Helix village.

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Spearmint
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Helix village.

#1 Post by Spearmint »

This is your forum to post actions and communication as you explore around and live here when not on an expedition. Post any interactions with shop owners and NPC's here that do not have a separate forum such as the tavern.

I will add more facilities and merchants as the need arises.

Map of Helix

1. Village Square. This is the central meeting point and marketplace in the village. The market runs weekdays.

Several merchants hawk local farm produce from canvas covered stalls. Barrow boys shout out their wares. 'Burger chariots' grill 'rat-on-a-stick' local delicacies. A local butcher may purchase carcasses of fresh quality game and deer.

The town crier makes announcements each day at noon from a dais in the center of the square. The square also contains a pillory and a pulpit for wannabe preachers to test their oratory skills.

2. Turgen's Trade Goods.
The merchant Cirwyr Turgen has provided basic equipment and trade goods to the villagers of Helix for decades. He also serves as the local agent for the Silver Standard Caravan Company and facilitates shipments back and forth between Helix and Ironguard Motte. Turgen also hires men-at-arms, mostly through the mercenary guild (q.v.) but occasionally from unaffiliated adventurers, to serve as protection for his caravans.

3 The Axe and Anvil
Karg Barrelgut is the lead hammer at the Axe and Anvil. Barrelgut is a fine craftsman and serves the village in the varied roles of blacksmith, armorer and priest of Moradin, as needed. His young cousin Gern works as his apprentice. Barrelgut was originally from the Stone Mountains far across the plains to the east but fled decades ago for an unknown reason. He has befriended the other dwarves in Helix and his smithy now serves as the de facto dwarven meeting place (social and religious).

He can provide all the weapons (except bows and arrows) and most armor types (plate must be ordered from Ironguard Motte on a cash up-front basis and will take one week). In addition, adventurers can also purchase a broadsword from the Axe and Anvil for 8 gp. (The broadsword is the favored weapon of warriors in the duchy.) If given sufficient time, Barrelgut can make unique non-magical dungeoneering items and equipment.

4. Mercenary Guild.
This building serves as the home of the mercenary guild in Helix. Osen, the Guildmaster, created a business for himself recruiting men-at-arms, porters, torch-bearers, guides, and so on to serve adventurers and expeditions into the Barrowmoor and the surrounding region. In the spring and summer months, when the population of Helix swells with the influx of lowly adventurers, scoundrels, and rogues, Osen and his guild manage to bring order to the village. Osen is disliked by the villagers due to his friendly relationship with Krothos.

5. The Silver Standard Merchant Company. This building serves as the supply depot for the Silver Standard Merchant Caravan Company in Helix. Trade goods are both delivered and loaded at this location. Cirwyr Turgen oversees each shipment personally and normally has a small crew of men to load and unload the caravans. The building is locked at night. It may also be protected by several guards, subject to the situation. The Caravans follow a route tat exchanges goods between Helix, Ironguard Motte, and Bogtown. The road between these locations is little more than a perilous dirty trail and caravans are forced to move slowly. Moreover, travellers are often attacked by brigands and monsters: froglings, lizardmen, and worse.

6. Chapel of St Ygg.
The is a stone chapel complete with tiled floor, wooden ores and stained glass windows. It occupies a large plot with an overgrown graveyard extending to the fields behind. Brother Othar and his underclerics Cella and Gamdar oversee the shrine and tend to the needs of the villagers.

7. The Rosy Quartz Jeweler and Money Lender. This is the shop of Gir Huwen, the village's jeweler and money-lender. Huwen provides several services for adventurers, including the appraisal of gemstones and other precious treasures, exchange of these items into gold pieces, banking services, and lending.

8. The Brazen Strumpet.

The tavern is the heart and soul of the village. Bollo the Barkeep owns the tavern. The tavern is usually quiet in the mornings and early afternoons. Patrons normally start arriving in late afternoon and the music and merriment continue until Bollo closes the tavern in the wee hours of the morning. The tavern is a hub for adventurers as well as locals.

9. The Foul Pheasant.
This is the only gambling house in Helix, run by the halfling Perni. Perni is a fount of information (of unclear accuracy), which she dispenses to adventurers for the right price. Krothos Ironguard, a high-stakes gambler, makes regular appearances late at night.

