bae@fisher.UUCP (Shiva the Destroyer) (12/17/84)
Ladies and Gentlemen, I have prepared the first scenario, even though I have not yet finished processing all of your characters. I expect to have your finished characters back to you after I return from my Christmas vacation and finish my exams. This should occur around January 18th or so. All of you are starting out in the same area, the newly founded City of Athron. Everyone settling in the City has been given a government subsidy of 1000 GP to sustain him/her while he/she gets established. In addition, everyone is assumed to possess disposable funds equal to his/her level*1000. If you are multi-classed, you get MEAN(levels)*1500GP. Initially, everyone is assumed to be just outside the Citadel gate, having just received his/her dole. Many options are available to you, including staying at inns, staking out land, and so on, as you will see from the included background material. ------------------------------------------------------------------------------- Athron: Athron is located inside of the official borders of the Thronland, 60 miles west of the Verbosh river. (This is in the SW region of your map) Athron was founded in February, 868 AT, by order of The Dragon Emperor. It is the centre of an independent duchy, currently under the regency of Erranwen, an Elven warrior-woman of some note. Erranwen has been appointed regent until such a time as someone suitable for the post of Duke is found. All Thron lands have been granted to the Duchy of Athron by The Dragon Emperor. What the Thron will think of this, of course, is anybody's guess. Athron is located on a small bluff inside the Thron territories. There is a natural spring on the bluff, around which is built the citadel of Athron. The dimensions of the citadel are aproximately 250 yards by 350 yards. The citadel is constructed of earthworks, but the earthworks are being replaced by stone walls constructed from stone mined from the quarry which is located at the base of the bluff. The citadel is reputed to house 2,000 Imperial troops, composed for the most part of Imperial cavalry. Erranwen rides a huge Red Dragon as her personal steed. Around the bluff on which is located the citadel is growing the actual city of Athron. Currently there are only about 5,000 inhabitants, but the population is steadily increasing. At the moment, the great part of the populace is composed of miners and farmers. The miners are working the quarry, attempting to mine and shape enough stone meet the demands of the quickly growing city. The farmers are here because every freeman has been granted as much land as he can till. A smaller part of the populace is made up of members of the service industries - bowmakers, tanners, tavern-keepers, etc. Athron was founded by Imperial edict to serve as a foothold in the Thron territories. The founders have orders to explore the area, to map out approaches into the Thron heartland, and to provide accurate intelligence about the Thron menace. Because of this, Athron is quickly becoming the adventurers' capitol of the known world. Many groups, great and small, are interested in settling in this hitherto undeveloped (by civilized man...) area. Some of these groups are interested in furthering the growth of the Duchy, some are interested in grabbing land for themselves, and some are interested in preventing the discovery of things which they feel should not be brought to the attention of the Empire. Many individuals are also arriving in the area, out to grab as much land and treasure as they can. Because of this influx of adventurers, Athron, and its merchants, are becoming quite affluent. Many specialized establishments are opening up, expressly to cater to the adventurers' needs. Almost anything one wants can be acquired in Athron (although perhaps not legally). Speaking of legality, the city is currently under the military rule of the Regent Erranwen. Patrols ride through the city streets regularly. Punishment is swift and severe for serious offenses, although minor offenses are punishable by fines or service, being as there is no jail. Due to the nature of the town, prices for common items are quite high here, either because the items have to be imported at great cost, or because the locals have decided to take advantage of the boom-town economy of the region. Here is a representative list of prices for such items: ARMOR TYPE COST* ARMOR CLASS Padded 10 8 Leather 15 8 Studded 25 7 Ring 40 7 Scale 75 6 Chain 150 5 Splinted 175 4 Banded 250 4 Plate 500 3 Field Plate 5000 2 Small Shield 5 -1 Small Metal Shield 10 -1 Medium Shield 20 -1 Medium Metal Shield 40 -2 Large Shield 50 -2 Large Metal Shield 100 -2 *custom orders are at +15% ------------------------------------------------------------------------------- MISSILE WEAPONS TYPE COST Shortbow 40 Shortbow, Composite 200 Longbow 150 Longbow, Composite 400 