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Parent thread: The Crimson Crusaders
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Hammer
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Map and Areas from Page 2 of The Crimson Crusaders

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Area 1. The Bent Hook or Ortolf's House of Sludge The Bent Hook, locally known as Ortolf's House of Sludge, is the only tavern in Botkinburg owned (but not operated) by Ortolf Heimpel. His sons and daughters, their spouses and children manage the establishment while Ortolf entertains guests and townspeople as he consumes ale and mutton.

The Bent Hook serves as the community's gathering place and Town Hall. The main building is a large, square two story establishment with a stone facing on the lower floor and wooden plank facing for the upper floor.

The roof is made of red slate and steeply pitched to accommodate heavy snows during winter and has a cluster of chimneys and heating pipes poking out of it. The rear of the Bent Hook has a single floored wood planked rear attachment that houses the kitchen and storerooms. Behind the tavern is a large yard, enclosed by a stout stone wall and fence, with a barn and stables at one end and the Heimpel's house at the other.

The door to the common room is almost always open. The room is spacious though the paneling of the interior is so darkly stained from years of collected smoke and grime that it is dark and, without the glow of friendly fires, lanterns or candles, can be brooding or oppressive.

Aside from the large table in the center of the room, there are many other tables and chairs of all shapes and sizes haphazardly scattered about the room and two large stone faced fireplaces at either end of the room. A staircase leads up to the second floor of the establishment while two large oaken doors open on to the brewery and the kitchen beyond.

The second floor is a series of rooms for let. The largest is a common room where several coppers gives one a place to sleep on the floor for the evening. There are 6 other rooms for let at 1sp at night, each essentially the same. These rooms contain four large oak beds that nearly fill up the entire space, a single table and one trunk. A bucket, towel and pan of water is provided for guests to relieve or refresh themselves during the night and are set outside the door to be disposed of by one of the servers.

The Bent Hook is also known as Ortolf's House of Sludge, due to the dark brown, near black brew officially called Kaiseren Bock or the Kings Brew. Its dark and vicious nature eventually became known as River Sludge or just Sludge.

The food served consists mainly of the take from the river which is served fried, broiled, boiled, stewed, grilled and even raw. Meats like cattle and poultry are more expensive. Locally grown vegetables such as potatoes, carrots, spinach, cabbage and legume such as pinto beans, lima beans and red beans augment those meals.

A full meal costs as little as 1sp. Soups and breads are cheaper while more elaborate meals can cost 1gp. The beer is cheap, costing 5cp a tankard.

The common room is almost full and a few guests are staying at The Bent Hook and talk of the strange happenings on the outskirts of town are often exaggerated, although goblin raiders and other more horrid creatures have been seen stealing cattle and pigs.

Some people as well as the Gold and Emerald Crusaders have gone missing in the past few months and there is talk of the return of the Wood Witch who haunts the area with her evil magics deep in The Barren Wood.

The Curse of the Crimson Crusaders is foremost in everyone's minds of late and the people fear that the curse will come upon them if the Crimson Crusaders remain in town for much more than 2 or 3 weeks at a time, but conversely the people are convinced that a blessing upon them will be invoked if they aid or help any Crimson Crusader at any time.
Area 2. The Keep The Keep is an impressive large square tower with a bartizan (turret for defense) at each corner of the roof. The tower is made entirely of stone and has three floors and a cellar beneath it. It is about 50 feet tall at the roof's peak.

The Botkin family banner, purple over red with eagle claws, tops the keep and is visible for miles around. There is one entry to the Keep on its west side and facing the river. The large oaken doors to the Keep have a smaller inset door that is usually open and guarded by several men-at-arms.

The Keep houses the Botkin family and all their retainers, including Volkmar Botkin and his grandfather Clement. The Lady Marchessa Fabressa and her retainers, including her consort Gideon when he is in Botkinburg, are guests at The Keep because of the social and political importance of entertaining one of the highest ranking emissaries of the Empress Pryzmira.

Area 3. The Chancel This is a temple where the many gods, whom the locals worships, are paid homage to. It is a large wooden structure with several floors and two tall, thin towers rising from its center. Most of the inhabitants have helped construct one portion or another of this temple, and the town considers it, collectively, their own. The Chancel is overseen by Hermannus Tersteeg and his followers.

