The town of Threshold

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stebehil
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Re: The town of Threshold

Post by stebehil » Sat Jun 09, 2018 1:07 pm

People:

I think people fall into three basic categories: Rulers, citizens and enemies.
For Rulers, we have the baron and his niece, and the law enforcement, administration and jurisdiction, and probably priests as well.
Citizens would include anyone living inside or nearby and not belonging to another group, like farmers, merchants etc., like the Armorer from the basic set. Some folks cross the boundaries between categories, like Sergeant Arthol. Rulers and citizens are mainly part of the backdrop and should help the DM to create a believable, living environment in town. For the most part, the distinction is of no importance, but can serve as a guideline how people react if the PCs behave in any way that can be seen as hostile.

The idea that armored people mean trouble (unless members of the town guard) might play out that if the PCs insist on wearing their armor in town, ordinary folks will gather their kids playing outside into their houses, close doors etc., while merchants will eye the PCs suspiciously, and an "upstanding citizen" might go get a guard patrol. (BTW, I´d also offer an opportunity to lock away armor in the town hall, alongside illegal weapons. PCs tend to have valuable gear and are often reluctant to part with that, especially in not-well-secured inn rooms.) If PCs actually talk or act hostile, or (heavens forbid!) even cast a spell (without being recognized as a cleric and not having an obvious reason to do so), ordinary folks will slam the doors on them, merchants are reluctant to deal with them, and somebody will fetch the town guard as fast as possible. Even if adventurers are a common sight in Threshold, there are laws and rules to be kept, and law-abiding citizens are not to be pushed around without consequences.

The rulers react differently to trouble makers, as described: carrying illegal weapons will get them in legal trouble and possibly arrested, wearing armor will get them questioned, and probably being followed while inside town. Spellcasting will get them arrested. As the guard roughly knows what adventurers might be capable of, they see that clerics help them whily trying to arrest PCs, either with hold person or silence spells, or with healing if need be. This implies that "lesser" clerics might serve some guard duty, which I would see as common sense, given the possibilities of magic.
If the crimes are severe enough, the PCs might be forced to be subject to a "Zone of Truth" while in court.
Of course, if the PCs are of high enough level, the town guard might be overwhelmed if the want to start trouble. But then, if a party of PCs at, say, 10th level wants to start trouble in a small town, something very odd is going on anyway...

Enemies includes any being presenting a potential challenge for the PCs to overcome. This can include criminals from Fogor Isle, from pickpockets to Iron Ring slavers, but also non-humans, starting with the vermin in the Old Mill, and including lycanthropes (wererats), and even undead like Key-Hamintep. (Yeah, not quite "people"...) Their actions and reactions depend on their situation, their goals and what the DM has in mind.

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Re: The town of Threshold

Post by Wangalade » Sat Nov 24, 2018 9:14 am

stebehil wrote:
Thu May 03, 2018 9:21 pm

Weir and Dam: This mentions a "logging camp north of Lake WIndrush" - this was not mentioned before, and is not indicated on any map. There seems to be some loose proofreading here.
It could be referring to the logging camp mentioned in the 'Homecoming' adventure described on p40 of the expert book.

Do you think the list of professions on the top of p 37 in the expert book could be a definitive list for Threshold? It's not specifically in the description of the town, but I see that whole section about designing home towns as applicable to threshold also. First what should be in a home town is described, and then an example home town is given.

On another point, if you were to run Trouble in Threshold from KKoA, where would you put all the different locations?

The Juggling Ogre is obviously placed randomly on the poster map; there is no set of parallel streets that could be merchant street and potter street near the '1' on the map.

In the description of the crypt, it is mentioned that it was part of a monastery that has been demolished and built over. Does this mean that it currently lies under Threshold, or could it be outside the city walls under a building not shown?

Also the map shows docks on all sides of fogor isle and the shore of the old city, if the bridges to fogor isle are stone and appear as low as they do in the illustration(which might not necessarily be accurate) are those docks between the island and the city actually used for travel upstream and down stream or just between the city and isle? So might the warehouse be on fogor isle if the inner docks aren't actually for river travel?

Do you think the field on merchant street might be the town square, as that's the only open space in the town of any considerable size? this would probably make the main road running through the city merchant street.
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stebehil
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Re: The town of Threshold

Post by stebehil » Sat Nov 24, 2018 12:51 pm

The list of professions is probably an attempt to list as many professions as possible (and as many as the author could come up with), not a specific list for Threshold.

Placing all the locations is a bit tricky, as there are some contradictions in there. The main question is, where do you want to place the hidden canal exit? I think it should be placed between the two bridges to Fogor Isle. This would place the Ziggurat and the Iron Ring headquarter below the waterfront warehouses to the east of the main street. The alleys surrounding the Juggling Ogre, which shows buildings close together, should be places somewhere in the "old town" inside the inner wall (if you accept the reasoning that the building decree is in place for new buildings only). This places all of the action inside the old wall. The spider cave exit might be hidden under some broken stones right along the old wall, where the wall is partially torn down. This would place the old monastery inside the inner wall as well, probably close to the old south gate. If you want to make it particularly ironic, place a modern traladaran shrine on top of it. Perhaps the monastery was not all torn down, but instead re-used and rebuilt as a newer temple.

I would disregard the "open field" reference in the adventure. If you want to keep it, make it an as-yet unused building space in the new town. I cannot imagine a monster lair exit going undetected on the town square for long. If Merchant Street was main street, it would push everything quite close to the river, probably too close.

Also, the bridges to Fogor Isle should allow a river boat to pass beneath - perhaps no big ships, but smaller ones, with their mast being dismantled for going there.

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Re: The town of Threshold

Post by Wangalade » Sat Nov 24, 2018 6:39 pm

stebehil wrote:
Sat Nov 24, 2018 12:51 pm
The main question is, where do you want to place the hidden canal exit? I think it should be placed between the two bridges to Fogor Isle.
The problem with this would be that the text states the exit is a little downstream of town, which makes sense if they are using this tunnel system to smuggle goods into the city. However, it doesn't make sense based on the layout of the canals themselves, the iron ring hideout is supposed to be only a short distance from the intersection which is directly west of the river exit. For the river exit to be far enough south of town not to be noticed, that northern canal has to be quite long. So overall I think your solution works best, if we ignore the fact that it would be hard to hide the smuggling of goods into the canal when it is surrounded by many other docks nearby.
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stebehil
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Re: The town of Threshold

Post by stebehil » Sat Nov 24, 2018 7:48 pm

Yea, this is one of the problems with the placement. From the relative positions on the overview map (p. 6 adventure book), the cellar and the Inn are on the same latitudinal position as the ziggurat and the tunnel exit. This would place the exit to the river just south of the southern bridge to Fogor, and the old monastery probably under the new wall. Still, not south of the town.

Smuggling goods on a boat between other boats might not be that hard - but bringing prisoners/slaves out of town? That would be much harder. So, placing the exit south might be a good idea, but the cartography contradicts the description here.

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Re: The town of Threshold

Post by oleck » Wed Nov 28, 2018 5:17 am

You can find some info of the iron Ring cel in here
https://drive.google.com/file/d/0BwFgwG ... sp=sharing

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