Professional Documents
Culture Documents
-Sf. Ariqitstane,
Confesnovs
Fro USE
T H I S BOOK
I N E O K M A T I O N YOULL E I N D HFRF,
AND I N E O R M A T I O N Y O U WONT
Sixteen chapters -one for each of the citys administraform the core of The Worlds Largest C~ty.
Each chapter begins with an ovemiew of The district and
discussior! of general concerns connected to mme than
one location within the district. A list of important ot
tive distrirts
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the Spire a5 the most important sacred sire of their respective religims. The fact that it stood ar an important crossroads and ivithin hailing distance of an excellent natural
harbor WBS important, too, but its 5 t a t l 1 ~as sacred ground
even more so. The three kingdoms came together and
fought 3 terrible battle in the shadow of the Spire to settle
once an for all which one ofthem would h a w it fur their
own.
But the h a d e settled n o such thing. All three factions
stubbornly clung to the field even after they were too
exhausred TO fight anymore. Equally unwiIling to cede
ground, they had no choice but to make peace and share
the site. They agreed to build a city atound the Spire, and
to share rccponsibdky for governing it.
Undcr t5e treaty that came to function as the city's
charter, the elves were granted dominion over the coastal
wetlands to the southeast, while the dwarves gained control over the bluffs to the northwest. The former became
the E h e n District (map section P) and the latter became
the Dwanren DistrFct (map section A),both official adrninistrative districts of the city, Rut within their boundaries,
it was officiallvacknowledged that the elders of each race
could govern as they saw fit, without interference from
the city Council. In return, the elves and the dwarves
both agreed that the remainder ofthe city would exist a5 a
multiracial metropolis in which, because of their superior
numbers, The humans would probably always dominate
politics and rhe economy. FIaving districts of their own
dowed both the elves and the dwarves ro retain their
self-respect as equal claimants to the Spire, even though
they would always be distinct minorities swamped by
the more numerous humans. NO matter how much the
humans dominated the rest of the citv they would always
have their own areas where their word was law
Blessed by the Spire - and the site's geographicd
advantage - the city quickly grew into a vital trading
center, a great and wealthy city where merchants, tourists, fortme-seekers and pilgrims alike from all over the
known world came for businyss, amusement, advenrure
or devocion.
But great cities have a way of dtawng unwelcome
attention, as we11. A horde of evi! humanoid and goblinoid tribes, drawn by the role that the Spire played in
their own primitive religions, descended upon the city
with the a i m of taking that sacred landmark for themselves. This humanoid army swept through the suburbs
ourside the walls, but they could not break through the
,Main Gat? by force. A terrible siege ensued. The ciry's
defenders resisted, led by the elite Palace Guard unit of
the Civ Chard and the Guardians of The Spire. At last,
a despetarc sortie from the Main Gate broke through
the besiegers and pinned them against the bluffs to the
northwest. Here, however, the humanoids held fast, and
the city garrison was too exhauqted to press the attack any
funher.
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X TOTE ON TFRMTTNOLQCjY
THF HUMRNOTDS
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Manua!.
As is appropriate for a city founded i n compromise, negotiation and all-around exhaustion, th- city is governed
by committee. Sixteen delegates, one from each district,
form the City Council, which meets in the Council Palace
(see lcation 11) and debates and decides a11 important
maners facing the city The agreement ,3fa majority of ten
delegates is required in order to enact a law or a temporary mandate, and much wheeling and dealing surrounds
mosf vofes. Each delegate is chosen by acclarnarion of his
district and serves for life, or until retirement... or until
deposed by popular uprising. That lasi bit is not written
into the city charter, but it is from time ro time a reality of
politics in the city.
It is also an improvised reality of politics in the city
that the Council is occasionally composed of more than
sixteen members. In practice, the Collncil may appoint
additional delegates for anv reason, or to r e p s e n t any
constituency not defined by geography. Exceptionally
wealthy individuals have been known to, essentially, buy
their way onto the CounciI. At such times, B 2/3 vote is
needed to pass a measure.
The Council members are a varied lot. The present
deIegate from the LampEighters DisTrict is a vampire
named Sir Milton Dennis (see locaticln H2). and by all
appearances, he will be en the Council for quite a long
time to come. But some delegates are ielected according
to local tradition, The Guards Distric+ is almost always
represented by the Lord Protector of the City Cuard. The
Dwamen District i s always represented by the senior clan
leader, m d the Elven District sends their Chief Elder. The
Humanoid District is aIways represenred by a human, who
may be a renegade who actually lives among the hunanoids (such as the current representative, Oswald Antarax,
location B3), or who may be someone who f d s sorry for
them and the way the rest of the city treats them.
High officials appointed by the Council oversee various
functions of city government, but some departments are
better funded and wield more authority than others. The
CityTreasurer (see 10CaTiOn 13) is the most important and
powerfd such official, with the Harbcrmaster (see location MI) not terribly far behind. The City G i r d holds
an espezidy powerfir1position in that 1t has considerable
popular respect, and almost always has direct representation on the Council. But most otherdeFartments are quite
weak, a:: they do not have the manpower or political clout
ro get things done. Many of these k e r departments
exist in name only, and in order to accomplish anything
substantial in their bailiwick, the Council has to persuade
a nobIe or other such wearthy citizen to fund and manage
the project.
For instance, the ciry government does very little in
the area of maintaining public healrh Whenever there
is substantial work to be done in fighting disease, the
temples do ir. Whenever the governmeit decides to erect
a monument, the task is farmed out to a noble or wealthy
INTRODUCTION
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the city.
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Trade forms the basis of the city'5 economy. Its size makes
it a substantinl importer of food and nw materials such
as metal ingots, lumber, wool, cotton and silk.The sheer
number of jewelers makes it a n e x c e k n t place tu sell gemstones. he sheer amount of wealth bulging at the coffers
of its highest and mightiest residents make it an excellent
market fer exotic luxury items from abroad. In return, its
traders and cdtsrnen exporc finished goods to all comers
of the known world.
'Because of its excellent harbor, the city is also a natural
focal point for ocean-going trade. Anyone who wants to
reach faraway lands across the seas (as well as anyone
from hraway lands who wants to come to this region
of rhe world) must pass through the civ. Unusual and
intriguing goods of all sons- some of them magical in
nature- dow into the city from abroad. The city makes
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Fishermen (location M33).The elves do not permit commercial fishing in their district, SI?the Fishermen GuiId
includes only coastaI and ocean-going fishermen based
in the rest of the city.
Garnrjtcrs. This guild includes all tho:e u4-m run games
o f chmce. ' f i i s is not one of rhe city's more reputabIe
guilds, bur in fact, they regulate as well as represent their
members. The Gamesters Guild rourinely inspect their
own membership to make wre thai their games are
(reasonably) honest, as well as defend members against
accusations of cheating.