Strength 16 +500 Strength 17 +1000 Strength 18 +2000 Strength 18 (01-50) +4000 Strength 18 (51-75) +6000 Strength 18 (76-90) +10000 Strength 18 (91-99) +15000 Strength 18 (00) +25000 Strength >18(00) +10000/pt Crossbow, Light 15 Crossbow, Heavy 50 Arbalest 100 Throwing Axe 5 Throwing Knife 3 Dart 1/2 Shaken 1 Hammer 5 Javelin 2 Spear 10 Arrow, Normal (1) 1/5 Arrow, Strength (1) 5 Arrow, Silver (1) 1 Arrow, Sil, Str (1) 25 Quarrel, Light 1/4 Quarrel, Heavy 1/2 Quarrel, Arbalest 1 Sling Bullets (20) 1 ------------------------------------------------------------------------------- SHOCK WEAPONS TYPE COST Battle Axe 40 Bardiche 20 Bec de Corbin 15 Bill-Guisarme 20 Dagger 5 Fauchard 10 Fauchard-Fork 15 Flail (Footman's) 5 Flail (Horseman's) 10 Fork, Military 5 Glaive 20 Glaive-Guisarme 25 Guisarme 20 Guisarme-Voulge 25 Halberd 28 Hammer, Lucern 36 Hammer 5 Lance 10 Mace (Footman's) 20 Mace (Horseman's) 15 Morning Star 15 Partisan 20 Pick (Footman's) 20 Pick (Horseman's) 15 Pike 8 Ranseur 7 Scimitar 35 Spear 10 Spetum 7 Staff 5 Trident 25 Voulge 15 Bastard Sword 150 Broad Sword 40 Long Sword 60 Short Sword 20 Two-Handed Sword 300 ------------------------------------------------------------------------------- CLOTHING TYPE COST Belt 1/2 Belt Pouch, Large 2 Belt Pouch, Small 1 Boots, High Hard 10 Boots, High Soft 5 Boots, Low Hard 6 Boots, Low Soft 3 Cap 3/4 Cloak 10 Hat 2 Robe 15 Magician's Robe 30 ------------------------------------------------------------------------------- HERBS TYPE COST Belladona, Sprig 1 Frankincense, Pinch 100 Garlic, Bud 1/20 Myrhh, Pinch 20 Wolvesbane, Sprig 2 ------------------------------------------------------------------------------- LIVESTOCK TYPE COST Chicken 1/40 Cow 20 Duck 1/20 Dog, War 100 Dog, Guard 60 Dog, Hunting 40 Dog, Sheep 10 Dog, Cattle 10 Dog, Pet 1 Donkey 20 Goat 5 Hawk, Large 500 Hawk, Small 350 Horse, Draft 60 Horse, Riding 50 Horse, Light War 500 Horse, Medium War 1000 Horse, Heavy War 2000 Horse, Destrier 10000 Mule 40 Ox 30 Pigeon 1/60 Piglet 2 Pig 10 Pony, Riding 30 Pony, War 300 Sheep 5 Songbird 1/20 ------------------------------------------------------------------------------- TACK TYPE COST Barding, Leather 150 Barding, Chain 600 Barding, Plate 1000 Bit & Bridle 5 Harness 5 Saddle 20 Saddle Bags 10 Saddle Blanket 2 ------------------------------------------------------------------------------- MISC. EQUIPMENT TYPE COST Backpack 5 Box, Iron, Lg. 60 Box, Iron, Sm. 25 Candle, Tallow 1/40 Candle, Wax 1/4 Scroll Case, Bone 20 Scroll Case, Leather 10 Chest, Wood, Lg. 10 Chest, Wood, Sm. 5 Lantern, Bullseye 30 Lantern, Hooded 15 Mirror, Lg. Metal 50 Mirror, Sm. Silver 100 Oil, 1 Flask 10 Pole, 5' Iron 20 Quiver 5 Rope, 50' 1 Sack, Lg. 1/10 Sack, Sm. 1/20 Skin, Water/Wine 1 Spike, Iron 1/20 Thieve's Tools 200 Tinder Box 2 Torch 1/40 ------------------------------------------------------------------------------- PROVISIONS TYPE COST Ale, Pint 1/10-1/2 Beer, Pint 1/20-1/4 Food, 1 Meal, Normal 1 Food, 1 Meal, Good 20 Grain, Horse, 1 Day 1/4 Mead, Pint 1/2-1 Rations, Iron, 1 Wk. 20 Rations, 1 Week 10 Wine, Pint 1-100 Wine, Bottle 2-20000 ------------------------------------------------------------------------------- RELIGIOUS ITEMS TYPE COST Beads, Prayer 2 Incense, 1 Stick 8 Holy Symbol 5-100000 Holy Water, Vial 50 ------------------------------------------------------------------------------- TRANSPORT VEHICLES TYPE COST Barge, Small 100 Barge, Large 170 Boat, Small 150 Boat, Long 400 Ship, Merchant, Sm. 10000 Ship, Merchant, Lg. 35000 Ship, Merchant, Spc. +15000 Ship, War, Small 30000 Ship, War, Large 50000 Ship, War, Special +20000 Galley, Small 30000 Galley, Large 60000 Galley, Special +25000 Cart 150 Wagon 400 This is by no means a complete list. Note that these ARE NOT the prices you are to use when initially outfitting your character, as you are assumed to be coming from a less-inflationary realm. Magic Items ----------- This list purposefully does not include prices for magic items. This does not indicate that magic items are unavailable for purchase, just that there is no standard price list for magic items, the pricing being what the market will bear. Magic IS available, in almost any variety, quantity, size, shape, colour permutation, and quality. It is also quite expensive. To give you a point of reference, a Sword +1 retails for ~20,000 GP, an Arrow +1 is ~500 GP, a Potion of Healing is ~3000 GP, a Ring of Invisibility is ~75,000 GP, a Rod of Absorbtion is ~400,000 GP, and a Wish is ~1,000,000 GP. Of course, this is all subject to availability. Special orders for most things ARE accepted, although the delivery time is quite long, and a good portion of the purchase price is required of the consumer up front when the order is placed. Spell Purchase: --------------- Spell purchase is a tricky subject. Here is a set of guidlines you can expect to hold in most cases. These