(Interest Check) Black Hack 2E: Cobblefell

Fenris-77

Legendary Member
Joined
Jul 9, 2020
Messages
1,439
Reaction score
2,315
So that brings up a question for me....I only saw mention of a “bow” in the Thief class description. I don’t know if I just missed it in the Warrior class, but I don’t recall. I just put “bow” without worrying about heavy or light.

It’s not a big deal or anything, just curious. I didn’t want to poke around in the book beyond the player section to try and find out.
I'm going to assume the Thief class is referring to the Light Bow from the Equipment section. Poke away past the player section if you have the feels btw. We're grownups, we can read the DMG and still mange a certain suspension of disbelief. :grin:
 

Fenris-77

Legendary Member
Joined
Jul 9, 2020
Messages
1,439
Reaction score
2,315
OK, info dump the second, the environs of Cobblefell. Tomorrow I'll try to get the town specific info up.

Around Cobblefell

Cobblefell lies in the northwestern armpit of the Empire, hundreds of miles away from anything that matters, in the remote province of Harith. The closest city is the provincial capital of Durnang, several weeks away to the south and west. Despite its remoteness, Cobblefell is a prosperous town. The reopening of the cobble pits has brought an influx of people and coin to the town, and increased communication with the capital. Cobblefell’s economy otherwise rests on two key products, wool and tobacco. The wool of Harith is famed throughout the Empire for its water repellent qualities (a product of an herb that makes up a key part of the sheep’s diet), and the ease with which it dyes. The smoking of pipes is a bit of mania with the elite of the Empire, and the tobacco of Harith is among the best. Beyond that there are some skilled tobacconists in Cobblefell who combine that fine tobacco with a variety of rare herbs to produce some immensely sought after blends. The remoteness of Cobblefell also makes it a destination for Adventurers of all sorts. Not as many as you might think, since glory is in short supply this far from civilization, but there are a greater concentration of reported unexplored ruins near to Cobblefell than anywhere else in the empire.

To the west of Cobblefell a traveler first climbs the Grey Downs, a pleasant area of rolling hills and scrub that is home to most of the sheep herds of the area, as well as the Weavers Guild compound. Also on the close edge of the Downs is Slate Manor, ancestral home of the Cobblefell’s ruling family, the Trethanes, but abandoned these many years since the family line failed. The manor has recently been reoccupied by a southerner, who is slowly renovating and expanding it. Beyond the downs come the High Fells, a much less hospitable place, on the edge of which lies the newly reopened cobble pit and mining encampment. Treeless, craggy, waterlogged, and wreathed in mist, the Fells have claimed many a traveler. Strange dolmens dot the hilltops of the Fells, and legends tell of strange misshapen beasts gathering there and cavorting around bonfires and worshipping dark gods.

To the east lies the Wildwood, a vast expanse of dark and tangled woods that spreads south from the edge of the mountains for hundreds of leagues, and no one knows how far east it extends. The periphery of the forest is less dangerous, and some people make their homes there, hunting, charcoaling, and subsistence farming. The Wildwood had a dangerous reputation as a place of both monsters and madness, and by most accounts it seems somehow alive and malign. Strange stories of encounters with fantastical beasts and dark horrors are common, and everyone seems to know someone who knows someone who went into the Wildwood but never came out or came out gibbering and insane. There are legends of a Bramble Queen who rules over the wood, and who feeds on misery and madness, but who is also sometimes described as a savior of travelers in need. What is known is that ruins containing relics and wonders dot the wood, like the bones of a dead kingdom not quite buried.


Rumors you have heard since arriving:

1. Strange dancing green lights have been at the edge of the forest

2. A great black Wurm was seen on the High Fells, flying east

3. There are lots of comings and goings from the mining camp, but there are less people there than there should be

4. Disturbing bloody totems have been found in the Wildwood, made of bone, flesh and branch

5. Some Stedholdters are sacrificing people to appease the forest gods

6. The new owner of the manor is a Warlock and summons demons to do his bidding

7. There is a secret war in the Wildwood and battlefields littered with dead dot the forest

8. Tribes of strange giant cannibals inhabit the Wildwood to the north

9. Children have been disappearing from isolated farms close to the downs

10. Monks put Vaseline in their slippers, that's why their so fucking quiet
 

Banzai550

Member
Joined
Oct 28, 2020
Messages
13
Reaction score
33
#10 is pure bullshit. If we put it on our slippers, we'd leave a snail trail. We put Vaseline on our bald heads to create a shine to disorient our enemies or cheat at cards...
 
Top