Area 4. The Oak Grove and Shrine Off the town square is a large and sloping hill upon the top of which is a tremendous oak. The ground about the base of the hill is well worn and dusty from many years of use during festivals and markets. The upper portion of the hill is covered in thick and verdant green grass and flowers, all year round, despite any weather. The oak is likewise festooned with bright green leaves year round.

The Great Oak is a holy place where many come to offer worship to the deities of the sun, moon and harvest. There is no cleric or druid which watches over the tree, but many travel to Botkinburg to worship here. The Great Oak is covered in many glyphs that have been seared into its bark. They were placed there by the servants of Mordius, the Lady of the Forests, many centuries ago when the tree acted as a receptacle for the deity's will.

Area 5. Tinker's Caravan The area at the base of the hill on the Oak Grove is used as the town market or gathering place for festivals. There are 3 wagons drawn up and several families of tinkers are here now. They travel far and wide through the region and collect and sell all manner of items.

Area 6. House of D'Amter This is the home of Lars and Gisela Haffner, devotees to the deity of healing and curing. They live in a large single story wood framed house with an attached barn. Above the front door is a lintel with a carving of an owl and an inscription on it, 'With my hands, I bring life.' A small smokehouse is located in their backyard along with several milk cows. Their dog, a large white mastiff, lingers in front of the house and barks loudly when anyone approaches.

Area 7. Butcher Tirten Shodfoot is the only dwarf of permanent residence in Botkinburg. Long ostracized from his kin in the Aneer'rafe Hills for theft, he came to Botkinburg to avoid contact with other dwarves. In this, he has been fairly successful. He took up butchery. He is of very ill temperament, treating other dwarves especially poorly but performs his tasks dutifully and with great professionalism yet with grumbles and complaints all the while.

Area 8. Two Story Farmhouse This is the home of the Schuler's. Fritz and his wife Lisa live here with their 6 children, all of whom are under the age of 15. Fritz has a large two story, wood framed house and barn. The family lives on the upper floor with the lower floor acting as a barn. Fritz is an affable person but his wife is more like a shrew, constantly complaining about Fritz's laziness.

Area 9. Farm House A dairy farmer lives here. He and his only son spend much time hunting for food while the wife spends most of her time tending to the few cows they have.

Area 10. Old Man Nester's Nester is one of the few remaining inhabitants of Botkinburg who can remember when the town was first being settled. He is in his late 90s and usually sits on the front porch of his house whittling away at a stick. He is still spry enough to tend his chickens and gather some food but mostly his neighbors care for him, insuring he is well fed and has enough fire wood during the winter. If Nester is not on his front porch or in his house, he is likely at the Chancel praying, resting or chatting with Hermannus or at the Bent Hook drinking Sludge.

Area 11. Sheriff This is the office of the sheriff and jail. It is a small wooden structure with several cells along its backside. The current sheriff, Aaron von Bedering spends most of the day here but lives on the outskirts of the town.

Area 12. Farrier Greden Merkmen hunts the entire range of the Hruesen River looking for beaver, fox or other animals whose hide brings a fair value in Ludensheim or Botkinburg. He is a quiet man and keeps to himself and as such, has earned the distrust of his neighbors and fellow townspeople.

Area 13. Blacksmith Darmek Veldenman is a general purpose blacksmith and not highly trained in weapons making or armor repair. He can do general repairs on weapons and armor. He is also capable of making all manner of other goods commonly found in farming communities though.

Area 14. Woodsmen This rambling house and series of sheds belong to 6 brothers who are carpenters and woodsmen. They are a jovial lot who drink too much and work too little. None of them farm and only exchange firewood, cut wood and services for food or other needs. They are often found at Ortolf's House of Sludge drinking long into the evening.

Area 15. Farmer This family spends most of their time working the garden in the rear of their house and tending several milk cows. They have been here for several generations. The father is not fond of strangers and tries not to have dealings with them. His son and daughter both work in The Keep as cooks part of each day.

The head of the household, Mertin von Stock, is rumored to have a secret past as he is getting on in years and occasionally hints at his secret past. His wife died after the birth of their second child.

Area 16. Farmer This narrow two story building is home to a friendly and affable family of 10. Well fed, the Keller's have several dozen dairy cows. Much of their time is spent milking the cows and preparing cheeses which they sell locally and send to markets in larger cities once every 3 months. Lately the roads have become unsafe and journeys often postponed or abandoned.