Gruwrdiggcrs. The Gravediggers Guild )doesnot have the
standing or numbers that it did in the ciry's ea& years,
simplv because there art. so few burials now, compared
to earIier times. Even so, it limps Q ~ W : I K
on~ the dues of
the funeral workws who remain in t'le ciry. The guild
has long tried, without success, to incorporate the
dwarves who tend to the Mausoleum in the Dwarven
District (see location Ala), but they insist that their
job5 aye a defining characteristic of their racial identity,
rather than a mere profession.
Jewelcis. The Tewelers Guild includes gerncutters, goIdsmiths and silversmiths, as well as everyone who crafts
gemstones and/or precious metals into luxury items.
As you might expect, this is one of the city's wealthier
guilds
INTRODW CTl01
EamyIlpliten (location L9).The only individual guild to
have a disrrict named after it, the Lamplighters Guild iq
a private organization that organizes and carries out the
lighting of street lamps every night.
httyers. The will o f the City Council, capricious though
it may be sometimes, is the most important source of
authoritv in the city But the city is large and ancient
enough to have built up a canon of laws that determine
what can and cannot be done in the absence of a direct
edict bv the Council. The Lawyers Guild includes the
small glnup of scholars who devote themselves f Q
studying and parsing those laws and selling thek expertise to the public.
knthenr1orkei-s. This guild includes tanners and all who
~ S garments from animal hide, except for
make ~ D O and
s h o ~ sT. i e crafting of learher and hide armor is covered
by the Ihcksmiths Guild, however, since they represent armorers.
* hngshowmrn (location MZO). Carts and wagons provide
the vast m a j o ~ t yof cargo transportation in the city,
but shirs must be unIoaded by hand. So the guild chat
encompasses all those who bear loads for their daily
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inis guria inuiiaes encklavers, as
orkwith smne for construction purthey have close ties to the Sculptors
poses.
hers of the two rvorlr togerher on the
Guild
const1r .tction ofmonuments and building? that featuse a
lot Qfclecorative Stone carving.
Merrei u m e s The City Guard, the Guardian4 of the Spire
and tll e Wyrmq Scales give the city all the official and
semi-(3fficial protection it needs. But a thnving market
for hired blades exists nonetheless, fed by demand for
carav;111guards, pnvate bodyguards and the like. NobIe
f a m h es have even been known to hire small private
armies t5 settle feuds. The Mercenarieq Guild provides
a labor exchange, and IS also notoriously effective a t
settlinb; disputes benveen employers and i t s members.
It draw5 many (though by no means all) ofits member5
from cashiered C i t y Guardsmen, would-be enlistees
who cuuldnt meet Guard standards, as well as aposratc
Guardians of the Spire. Humanoids are dicproponionately represented in this guild, also.
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no means rare, or else the city would not have seen fit to
devote public space to them.
C-IIVVJC.
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With x c h a jumb 1c "I
from, mcst in the city hedge their bets and do not limit
themselves to one se ct. Everyone has theiT own racial
relieion
a
- ;!s a matter of default. But most wiU also take on
one or nPore religions of abstraction in addition to their
racial re1igion, For instance, a human sailor might belong
to the Children of the Creator (see below, and location
JZ), but 3150 worship the god of the sea (and maybe the
goddess of luck, for guod measure). A dwarven apothecary
would brlong to the Stone God Feuowship (see below,
and loca tion Ill), but might also worship the goddess of
comnass ion (see location N36). A half-orc assassin might
believe ir one of the orcish tribal religions that flourish in
the Hummoid District, but also belong to a cult revering
death an?,destruction, such as the Priests of CaIamity (see
location JS). And so on.
The Guardians o f the Spire (see location J4),the wamormonks who have taken it upon themselves to guard the
Spire, are a multi-racial and multi-denominational order.
They accept any candidate with an appropriate level of
skill and ;I sound moral character. They are old enough to
command deep and widespread respect, but they are also
recent enough so that the primacy of the original three
sects means much Iess to them than it does to the sects
themse1vt.s.
Here are brief descriptions of the ciry's main racial religions. .More about each canbe found in Section J, the Spire
District.
I C I I ~ : 1 " U J yldCLICF
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~ Cmrmfor. This is the main human religious
sect, and as such it is the city's largest. As such, they have
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this pet another indignity that the other races have heaped
upon theit kind.
sentatives ofrhe N:
honors the City Guard and Navy. AU non-essentialgovernment personnel receive the day off, and many shops
(location 021).Th
in which they are
the afternoon, bot
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as well.
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A I . T I I F ; q A T S Of?
STONE PATHERS
These massive gates clearly stand out from the
inner city wall, as if they naturally sprouted out
from the gray stone like flowers from fertile soil.
Largely made from adamantine and standing 100
feet tall, the gates are wide and bulky, forming a
massive rectangle upen which intricate designs are
proudly displayed. They are composed ofthree different entrances. The main gate is 50 feet wide and
80 feet high, forming a perfect rectangle that rises
up to the exact center of the towering structure. On
each side of it, exactly 25 feet away, stands a smaller
entrance which form small rectangles one-fihk the
size of the main gate. Strong portcullis made from
black iroi bar both of these smaller gates.
The surface of the smooth adamantine structure
is decorated with a multitude o f bas-reliefs made
from silvery mithral. On either side of the main
entry stands a massive, 50 foot high shield over
which a large hammer looms. Both shields and
both hammers are made of shiny mithral laced
with pure white gold. Their designs are perfect
and would appear functional were It not for their
trernendms size and the fact that they only slightly
protrude from the surrounding structure. 10 feet
above the main gate stands a wide and perfectly
wrought anvil made from mithral and imbedded
with brilliant yellow golden threads. These designs
indicate +heentrance into the city's famed Dwarven
District.
This grandiose gate, wrought from mithral and adamantine, marks the formal boundary between rhe Dwarven
District and the rest of city. The dwarves crafted it TO give
the impression of a main gate leading into an imponant
and highly f o d i e d stronghold, but the structure has
no real military significance. The dwarf craftsmen wbo
fashioned it centuries ago just wanted it to intimidate
the other residents of the ciw. It forms the only entrance
leadxng into the Dwarven District. A standard patrol from
the Civic Guard, composed o f two dwarves {including one
corporal:, an elf. and a human, is posted here a t all times
These soltliers coordinate their task with the members of
the h w - I , e n Militia who regulate access into the district
(see location A2).
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RZ. DWARVFN M I L I T I A B A R R A C K S
mithral ring, which clearly distinguishes and separates them. The first o f these designs is a powerful
but stubby hand holdfng a large golden hammer,
which sbines brightly when the sunlight hits it. The
secovd is an elaborate, long-handled great axe with
a wide, .serrated scarlet blade. The third i s a massive anv I made of the purest silver upon which the
form ofn short and thick bladed sword can be seen.
The last o f the symbols is a stern dwawen visage
framed h y an elaborate helmet and a thick, flowing,
gray beard.
On the longer walls on the side o f the building?
somber frescoes displaying the ancient history of
the Dmrven District stand for all to see. These
frescoes are cunningly cut by a number of doors
and winlow5, which blend perfectly well with the
decor.
