Saturday, October 31, 2015

Downtime in Sphant



A new map of Sphant has been added to the blog. It's a bigger map (a PDF) than what you're seeing here with the JPEG.

Sphant is nestled within the thick of the Shattered Isles. The island is only about 15x30 miles in size but is one of the larger of the Shattered Isles, but is still relatively small as compared to the largest island of Rhackdalia.

The waters around Sphant and its surrounding isles is shallow and thus Sphant can't support a deep-water port, so the only vessels that can navigate its waters are shallow-bottomed schooners and skiffs. Small port towns in and around Rhackdalia would transfer goods that had crossed the Fathoms to smaller vessels so that they could be brought to Sphant; a perfect example would have been schooner the party commissioned to bring them to Sphant, The Courageous.

Sphant is covered in lush, thick trees. The party is arriving during the summer and there isn't a snow cover, but over the winter months, Sphant is an island of snow-crested trees. Its large bay faces the west, and the first thing the party would have seen sailing towards it is a 50' colossus on the southern mouth of the bay - a nude woman, arms stretched downward, her hair blowing in the wind from the sea, she faces the tempest of the ocean. Siegride immediately recognizes the colossus as Isthmeira, her patron deity.

Isthmeira, however, doesn't stand alone. Within the shallow bay are three other colossuses also nudes standing 50' tall. One presents a woman in a relaxed pose staring at the ground; another presents a woman with a bastard sword that she wields two-handed in a defensive pose; the last is a woman in the last trimester of her pregnancy, and she holds her belly. The colossuses are at various points within the bay where stands large wooden and stone structures. Abbeys. Abbeys of all shapes and sizes. They dot the shoreline around the bay. Some are large, elaborate, crafted structures; others are just wooden or comprised of trees, rocks, or stone. The main Abbeys are represented by the colossuses: the Hooded Spirit Isthmeira (and all of her 16 names), where Her Abbey's face outwards towards the sea; whereas Gaia, Dhyane, and Ohnuava are gathered in the bay. The party will come to realize that - as it's customary that the Shyn's and towns of Floreth celebrate their founders with commemorative statues - Sphant has no founding Houses. Just the Mother, in all of her forms. Those were the statues erected over time. There are no Houses in Sphant.

The winds blow all the time across the isle of Sphant. There are dozens upon dozens of small 1-3 person vessels with a single sail that's driven by standing in a shallow boat. The sails are multi-colored fabrics; at times, it looks like leaves dancing on the waves of the shallow harbor; those same smaller craft are used by people to skitter along the shorelines to the other islands. Larger ships drop their sails when in the bay and moor along wooden docks near the main Abbeys of Gaia, Dhyane, and Ohnuava. And to the southeast of the bay, along an undeveloped wooded portion, hasty construction of make-shift shelters for refuges from Rhackdalia.

This is a place of peace, tranquility, and community. Order is strictly maintained. The Magistrate is a Paladin - Lwynn, a Sister of Dhyane - appointed by the Queen of Floreth. The garrison here has been reinforced from Floreth and there are plenty of trained guards keeping the peace. Further, the wooded parts of the island are managed by a sect of Rangers that patrol this and nearby islands; there's even a holy space set aside for their troop named Pathfinder Abbey, found within the confines of Earthwomb Abbey (Gaia). Given all of the religious and spiritual diversity, there is a wide-spread notion of acceptance of open-mindedness and tolerance.

The refuges from Rhackdalia have presented all of these orders and sects an opportunity to proselytize and speak their good word to potential converts. They have been treated with kindness and generosity once arriving in Sphant, and supplies sent from the mainland are being used to help clothe and feed the masses. Meanwhile, citizens of Sphant are pitching in to help, educate, train, and employ the hundreds of people that keep pouring in every day.

When the sun sets in the west, its blazing light casts all of the four Colossuses of the Goddess in an almost divine light and shines directly in to the shallow bay of Sphant, and when the Mother and Daughter (Shae Tahrane's moons) are out, their moonbeam reflections awash the whole bay in moonlight. The nights are usually clear this time of year and there are so many stars in the sky.

Abbey's dedicated to the Tempest are outside of the bay and face the roiling sea. There are abbeys spread along the northern interior of the bay that're referred to as the Midnight Sanctuaries, as those abbeys worship the darker side of the Mother; earth and light abbeys find themselves in the northeast portion of the bay; followers of war, the garrison, and the affairs of state are conducted from Moonshade Abbey (Dhyane); followers of Ohnuava and other fertility goddesses are just south of that. To the west and along the south side are more isolated and sects and covens in an undeveloped country. There are approximately 12,000 souls in Sphant, but more like 15,000 now with the refuges arriving, and that number is climbing.

