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Welcome to Hope

Whether the creaking and roll of a wagon, the rhythmic clip-clop of hooves, or the weary trudging of feet, you have come to this far-flung corner of the world. They call it Hope, but it is only the foolish who come to the savage frontier expecting to find its namesake. The village might as well have the prefux of 'Abandon All' if the tavern tales about this region are true. You've all heard tell of the riches that lie buried in the ancient dwarven halls, crumbling cities, and vast mountain fastnesses, but these stories go hand in hand with tales of savage humanoid tribes, great dragons, roving packs of murderous worgs, and horrors yet unnamed. A cunning and tough hero might find their fortune in this place, but those who are reckless or ill-prepared are just as likely to find themselves buried in a shallow grave. If there's a body to bury. What drew you here is known only to you and your nearest companions, but the view you savor as you crest that last hill is one and the same: a sleepy looking village surrounded by a formidable wooden pallisade, a flickering candle of civilization surrounded on all sides by poisonous swamp, dense forest, and craggy hill country. This is truly the edge of the world. No settlements lie beyond the walls of Hope, although periodically there'll be some ambitious fool who tries to open up a mine or start a new settlement. These seldom see out a season. But Hope... Hope is safe. Its walls are not its only protection, as it stands atop an ancient relic whose latent magic still holds the horrors that exist out there at bay. Whether savage orc or shambling corpse, no creature of evil can breach the walls. The magic is limited in its range, however, and this means that Hope is doomed to never expand greatly beyond its current size. While the ambitious might yet find a way to enhance its magic, for now it is protected and doomed by the relic that lies buried beneath its foundations. ---- Steely eyed guards watch you warily as you pass through the East Gate, admitting you to the muddy, impoverished village called Hope. A few ramshackle businesses are interspersed amongst the rude dwellings from which dead-eyed locals watch with open suspicion. Some even mark your passage with pity. You're not the first bright-eyed adventure they'll see once and then never see again. Tomorrow, you set out for the savage frontier but for now, your sights are set on an ice cold ale and a warm bed. It has been a long and uncomfortable journey.
Services in Hope Hope is little more than a village scraping out a meagre existence on the fringes of the savage frontier. It is not a bustling city or even a well-stocked town. When you need something, you'll be relying on visiting merchants or your own ability to scavenge in the wilderness. Even so, there are a few sites of note within the village walls. As your legend grows and you open up more avenues of revenue for the village, you may yet unlock alchemists, artificers, magic item crafters, temples, and more - for now, however, you're left to pick over what little the village has. The Stuck Pig Acting as both tavern and inn, the Stuck Pig is the largest structure in Hope - a long, single storey structure marked by a sense of permanent damp. Tended by a corpulent human by the name of Otto Bristleback , the 'Pig', as locals call it, offers up a menu of greasy pies, fatty meat, too-small root vegetables, and stale ale. Its rooms are of a similar standard, marked by bed-bugs, drunks, and petty theft. For those wishing a bunk in the dormitory, the price of just 1 copper piece a night is a gamble. For those wanting a spot more privacy, a private room is 1 silver piece, with an additional silver piece for a lock. The Stuck Pig's main source of attraction to adventurers, however, is the sizable bounty board that dominates its wall. Here, would-be adventurers can see what rumors and jobs exist