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FNL1Sl'INCj TN THE
D W A R V F N MILTTTA
DwarFPCs may enlist in the Dwarven Militia as 11
as they meet the proper class prerequisites and
deemed fit fer service (that last part is entirely
DM's discretion). PCs joining a t the tank of reg
militiaman may be of any level a s long as at It
half of their levels are as fighter or paladin. A
of 3rd level or higher (with at least half o f th
levels as fighter or paladin) may enlist as an t
militiaman.
It is more difficult to enlist a s an officer, and s
applications will be received with skepticism.
Dwarven Militia doesn't ma intain its elite reputation by giving a commission tQ just anyone. First of
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ail, ail oniceis must nave m e fi:at Leadership. Prior
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military service i s also required, even i r 11i s norning
more prestigious than campaigning with a mercenary band.
PC applying for a lieutenant's commission must be 6th level or higher, with a t least
half o f those levels as fighter or paladin. Trying to
join the Militia as a commander would be exceedingly diflcult. The PC would have t o be 11th level
or higher, with at least half of those levels a5 fighter
or paladin. joining up a5 the new Marshal without
significant backing from one o f the dwarven clans
would be unthinkable.
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IIBDKS
RES! DFNI'S
Burkon hianytongues, a young but competent administrator who speaks m a w different languages, is in charge of
renting out spaces in the Stables and Stores. FIe employs
a handful of teamsters in charge of transport, repairmen
who take care of the buildings and wagons, and hostlers
tending for the horses, ponies, and muIes. At least four
members of the Dwarven Militia constantly survey this
area.
Burkon Many-tongues: Dwarf Ex@.
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Dwarven Militiamen Patrol (41: Dwarf Ftrl-3.
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D W A R V E N DISTRICT
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This single story house, made from bluish gray
stone, looks like many typical dwetlings in the district. It is shaped in the form o f a simple rectangle
and its roof is flat. The front of the house, however,
has sever11 dark blue glass windows, seldom found
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17. SHRTNF
OE T H E S P I R E
Ar first glance, the Shrine of the Spire seems ILke a miniature redica of the Hall of the Ancestors (location A30),
but a clo>er look reveals that aIthough both buildings have
the same shape and were wrought from the similar materials, none of their respective decorative features match. In
many ways, the Shnne of the Spire is a much more austere
place, harboring no special design other than its intricate
srained glass windows and elaborate roof.
The Shrine of the Spire serves as a secondary temple
to &e S t m e God ~ellowsliipTemple in the Spire District
(location J I I), a$ most residents of the distnct prefer IO
practice -heir relipon a t the rial1 of the hcestors. It was
raised ha'o centuries ago to accommodate the growing
population of the district as well as the many patrons who
bury the r beloved in rhe Mausoleum or the Tomb of the
Ancients (locations A10 and A i l ) . Todav, it is mainIy used
by the members of the Dwarven Militia posted nearby, as
well 1s those who inhabit the southwestern part of the district. When needed, the Shrine also services outsiders who
wish to conduct funeral rites for those they place within
the Maucoleum.
The Shrine of the Spire is divided into three rooms.The
main room, which takes most of building, serves the worshippers, complete with an altar, holy symbols, and benches whew worshrpers can sit. A walI separates the temple
from the other two morns e n the southernmost side. One
room i s reserved for the Shrine's a c o I p s and any visitors
in need of lodging, while the other is the priestess' private
abode.
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A C ' r l V 1'1Y
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some repairs. Because it is considered a poor dwarfs version of the Hall of the Ancestors, the generosity of those
few who use it is not enough. Narika wishes to change
this unforrunate situation however she can.
HOOKS
A8.
SORTCTL A N D SONS: F M B A L M R S
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Both the doors leading into the Hall of the Dead and those
opening into the Mausoleum are closed and locked at alI
times. A successful DC 30 Open Lock check i s required
to unloci them. The Militiamen guarding the entrance
can inform anyone wishing to speak with Zurir the Wise
that the! simply need to bang on the doors to attract
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ACTIVITY
AI3.
CLIPE-PAC CHAMBFRS
H a n g the face of the great cliff that dominates tht:western part of the district are about forty chambers carved
into the rock. Many narrow stairways, aIso carved from
the bedrock, lead to these various chambers. They serve
as shops, stores, and sometimes also residences for many
dwarves of the middle class.The fronts of these chambers
have been converted into storefronts where fine arms,
armor, jewels, statuettes, and other kinds of metalwork and
stonework are offered. Anyone looking for gear, weapons,
armor, and any sort of metalwork and stonework can f i d
what they want here. While some of the dwarf artisans and
craftsmen (Dwarf ~ q 5 - 1 0might
)
be &ring to barter wirh
fnendly foreigners, most insist that the items they selI can
only be acquired at the prices they have set.
~ 1 4T.H E
BURROW
view.
HOOKS
FS I I3 F NTS
Kerdic Longfoot, a retired dwarf adventurer, is the ptoprietor of the Burrow. He and his four sons, Kerrhil, Eridil,
Drundic, and Verok, run rhe most popuIar
tavern in the
~entire district. Open twenty-four hours a day, the establishment employs only the best cooks and hardest worlcing
barkeeps, and all of them in turn work long hours behind
the bar. While G r d i c remains in charge of the Burrow,
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RLDS LARGEST C I T Y
hi1 takes care of purchasing the needed ACTTYIlY
Of all the phces in the district, the Buiww is the place to
;upplier is Graybeards Brewev, from
meet people, enjoy an evening of merry making, and find
sorts of ale. The entire Longfoot f x d y ,
adventuring oppomnities. A true mmor mill and nest of
and most of their workers, are well-trained warriors who
information, the Burrow is also a n excdlent place to hear
at one pcint in time served in the districts MiIitia. Because
the iatest gossip from the k a r v e n Di!,trict. One can find
of this and the fact that Kedic made a fortune while he
various dormants, conracts, and employment offers here,
was an adventurer, their countless regulars respect them
and characters in need of a clandestine rendezvous with a
greatly, herdic often recount tales of his adventuring days
disrrict dwarf can find no better place ihan the burrow.
and his <on m m d i c sings songs, which usually delights
the Burrnws customers.
HOOKS
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Kerd;c i-ongf~ot
has a +Z short sword and a ring of
spell turrling. Both he and Kerthil carry at Ieasr 100
gp on tCreir persons a t all time. The p e p cash of
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rne trurrow as ar Eeasr LVU gp in it, D U tn
~ ISamount
can vat-). Verok, the youngest son, wear!j a brooch
o f elweti design worth 450 gp (from his fathers
adveitcring days) under his tunic.
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A I S . TIANVTRS PLACF
A simple red door sticks out from amidst the various shops
and storefronts that open up from the face of the bluff
A namw path made of gray gravel leads to this place. In
front of rhe door is a small stone sign reading h n v i k s
Place: T h i s quaint residence is the home of Ran& the
Runner (Dwarf k@)
,old dwarf messenger, now long
an
retired, and his wife Gertha (Dwarf Ccm2). The pair traveled TO many foreign places in their youth, but are now
contenr to reside in the district and enjoy what time they
have Eeft.