There are many places of worship here. Siegride will have been spending her downtime at Tidewater Abbey with six dozen other worshipers of Isthmeria; Tamroohk would likely spend some time in and around the Earthwomb and Moonshade Abbeys; Gorbash near Moonshade Abbey; the Library is a place where wizards and magic users congregate, drawing Ma'yah; the Seminary is a Bardic College of Lore, and that's where Llewellyn would spend his time; Pathfinder Abbey is the spiritual command-post for the Rangers of this island, and Elan would gravitate to this place. Tolman ... he has his own little adventure and gets around (see below). The Commercium and Croupier, the Hall of the Magistrate, the general stores, the Garrison, can be found in and around Moonshade Abbey.

During your downtime (and this is what I've got thus far):





  • Before leaving Shyn-Bhokerdown, Siegride made a 100 Crown contribution to Shelly of Gynger's Stores to aid with the refuge effort; Siegride also donated 100 Crowns and her time to Harborside Abbey. Siegride also purchased a lot of bread and apples and circulated them amongst the refuges.



  • In Shyn-Bhokerdown, Llewellyn picks up new studded leather armor. He also tries to speak with Correllyn but she's already left town. He also performs well at Kindtides before his departure.



  • In Sphant, Siegride spent 100 Crowns of the party's funds on diamond dust and escorted Llewellyn to Tidewater Abbey. There, a cleric of sufficient level cast Greater Restoration on Llewellyn, restoring up to 2 points of a single ability score, to heal Llew of the damage he took from the Harpy's acid attack.



  • In Sphant, Siegride is the happiest she's ever been. She's amongst six dozen women and men who believe in similar things that she does, and calls Isthmeira by name (well, Isthmeira has many names, 16 in fact, and the Tempest Goddess is represented in many different ways - Tidewater Abbey specifically refers to Isthmeira). Waves crash angrily against the rocks here at the abbey, and its a perfect meditation on the wrath and angriness and serenity of the Goddess. There she meets up with Annel, a Cleric of Isthmeira who helped train her in Rhackdalia.



  • In Sphant, Llew was surprised to learn that there's no "politics as usual here" in that there are no founding Houses. There are, however, differing opinions on matters which creates its own form of political intrigue but it is more subtle here than in Rhackdalia. He also speaks to others about Rhackdalia. He does manage to land several speaking / reading gigs at the Seminary, and he has even been asked to talk about his time stomping evil in the Mines. He trained at the Seminary. Llew is also pretty happy now that he'd been healed, and, had a wonderful place to express himself ... unlike the Urbane Assembly which spent its time in hiding underground, the Seminary is honest, bright, truthful, and honest, all above board. He thinks he could like it in Sphant.



  • In Sphant, the Dwarves were able to receive their training from the Garrison at Moonshade Abbey. The dwarves were welcome and invited to convey their recollections of Rhackdalia. They were also quite impressed with the talking amulet around Gorbash's neck who ended up telling them how to attack, thrust, and parry during his training. During their travels to Sphant and in waiting for their training, Siegride trained Tamroohk to Level 1 Cleric. Tamroohk would be drawn to the light and love of this place; Gorbash would like the attention and the relaxation, but nothing here would taste as good as a deep Dwarvish beer. He wonders how his friend, Whik, in Shyn-Valour was doing these days. He missed the company of Dwarves. Dwarf-men. Manly Dwarves.



  • In Sphant, Ma'yah was able to receive training from magic users who live about the Library. During her training, Dru suggested that he was proud of what she did in Shyn-Bhokerdown in getting rid of the Eye of Kesh. Now that Ma'yah's recovered and is showing less withdrawal symptoms, Dru would like to stay with her as a companion, if Ma'yah wishes it. (DM's Note: Dru can't be a familiar based on the mechanics of Find Familiar in D&D 5E. He's a willing companion that hangs around; he can't be used to channel spells through). Ma'yah also wanted to get the ward removed from the spellbook that she found. Removing the ward would have cost 250 Crowns. The spellbook contained: 1st Level [Comprehend Languages, Detect Magic, Identify, Illusory Script, Unseen Servant]; 2nd Level [Arcane Lock, Locate Object, Magic Mouth]; 3rd Level [Counterspell, Tongues]; 4th Level [Locate Creature].



  • In Sphant, Elan works with the Ranger order. Elan is wildly accepted by the women of this order. She's taught trails on the island, performs patrols, assists with the refugee and building issues, is taught how to use the hand-sailed skiffs, and is trained on the skills/proficiencies due to her for 6th Level.