in the surrounding lands. Menu ALE 1 ep/mug SMALL BEER 1 sp/ flagon WINE 1 ep/glass HONEY MEAD 1 gp/ flagon BARK TEA 1 sp/mug BREAD 1 cp/slice PUDDING 1 sp/bowl VEGETABLE SOUP l sp/bowl VENISON STEW 1 ep/bowl ROAST FOWL 1 gp/plate ROAST JOINT 2 gp/plate HOT MEAT PIE l ep/pie GOAT CHEESE 1 sp/wedge FRUIT I sp/plate  Goldar's Emporium Run by a foul-mouthed retired dwarven adventurer by the name of Goldar Ironfist , the Emporium is Hope's general store and provisioner. Here, the majority of common adventuring supplies can be found in abundance, but things of higher quality or rarity are seldom available. In addition to selling goods, Goldar's Emporium will purchase items from players at 33% of their marked value. For a full list of what is available at Goldar's Emporium on a regular day, see the follow-on post below. Muredach's Smithy Manned by a hulking minotaur, the local smith stocks the basics when it comes to arms and armor. More exotic weaponry and more expensive armor are seldom available for purchase, although Muredach knows the making of such things if you're able to provide the gold and the materials. Like Goldar , Muredach will purchase goods from players at 33% of their marked value. A full list of items available at Muredach's Smith can be found in the follow-on post below. The Tower of Ulman Dark Ulman Dark is something of a fixture in the local landscape, an eccentric exiled necromancer whose experiments saw him cast out of polite society and forced to seek refuge in the wilderness of the Savage Frontier. While his work may seem unsavoury, Ulman Dark is likely to become a firm friend of adventurers for a number of reasons. First and foremost, he'll provide good coin for bodies brought to him. The rate varies based on the rarity and condition of the bodies, but selling corpses to the necromancer can be a good way to earn a little extra coin. In addition, Ulman sells a number of items that any adventurer worth their salt may be interested in: Removing Poison : A character that has been poisoned within the last 24 hours may be purged of the poison. The procedure involves replacing the patient’s blood using a quantity of goat’s blood, as well as drawing 10 hp worth of blood from humans, to include in the transfusion. Ulman requires payment of 100 gp to make the attempt, and there is a 20% chance of failure. Curing Disease : Ulman uses a combination of purging, leeching, and medicinal concoctions to cure diseases, charging 250 gp for the attempt. His physic has a 20% chance to fail, and a 1% chance to kill the patient outright. Brewing Potions : Ulman can brew semi-magical healing concoctions that restore 1d4 hit points. The potion must not be taken more than once in a 24-hour period, for the second draught is a deadly overdose, although a successful DC 15 Constitution saving throw negates this. He charges 100 gp for one of these draughts. Raising the Dead : Ulman charges 1,000 gp to attempt this difficult task and has a 30% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lay in bed for a period of 1 month thereafter. If 3 gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below: 1 - Character remains dead 2 - Character returns from the dead but with 1d2 permanently lost Constitution points and 4 levels of exhaustion for 2 weeks 3 - Character’s body dissolves into a putrescent ooze 4 - Character returns from the dead, but grows to ogre size, gaining 4 extra hp and 1d4 points of strength, but losing 2d4 points of Intelligence. 5 - Character's body remains dead, but their soul returns as a wraith. 