Their only son has recently disappeared, however, leaving a dark cloud over their otherwise peaceful lives. He
was last seen leaving home to go to the Pavilions in the
Artisans District (location Lio), where he was seeking
employment 3s an apprentice jeweler Ihe was not skilled
enough to earn a position with any of the jewelers of the
Dwanrtm District). In truth, h e chose a path that his father
wouid never have approved of, and thus never bothered
informing his parents of his new pdession . .. but they
cerrainIy dont know that.
Gertha inherited a silver tiara from her grandmother.
She keeps the ancient family heirloom in a locked chest
a t the foot of her bed. It is worth abari t 100 gp, but most
dwarves of the district would pay five times as much for
it.
ACTIVIW
---
IIOOKS
R FSIDFN'TS
--
__
1
~ 1 8S.U ~ P T XR Q O M S
This series of simple chambers, are interconnected by
short but wide corridors in this section of the underground complex. Each room is filled with stacks of wooden crates and barrels of different sizes and make.
The dwrrves use these chambers 10 store food and
drink. T ~Dwarven
Militia is in charge of ensuring that
P
the stock of supplies is well maintained, and a contingent
of four MiIitiamen (Dwarf Ftrl) guard the pbce a t all
times. Because the dwarves take every precaution in case
they need ro refreat to their underground complex, they
store great quantities of ale here as well as dried fruit
and salted meats in various chambers within this part of
the district. These goods are refreshed on a regular basis,
as the dwarves take them out of the srotes to use them
before the\- spoil and replace them with fresh provisions.
Should the city OT distnct fall, there is enough food
within the stores of the underground complex TO feed the
entire population of the district for three months.
.I
~ h ~ u must
g h of the Old Mithral Mine is mused, a riny
portion of it is alive with activity. 40 dwarf miners, under
the supervision of Dorak Stoutshield expIoit a n area that
includes a dozen small chambers. This area is relatively
deep underground, and traveling from there to the mine's
enhance takes severa1 hours.The miners have set up camp
near their dig and only return to the district once e v e v
two weeks to take a welldeserved respite and refill their
sappbes.
1I O O K S
ACT 1V 117-
No one has heard from Dorak Stou&eld and his miners in over a month. A search party w a s sent to the minerscamp, but never rerurned. Friends of Dosak (or one
of the miners) ask the PCs to investigate.
One of the many closed passageaays o f the mine
was reopened by a fell crearure, who now terrorizes
the mhabitants around the mine entrance. They hire
the PC3 to hunt down and drive the beast back from
whence it came.
A smaIl army of humanoids led by a senior cleric of the
Wests of Calarniry Temple (see location J5) recently
discovered a way to use one of the cJd corridors of the
mine to gain access to the Dwarven District. They are
planning an invasion - an effort to liberate their
comi-ades in the Humanoid District - and hope r~
seize the whole of the Dwarven Disr rict in the process.
The dwarves d need all the help they can muster if
they hope to drive these aggressors hack. Ifthe PCs are
in the district when this attack occurs, their help will be
needed to put it down.
word of the activities of the DWaTVen Underground
has reached the Conclave of Elders. They hire the PCs
to locate and arrest any smugglers mociated with them
who might be in the district, a task that might not be a5
easy as it looks considering the size and complexity of
the Old Mithral Mine.
The PCs are hired by the district Conclave of Elders to
investigate the rumors of emeraEd f ndings in the Old
Mithral Mine. In their search, the PCs discover that a
renegade member of the Silveranvil Clan has not only
uncovered emeralds within an abaidoned section of
the mine, but has also secretly begun to steal them for
himself. Who is helping this renegade in his endeavor?
Members of the dwarven community? A spellcaster
from another district? Or perhaps even some organized
criminal moup from outside of the c.r+
Bp
RES1 DENTS
h-+
.
;S
le PCs are hired to train the men of the Miliria. f i r i n g
-, .
--
function todav.
During most of the year, the Meeting Hall serves as a gathfrom the dismct can use. Family
gatherings, clan meetings, wedding celebrations, and
simiIar sorts of events take place here. During the winter
months, as well as on rainy days, the districsk politicians
somerimes use the Meeting Hall to address the populace.
Because so many people wish to use t t e place for special
or private events, such as clan gatherings, a designated
administrator takes reservations. T h i s dwarf, one Nirkon
Fellblade, is a noble and venerable old fellow from the
Silveranvil Clan in the twilight of his yt:ars. Nirkon is also
in charge of appointing peopIe to clean and maintain the
Meeting Hall, and he maintains a st& of twenty to heIp
him.
forges.
121Wis 6.
Master Forgers [4): Dwarf Expl5.
journeyman Smiths (36):Dwarf ExpS.
AC'I'IV[lT
"
d
-
Although the Great Smithy oniy rarely welcomes strangers, some foreigners of special status (such as dignitaries
from othrar parts of the city or the world) or skills (such
as famous metal smiths) are sometimes invited to visit.
During such rimes, extra measures are taken and additionaI members of the Militia are brought to keep an eye
on the lccked rooms and coflers holding the Smithy's
various valuables. Characters who entertain good relations with a Master Forget or Grand Master Karn can
--
.
.
.I
A 2 4 . WRXFHOUSF
T h i s simple single story building, like many others in the
distrrict, is built of pale gray stone. Its walls, however, are
windowless and its flat roof holds no chimney. A single
door, made of iron then painted violet, leads to the m e e t .
This elongated building originally served as a warehouse where the artisans of the Great Smirhy stored their
m w materials as well as some of their nose ordinary finished goods. Today, the building continues to serve this
purpose,but the Master Forgers prefer to keep their completed items within the Smithy i t s e l f u d their partners
(mostly merchants or wholesalers) come to pick them
up. Accordingly, the warehouse is usually only half full.
It holds all sorts Qf raw metals, as w e l l :IS additional tools
needed for work at the Great Smithy, such as hammers,
anvils, and pincers to hold molten rneta: ,
A 2 5 . qR.ZYBFARDS B R F W F R Y
f d their wagons
with barrels and kegs of ale. These retailers and wholesalers usuaIly bring back their empty containers to the
brewers, who can wash and reuse them. Dwarves from the
district are welcome at the Brewery any dav from 8 a.m.
to noon. Anyone can purchase direcdy from the Brewery,
provided they buy it in sufficiently large amounts.To
do so. they must deal directly with Threkir Graybeard.
WhiIe the old dwarf proudly respects set prices, he can
offer substantial discounts to merchants who agree to buy
exclusiwly from him. Kerdic Longfoot of the Burrow (see
locarion A14) is one of those loyal buyers who benefits
from this kind of deal.
The Brewery offers difEerent grades of d e , a11 o f which
is of fine quality. Graybeards Own, the most common
ale, ir; produced in vast quantities. Graybeards Red,
GraybeardsYellow,and Graybeards White are specialty ales in high demand among wealthy or noble circles.