10. Wizard's Spire.
This decaying spire is the home of Mazzahs the Magnificent, the local wizard. The structure is in disrepair and the sides are covered in green moss. Mazzahs is a grouchy man, with a penchant for turning irritating people into small animals; Krothos has suffered him to continue living in the village out of sheer terror. However, he does have a great interest in the secrets of Barrowmaze and is reported to pay good money for interesting lore.

11. Valeron the Fletcher.
This is the home of Valeron the elf, the finest bowyer and fletcher in the Duchy (and beyond). Valeron is also said to possess the ability to weave cloth of giant spider silk.

12. The Old Mill.
The mill grinds grain brought from Ironguard Motte into flour for the villagers. The miller, Hendon, is a capable man and occasionally walks the moor in defense of the village.

13. Barrowmaze.
Barrowmaze lies at least four hours' march south of Helix, though new arrivals have no hope of getting there without the aid of a guide. A permanent fog dwells over the moor in thick misty clouds that make visibility poor.

14. Statue of Herne.
Surrounded by a ring of stones, a statue of Herne stands in a secluded grove three miles west of Helix. Some villagers travel there to worship.

15. Ancient Ruins.
An ancient white marble ruin, perhaps once a temple, can be found in the Blackened Forest about five miles north of Helix. The ruins are covered in the same giant spiderwebs that dominate the wood.

16. Ironguard Motte.
principal city and seat of the Duke. It is more than 15 miles away and the trail is little more than a pot holed cart track in places.

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Stirling
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Re: Helix village.

#2 Post by Stirling »

Vann Hector

Follows up on the advice from the miller's crew to visit the mill and try to obtain more information regarding the disappeared poacher turned ranger 'Old Basil' and his men.

Arriving at the windmill he looks for any cottage attached assuming they won't actually live inside. He greets any workmen politely and knocks on the door, waiting patiently to be answered.

"Good day. Sorry to trouble you but I was engaged by several workmen from the mill at the Strumpet. They shared concerns about a ranger. Old Basil? And suggested I asked Vinaif I can be of help in anyway?"
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Re: Helix village.

#3 Post by Spearmint »

The Old Mill

Vann Hector

The mill is easy to spot, its four triangular slatted sails slowly turning in the breeze. The mill stands on a small hillock and rises to four tiers. Its thatched roof made detached so that it rotates into the wind giving 360' degree power to grind the millstones all day long. Separate is a small cottage set amid a patchwork of vegetable gardens and bean frames. A scarecrow stands guard, impaled in place, warding the crops against the crows which roost on the gables. A couple of cheery halflings tending matters point you to the cottage door, bright red painted in contrast to the whitewashed exterior.

"Enquiring after Uncle Basil? Please come in. May I offer you a drink?" says the lady of the house, Vina. You sit politely in the lounge as the miller is fetched from his work. Hendon arrives and greets you.

"My wife is rather worried. Old Basil and a couple of his poachers were expected back weeks ago. Normally they are only away a couple of days. Three weeks and counting now. We hold fast in faith but our hopes wear thin. Any help to locate them would be gratefully received."

Hendon and Vina are in middle age. Their cottage and industry looks prosperous and the room has portraits of several children. In the centre of the room is a large weaving frame and a roll of yellow silken cloth dangles from the knitting rods.

Vina repeats what initial in information you obtained. That Basil intended to go near the Moorwash delta as it empties into the marsh and was intenting on trapping in a specific favoured territory.

Ask any questions? What would you like to know?
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Re: Helix village.

#4 Post by Stirling »

Vann Hector

"I understand your concern however bleak it may look. Until you know then the waiting for news can be agonising too.

I do have some questions and thoughts. In the absence of any ransom note we can assume they are not held prisoner somewhere. I would also think you have sent messages to Ironguard Motte to check the hospitals have not taken in some unidentified injured parties who may fit the descriptions and you are well acquainted with other people he might meet and trade with.

So that narrows possibilities down but that does not mean you lose hope."


He tries to be both pragmatic and empathetic. "Helix has a clutch of hired hands. Have you tried sourcing trackers from them?"
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Re: Helix village.

#5 Post by Spearmint »

The Old Mill

The miller Hendon and his wife Vina listen to your thoughts.

