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Thread: Castlevania II: Dracula's Curse (IC)

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    Default Castlevania II: Dracula's Curse (IC)

    OOC thread.

    Spoiler: The Map & Key
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    The Order
    Home of the Belmonte Order

    Order Graveyard
    A Warded and hallowed graveyard where the Order’s dead are safely buried and memorialized.

    Yomi
    A small village near the order that supports it.

    Dona
    An overland travel point for cargoes portaging past the rapids from Yomi.

    Wicked Ditch
    Dry badlands in the rain shadow of the Deborah Mountains. Home to valuable gems, wild beasts, and dangerous plants.

    Brahms’ Castle
    A castle built atop a cliff overlooking the river southward. A strong-point against invasion from the north. Sits atop Yuta’s Path

    Yuta’s Path
    A tunnel beneath the river and the Carpathian range that emerges near the western edge of Cieresor Swamp

    Cieresor Swamp
    A wet and heavily treed swamp, full of fish, valuable herbs, and other forms of life.

    Cieresor Castle
    Home seat of the Cieresor family, and a fortress to which the fisher-folk of the swamp can retreat to in times of trouble.

    Alba Plains
    Green, well-watered farmland on the east, fading slowly to grassy lands suitable for herding near the mountains.

    Alba
    A farming and trade town.

    Laruba Monastery
    A monastery for the encouragement of the contemplation of each and every step and its meaning in life. Laruba monastery can be reached by boat, or by an underground passage.

    Dwarven Road
    A still-functional underground passage connecting Alba to Veros.

    Veros
    An iron-mining town.

    Holmwood Tower
    A small keep guarding a choke-point on the road from Veros to the Order.

    Jova
    A farming town.

    Arcane Tower
    A place for a wizard to get away and do some research in peace. Currently owned by Archaeus, head wizard of the Belmonte Order.

    Belasco Marsh
    A marshland, known to have many insects in warm weather.

    Alja
    A river-port, the last one leading from the west before the waterfall that creates Misty Lake.

    Ondol
    A town of woodsmen. Trans-shipment point and overwintering location for sheepherders occupying the Jam Hills

    Jam Fort
    A fortress built into the cliff itself.

    Strigoi Graveyard
    An old graveyard where dead things are warded to stay dead. Not in current use, but the Order monitors it regularly.

    Hexmap squares with roads take 1 hour to traverse per road hex. Leaving the roads doubles travel time as the party traverses rough terrain of various sorts. Double these travel times if the party is traveling Stealthily. The mountains are functionally impassable (travel time 8 hrs per hex). River travel is 2 hours per hex if traveling northeast, or 4 hours per hex if going southwest. Traveling by boat requires finding a suitable boat, having proficiency to operate it, and dealing with any other risks. There are a number of rapids on the map, so travel by river is uncommon aside from shipments in and out of Veros to the south.
    Last edited by J-H; 2024-01-02 at 01:14 PM.
    Things published on DM's Guild
    Campaign Logs:
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    Castle Dracula (Castlevania)
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