6 - Character remains dead. The Adventurer's Guild A newly built stone structure at the heart of Hope, the Adventurer's Guild hopes to someday act as a base of operations for all would-be adventurers in the region. For now, it is little more than a small office in which bounties can be paid out to adventurers upon their return from the wilderness. On occasion, the Guild may have an item of special interest available for purchase. They are also the only establishment likely to purchase magic items from players, although their prices are seldom generous. The Gemcutter Run by a gnome named David , the Gemcutter also doubles as Hope's bank and loan-shark. Players wishing to safely store their fortunes can do so with David . Here anyone can change money or gems for a 10% fee. David can also keep a person's wealth stored safely at no charge if it is left for at least 1 month. Otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gp with no security deposit; over 5 gp requires some item of at least twice the value of the loan. For those wishing to have gems cut, David  charges 10% of the gem's current value and will then consult the following table: Gem is ruined and is now worthless. The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 10% The gem's value increases by 10% The gem's value increases by 10% The gem's value is increased y 20% The gem's value is increased by 50% The gem's value is increased by 100%
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Details for many of these items can be found in the Comprehensive Equipment Guide . Inventory at Goldar's Emporium Goldar's Emporium stocks most things a budding adventurer might need, although relatively little in the way of rare or specialty goods. If a specific item is needed and unavailable, Goldar can arrange for its purchase, but this does take one month to reach Hope from civilization. This is one out of game month, not an in-game month.\ Adventuring Gear Arrows (20): 1 gp (unlimited) Backpack: 2 gp (12 in stock) Bag of 1,000 Ball Bearings: 1gp (5 in stock) Bandoleer: 2 gp (3 in stock) Bedroll: 1 gp (10 in stock) Bell: 1 gp (2 in stock) Blanket: 5 sp (23 in stock) Block & Tackle: 1 gp (3 in stock) Blowgun darts (50): 1 gp (unlimited) Bottle, glass: 2 gp (15 in stock) Bucket: 5 cp (10 in stock) Caltrops (Bag of 20): 1 gp (7 in stock) Candle: 1 cp (100 in stock) Case, crossbow bolt: 1 gp (5 in stock) Case, map or scroll: 1 gp (13 in stock) Chain (10 feet): 5 gp (6 in stock) Chalk (1 piece): 1 cp (100 in stock) Chest: 5 gp (2 in stock) Climber's Kit: 25 gp (2 in stock) Cold Weather Clothes: 4 gp (2 in stock) Common Clothes: 5 sp (27 in stock) Crampons: 4 gp (2 in stock) Crossbow bolts (20): 1 gp (unlimited) Crowbar: 2 gp (4 in stock) Fishing Tackle: 1 gp (7 in stock) Grappling Hook: 2 gp (4 in stock) Hacksaw: 10 gp (1 in stock) Hammer: 1 gp (9 in stock) Healer's Kit: 6 gp (50 in stock) Hourglass: 25 gp (1 in stock) Hunting Trap: 5 gp (5 in stock) Ink (1-ounce bottle): 10 gp (4 in stock) Ladder (10-foot): 1 sp (2 in stock) Lantern, Bullseye: 10 gp (2 in stock) Lantern, Candle: 2 gp (5 in stock) Lantern, Hooded: 5 gp (3 in stock) Lockbox: 10 gp (3 in stock) Lock: 10 gp (9 in stock) Lock, Fine: 50 gp (1 in stock) Magnifying Glass: 100 gp (1 in stock) Manacles: 2 gp (2 in stock) Menga Leaves (1 vial): 2 gp (12 in stock) Mess Kit: 2 sp (27 in stock) Mirror, Steel: 5 gp (3 in stock) Oil (1-pint flask): 1 sp (100 in stock) Paper (one sheet): 2 sp (50 in stock) Pick, Miner's: 2 gp (9 in stock) Piton: 5 cp (39 in stock) Pole (10-foot): 5 cp (7 in stock) Pole, Collapsible (10-foot): 5 gp (1 in stock) Quiver: 1 gp (12 in stock) Rain-Catcher: 1 gp (4 in stock) Ram, Portable: 4 gp (1 in stock) Rations (1 day): 5 sp (unlimited) Rope, Hempen: 1 gp (10 in stock) Rope, Hempen Ladder: 3 gp (2 in stock) Rope, Silk: 10 gp (2 in stock) Ryath Root: 50 gp (7 in stock) Sack: 1 cp (50 in stock) Saw: 3 gp (11 in stock) Sealing Wax: 5 cp (10 in stock) Shovel: 2 gp (5 in stock) Signet Ring: 5 gp (2 in stock) Sling Bullets (20): 4 cp (unlimited) Spikes, Iron (10): 1 gp (5 in stock) Spyglass: 1,000 gp (1 in stock) Stretcher, Folding: 6 gp (1 in stock) String or twine: 1 sp (24 in stock) Tent, Six-Person: 5 gp (2 in stock) Tent, Two-Person: 2 gp (12 in stock) Tinderbox: 5 sp (22 in stock) Torch: 1 cp (150 in stock) Vial: 1 gp (12 in stock) Waterskin: 