"My own ranging days are over. I learned from Basil myself and we scouted for the Duke's militia during troubles a decade ago. But I am a family man now and the business takes much of my time. I have had to restrain the boys from trekking out. They want to prove their manhood and they are capable youth but Vina fears losing them too.

Osen the guild master is not a man easily trusted and has little in the way of village loyalty. He came with the first wave of adventurers to explore the moor then found more lucre in hiring out men willing to risk their lives than risk his own.

Are you not an adventurer too? Why would you help us?"
the miller questions your motives before being chided into shame by his wife.

"Pardon my husband. There are factions in the village, the new and the old often clash. I do appreciate your interest and any help will be appreciated." she points to the silken cloth on the loom. "Spider silk. Almost more valuable in weight than gold. The village seamstresses sew blousons and cloaks for the nobility. The quality is superb and the properties insulate against the cold but are so lightweight. They sell for 100gp I am told. If you can find Basil, I will tailor one for you."
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Re: Helix village.

#6 Post by Stirling »

Vann Hector

Checks over the quality of the cloth and admires its sheen and width. Certainly a step up from the cotton 'off the rails' garb he wears.

"In truth I am new too but I look to settle down. My reputation is poor and I have kept moving to find some quiet backwater to rebuild my life. Maybe this village is the place and I may find acceptance not suspicion. To be judged on the content of character and not the race of my skin. I know elves are often aloof and haughty.

I saw some adventure seekers in the tavern. Hungry to eat and hungry to explore. Perhaps one or two can be cajoled into help. If they can be rewarded too and I can source a tracker then I will go for you. If I find nothing in the delta though I am not sure where else to turn."


If I can find some specifics in where Old Basil would likely hunt or place traps, that would kickstart any search. Just wandering even a 5 x 5 mile square looking for a dead or half dead body while shouting "Basil where are you?" might be a long and futile search.
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Re: Helix village.

#7 Post by Spearmint »

The Old Mill

"Well it is hard to out a price upon a man's life. And it is not just Basil, there were two companions with him. But I have some savings I will commit to the search. I can offer up to 50gp for news of the three men. Definitive proof, so at least we get closure." Hendon offers as you make to depart.

Upon leaving you are about to make you way down the lane into the village when a ruddy faced boy, in his early teens, comes running to you from the rear of the cottage.

"I'm Tamson. I overheard you talking to Ma and Pa. I want to help but dad says it is too dangerous. He knows I can track and I know my prints. I am good with a bow too and take take out a scavenger from 100 paces.". He holds his right hand up spreading his fingers wide. "Great Uncle Basil used to go along the thumb of the Moorwash as it breaks into the delta. The river has five digits and he would trap along that one. I can come to yes?"
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Re: Helix village.

#8 Post by Stirling »

Vann Hector

Ruffles the head of the boy, "I am sure you are strong and brave enough Tamson and maybe I will need your skills in the future. But I don't want to risk the ire of Hendon or Vina, or to risk your own demise. But I will search the area you recommend if I can get a tracker to take me."

I am going to disappoint the boy but no regrets because even if we come back unharmed, the parents are not going to be happy.

'Shooing' the boy back home before he is missed like a stray dog, Vann Hector will visit the mercenary guild and enquire about a ranger to take me hunting by the river.
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Re: Helix village.

#9 Post by Spearmint »

Mercenary Guild

The guild of never-do-wells, renegade hedgeknights, veteran ex-militia and hired hands is based in Osen's house. A small faux tower doubles as an office and reception while in a courtyard beyond, several shifty characters laze under lean to thatches, preening themselves or their armour. A small arena of wooden dollies and rotating dummies for the jump / duck athletics and hitting practice is in the centre, alongside some gym equipment and straw men painted with target rings.

"You buying or selling?" says a gruff voice as you enter. 'GBH' is a large half-orc, who looks like a non-nonsence wrestler, arms bigger than your thighs and thighs bigger than, well ...he's a strapping lad.

Osen himself is short and rotund, middle aged. He has greying hair and wrinkles. He wears a broadsword, the hilt jeweled with a wolfs head and some scaled armour, possible from a gator.

"I can offer work or offer men. Whatever you need, wherever. Subject to my terms and conditions which are not negotiable. So sonny, how can I help?"

