited 1 time in total.
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Solomoriah
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

I don't know if anyone is working on JN1 right now, so I'll hold off updating the main document for a while. If you are proofing JN1, please speak up in this thread. Thanks!
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Re: JN1 The Chaotic Caves

Post by SmootRK »

Perhaps you all know that Saturday, Jim Roslof passed away while fighting cancer. He was the cover illustrator for the Keep on the Borderlands.

Is there any way that we might put in some sort of homage to Jim?... perhaps a small abandoned (or monster inhabited) castle on a craggy hill called "Roslof Keep" or something?
Is it really the end, not some crazy dream?
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

I'd like to see that as a separate module; a collaborative adventure would be ideal. If someone wants to do some maps, we can get it started.

If someone sends me a scan of a map, I'll do a MapMatic +2 version of it.
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Re: JN1 The Chaotic Caves

Post by jdn2006 »

Solomoriah wrote:I don't know if anyone is working on JN1 right now, so I'll hold off updating the main document for a while. If you are proofing JN1, please speak up in this thread. Thanks!
I'm listing out fixes to make (wrong number of HP boxes, wrong saving throws, etc.) while waiting to see if anyone else is going to do any edits. If nothing happens I might try to download and fix a copy for Monday. I'll let you know if I do, though.
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