The best kmd of ale produced here, however, remains
Graybeards Golden Stream, which take5 four years to
mature. While the more common ales are produced and
sold in large wooden barrels only, speciaIry brews are also
available in smaller containers, such as metal kegs and tall
glass bottles.
city come to Graybeards Brewery and
HOOKS
A 2 6 . T H F CTRFR HOIJSF
;trict
ront
01 a it.riLea yara T I I I ~ U
wirn appierrees. ne trees are
short and neat\y trimmed, and form 3n orchard t h a t
extends northward up to the face o r the mountain
and eastward to the great wall making the edge o f
the district. The building itself is 20 feet high. Its
roof is f l a t and includes several chimneys. On the
southern side, the fence is made from the same
I I
_ - LI.. L - _ _ _
A
...I
--I---J
ruse-coiurea sTone d > me nous e aria reacnes rne
high wall that separates the Dwarven District from
the Humanoid District to the east, In front o f the
building is a large pale green rnarlile slab cut in
the shape af an apple. At-the center are carved the
words Cider House in dwarven ruties.
_ L _ _ _
three merchants who purchased ale from the Brewery were attacked outside the R G S I 13 F K T S
Under the supervision of Korvik Green) aiid (who handles
district. Many of the merchants were killed and the
all
administrative duties), a master appIe grower named
others were badIy beaten. The barrels and kegs of ale
Ronok
Longsleeve and a master cider maker named
they carried were destroyed. Witnesses and victims
Thurnoir
Scarlctaxe, twelve dwarves work at the Cider
of these atlacks say that a bevy of masked humans
are responsible for seasorial apple picking,
House.
They
were responsible. Why does this band of murderers
for
taking
care
of the apple trees (mostly by cutting away
concentrate their attack? solely on merchants buyiiig
wood
dead
to
keep
them strang), and for making the diffrom Graybeards Brewery? Is someone trying to disferent
q-pes
of
ciders.
suade merchants from doing business with the ancient
dwarven instirution? Or is this simply a coincidence?
Koruik Greenhand: Dwarf Expl 1/Rog3.
Threkir Graybeard hires the PCs to find out.
One or Graybeards journeymen has recently disapR o d Longsleeve, Master Cider Maker: Dwarf
Exp8.
peared. A frantic search could not uncover him.. . until
seven1 days ago, when his body was discovered in one
i i u i r ~ u iJC-1
i
IcLanc, u v e a a ~ nppm~
~i
u m v - ~ r .
~
I
Exp6.
journeyman Apple Grower and Cider Makers (9):
>LL.L
I 1 1 1 L . 1
hYC
--..
1L
-...... .
.,L1.J
1ICtS.
Dwarf Erp3.
Apprentice Apple Grower and Cider Makers (4):
Dwarf Expl.
~
51
.LL_.
r m P r m a ~ ~0r wrlrren
t ~ -r- -
---. ----
_I_
drr
I..
IlediiY
*
_I
v
~ r r J
I
ACTIVITY
The Cider House produces sweet apple cider in three varilast ha!
only ty
and mc
Most 0
sold to
The
era1 pu
and wl
district
associa
year, d
to dusl
from 1
dition
prietor
from tl
IlOOXS
, -- -
. -
... .
I? j
-.
*
_.,
~~-Y L I C I .
XUAL
I"
JCC
""&,T
1 W I I - u W d L Y c I I
u111u-
DWARVEN DISTRICT
< .
.
--
:"
AcrTvIn
..
A
!,I_,
<
lyLI,
I
9
I
4
E WORLDS
LARGEST CITY
1roOIEs
k!am m e h a nd .
~ 2 9 ErovsF
.
OE M A R K A SCARLETAXE
RES IIIFNTS
IY
speeches.
Q W A R V E N DISTRICT
Thurnon, who works at the Cider House. When not making public appearances to promote the cause of universal
equality, she can be found a t her home. h n - n o n lives
with her but spends most ofhis time at the Cider House.
Since he is also considered a strange dwarf, they both
understand each other and usually get along weL Their
respective occupations often requires them to spend time
away from their house, so their servants are often left to
themselves.
Marka Scarfetaxe: DwarfAri 7.
ACTJVITT
__
i
I I I U I L ~nun-uwarven
i i u u i UIC
~ c i c g ~ a u u r LML
m e m a n y years ne worKea as an assassin ror nirr . -.
/.ureu.
.......
strangers within the borders of the district. Some memhowever, is always on his guard. All the doors of11i~ house
bers o f the ConcIave believe that would hamper the
(including the sole entrance into it) and the marly che5ts
good relations with the other denizens of the city and
holding his possessions are locked. Many of the!
diminich the prosperjty of the district citizens. Others
are also Rapped with various kinds of contrapti
wish to bar access to strangers altogether, chiming
exact nature of which is up to the DM.
that things were better for the dwarves when outsiders
stayed out of their districts. As the Elders debate the HOOKS
A p u p of human pirares from out of rown ha ve come
questien, Mordon Graybeard hires the PCs to uncover
to the Dwarven District claiming that Zurek's nEsidence
the culprits in an attempt to quell any dispute that m37
must be burned down. They say that he killec1 several
arise from rhis siruation.
of their comrades five years ago, in another city Now
A3X. T H F ASSASSIN'S D F N
that they have finally located him, they want revenge.
The PCs are hired by the Conclave of Elders to find out
r
1
whether these men are teIling the truth or if their inforThis simple house of drab colored stone look(5 like
mant is playing a trick on them.
others in the district. Only one door made I]Ut of
An
old enemy of Zurek wants the venerable assassin
thick wood leads into it and i t s roof is flat. HoiNever,
. i..ir .I.
1
I
I .I
&I
He hires the PCs to kill him, but first they must
dead.
me nan aozen winaows spacea arouna i n e walls
unlock
the many doors and avoid the various traps of
of the dwelling are blocked with solid-looking iron
his
house.
Unless the rvitry assassin can convince them
grills.
that he is not the man they are after, they will also have
to face him in battle -and make sure he does not use
one of his many dirty rricks against them.
RFSIDFNTS
Zurek Longlocks wants to clear his name and hires the
Though there are very few murderers in this district,
PCs to prove once and for all thar he is not an assassin.
one denizen named Zurek LongIocks is reputed to be
He has a complicated past, however, and the PCs might
a dangerous and ruthless assassin who degedly kiIled
find things that. the experienced adventurer does not
hundreds in his younger days. Whether these rumors are
want
them to know.
m e or not, he isn't letting on. Whatever he did in the past,
C I U C ~~~c
ACTlVTT7'
CARTS HOITSF
se color and a
:n sign stands
A p 0th e ca ry
ss of Aranok the
often be found
Dund the district
I
hours h e is always
first floor of his
Aranok the Herbalist: Dwarf Expl2.
A33.
