EN World Chcago Game Day XXII

A Maid in the Moss Event info

This event is using the playtest ruleset from Storming the Wizard's Tower by Vincent Baker, creater of Dogs in the Vineyard & Mechaton: Giant Fighty Robots). To download the currently free playtest manuscript, please click here or visit: www.lumpley.com/storming.

This hometown setting was created by following the guidelines from the rulebook.

The Abbeytown of St. Montclair

In a valley of grassy knolls sits the Abbey of St. Montclair and the settlement of Abbeytown. It is joined by a good sized lake of pure water from the southeastern Rockspine mountains. To the north and east, the valley is bordered by the ancient Elder forest. To the west lies the damp Mosslands. A single trail winds its way, in a southwestern manner, around the Mosslands to meet with the Port road, which in turn meets with the Kings road that leads to the Royal palace.

The grand abbey stands on the site where the pious St. Montclair repelled the vile Unseelie host centuries ago, forcing them to retreat to the depths of the Elder forest. Originally built as a bastion against future Fey incursions it became the home to many refugees during the last war. With nowhere else to go, the refugees settled in and thus Abbeytown was born. The community thrives on plentiful fish and game while the borders of the Elder forest provide a bountiful harvest and stalwart lumber. Skillful gathers have even found rare and potent herbs, highly prized by the College of Alchemy, in the outer margins of the Mosslands.

While the closest human settlement is the town of Brinsport, a full days travel by horse to the south, The people of Abbeytown are not alone in their wilderness paradise. It is well known that Fey still live in the Elder forest, though for the most part they follow the goodly ways of the Seelie court. Despite their “innocently” mischievous ways, the Seelie Fey and the citizens of Abbeytown are on fairly good terms, engaging in trade and helping each other on occasion. Unfortunately, in the depths of the Elder forest still dwell Fey who hold loyal to the Unseelie court and its wicked ways. It is also known that Dwarves live deep in the Rockspine mountains and twice a year, like clockwork, they march down to Abbeytown to trade their wonderful metalcraft for Abbey wine and other goods. Those daring enough to brave the perilous interior of the Mosslands have returned with stories of strange, hostile folk who dwell there as well.

The community is ruled by a small council of elders, the head of which is the Abbot of St. Montclair Abbey. Within the Abbey itself, there are many monks that perform various tasks such as training for war, making wine, ministering to the spiritual well-being of the community, studying knowledge of all goodly sorts, and other mundane day-to-day tasks. Abbeytown boasts many hunters, fishermen, foragers, laborers, and other honest professions required to keep the community healthy. Overall, each citizen is well rewarded for their hard work. While not phobic of outsiders, the community is generally on guard when visitors come seeking shelter or trade but quick to warm to those of goodly intentions.

Men’s Names
Alan, Alastair, Alban, Alpin, Andrew, Angus, Aulay, Blane, Boyd, Calum, Clyde, Derek, Donald, Donnan, Douglas, Duff, Duncan, Ewan, Farquar, Fingal, Finlay, Gavin, Gillian, Gillis, Gordon, Greer, Hamish, Ian, Kenneth, Kentigern, Kirk, Kyle, Lorne, Malcolm, Mirren, Mungo, Neil, Nevin, Ranald, Rory, Ross, Sholto, Somerled, Tavish, Wallace

Women’s Names
Aileen, Ailie, Ailsa, Alison, Annabel, Arabella, Arline, Bonnie, Brenda, Catriona , Colina, Davina, Dolina, Dona, Donaldina, Edana, Effie, Elspeth, Fenella, Fiona, Gillian, Greer, Heather, Ina, Iona, Isla, Jamesina, Janet, Jean, Jinty, Kenna, Kentigerna, Kirsty, Lilias, Lorna, Mairi, Malvina, Marsali, Morna, Morven, Nessa, Nessie, Osla, Rhona, Selma, Senga, Sheena, Shona

Character Types

Alchemist – A graduate of the Royal College of Alchemy.