Area 17. Fisher This fisherman lives with his 2 surviving daughters. He rarely fishes and spends most of his time at the bar drinking away his daughters' catch. The daughters, Gisella and Nina, are very familiar with the river and truly dislike their father.

Area 18. Fisherman The house of Grunald Horfane hangs halfway into the water. He has a boat attached to his windowsill and spends most of his time on his front porch, the only part still out of the water. The house was built some time ago on the side of a steep hill on the banks of the Hruesen River. Over time it has slowly slid halfway into the water. Oblivious to the eventual collapse of his house, Grunald continues living here, often fishing from atop his roof.

Area 19. Boat Ramp This was once a wooden bridge, whose remnants jut out into the river about 15 feet. Many of the fishermen gather here in the morning and afternoon before and after fishing. They discuss the days catch, mend nets and sell fish.

Bafler Hill, The Halfling Quarter
Area 20. The Swilling Swan
The Swilling Swan is a small brew house and bar built into the side of Bafler Hill. It is almost exclusively frequented by the halflings in Botkinburg as it is built only to accommodate people of their size. However, some of the humans do gather outside at several tables to partake of the good halfling wines the brew master concocts.

This is usually a jovial place as the owner, Megarin Paracook does this for fun rather than for a living. Megarin lives nearby with a large family of 9. They spend much of the year tending their crops and raising sheep.

Area 21. Carpenter This is the home of the halfling Befren Needlemire, a carpenter by trade and farmer by necessity.

Area 22. Farmer Edward Hale raises a few cattle but mostly tends to a large variety of crops in an expansive garden. He has a family of 8 and lives in a two story wood framed farmhouse. Part of the first floor is reserved for a barn.

Area 23. Fisher This halfling family lives in a small burrow located on top of the hill. Their home is warm and cozy, filled with old furniture and many rugs and carpets. Mrs. Mar Eldon runs the household. Her husband drowned in the river some years ago, a happenstance she talks about constantly, particularly at The Swilling Swan where she spends a good deal of time tipping back mugs of brew.

Area 24. Farmer Another of the halfling farm families in town and an exception to the general industriousness of that community. This man, Barstow Frizzyfoot, has many children and a large wife whom he calls “BT” but Barstow has never revealed what the initials stand for, though he is often found in The Swilling Swan drinking brew and laughing to himself, all the while muttering “BT” over and over again.

Area 25. Farmer This family of halfling woodsmen, the Shipps, live in a one story building near the other burrows. They spend much of their time in the woods cutting and hauling wood. They also have a sawmill near their house where they cut and prepare wood for sale and make barrels and boxes as well as furniture and other objects.

Area 26. The Gold Crusaders Barracks Recently built barracks located in the northwest area of town next to the Hruesen River that holds up to 100 Gold Crusaders who are commissioned to protect Botkinburg. Groups of various sizes are daily and nightly patrolling the north, east, west and south borders of the town and have been sent across the river to the Black Tooth Ridge areas on occasion, as well as into the Barren Wood. Most of the weapons and armor that have been shipped on the 3 river boats are stored and distributed from these barracks.

Area 27. The Halfling Community A rather new community on the west side of Baffler Hill and below ground, protected by a hedge of thorns 10 feet high and 10 feet thick where most of the halflings have been gathering and preparing for an expected war against the taint encroaching the land from the Black Tooth Ridge and beyond. No one really knows how well fortified this community has become, as Wymon Whitefoot has sent messengers to gather weapons, a few magic items and recruit halfling fighters for the expected war.


Posted on 2010-12-11 at 16:45:34.

Hammer
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Karvilo to Area 18

Gandalf the Smooth already informed me that he plans to send his Ranger Karvilo the Unseen to visit Grunalf Horfane

Area 18. Fisherman
The house of Grunald Horfane hangs halfway into the water. He has a boat attached to his windowsill and spends most of his time on his front porch, the only part still out of the water. The house was built some time ago on the side of a steep hill on the banks of the Hruesen River. Over time it has slowly slid halfway into the water. Oblivious to the eventual collapse of his house, Grunald continues living here, often fishing from atop his roof.


Posted on 2010-12-11 at 16:51:07.

Hammer
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After Going to The Swilling Swan

After we go to The Swilling Swan you all need to let me know if you are staying in The Halfling Community or at The Bent Hook aka House of Sludge?

I will be writing a Castle Keeper post to encompass 4 days from Tuesday May 8 thru Friday May 11 before we go to the Betrothal Ceremony on Saturday May 12.