..-
T H E B R O N Z E BASTLLTSK
---
X35. T H F
RUENS O F
TJESTS
I3 0 WSE SCARLFTAXF
Extended adventures in the Dwarven District tend to
A massive stone foundation dominates the immediate
revolve around themes of law versus freedom, and that of
area. Crushed stone debris of dark gray and burgundy
the collective good weighed against the rights of the indihues form ;1pile over the stone platform. Bits ofbent metal
vidual. The clan leaders have brought many benefits m
and blackened wooden beams also protrude horn this pile
their people, but they are also stodgy anc d e x i h l e . Their
of detrirus.
hidebound traditions hold back the youiger members of
These are the Temains of the original House Scarletaxe,
their community, and alienate many other city residents
which had been built by the original members of this dwarf
who would otherwise provide excellent resources to the
clan (see location As). The building was destroyed some
dwarves. The tension between young and old, between
250 years ago by a combination of localized earthquakes
tradition and innovation, between the needs of the many
and a mysterious fire that weakened the whole structure.
and the rights of the few, is a constant factor in everything
Many dwarves believe that black magic was involved in
which takes place here.
the desrruction of the original House Scarletaxe,but many
others say that dwelling was weak to begin with and poorly THIEVES q A M B I T
maintained over the centuries. Whatever the reason, the
For decades, the citys infamous Thieves Guild (see
fire ravaged the inside of the house and the entite stone
location G3) bas been trying to infihite the Dwarven
structure fell while a blazing inferno was still raging inside.
District. Because of its mostly law-abiding (and exdusivdy
Sever21 members of the Scarietaxe Clan were killed dunng
dwarvenl citizenry, as we11 as its competent and virtuous
this incident.
Militia - not KO mention the fact that the Thieves Guild
has few dwarves in its organization - i t s effo1~5have thus
There is nothing left of value inside the ruins of House
far been in vain. Grand Master Ezerhn the Mindful, a k g Scarletaxe. and no one ever comes here anymore. Very
little takes place here. The ruins are shunned by m o a
edXy the greatest dwarven thief in the city, took it upon
dwarves ofthe district, who heIieve they are haunted. The
himself to change this situation. The recently appointed
current members of Clan Scarletaxe reside in their new
Grand Master of theThieves Guild wants not only to prove
house, at location As.
to his peers that such a feat is possible, but he also wishes ta gain a
HOOKS
foothold in the district he long
* The ghosts of the Scarletaxe members who perished
ago called home, and then slowIy
here frequently appear ra spook the neighboring resiemact his tevenge upon the
dents. They ask the PCs to hVeSEigate, but they soon
priviIeged nobles who drove
realize that there is only one way to appease the spirits:
him away.
to kill the descendants of those responsible.
Rumors abound about the existence of a vast underground complex now buried under the ruins of House
Scarletaxe, but not even the members of the cIan can
confirm the existence of such a maze. Wishing to get
the facts straight, members of the Scarletaxe Clan hire
the PCs to dig into the ruins and explore this mythical
underground complex, if it indeed exists.
-__I-_.
_-..__I_ -_ -..y .I.~y., h..u..Y*..'L.,
been working for years to establish a m o n g base of operation for the Thieves Guild in the Dwarven District, and
recently wveral missing pieces of the puzzIe fell into
place. Because of his position as a Grand Master, Ezerlan
cannot n& taking charge of the operation himself, so
he reIies on his good friend and feIlow thief: Therkon
Blacktongue, a dwarf who quickly rme to the tank o f fox
(master) In the Thieves Guild. The younger thief hopes to
be nominated wmg (overseer) of the Dwarven District,
and thus he does everything in his power SO complete the
mission Ezerlan gave him. He also works with a group of
competent dwatven rogues from the Guild. With Ezerlan's
help, Thetkon made several contacts with some of the
disrnct's dissatisfied youths, including Fromon Silveranvil
of the the Silveranvil Clan (see location A4), the son ofthe
famous Farnir.
Ezerlan and Therkon concocted a plan to take over the
aiready established h a r v e n Underground (see locations
A19 and A34 for more details). They wish to {owe the
members of this small band to join the Thieves Guild and
use its secret base of operation as their own (they have an
informant in the Underground).However, ]Darakon,who
leads the Underground, wanrs nothing to do with the
Thieves Guild. He met Therkon several times and each
time rejected his offer, mainly because he does not want ta
abide by anyone else's rulcs. Thus the two factions recently
began a secret was that disturbs the peace of the district
and threatens the security of its citizens,
There are three different ways the PCs may get involved
in this adventure. First, ifthey have ties with the Conclave
of Elders or the Dwarven Militia, or if they recently
spent some time in the Dwarven District or talked to its
populace, they might Iearn of the Violent conff ict between
unknown factions, which Ied to a series of bloody incidents in which innocent hstanders were hurt. In this
case, the Conclave of Elder of the Dwarven M h t i a could
hire them to investigate,or they c ~ u l dsimply take it upon
themselves to learn about these mysterious events.
~
I L U Y
L I 1 L IY.7
1141L L L L J
*",LA,
c1
\\
. -.
d2O
Encounter
1-2
3-4
Pickpocket
5-7
Messenger
9-1 0
11
12
13-14
Off-duty Militarren
15-1 6
17-18
Dwarven merchant
14-20
- .L.Yll -- ----,
a-L----, --.- ,.
1-11
---
.*_I_
6-
__
___
.------_.
__,
~~
-.
'
cgdii
3,
I
'
..
>
wit11 LLIF
tidui~nui&
iiuiiiaiiviu3,
W~IFIF
riicy
4 1 1 1 w
~ utn
a> u u u y g u a i u a
VI C A L V A L ~ U ~ ~ ~ 1
~ 1
L1
X
from weakening the assembled humanoids, the boundaries have formed a protective shield under which they are
able to live with a remarkable amount ofsecurity
The district also provides the city with a remarkably
simple solution to its prison problcm. It is walled off, difficult to escape, and rife wirh danger. What better place
to store the city's convicted lullers and other criminals?
Under a deaI brokered with the various humanoid leaders, the city pays them a nominal fee in exchange for
taking in the city's prisoners. Those convicted of a serious
crime are branded with a "P" an the b2ck of their hand
and unceremoniously dumped just inside the district
wails. They are not permitted to leave the district under
any circumstances, but must find a way to survive amid
the ravening humanoids and limited supplies. Critics
argued that this wouEJ simply give the humanoids more
fodder for their ranks, but in fact the opposite as proven
true. While the odd half-orc or clever human can ingratiate himself with a particular tribe, most are either scooped
"p for use as slave Z a h or simply hunted for sport. Only
the mosr cunning can survive and remain free, stealing
what they need while staying hidden from the various
gangs which hold dominance in this diritrict. A few have
actuaIly managed to form gangs of their own;they gather
enough prisonen to carve out a slice of territory and
guard it against all comers. The humanoids grudgingIy
accept these groups, though they'te viewed more as stubborn nursances than equals. The civic government doesn't
care one way or the other, as long as prisoners never leave
rhe district. It allows them to get rid of their undesirables
while avoiding the costs incurred from hilding an actual
jail.