2 sp (50 in stock) Weaponblack: 1 gp (3 in stock) Whetstone: 1 cp (77 in stock) Whistle, Signal: 5 cp (8 in stock) Wildroot (Vial): 25 gp (6 in stock) Wukka Nut: 1 gp (22 in stock) Packs Burglar's Pack: 12 gp (2 in stock) Dungeoneer's Pack: 12 gp (10 in stock) Explorer's Pack: 10 gp (10 in stock) Healer's Pack: 16 gp (2 in stock) Laborer's Pack: 10 gp (10 in stock) Messenger's Pack: 10 gp (10 in stock) Monster Hunter's Pack: 33 gp (1 in stock) Priest's Pack: 19 gp (3 in stock) Scholar's Pack: 40 gp (1 in stock) Soldier's Pack: 10 gp (12 in stock) Tracker's Pack: 10 gp (3 in stock) Traveler's Pack: 10 gp (9 in stock) Tools Alchemist's Supplies: 50 gp (2 in stock) Brewer's Supplies: 20 gp (1 in stock) Calligrapher's Supplies: 10 gp (1 in stock) Carpenter's Tools: 8 gp (5 in stock) Cartographer's Tools: 15 gp (2 in stock) Cook's Utensils: 1 gp (12 in stock) Dice Set: 1 sp (12 in stock) Dragonchess Set: 1 gp (1 in stock) Herbalism Kit: 5 gp (3 in stock) Leatherworker's Tools: 5 gp (9 in stock) Playing Card Set: 5 sp (4 in stock) Poisoner's Kit: 50 gp (1 in stock) Smith's Tools: 20 gp (1 in stock) Thieves' Tools: 25 gp (3 in stock) Tinker's Tools: 50 gp (1 in stock) Weaver's Tools: 1 gp (7 in stock) Woodcarver's Tools: 1 gp (4 in stock) Animals & Vehicles Axebeak: 35 gp (1 available) Canoe: 50 gp (2 available) Donkey: 8 gp (4 available) Mastiff: 25 gp (6 available) Pony: 25 gp (6 available) Riding Horse: 75 gp (5 available) Warhorse: 400 gp (1 available)
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Rules for many of these weapons can be found in the Comprehensive Equipment Manual . Inventory at Muredach's Smithy Muredach has a limited supply of weapons and armor at any given time. He can make additional items upon request, but will often require that the group also source materials in addition for paying for his time. All simple weapons  and all light armor  are available at all times, with the following list covering martial weapons, medium armor, heavy armor, shields, and other sundries. Medium Armor Breastplate: 400 gp (1 in stock) Brigandine: 35 gp (2 in stock) Chain Shirt: 50 gp (3 in stock) Half-Plate: 750 gp (1 in stock) Hide Armor: 10 gp (7 in stock) Layered Furs: 5 gp (16 in stock) Scale Mail: 50 gp (2 in stock) Heavy Armor Layered Hides: 20 gp (5 in stock) Ring Mail: 30 gp (2 in stock) Banded Mail: 55 gp (1 in stock) Chain Mail: 75 gp (4 in stock) Splint Mail: 200 gp (1 in stock) Shields Buckler: 15 gp (5 in stock) Pavise: 20 gp (1 in stock) Shield: 10 gp (5 in stock) Tower Shield: 45 gp (1 in stock) Additional Items Great Helm: 10 gp (3 in stock) Locking Gauntlet: 10 gp (1 in stock, must be purchased with armor) Martial Weapons Battleaxe: 10 gp (3 in stock) Flail: 10 gp (2 in stock) Greataxe: 30 gp (2 in stock) Hammer, Great: 25 gp (1 in stock) Harpoon: 6 sp (10 in stock) Lance, Combat: 10 gp (1 in stock) Mace, Heavy: 7 gp (2 in stock) Maul: 10 gp (3 in stock) Morningstar: 15 gp (5 in stock) Pick, Footman's War: 5 gp (1 in stock) Polearm, Glaive: 20 gp (1 in stock) Polearm, Halberd: 20 gp (1 in stock) Polearm, Pike: 5gp (3 in stock) Spiked Chain: 45 gp (1 in stock) Sword, Bastard: 25 gp (1 in stock) Sword, Broad: 25 gp (1 in stock) Sword, Claymore: 60 gp (1 in stock) Sword, Cutlass: 15 gp (1 in stock) Sword, Falchion: 18 gp (1 in stock) Sword, Flamberge: 35 gp (1 in stock) Sword, Great: 50 gp (3 in stock) Sword, Long: 15 gp (9 in stock) Sword, Rapier: 25 gp (3 in stock) Sword, Saber: 25 gp (1 in stock) Sword, Scimitar: 25 gp (2 in stock) Sword, Short: 10 gp (5 in stock) Sword, Swordcane: 35 gp (1 in stock) Sword, Talwar: 20 gp (1 in stock) Trident: 5 gp (1 in stock) Warhammer: 15 gp (3 in stock) Whip: 2 gp (1 in stock) Martial Ranged Weapons Blowgun: 10 gp (2 in stock) Bolas: 4 gp (1 in stock) Boomerang: 1 gp (1 in stock) Crossbow, Hand: 75 gp (1 in stock) Crossbow, Heavy: 50 gp (2 in stock) Longbow: 50 gp (12 in stock) Longbow, Composite: 125 gp (1 in stock) Net: 1 gp (3 in stock)