* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Should Castellan keep be moved Started at 03-22-05 05:31 PM by Chris.Nix Visit at http://forums.gleemax.com/showthread.php?t=399741 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Chris.Nix Date : 03-22-05 05:31 PM Thread Title : Should Castellan keep be moved IMO Castellan keep should be moved down river to the first hill hex, otherwise the garrison will forever be on the edge of starvation. The garrison would need to actively campaign in all the surrounding hexes in order to secure enough food. The attrition rate alone would make it a very unpopular posting. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Chris.Nix Date : 03-22-05 06:07 PM Just had a sudden thought. I also added baroney boundaries for Threshold and Verge (Sir Retameron Antonic knighted by the Duke Gaz1 page 58). IMC. Duke Stefan, what an old duffer!, 30 years in the job and 6 baronies handed out. Can't make a decision can he. Most of his Military are wondering when their knighthoods will happen. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Kheldren Date : 03-23-05 03:39 AM Castellan keep is supposed to be a military outpost to control the humanoids in the area. I would not expect it to grow its own food - it would have regular supply trains, large stores (possibly go the winter on stored food) and possibly a number of priests with Create Food spells. As such it would be pushed as far into the unsafe territory as militarily supportable - pulling it back would really hinder its purpose. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Malteen Date : 03-23-05 09:23 AM Might wanna take another look at what monsters are supposed to be in the area. There may be humanoids around there but my map is clearly marked "Frost Giants". I imagine this makes it even more unpopular. My biggest concern is the supply line for the Keep. It would actually make more sense to move it downriver, I would suggest to the furthest navigable spot as this would be the fastest mode of transit for supplies. It would also prevent them from being so easily surrounded and cut off. I have never really liked its placement for other reasons as well. There is a swamp full of cold-blooded lizard men in the same climate as frost giants? Where is this trade-route then that merchants are being bandited on? Why aren't frost giants part of the module or take any interest in a cave complex full of humanoids and evil priests on their own lands? And why would anyone other than a soldier come up to such a remote region when there isn't any trade? IMC we moved it to a spot on the Duke's Road roughly halfway between Kelvin and Penhaligon. The terrain was fairly close to what it is in the module and makes more sense as a protection and way stop for the trade on that road. But we gave it a new name and left Castellan Keep where it was (though, I usually destroy it with giants as a plot later.) The new Keep also becomes a hotbed of intrigue as both the leaders of Kelvin and Penhaligon vie for control to add it to their territory. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Chris.Nix Date : 04-01-05 03:12 PM I have never really liked its placement for other reasons as well. There is a swamp full of cold-blooded lizard men in the same climate as frost giants? Where is this trade-route then that merchants are being bandited on? Why aren't frost giants part of the module or take any interest in a cave complex full of humanoids and evil priests on their own lands? And why would anyone other than a soldier come up to such a remote region when there isn't any trade? IMC we moved it to a spot on the Duke's Road roughly halfway between Kelvin and Penhaligon. The terrain was fairly close to what it is in the module and makes more sense as a protection and way stop for the trade on that road. But we gave it a new name and left Castellan Keep where it was (though, I usually destroy it with giants as a plot later.) The new Keep also becomes a hotbed of intrigue as both the leaders of Kelvin and Penhaligon vie for control to add it to their territory. I'm actually going to shift B2 to Riverfork keep IMC, on a trade trail, marshes to the south, hills north, the Iron ring nearby, the Sons of the Black Eagle (Bargle, polymorph, female orc, delight, Baron, ugly children) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : havard Date : 04-04-05 10:40 AM Might wanna take another look at what monsters are supposed to be in the area. There may be humanoids around there but my map is clearly marked "Frost Giants". I imagine this makes it even more unpopular. Yep, there is indeed a settlement of Frost Giants not far from Castellan Keep. I would agree that that would make serving at the keep something most soldiers would try to avoid, it makes the Keep itself all the more important. My biggest concern is the supply line for the Keep. It would actually make more sense to move it downriver, I would suggest to the furthest navigable spot as this would be the fastest mode of transit for supplies. It would also prevent them from being so easily surrounded and cut off. Perhaps an alternative to moving it would be looking at the landscape surrounding it. Although even on an 8-mile hex map the surroundings are marked as mountains, a more detailed map (ie 1 mile per hex) might reveal a valley leading up to the keep between the steep mountains. I have never really liked its placement for other reasons as well. There is a swamp full of cold-blooded lizard men in the same climate as frost giants? Where is this trade-route then that merchants are being bandited on? Why aren't frost giants part of the module or take any interest in a cave complex full of humanoids and evil priests on their own lands? And why would anyone other than a soldier come up to such a remote region when there isn't any trade? Again, the Frost Giants probably live on the mountain tops, while the lizard men might live in deep secluded valleys or underground. I believe the Keep guards the main on-land trading route to Darokin, thus making the road very important, and the need for the Keep there even greater. IMC we moved it to a spot on the Duke's Road roughly halfway between Kelvin and Penhaligon. The terrain was fairly close to what it is in the module and makes more sense as a protection and way stop for the trade on that road. But we gave it a new name and left Castellan Keep where it was (though, I usually destroy it with giants as a plot later.) The new Keep also becomes a hotbed of intrigue as both the leaders of Kelvin and Penhaligon vie for control to add it to their territory. Cool idea. I might steal it for a future campaign :) Håvard -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : chatdemon Date : 04-27-05 09:42 AM Castellan keep is supposed to be a military outpost to control the humanoids in the area. I would not expect it to grow its own food - it would have regular supply trains, large stores (possibly go the winter on stored food) and possibly a number of priests with Create Food spells. Especially if you're using the area map from B2 for Castellan's Keep and the Caves of Chaos. Doesn't strike me as prime farmland, and even the fairly small area of flatlands around the Keep's hill would be unpopular with farmers due to the heavy humanoid presence in the area. I'd stick with the supply trains and storehouses of food, though. In all but the most dire of circumstances, I try and avoid relying on magic for such mundane things as where the locals get their food. Hunting could also be an important, and profitable (adventure hook? The party goes out hunting bear or something and runs into the Mad Hermit, or some of the Lizard Men, or a humanoid raiding party from the Caves...) enterprise for locals willing to brave the wilderness around the keep. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:28 AM.