Need to Know what Areas you all want to explore and talk to the locals?

My upcoming Castle Keeper post Crimson Crusaders at The House of D'Amter will present a request to The Shaman Tohmaz and some info that may cause some others to want to go to a certain place to talk to some people!

That post will probably be posted on Monday or Tuesday!

Meanwhile, just work on your back posts!


Posted on 2010-12-11 at 16:56:31.

Hammer
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Okay Gang

I do realize that the Christmas season is occupying most everyone's time and attention.

Before I leave Ghana I want this adventure to have progressed far enough to get things rolling, so I am planning to go ahead and just assign where every PC Character goes, stays and stores their Gold and Treasure.

From what I have observed, the 5 men will be staying at The Halfling Community, so I am planning to have the 3 women stay at the House of Sludge.

This is so the women can bond a bit and also keep a restraint upon the Rogue from trying to rob everybody blind while staying there! I know the Monk Rhiannon might prefer to stay outside in The Halfling Community, but she also wants to find out who has attacked her and it would seem to be a good place to sort out some rumors!

Karvilo wants to visit the old man on top of the house falling into the river, Tohmaz has been asked to visit The Keep to help Clement Botkin and BluddGrinn wants to go there also as posted.

BluddGrinn will also be visiting the dwarf Butcher and our Barbarian friend (Nomad D2)did mention in one of his posts about wanting to check out the Farrier.

Drogo will be up to his neck in Halflings, but he will find time to get away and visit the Hafners again at The House of D'Amter.

If there is any particular place your character wants to go, then please speak up by Friday because I will be typing the results over the weekend.

I am planning to send the Bard and possibly the Rogue back to The Chancel to read some more script, or at least attempt to read some more.

By the way, everyone will be at Level 3 by the end of The Swilling Swan segment and the others who have already leveled up will quite possibly hit Level 4 (Rogue may end up a Level 5 before leaving Botkinburg!) by the time all the goodies are distributed from what you encounter during your stay in Botkinburg!


Posted on 2010-12-14 at 13:15:44.

Hammer
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By the way ...

..... in case you did not notice over in The Crimson Crusaders posts ... I have posted The Crimson Crusaders at the House of D'Amter ... plus BluddGrinn and Drogo after they receive their gifts from the Hafners!

This gift explains why we must remain in Botkinburg for 8 days and begin our journey on day 9 towards The Black Tooth Ridge!


Posted on 2010-12-14 at 13:19:33.

Odyson
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To the Keep?

Well this is interesting, Tohmaz going to see the elder Botkin.
I was planning for Tohmas to rise before dawn each of next six days and go to the Oak Tree in the Oak Grove to read his book. He'll take some food and water with him for breakfast and lunch. He feels that being near the tree would also bring him close to his Goddess, Atira.

Now he will visit the Keep and Clement mid afternoon the first day after their visits to the locations for their gifts. I'm not sure if Clement can be strengthened by Altira in a Rain Dance ceremony, but if he his condition in NOT natural aging then maybe she can cure him and clear his mind.

When you say fully cure, does mean limb regrowth? There's a one armed guy in the Keep that might like to dance too. He would be a great help to an old man to help him dance for two hours. Perhaps the son and daughter of the farmer Mertin von Stock could also help then Tohmaz will visit them and their father later in the week to speak of Atira's blessings to his farm and maybe find out some thing of Mertin's secret.

If Clement is too old to dance then I'll invoke the name of Atira and if she comes then I'll ask her to heal this brave defender of her lands.

If Tohmaz makes level 4 before we leave I was planning to offer the Halfling settlement a some plant growth to strength the hedge and to the von Stock garden, shoot maybe just a general area spell to help all the local farmers.

Just happened to think that it makes sense that Tohmaz would stop by the Tinkers and ask about the lands they have traveled and what they have seen.

And spend some more time at the House of D'Amter to learn more of herbs and healing. Also as to what animal parts they want and what herbs. He plans to spend time collecting such items to make a Medicine Man's pouch for each member but each one takes a month to complete. He can set some aside for Lars and Gisela Haffner.


Posted on 2010-12-15 at 02:56:24.
Edited on 2010-12-18 at 21:19:21 by Odyson

Nomad D2
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Travelling question

To the group - it seems logical to me that the group will want to travel with horses and we should all request one with tack. Is that reasonable?