Organization of the district is in a constant state of
ebb and flow Occasionally, in its histmy, a charismatic
leader has risen to unite the feuding tnbes. He wil1 rule
the district like a king for a few years, enforcing his will
and adding to his coffers through surreptitious raids and
the like. Then he is either deposed or forced to flee, and
the humanoids below him WllI fall to inlighting again.
Most of the time, the district is thus divided by warring
gangs who clash with each other for control of resources
and territoty. There are currently nine humanoid tribes
vying for control of rhe district, as well as numerous
smaller bands which pay tribute TO them. . _and a pair of
prison gangs who have proven ruthless enough to survive. They hold ever-varying chunks of territoy, marked
only by their ability to defend it from their nearest rivals.
Clashes are common, though rareIy enough to dilapidate
the overall population.Every tribe has sworn and oath to
unite in the face of external opposition, and those who
wish to send a force in to wipe out the humanoids would
be srqrised at how quickly they can close ranks. Their
squabbles are p r d y internal; even the most thick-headed
of their number understands what would happen if the
test of the city could truly divide them.
.-.
A s much as the
to go away, i t cont h u e s to endute, and even seiyes a u ~ e ful purpose of SDLts. Without it, the ciry's darkest corners
would be even mcire dangetous, filled with crim,in& who
now toil in miseT beneath a humanoid yoke. th
n
du M e
saying the monstmus residents have been "tam e d is a
bit of a stretch, th!ey no longer present a real thiteat to the
remainder of the city, As long as they have the ir district,
lm4nn tk,
they remain more or less under centrol. ConsiLLLLll,
alternatives,that's a bargain she City Council is wiIIing t o
live with.
Llll-
T,OCATTONS
B I , MONSTFRS' 5ATF
Straddling the edge of the great northern wail,
this imposing fortress is the only ready means
o f entrance to the Humanoid District. Its granite
sides have been constructed from huge stones
quarried from the Dwarven Dlstrict, rising sev-
F-
. . .
_
I
gate areas, or who looks llkc they dont belong. In addition, a few wizards from the Cadre Wizards division of
the Guard (see hcntion F8), are attached to the garrison to
help rvidi defenses, and clerics from the three major racial
religions make regular appearances in case their healing
spells are needed.
Prisoners are an unruly, defiant lot, usually shackled to
within an inch of their lives and being hustled towards
the gate at the northern end of the fomess. Prisoners are
never bound in groups larger than two,and are always
accompanied by ten heavily-armed guards apiece.
The captain in charge of northern end of the gate is
h d y Trim Valkenbane, the head of one of the citys most
distinguished farndies (see location E4),and a stocky bsunette who views her post as the first line of defense against
the horde. Though barely 5 feet tall, she has been known
to stare rabid gnolls into submission, and her command is
among the best-discipjined in the entire fortress. She personalh inspects every pass into and out of the d:srrict, and
though shes known some of the regularsfor years, she is
never less than stiffly formal with them. She spends her
off hours in the Guards District drinking a t the Officers
C h b (location F29), or out on the rarnpxrs watching the
humanoid fires burn.
Colonel Eddis Monteback commands the entire garrison. He srudies military history constantly, bur because
ofthe lengrhy period of peace which the city has enjoyed,
hes had little opportunity for practical experience. Hes an
excellent organizer and has a good sense of small unit tactics, which has accounted for his rise through the ranks,
but as far as personal experience goes, hes never had to
command trmps in battle. He secretly fears that hes not
up to thr: task, but he dare not voice his concerns to anyone else. He just does his job as well as he can, and hopes
that should the test ever come, he will prove worthy of
his post. Colonel Montebacks quarters ate attached to his
office, a rampart OR the highest level of the fortress where
he can scan the district for any signs OfaCEiVity.
Five other captains and twelve lieutmants round out
the garrisons officer corps.
Captain Trina Valkenbane: Ftr7/,4riZ.
/
/
/
/
d I st rict.
ACTIVITY
Traffic through the gates is extremely light. Barely a hundred people pass through them each day, inchding new
prisoners and the odd scout which the guards send out
every now and again. Entry intu the Humanoid District
requires a special pass, which the sentries check a t both
the entrance to the fomess and the exit a t the other end.
Magic items which may assist in a possibje escape, such
as carpets offlylng and the Iike, wilI be confiscated, and
rerumed anIy when the owner returns on h i s way out.
Certain merchants are aliowed to ply their wares in the
district and members of the government may venture
there far reasons of their own.Of course, ptiSOneTs constitute the Gate's most regular travelers.
In addition, small groups of humanoids may pass
through the gate into the city, searching for work as
mercenar es or menial laborers. Such humanoids require
a petsonal validation from Osgood Antarax (see location
B3)! and no more than ten may pass through the gate on
any giver day. The ogres who now work for Corbusher's
Heavy Trmsport (see Location N8) and the hobgoblin
enforcers employed by Lucan's Domestic Service Agency
(see location 119) are examples of humanoids who have
".-.-.I*
..,
. .
city. They are always monitored doselv during the>
sage rhrough the fortress. Any who cause troub
promptIy tossed back over the wall.
The further south one moves rhmugh the fQRWSS, the
less militarized it becomes. The guards are a little more
re. the
._..
relaxed and their numbers aren't quite so many Hes.,
bureaucrats d o d y begin to take over, until,as one exirs
this area, one is fully immersed in the court of Law. The
guards here mainly serve to escort prisoners who, upon
conviction are led through the fortress en route to their
final destination. Prisoners are led in chains through the
fortress, to a central processing room where their names,
crimes, and date of conviction are entered into rhe records.
They are then s h a d e d rightly while a hot iron is pressed
to their left hand, searing the letter "P'into their flesh.
It goes without saying thar they are divesred of all equipment before being sent to their fate; they pass through the
gates wearing norhing but a prisoner's tunic and a pair of
sandals (though thankfully, they are not shackled or otherwise bound). It is degal for those so marked to be found
in any other part of the city; they must remain in the
Humanoid District for the remainder of their days. The
main trouble comes when prisoners attempt to escape,
usually by seizing a hostage or similar acts of desperation.
Once sekased into the district, the prisoner d need
to get imder cover immediately. The surrounding buildings (locations B2, B3, 84, and ST^) provide a modicum
of activity with which they can mask their movements,
but outside of that area, they are immediate tatgets. The
smart ones move around in the daytime, knowing that
most humanoids are active a t night. If they're lucky, they
can either find a den where they can safely hole up or
come into contact with one of the two prisoner gangs in
the district. The rest are invanably picked up by one of
the humanaid gangs,who wilI eithet hunt them for sport,
or capture them for use as slaves. Prisoner slaves are set
to work farming the vile fungi which the humanoids use
as food, clearing nibble from some buildhg o r another,
or preparing defenses from threats by other gangs. Life
expectancy for such prisoners is brutally short; most don't
survive the year.