charges represent the minimum charge you can expect to pay for a spell of any given level. This will be modified upwards (substantially) for powerful spells. Level Cost/Cast Cost/Buy Cost/Scroll ----- --------- -------- ----------- 1 50 500 100 2 100 1000 200 3 500 2000 500 4 1000 4000 1000 5 2000 8000 2000 6 4000 16000 4000 7 8000 32000 8000 8 16000 64000 16000 9 32000 128000 32000 The Cost/Cast is the cost to have someone cast the spell for you under safe conditions, i.e. not in an adventuring environment. The Cost/Buy is the cost to you if you wish to purchase the spell for your spell books. The Cost/Scroll is the cost to you if you wish to purchase a copy-protected scroll for one-time use. The Magician's Guild looks very unfavourably upon scrollware pirates! Thron ----- The Thron are the alleged inhabitants of this region. Every thousand years or so, the Thron spawn in large numbers, pour forth from the West, and ravage vast tracts of civilized land. The Thron are insectoid, with a rigid genetic caste system. All but a few castes are rigidly controlled, with little or no independent action or initiative permitted. Two of the most feared castes are quite capable of independent action and decision- making, so don't be fooled into believing that the Thron are just a mindless group of giant army ants. Even those castes not capable of independent thought have enough instinctual reactions that they could be regarded as being clever, in their area of specialization. Known Thron Castes ------------------ Commander - military leader. Capable of some independent actions Sorcerer - magic and technology-using caste. Capable of independent actions Scout - explorer caste. Capable of independent actions Warrior - fighting caste. Not independent, relies on Commander. Worker, Type A - large, heavy-work caste. Not independent. Worker, Type B - small, light-work caste. Not independent. Drones - misc. Thron - Not independent. Little is known about the Thron in their non-spawn state. They may be completely dormant during this time, they may exists at greatly reduced numbers, they may exist at full strength. No one knows. No one has any idea why they pour forth into the West like clockwork - whether due to population pressure, food supply problems, mass insanity, ??? No one knows where the main Thron stronghols or settlements are. All That is known about their social life is that they lay eggs, are organized into tribes, are somewhat intelligent, and eat meat. No one has ever returned from a scouting mission into the Thron heartland, although some have skirted it with seeming impunity. The nearest suspected Thron major settlement is thought to be over 250 miles to the W-NW of Athron. Possible Adventuring Opportunities around Athron ------------------------------------------------ There are many things which might attract they eye of the experienced adventurer to the Athron area. First of all, there are the Thron. Exploring the lands to the west of Athron thouroughly, or scouting missions into the Thron heartland could prove profitable, or deadly. No one knows what sort of things the Thron find dear, but presumable there is treasure and magic to be had. Secondly, for years this border region has been the retreat of many people who found it inconvenient to be along the beaten track. Many organizations have been rumoured to have bases somewhere in the area, far away from the prying eye of the Emperor. Thus, there may be fortified underground defense installations in the area which could be discovered and subjected to the time-honoured process of inventory and requisition (read LOOT!). Of course, these places will most likely not be deserted by their makers.... Third, there is the City itself. Athron is a thieve's paradise, or soon will be. There is currently no organized Guild, so competition is fierce, but profits are high. With all of the money flowing into the city, a man who keeps his eyes open, and his wits about him is bound to come across boundless opportunities for personal recompense. With the lack of a selected Duke, and with the city ruled by the Regent, politicing and intrigue are rampant. It is possible that through skillful manipulation of events that one could find himself master of the Duchy of Athron, ruler of all Thron lands (subject, of course, to dispute with the Thron horde..). The world is waiting for a bold band to shine forth and take what is rightfully theirs. Your boldness, skill, and daring will determine whether you manage to obtain what justly should be yours, whether it is the mastery of the Duchy, or ownership of a 6x6x3 plot of ground in the city burial grounds.... if they find anything to bury. -- Brian A. Ehrmantraut Ad Maioram Gloriam Hasturi! UUCP: {allegra, astrovax, princeton, twg} !fisher!bae BELL: (609) 452-8991 / (609) 734-7761 USnail: 184 Little Hall, Princeton University, Princeton, NJ 08544