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RED OAK NOTES: Local Maps, Character Backgrounds, NPCs, etc

Posted: Tue Apr 29, 2014 11:11 pm
by Longman
Map of area around Red Oak (different scale to other maps).

This is another one to be saved.
area.JPG (691.06 KiB) Viewed 5457 times

Re: The Maps

Posted: Thu May 08, 2014 9:06 pm
by Longman
The Ruined Castle


Posted: Sun Jul 27, 2014 11:02 pm
by Woe
Loot haul, eps 1-6:

Medium tent - still available
6 plants of boneset - GONE
3 plants of tenderease - kept
rune tracings - kept
two vials (invisibility potions?) - GONE OFF

- two wine bottles (2#)
- twelve cups with jewels (1#?)
- jester's hat
- old leather belt (1#?)
- unopened cask (25#?)
- silver plate, 50gp?
- a fewye olde Boldenwald coines
- Cayendore logs (100#)
- Wyvern hide (2) (400#)
- Sword from Nore (4#)\
- 137 gp (14#)

- One-half pint of wyvern poison
- Wyvern teeth
- 6 sprigs Arnica (6#)
- goblin oil (1#)
- goblin poo (priceless and weightless)

Updated map notes

Posted: Mon Aug 04, 2014 11:45 pm
by Woe
A13: Huw's farm
C10: Signs of goblins.
D15: Loud music, singing. Maybe unsafe
E10: Ogre camp
F10: Buildings, goblins at lake
F12: large bear? Unsafe. Druid? Golden eagles. No trespassing. Lake has monster.
H10: Decent camp overhang. Stirge.
H11: Golden eagles -- watchers?
G13: Boneset!
(part one done)

R13: Caleydone (wood to make elvish lutes)

NPCS and Dead People

Posted: Sat Aug 09, 2014 1:23 am
by Longman

James (Fighter 1)

Str - 13 +1
Int - 13 +1
Wis - 11 - 0
Dex - 14 +1
Con - 9 - 0
Cha 10 - 0

AC 15
Mace (+2 to hit and +1 damage, 1d8+1)
Shortbow (+2 to hit, 1d6)

Rations as provided by party
Clothes, a blanket, 4 torches.

Smoker, had a few chest complaints.

Loyalty to Kilian was on 10.

Killed by a wyvern up near the Caleydore trees.

JANE - human 0 level, turned into a lycanthrope by the nisha, got killed by dog-men at the pass of the hounds.

Bad Guys

Posted: Sat Aug 09, 2014 1:37 am
by Longman
DEAD BAD GUY NPCs Owen, fighter, level unknown, probably 0. Killed by a bear in the gulley hex. Left to rot by evil so-called comrades.

Jase Frederix - fighter 1, a bandit who was killed while crossing a river, by one of his were-weasel 'friends'.

A bandit, found on the wyvern ledge.

A were-weasel, shot with wyvern venom
Two unknown bandits, shot with wyvern venom

Ross, hung by the ROR.

Monsters, defunct

Posted: Sun Aug 10, 2014 12:03 am
by Longman
An ogre who got bedfuddled and pincushioned
A stirge who got blanketed and stepped on
A gump who got bashed up and fell in a river
Three wolves who couldn't climb a wall and got shot up badly
A baby gump who got drilled with a crossbow in a tower, and died slowly
Two goblins who got shot up in the woods
A wyvern who got shot down
Another 3 wyverns (2 juvenile) who got pegged from the clifftop.

A nest of bugbears, killed in the slate mine (3 adults and various juveniles)
4 worgs, 2 injured in a previous fight

7 other battles with were-weasels who always manage to get away...

Various goblins and bugbears at the old castle, where the party got surrounded
Robot guards
numerous giant worms
A mimic (probably not dead)

Re: Maps and Map Notes

Posted: Mon Aug 25, 2014 11:57 pm
by Woe
Here's a map without notes but with the various excursions shown. The thicker the line, the more time spent in the hex. Still thinking how to best do map notes.

Exp 1 : red; a circumnavigation of the two main lakes, with several encounters {goblins, stirges, ogre}
Exp 2 : purple; explored east to mountains. Major encounters in the castle area. The expedition took in both maps. Old monastery found. Encountered gumps, goblins, war dogs.
Exp 3 : orange; a thorough exploration of hexes east of Tor Manis. Sacred oak, old bridge, straight road and winery road discovered.
Exp 4 : grey; met James. Aborted trip.
Exp 5 : yellow; explored winery, another journey east to mountains. Encountered (mousemen), wyverns, nisha. Kilian had a dream, lost James.
map_woe.jpg (8 MiB) Viewed 4996 times

Re: Maps and Map Notes

Posted: Tue Aug 26, 2014 2:37 am
by Longman
That's awesome. :) Thanks.

I think it is about the same as mine but will have to check. Keeping track of exactly how many EP you have spent in a hex is a pain on the main map, so I might just highlight a few hexes where you have only spent 1 EP, to make it easier to figure out where you might potentially have missed something.


Re: Maps and Map Notes

Posted: Tue Aug 26, 2014 1:01 pm
by Woe
Yeah, I had a similar headache around keeping track of time spent in the hex. Then I had an epiphany -- we don't need to! I'm using thin line = 1 EP, thick line = 3 EP when going through a hex. If we want to know total time in a hex, just count the lines through it. For example, C12 = two thick lines -> 6 EP. F15 = two thin lines -> 2 EP. The only area that doesn't work for yet is Ft. Leavesworth, as that was a very extended visit. I thought about putting a purple dot, or a purple X (roman for ten), or some such, and then decided it didn't matter as it was a rare event.

Or eventually, deal with it via the map notes I haven't quite figured out how to show yet.