The guild can provide mercenaries of all classes, subject to availability. As a general rule:

Hirelings: will act as torchbearers, baggage carriers, trackers, pathfinders, camp watch duties; giving physical practical help but unless critically threatened in personal melee, will not usually engage in combat or take initiative in actions.

They are paid a guild fee, generally 1-3gp daily. Equipment, armour and weapons are guild provided. They receive no experience and a half share of treasure

Retainers are more seasoned mercenaries. They will join in combat, explore dungeons and share risks, acting as bodyguards, using their professional skills as needed.

They come with their own equipment, charge a higher fee, generally 3-5gp daily and earn a 1/2 share of experience and full share of treasure.

Osen also charges:
'An administrative tax' paid to the Duchy of 5sp.
An insurance liability, last will and testament indemnity of 5sp.
And a 'non-returnable' deposit of 10gp per level of mercenary. (If you don't return him I need to look after his widow and orphans). If he comes back, you get you money back.

so the way we do this is you pitch your expedition or need. Roll a 4d6 vs your charisma. Your result dictates what sort of skill level and person may be acquired from the guild. A failure may just penalise you with a higher rate of fees, as they lack confidence in your ability to lead or the success of what you present.

So, describe what sort of mercenary you would like to hire and any specific class features and then post your roll.
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Re: Helix village.

#10 Post by Stirling »

Vann Hector

Vann Hector hires a mercenary vs 9 [4d6]=17

this is not going to go well

"Mr Osen, I have heard you are a man of martial experience leading a fine troupe of skilled men-at-arms. I am looking to acquire the services of a suitable tracker, a ranger. One who may know the lie of the land, particularly around the Moorwash. I hope to leave Helix on the morrow and return within a day or two. Do you have such a man available?"
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Re: Helix village.

#11 Post by Spearmint »

The Mercenary Guild

Osen and GBH burst out laughing.

"Look sonny. We don't mean to demean your intent but you are obviously new around here and have no reputation. You ask us to trust you with our most trusted but demonstrate little knowledge of what it means to lead others with regards to their well-being.

But I understand you want to help. Create a name, be esteemed. The only folk wanting to tour the delta are numbskulls following in the footsteps of that missing poacher fellow. But I am not going to dismiss you entirely. We have some young'uns in need of experience. Ex-borstal lads needing to learn a trade. Tell you what. We'll send you on your way with Dawg Dann. Meet him here tomorrow."


GBH writes up a scroll 48 hrs contract which you sign if amenable.

-13gp but 10 will be returned if DD survives.
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Re: Helix village.

#12 Post by Stirling »

Vann Hector

Mutters ashamedly, his lack of experience showing. Still he has someone to lead him to the riverbank. He pays the 13gp, taking a contract copy, though he really doubts it actually holds any value should things go tits up.

Now he needs to recruit more willing hands to brave the dangers on simple risk and rewards merit. I will head back to the Strumpet via a brief visit to the chapel.
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Re: Helix village.

#13 Post by Urson »

Mai Ronin
Mai knocks on Valeron's door- or doorframe, if the door is open. She bows slightly. I am called Mai Ronin. I saw your notice on the bulletin board. How do you protect your silk-gatherers?
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Re: Helix village.

#14 Post by Spearmint »

House of Valeron

A small detached cottage set at the end of a quiet lane of terraced townhouses, painted in soft blue-egg woad and thatched in intricate bundles. In a courtyard to the rear and side, a gaggle of ducks and geese peck incessantly, announcing your arrival with much noise and clacking. You note a woman in a long green dress which drapes full length over her ankles upon the floor as she walks among them scattering feed.

You knock and a tall, dark haired elf greets you. Introducing yourself in elven, you pass obligations and he invited you in to a workshop room.

Around the walls are several bows. Some made if horn or bone, others of traditional woods. The multiple grains showing several different varieties cut or shaped to long, short or a neo-classical compound design. Quivers overflow with arrows and his worktop bench has numerous fletchings, shafts and feathers bring prepared.

He looks quite the artisan bowyer and fletcher.

Enquiring about the bulletin he nods. "Ha. You ask about my other skill. Let me show you."

