Castle Caldwell and Beyond: (A 5e Campaign) - The Wrecking Crew (Inactive)

Game Master Terquem

The Wrecking Crew, a special last chance arm of the Solution Society, is about to take on the first task in a one year long probation.
Can they survive, let alone succeed? | Journal where details of the setting can be learned |

Journey to Limecracker Hovel


As to formatting conventions, I’d like to make the following suggestions

Enter your Race, and Land of Origin in the Race box of your alias as this

Example: “Human/Alodoan”

In the Class/Levels box enter your Class/Level and then this information; AC | HP | Vision (range)| Passive Perception (you can enter it as PP=x) | and then saves in this format

S=x D=x C=x I=x W=x Ch=x (where x= the + or – modifier)

If you have “Advantage” on certain saves, just put an “*” after the save modifier, and make sure to mention the condition in your alias description

---Campaign Notes---
The game begins in the City of Pawkatukit, on the Deer Creek Falls River, which is 12 miles from the coastal town of Seaport, which is reached by taking the River Road east to where it meets Gillian Road, then taking Gillian Road southeast to Seaport. The nearest other town is Gaderston, five miles to the northeast. To the west of Pawkatukit are many small farming villages

Tracking Time:
I will try to place a header on each of my posts (unless an NPC is talking) that includes the date and approximate time of day. I track time, in the game, by ten minute turns. There are 144 turns in a 24 hour day, so a turn number is used to help me keep track of the time, particularly when the need for rolling Wandering Encounters comes up.

Harrispania:
– the country of Harrispania is a Republic, ruled by a Parliamentary body elected by only those who are officially granted citizenship by the Alodaon Empire. The parliament of Harrispania rules the country and handles all the day to day social need of its people, but cannot change laws imposed by the Empire.

The nation-state of Harrispania is approximately 95,000 square miles in size. It is roughly rectangular in shape, wider (east to west – about 480 miles) than it is tall (north to south, 197 miles). The eastern two thirds of the country are predominately flat with some rolling hills with a strong agricultural base. The country grows narrower as it approaches the eastern seaboard, and it has 63 miles of shoreline. The western third of the country is dominated by low mountain ranges and dense forests of various pine, fir, birch, and spruce varieties. The western lowland hills are famous for the wild sweet blueberries.

The southwestern hills of Harrispania are home to a native population of humans who are slightly different from common Alodoans, and it is believed that they have a connection to the people of the lands of Tarulle. Even though these people consider themselves Alodoan, by nationality, their culture is decidedly different. These people refer to themselves as Naramites, after the major river that flows through these hills, the Naramalan River. The Naramites are a peaceful, agrarian people, with olive skin, and thick straight dark hair.
Harrispania experiences mild winters and hot summers.

The population of Harrispania is approximately 216,300 people. The population is mostly native humans (Alodoans) but there are Halflings, Iarisheans (Elves), Dwarves and Gnomes among the population.

Alodoans are fair skinned humans with thick, dark, often curly, hair, and dark eyes (though blue and green eyes are not uncommon).

To the North of Harrispania lie the countries of Palicadia, and Vurespania, and to the northeast, Baravkovia. To the west lie the Alhamdrjok Mountains, a mountain range of impassible peaks rising to almost 22,000 feet. To the south of Harrispania are the City States of Tarulle. Tarulle is mostly a vast expanse of dense hardwood forests, with a few small city-states along the southern coastline, with many small deep rivers flowing from the central mountains. Ruled by a fractured system of Oligarchies, often at war with one another.

Kobolds in the Alodoa Campaign Setting:

Kobolds are not considered monsters in this setting, and a history of cooperation and harmony exists between the many different races and the Kobolds.

Kobolds are normally found in caves, not too deep within the ground. They are considered expert miners, competent smiths and have a strong magical tradition (their villages are often lead by a group of Cavern Druids). It is said that the Kobolds speak to the departed spirits of Dragons (and each community of Kobolds is dedicated to one such spirit, the Kobolds speak of this spirit not in terms of worship, but more in terms of a guarding, guiding watchful “head of the family”). The only real trouble associated with Kobolds is their complete lack of a serious nature, and they are often described as “far out,” “lost in their own imaginations,” or simply, “kooky.” They can be difficult to deal with, but are always willing to trade (they delight in dried fruits, sweet candies, and cakes, as these are difficult to come by in their natural environments). Kobolds can fashion masterwork weapons and armor (of the finest metals) but are turned off by the idea of working with wood, this tends to make the weapons they do manufacture a bit heavier than normal (all Kobold made weapons are 25% heavier than the listed weight).

It is considered rude, to Kobold culture, to be a guest of a Kobold Hovel and not partake in a meal, this is often another place where relations are awkward, as Kobold food, though not bad tasting, is usually heavily spiced, and served extremely hot.