  • In Sphant, Tolman catches up with the rest of the party after his Level 1 training in Shyn-Bhokerdown. Once he arrives, it isn't very long before Twyst catches up with him. She invites Tolman out for a walk in the streets of Moonshade Abbey. Twyst looks perfect, nearly no scratch or blemish on her fair skin despite everything she had been through. She was pleasant, caught up on Tolman's travels, and then eventually stepped into a concealed ally. Turning to face Tolman, in the ally, Twyst dispelled her illusion - she immediately shrunk to his size, became kind of portly, and grew some thick gray sideburns. What appeared then was the face of a middle-aged halfling, a male, staring right back at Tolman's astonished gaze. Bashfully, the new halfling extended his hand. "Twyst. You certainly didn't expect any less from a name like that? Well, there it is. I figured there wasn't a need any longer to keep up appearances. I don't have anyone to impress with boobs here. I think you were catching on anyway. Hi. I'm Gaelyn Hobbletoes. Yes, I'm from the Parishes, and you and I - we've got a lot to talk about." He winks. He explains that Ashes and Omens is still intact and operates out of Sphant, and there's plenty more to do if he's still game and willing to be a part of his organization. He's even willing to train him on this magic stuff, too, if he's interested. Thus Tolman receives his training direct from Gaelyn.


Whew - okay.

R

Thursday, October 29, 2015

Our Time in Shyn-Bhokerdown (6th of Bloom, Rose: 47)


The party woke to the smell of a warm breakfast prepared by Tolman the Halfling who - in addition to being a thief - is a rather accomplished cook. It was the first bite of warm bread, eggs, and beverage that they'd had in a long time.

Generally, the party spent the day in Shyn-Bhokerdown exploring the community, meeting its citizens, and helping where they could. Along the way, the party:

  • Procured Supplies. The party swung in to Gynger's Stores and encountered Shelly, Gynger's grand-daughter. Shelly was kind and attempting to help distribute rations to the refuges who'd made their way here from Rhackdalia. They acquired food, clothing, healing kits, and other gear. 

  • Met a Bower/Fletcher, Armorer/Weapons, Blacksmith, Tailor, and Thaumaturgist. Llewellyn procured fancy dress and a mask to hide his unfortunate acid burns from a tailor named Shiva; Elan acquired arrows and arrow-heads and tools from a fletcher named Phatrick; Mercy, the Blacksmith and Armorer, was very helpful. Meanwhile, Ma'yah, Tolman, and Elan spent some time with Dhander Kant, the local Thaumaturgist, doing barters, trades, and buys - Elan acquired a charming new set of magical items (a ring, a crown, and two bracers) that looked like they were made from thatched thorns, and when she wore them, those thorns bit into her flesh and caused her to bleed from her hand, her temple, and her wrists. What fun! And Tolman found the Dhander Kant would be happy to train him in the basics of the arcane (multiclassing from level 0 to 1).

  • Healed Some Refuges. Siegride offered her services to Luka of Fhaejia, and spent more than an hour looking after and bandaging the wounded, sick, and infirm. Siegride also made kindly cash donations to the Harborside Abbey and Shelly of Gynger's Stores to help out with the financial burden of managing the refuge crisis.

  • Met Some Mercenaries. Apparently, men of Grizzly Company had been hired by the Magistrate to help keep the peace. They mostly kept to themselves but they did pass a chit to Siegride if she were interested in signing-up with their Company.

  • Did Some Banking. The party stopped by the Croupier and did some exchanges. They also learned that what gets deposited in the Croupier can be access from anywhere the Croupier has an open station, even stuff stowed away in a deposit box. What Tolman thought he left in Rhackdalia was actually available to him.

  • Overcame Personal Struggles. Ma'yah, finally working up the nerve, struggled to throw the terrible Eye of Kech into the ocean from a dock. She was talking loudly to herself and looked very much like a crazy person on the dock arguing with an imaginary friend. There was a moment of hesitation and both Ma'yah and the little dragon played this game of tug-of-war when she was trying to throw the cursed thing into the sea. When it appeared that Dru the Pseudodragon had lost that contest, he briefly apologized in advance for his attempt to stab Ma'yah with his poisonous tail - which his to-hit roll failed miserably again with a roll of 2 - and, after some more dramatics and a successful Wisdom save, Ma'yah was able to set it down on the dock. Seizing his moment, Dru took to the air, grasped the gem, flew it out over the ocean, and let it go. The orb splooshed into the water and sank into the watery depths. Ma'yah immediately threw up and started going through withdraw symptoms. Dru was quite satisfied.

  • Secured Travel. Dhander Kant referred the party to Mssrs. Kavant Walsh and Rheece Boon of the Erenlands who had taken up temporary residence at the Kindtides Inn. Commissioned by the Harbourmaster, they were apparently brokering premium chartered passage off of the island to a variety of destinations for those who could afford it. The party was presented with a variety of options but settled on leaving Shyn-Bhokerdown in three days on-board the merchant schooner The Courageous at 120 Crowns/seat to Sphant. After his training in Shyn-Bhokerdown, Tolman would meet up with the party for additional training in Sphant.