He takes you down a corridor and into another workshop where two woman sit at weaving machines, silk fabric intricately threaded in fine threads to produce rolls of silky linen.

"It is a thriving industry for many of the women. We collect each year the silky threads spun by the spiders in the woods and transform them into beautiful garb which we sell. But the collection is not easy. The spider silk comes from a very dangerous breed and the webs they form become very sticky quickly. Left in the forest, the threads attract flies, critters, leaves which spoon the line. The best quality is not just wound up on a spool like a cotton reel but pulled direct from the spider. The druids used to help but with the hive crisis they cannot use their knowledge to entice the spiders in a non-threatening way.

So catching and milking a spider is what we do though the danger from being stung is obvious. Less people each year risk going, preferring to venture south for the Barrow moor. Though many consider that to be equally if not more dangerous.

So, you have to lure a spider, secure it in place and slowly wind up the threads on those empty spools. Each will carry about 100 yards of thread.

We pay good money and I can provide entangling nets and spools."
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Re: Helix village.

#15 Post by OGRE MAGE »

Spearmint wrote: Tue Jun 08, 2021 12:20 am He suggests you may want to touch base with 'the other mad wizard with the strange hair." Mazzah 'the Magnificent', lives in a tower in the village. He will happily collect a fee for folk enquiring.
If you meant for this to happen before we left, I will try to keep it brief. If you meant after we return, ignore this and I will pick it back up if/when we return to town. Thanks!

Sven looks around town after the advice from Bolo, spotting the strange spire off in the distance.

"Hello! Is anyone here? Does the great and powerful Mazzahs the Magnificent have a moment to spare to speak with a budding arcanist?"
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Re: Helix village.

#16 Post by Spearmint »

yes I will deal with this 'if & when'.
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Re: Helix village.

#17 Post by Urson »

Mai Ronin
The Elf makes a slow circuit of the shop, admiring the craftsmanship of the bows. You have great skill, Okyakusama Valeron.

After the fletcher describes the job, Mai nods, thoughtfully. I see I was mistaken. I had wrongly assumed that it was a simple matter of tearing down webs and winding up the thread- similar to harvesting silk from worms. We will need a plan, skill, and the blessings of the Shinseina kōtei to succeed. My companions and I will need to discuss this. Blessings of the day, Valeron.
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Re: Helix village.

#18 Post by Spearmint »

House of Valeron

Valeron bows formally. Silk worms are easy to kill. The steam from hot water stifles the pupa inside before they can break the cocoons. The silk rolled up as bundles.

But spiders are a different creature, territorial, cunning, voracious of appetite. Even enough to eat their copulating partners. The silk web is spun to snare prey not serve as a protective shroud. You can harvest lesser grade silk from webs but the risk of ambush from the predator is high.

The silk drawn directly out of the abdomen glands is of a higher quality for the extra enzymes and proteins it possesses enable our 'spiderstresses' to weave particular qualities in garments. Hence the cost of the linen and the worth placed on the raw product.

When you are ready, I can provide all the silk reels and a holding net."


Valeron replies to your concerns. He sees your interest in the bows. "Unlike any you will find elsewhere. Finest horsehair strings, taken from the tail of a Pegasus no less that one.".
He points to another shortbow made from a dark grained ebony wood. "I need a special component to complete that order also."

As you leave, he gives you an arrow from a rack of fletched shafts, the feathers have a fine sheen and colourful pigment. The arrowhead is sharp and barbed with a silver glint.

"A gift."
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Re: Helix village.

#19 Post by GreyWolfVT »

Dalin tries to find out where to locate Krothos by asking random people in the square. "Could anyone tell me where Krothos is? Where is his office?"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
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Re: Helix village.

#20 Post by Spearmint »

Village square

Dalin enquires about the whereabouts of the feudal lord of the region. Krothos Ironguard, youngest son of Duke Aerik and heir to the Duchy since the untimely death of his elder brother. His promotion from 'spare' to heir though has not be favourably received.

A quarried stone built manse, complete with crenellated tower and high courtyard surrounding wall. The facade covered in vines of ivy creepers, the windows leaden glazed panes, the doors reinforced oak. A guard leans on a pikestaff by the porch entrance. He stiffens to attention as you approach down a gravelled drive then relaxes.

"Yeah. Whaddya want?"
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