As for where to go- the Barbarian was inclined to talk to the one armed captain of the guard and the furrier - and anyone else he can find who explores the woods. Maybe the woodsmen, but he is little impressed by drunkards.

Trossach will almost certainly be staying with the halflings.


Posted on 2010-12-16 at 04:09:36.

Hammer
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The Swilling Swan is Now Posted

Okay Crusaders!

The Swilling Swan is now posted and you now know what your 3 gifts are!

My plan is to post on Saturday for BluddGrinn and Drogo from The Swilling Swan and to see if anyone else has mentioned where their PC Character may want to explore and get some info!

I will type up the results of your info gathering for the 4 days, plus whatever else is given to your Crimson Crusaders Clan to help fight against the unknown evil lurking about in The Black Tooth Ridge and The Barren Wood.

Every PC Character will be at least a Level 4 before leaving Botkinburg!

I will try to accomodate all your requests and will also include some other scenarios to flesh out what needs to be learned and gathered for your journey!


Posted on 2010-12-16 at 11:41:37.
Edited on 2010-12-18 at 09:52:16 by Hammer

Hammer
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Monday or Tuesday

I will be posting by Monday or Tuesday the next 4 days of information gathering (game days Tuesday thru Friday May 8 thru 11).

The Bard and the Rogue will be staying at The House of Sludge and the rest of our group including the Monk will be staying at The Halfling Community!

I will be working on the 4 day scenario today and get it finished in time to post on Monday if at all possible!

A scenario for The Betrothal on Saturday (game day May 12) will also be posted before Christmas and hopefully another scenario will be posted before Christmas before I leave Ghana to return to the States.


Posted on 2010-12-18 at 09:58:04.

Odyson
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Level 4

I had thought that the shaman would pick up 1 level 3 spell when he reached Level 4. I had also gathered that from your original character description that "Plant Growth" would be his first level 3 spell. That was why I had indicted that Tohmaz would use that when he left to help the town.


So if that's not going to happen, time for a "Plan B".


Posted on 2010-12-19 at 15:47:42.

Hammer
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Druid and Cleric Spells

In Castles and Crusades the Druid and Cleric receive their first Level 3 Spell when they attain Level 5 Character Class.

I will post what Spells your Shaman will receive and you also get an extra Spell from the American Indian Pantheon as you progress in Spell Levels!

(Cleric is getting his extra spells from Dwarven Pantheon!)

Plus you are getting a Bonus Spell for Level 1, Level 2 and Level 3 Spells because of your Wisdom Rating!



Posted on 2010-12-20 at 11:58:07.

Hammer
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Castle Keeper Posts are ...

..... on track for being completed before I leave Ghana!

I just have 2 more to post including The Betrothal Ceremony and then another while we are still in Botkinburg getting some of our supplies!

Every PC Character player needs to get their list posted of what they want to be carrying to The Black Tooth Ridge!

Otherwise I will just have to generically post, which I would rather not have to do!


Posted on 2010-12-20 at 12:02:21.

Hammer
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The Betrothal Feast ...

..... is now posted along with posts for Drogo and BluddGrinn.

Lord willing I will get another Castle Keeper post up in the next day or two, so players need to make some decisions for their characters accordingly once you read the next post from the Castle Keeper!

Have a Blessed Christmas everybody!


Posted on 2010-12-21 at 15:29:10.

Hammer
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Armor and Ale ...

..... is now posted along with the corresponding posts for BluddGrinn and Drogo!

In case I do not post here again until after I reach the States I pray everyone have a Blessed Christmas and Prosperous New Year!


Posted on 2010-12-23 at 18:14:53.

Hammer
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Recovering from Jet Lag

Hey Gang

I am back in the States recovering from Jet Lag and visiting relatives over the New Year Holidays!

Since I will be returning to Tulsa late on Thursday night January 6, I am asking that everyone post or PM me as to what you are doing against the Orcs!

My plan is to begin posting battle scenario outcomes on Saturday the 8th of January!

This includes the armor you are wearing and what weapons you are using?

I need to know if the Barbarian has given away any of his Slaying Arrows that are attuned to Orcs?

Also is he first firing a Slaying Arrow or one of Hino's Fire Arrows?

Right now I am assuming that the Barbarian, Monk and possibly the Bard are firing arrows?

Probably the Ranger has a bow?

If I do not hear from you in the next few days then I will be forced to just assign weapons and armor to get the scenario rolling again!


Posted on 2010-12-30 at 19:44:08.

   


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