  • Had Some Drinks. Gorbash and Vongur drank it up at Kindtides, and, Llewellyn even agreed to an evening's performance for 35 Crowns.

The gaming session ended with the understanding that time was going to fast-forward a bit through the training cycle so that next we meet onground, the party would be fully-trained to their next levels.

The party commissioned The Courageous on the 6th of Bloom and the ship was promised to depart on the 9th of Bloom. It did, and everyone except Tolman arrived in Sphant on the evening of the 11th of Bloom; Tolman arrived in Sphant on the 3rd of Third Planting. For those keeping track, that would be 840 Crowns total for the one-time premium travel expense.

Sphant is a larger city and port, and it was relatively easy to find accommodations and NPC's to provide the training for everyone; for the sake of expediency, we'll say that everyone started their training on that same date, the 7th of Third Planting.

We follow the optional training rule as a House Rule, so that training time and money would look something like:

Level 0 - 1 (5 Days, 10 GP)

  • Tolman (Multi-classed Wizard)
  • Tamroohk (Multi-classed Cleric)

Level 3 - 4 (10 Days, 20 GP)

  • Llewellyn (Bard)
  • Ma'yah (Wizard)

Level 4 - 5 (20 Days, 40 GP)

  • Gorbash (Fighter)
  • Siegride (Cleric)
  • Tolman (Rogue)
  • Elan (Ranger)
  • Llewellyn (Bard)
  • Ma'yah (Wizard)
  • Tamroohk (Fighter)

Level 5 - 6 (20 Days, 40 GP)

  • Gorbash (Fighter)
  • Siegride (Cleric)
  • Elan (Ranger)
  • Llewellyn (Bard)
  • Ma'yah (Wizard)

Total Training Cost (540 GP)

  • 2 PC's Level 0 - 1 (20 GP)
  • 2 PC's Level 3 - 4 (40 GP)
  • 7 PC's Level 4 - 5 (280 GP)
  • 5 PC's Level 5 - 6 (200 GP)

So that the end result would look like:

  • Gorbash (Level 6 Fighter)
  • Siegride (Level 6 Cleric)
  • Tolman (Level 5 Rogue / Level 1 Wizard)
  • Elan (Level 6 Ranger)
  • Llewellyn (Level 6 Bard)
  • Ma'yah (Level 6 Wizard)
  • Tamroohk (Level 5 Fighter / Level 1 Cleric)

Training, Lodging, and Time:

  • The total time that it would take everyone to train up would be 50 days.
     
  • That would put the calendar around the 7th of First Harvest, Rose: 47.
  • Just to easily calculate expenses, let's say it'd cost everyone 3 Crowns / Day for food and lodging. That would work out to an additional 150 Crowns in living expenses during this time.

We'll start the game back up on the 8th of First Harvest, Rose: 47, in Sphant. I'll create some back-story for Sphant and the party's time there.

R



Training Using Optional Rules

D&D 5E has an optional training rule in the DMG 131 that requires player characters to spend downtime training or studying before they gain the benefits of a new level.

Once the PC gains enough experience to attain a new level, they must train for a number of days before gaining any class features associated with that level.

Upon clearing the experience thresholds, the PC does receive their HP bonus without requiring training.

As a house rule, I've inserted a row from 0-1st for accommodating multi-classed characters.

The table:

Level Attained,Training Time,Training Cost

0-1st, 5 Days, 10 GP
2nd-4th, 10 Days, 20 GP
5th-10th, 20 Days, 40 GP
11th-16th, 30 Days, 60 GP
17th-20th, 40 Days, 80 GP

Training time and money is cumulative. 

In my opinion, player characters shouldn't just reach some magical number in the middle of an adventure and suddenly have access to new class features. Instead they have to receive training for them.

Experience Without Training

So, under this system, it's conceivable, for example, that a Level 6 PC may only be trained to Level 4, until which time they receive training.

Still, I believe that player characters become tougher, more agile, more buff, through experience. Thus once reaching suitable experience, PC's should receive their hit dice/HP increase, ability score increases, and spell slots even without training.  It's just new class features that should be awarded following formal training.

Training Others

I've always maintained that a PC/NPC at least two levels higher in the same class could train.

Example: a 3rd level cleric could train anybody to be a 1st level cleric; a 4th level Fighter could train a 2nd level Fighter.

However, classes start to specialize around the 2nd and 3rd level. In order to advance into those more specialized fields, I believe that they need to be trained by a PC/NPC of the same specialization.

Thus they must seek someone willing to train them with the requisite +2 levels and same specialization. Only a Fighter (Battle Master) can train a Fighter (Battle Master); only a Cleric of the Light Domain can train a Cleric of the Light Domain, etc.


R