  • Don’t choose this if you have a low arcane.
  • Choose 3 spells, 3 gear, 1 arm or map, 1 from any list, and 1 person.
  • Ability: Powders, Potions, & Poultices (You always have two dice of any color to hand out to others, no set up roll required.)

Chaplain – A monk who acts a preacher and minister to the Abbeytown community.

  • Don’t choose this if you have a low command.
  • Choose 3 maps, 3 gear, 1 arm or spell, 1 from any list, and 1 person.
  • Ability: Tactician (In setup, when you rally your comrades, each command success gives you two dice to hand out instead of one.)

Clerical Academian – A scholarly monk ever searching greater wisdom and truth.

  • Don’t choose this if you have both a low arcane and a low skill.
  • Choose 3 maps, 3 spells, 1 spell or gear, 1 from any list, and 1 person.
  • Ability: Secret Lore (As your setup move, you may roll your skill and add any hits as bonus green dice when performing an Arcane action.)

Fey Blooded – A gifted member of the community who is of Human/Fey parentage.

  • Don’t choose this if you have a low arcane or a low perception.
  • Choose 3 arms, 3 spells, 1 gear or map, 1 from any list, and 1 person.
  • Ability: Wild instincts (In setup, if you aren’t making any other roll, make a perception roll. Each hit gives you your choice of a red or a blue die. This replaces bracing or charging, and it also gives you red or blue dice if your character’s casting a spell or doing something else instead of fighting.)

Huntsman/Huntress – An experienced hunter and scout.

  • Don’t choose this if you have both a low endurance and a low perception.
  • Choose 3 maps, 3 arms, 1 gear or map, 1 from any list, and 1 person.
  • Ability: Wary Traveler (When confronting Terrain, you may make a Perception roll as your setup. Any hits rolled are bonus Red dice against the Terrain)

Templar – An elite member of the abbey’s monastic military order.

  • Don’t choose this if you have a low strength.
  • Choose 3 arms (one must be a shield), 3 gear, 1 map or arms, 1 from any list, and 1 person.
  • Ability: Shield Wall (as your setup move, say who you’re going to protect. You can protect as many people as you want, provided that their own actions aren’t going to bring them out from behind your shield. In action, every blue hit you roll counts as a blue hit for each of them as well.)


Arms
Battleaxe (3red, 2-handed)
Breastplate, helmet & greaves (2blue)
Broadsword (2red)
Chainmail (2blue)
Crossbow (2red, 2-handed)
Cudgel (2red)
Flail (2red)
Greatsword (3red, 2-handed)
Handaxe (2red)
Heavy Crossbow (3red, 2-handed, bulky)
Longbow (3red, 2-handed, bulky)
Mace (2red)
Polearm (3red, 2-handed)
Shield (2blue)
Shortbow (2red, 2-handed)
Shortsword (1red)
Sling (1red, 2-handed)
Spear (2red)
Staff (1blue & 1red, 2-handed)
Throwing Daggers (1red)

Gear
Climbing gear (rope, hook, spikes)
Dagger (1red)
Fine Clothing
Healer’s kit (bandages, salves)
Hooded Heavy Cloak
Lantern
Leather Coat (1blue)
Provisions
Pry bar
Thick gloves

Maps
Childhood memory
Familiar spirit
First-hand account
Legends, lore & myth
Magnetic Compass
Spellbook
Star charts (memorized)
Trade & travel map
Treasure map

Spells
A guiding shadow
A warning vision
Arrows of flame
Bath of healing light
Lightnings at command
Luck for warriors
Passage unnoticed
Sensitivity to magic
Shelter of vines
Strength of ten

People
Bennel, Abbot of St. Montclair
Coll, Dwarf-Trained Blacksmith
Torquil, Council Elder
Rona, Retired Alchemist
Mariota, Owner of the Bearded Hound
Bethia, leader of the Gatherers Guild
Ivar, Templar Captain
Lachlan, leader of the Hunters Guild
Dougal, Oldest man in Abbeytown
Or invent one

Default
Otherwise, everybody gets common clothing, including shoes and hat (gear), lunch & trail snacks (gear), flint steel & tinder, torches if called for (gear), and local lore (map).