Welcome to Port Perro
(Cass additions in red)
Hi Cass.
Please read at your leisure. I want to reiterate that there is no pressure for this and don’t
want you intimidated. Anything you don’t understand or need clarifying, please let me know.
I am (I hope) very relaxed as a DM. DnD 5e has rules and we will generally stick to them.
However, I am a massive fan of “The rule of cool”. If you want to do it or want to try
something and can justify it, I will probably let you. As long as its not game changing.
Also I do tend to “railroad”. I will tell you where you are going and what the gist of the game
will be. (we play infrequently and sandbox style can be very difficult). I do try to offset this by
giving my players a world that is built round them – charaters, items etc.
Anyway, enjoy:
Far to the South, on the southerly tip of the low lands sits Port Perro, rough diamond of the
tempest sea. A trading city of fair size, it runs a fishing and trade fleet as well as providing a
services for whalers, travellers and pilgrims. Its back faces a wide desert of shifting sands,
with a line of oasis’ lining the trade routes to its nearest neighbours. Its population is mainly
human, but elves, dwarfs Gnomes, Halflings and the half races are not uncommon,
especially in the trading population. Other races are considered exotic but not entirely
unknown.
It is split into several neighbourhoods:
the noble section: home to the well off and politicians. Magnificent gothic spires mix with
brutal mini forts as the merchants flex their opulent muscles. The cathedral of Kord, God of
tempests is the largest building in this district and provides the main worshiping point for Port
Perro’s main religion. The main representation of law and order in the noble quarter is
KORDS FIST, a holy police who act as the right arm of the church.
The Glade: A semi shanty town dominated by the great tree, a giant intertwined mass of
branches and boles that rises clear above the skyline of Port Perro. Its branches hold myriad
lodgings and apartments. It serves as the main red-light district of the city as well as having
its own hospital and shopping market. The residents exist mainly in harmony with nature,
many of which are practicing druids, healers and witches. Dryads inhabit the upper branches
and Myconids inhabit the buried root system. Its appointed leaders are the Fallen Leaf, a
cable of druids and witches who speak on behalf of the tree, often coming into conflict with
the less nature focused districts
The Harbour: a low sprawl of warehouses, piers and other sea related buildings, along with a
small residential area of cottages for the fishers. Home to Port Perro’s not inconsiderable
fleet of fishing vessels and warships. A constant flux of other craft come and go including
pilgrim boats, traders and private vessels.
This is the town you find yourself. But why? What brings you to Port Perro stranger?
Where you born here? Did you arrive by boat or land? Do you seek someone or something?
Are you a pilgrim on the trail of storms, come to worship in Kord’s shadow? Do you seek
pleasure at the Mossy Grove, the brothel secreted in the branches of the great tree? Do you
serve the Fallen leaf? Kord’s Guardians? Or yourself?
Do you seek revenge? Glory? Or a pocket of gold?
Down to your last few coppers and no with no obvious adventure economy you rummage in
you backpack and pick out the flyer you tore off the notice board 2 days back.
Wanted:
Watchmen
Good pay, free board and meals, equipment provided
No experience needed,
For details ask at the central watch house
Report to Colour-Sergeant Bourne
Session zero talk:
That’s right folks, you’re joining the watch! No exceptions.
How this effects your character is up to you. Is it a last-ditch grab for gold or survival? Is it a
family tradition as your parent and their parent and their parent also in the watch? An
opportunity to join a gang in uniform? Does your religion support or forbid it?
Are you local? Are you new? Family in the city or far away or dead? Are you honest? Did a
cult murder your favourite pig in blood sacrifice and you have pursed them here? Did you kill
someone’s favourite pig as a blood sacrifice and flee?
What you give me and what you want will shape this adventure and city. Give me narrative.
Or give me nothing and watch as my lack of focus bounces off walls and we go back to
trying to kill a god. If you want something and don’t know if I have it for you, I can help.
Gangs, shops, districts, cults, ships. Just ask. It’ll help me. Honest.
Other stuff:
Any classes, any backgrounds. Homebrew accepted under brief and consideration. 1 feat
per character.
No fliers. No multiclassing. Encumbrance is going to be used along with realistic carry rules
(1 armour, 1 shield, realistic number of weapons). Rolled or half hp min on a bad roll.
Milestone xp. (will be explained when it comes up) I will be making use of random tables for
crits, lingering injuries amongst other things.
Usual rules apply: no sexual assault. I will not roleplay sex, I may roleplay romance.
Enjoy x
Welcome To The Watch
Characters keep starting equipment but not to wear it on duty. Exceptions are
jewellery.
Immediate payment of 20gp for joining.
Characters are going to be boarded in the watch house barracks. Each is given a
chest to store items at the foot of the bunk.
Corporal gets own bed, rest are in bunk beds.
Each character gets free board and meal. Pay is 5gp per week. 7 for corporal. 12 for
squad leader (sergeant).
Equipment given is:
1 x club
1x short sword or spear
1x crossbow or shortbow with bolts/arrows
Helmet. Coporal has a small crest.
Characters get plain leather or chain shirt,but are given a tabard and uniform
denoting rank. Shield optional.
A notebook and pencil.
A lantern with spare oil
Waterskin and rations for the day.
Map of the city
Watch horn
Manacles
1 character gets an entry kit: lock picks, prybar, carpenter’s tools. Rope (50ft),
hammer.
1 character gets an investigation pack: magnifying glass, paper and pen, ink,
alchemist’s tools, spy glass, vials and bottles. Bag o sand.
Main street
The watch house sits at one end of a broad thoroughfare, just to the edge of the
docks district. It is a squat, 3 story building that has obviously seen better days. A
dank alley sits between it and the local tavern “Poor Larry’s”.
Across the road and further down, nestled in what was obviously an old stable sits a
coffee house and eatery. A scorched great sword hangs from a sign that proudly
displays “Legends and Lattes”. A few tables sit outside on the street.
The road ends in a broad market place.
Shiver me Timbers blacksmiths is a few streets down from this
The Glade.
A semi shanty town dominated by the great tree, a giant intertwined mass of
branches and boles that rises clear above the skyline of Port Perro. Its branches
hold myriad lodgings and apartments. It serves as the main redlight district of the city
as well as having its own hospital and shopping market. The residents exist mainly in
harmony with nature, many of which are practicing druids, healers and witches.
Dryads inhabit the upper branches and Myconids inhabit the buried root system. It is
led by a cable of druids and witches who speak on behalf of the tree, often coming
into conflict with the less nature focused districts.
The tree also functions as a lighthouse for the city, a faint phosphoric glow lighting
up the night.
Market: leather workers, grocers, hunters, potion sellers, fletchers
5th branch Hospice: healers, pro-nature, pro-nature’s way.
The Mossy grove: brothel, pro sex work. Run by females of various races. House
takes all and staffed by volunteers, everyone is willing. No pimps, madams are there
for organisation and clerical duties. Dryads serve as bouncers and enforcers,
beguiling and removing troublesome johns and janes, especially the sailors who are
not used to the Glade and its ways.