Every now and again, the guards will send orrt a scout to
probe the Humanoid District and get the lay of the land.
Scout duty is exceptionalIy dangerous, 35 the monsters
view such activity as a hostile act. Guards discovered
within the district are slowly killed and then set on display as an exarnpIe to others. Accordingly, scouting duty
is by volunteer only. Each scout is equipped with a nng
of inv~sibilityand orders tu return within 24 hours come
hell or high waTer. Those who don't are presumed k i h d ,
though efforts are occasionally made TD recover the body T
(and more importantly, the nng). In the seven years he's *
commanded the fortress, Colonel Monteback has only
Iosr three scouts t~ the humanoids, a statistic ofwhich he
is jusrifiably proud,
YCLII
*""'%'
y-s
Iy.IILy*A
1 _ _ _ 1 ~
-'
-,
-.
or ro question a panticular denizen about some bit of business. Such parties always go extremely well-armed and
g
rm-mt
hark tn
the
._.._-.
._
._.date
.
as soon as their duties are done.
_-_y
HOOKS
vya.II
--1-
H F S I IlKYTS
ACTTVLT
PCS who arent too choosy can come here seeking new
members of their party.
A humanoid sen~esa chance to rid himself of his enemies within his tribe. He contacts rhe PCs,offering to
betray his chieftain tn them if they will help him seize
long ago.
the thrum. H e wishes to hold such negotiations here,
In addition to serving as his personal headquarters, the
where neither side holds and edge and where he knows
building serves as a meeting place for outsiders who wish
be wzll not be spied upon.
to formally speak with the humanoids who dwell here, as
* k group of humanoids springs a trap, intending to seize
we1 as neutral ground where tribes so inclined can meet
the structure and ransom it back to the city. The guards
to iron our their differences.
manage to dose the portcullis, but they and the unsuspecting mercenaries are now trapped here with dozens RESIDENTS
Usgood h t a r a x was born to the chambermaid of an
of hurnmoids. With l i d e f i r m to organize a proper resunknown ciry nobleman, the product of his fatherswancue, the ranking Wall Guardsman on the spot asks the
dering eye. His mother was dismissed from her post upon
PCs to help
giving birth, and forced to turn to a life of pmsntution
R 3 . H U M A N 0 ID F MBASSY/
to make ends meet. He grew up with an envious eye on
H O M F O E 0SC;OOD ANTARAX
his fathers family, and swore that one day he, too, would
be pawerhl and respected. He learned the manners and
bearing of a noble by spying on his betters, emulating
Like the other buildings clustered around Monsters
their example in all things. He got so good at it that he was
Gate, this one once served a military function, Its
able to slip into their parties and gatherings, insinuating
stout stone walls have been well maintained since
himself with the upper crust though he never had two
the humanoid invasion, and the gates look ready
pennies t o rub together. It was through this insinuation
t o repel any invaders. A pair o f silent stone statthat he planted the rumors which destroyed his father
ues flank either side of the entrance - enchanted
- rumors of financial impropriery and sexual blackmail
guardians, by all accounts. The ramparts are only
against female members of rhc upper class.
half as high a s those of Monsters Cafe, and the
proximity to nearby building.; affords no appreciable view. The area is shrouded in shadow most
o f the day; only when the sun is highest in the sky
does it shine upon the stone walls.
The interior has been kept in good shape and is
tastefully decorated with a variety of fine objects.
But for its location, it might be the home of a
noble fa-nily. The upper chambers are reserved
for the master of the house, containing private
libraries, dining rooms, and sleeping quarters. The
ground floor holds meeting rooms, studies, and
a hrge banquet hall which can hold many dozens
of guests. The largest o f the meeting rooms has
a huge map of the Humanoid District along one
wall, with the territory of various tribes marked by
can
kers
ther
., .
trust any flesh and blood guards with his protection. They
are controlled with a n amuler which he wears arormd his
neck; he0 is never without it, even while bathing.
For a11 his srrength and power, Antarax has no interest in uniting the humanoids beneath his rule. It would
do nothing bur paint a large target on his back for every
ambitious tribal leader with delusion? of grandeur. It
would turn the rest of the city against him, as they would
begin to see him as a menace rather than a mediaror. And
even if he could unite the district, what would he gain
from it? He has the seat on the City Council aIready, and
governing a motley collection of humanoids is not his
idea of moving up. Re prefers the sole of deal broker, its
safer, its easiet, and it preserves the illusion that he is a
true nobleman.
Mama/.
Osgood has amassed 2,000 gp in gems and gold;
he earned it through political kickbacks, tribute
from the humanoid tribes, and flat-out theft. The
trappings of his castle -tapestries, paintings and
the like -appear to be worth some 6,000gp, but in
truth, they are worth barely 400 gp. Osgoad carries
a + 7 frost mpier for protection, though hes never
had to use it. He wears a ring o f m i d shielding on
his left hand, which, like the amulet controlling the
shield guardians, he never takes OR.
L
w a i L d i i v e 5 I I U I I ~CIIC
OT
break-in.
..
IIUXL
a -r-n. n
- -5mna
-w
-- . - w
.- r. rhP
..... L~
>
buildings two entrances (the jutting former gatehouses on the eastern side).
Inside, the barren interior is dark and gloomy, lit
intermittently by smoky lanterns.
Two dozen or so merchants stalls fill the area
from one end to the other. Each stall is heavily
guarded - again, by mercenary muscle - and
contains items which might appeal to humanoid
sensibilities. lron spears, dried footstuffs, waterskins, and the like are all for sale behind the stalls,
mostly available in bulk only. Groups o f humanoids
are clustered here and there, haggling with she merchants or gesturing at the goods they have brought
In exchange. One far corner has been cleared of
stalls, and apparently freed for the humanoids to
are always there, arguing Over a wagonload of hides
or motley coltection o f swords.
This area has become a rough trading post for the district.
Since mosr humanoids cannot travel to the Bazaar District,
they come here, where they can trade with each other and
any humans unscrupulous enough to have dealings with
them. The quality is low and the prices are outrageous,but
in some cases it is the only opportunity the humanoids
have to get what they need to sray alive.
wna aeai nere are a surly ana oaa-rem.sllke having to bargain for what they
s d P facto status as neutral ground means
ieir aggressive instincts in check. The
rn erch ants charge outrageous prices and the humanoids
know it. But they also know that they cant get what they
need a n!where else; those few who can get to the Bazaar
Distrirt atent treated any better
AC II v 1-19.
:.t.
R 5 . E ORTRFSS O f
K I N 5 WFFD THE MRCjNTFXCFNT
This two-story stone keep has certainly seen better
days. The walls have been breachrd and crudely
repaired in Several places, with chunks o f rubble
used to fill in the holes. The front gate looks quite
sturdy, however, despite its numeroiis battle scars.
A $mall sign posted next to it reads: Now entring
da relm uv WEED da Magnifisent. All HALE King
Weed. Graffiti o f various sorts has been painted
around the wafts. From the ramparts, slitted yellow
eyes peer hatefully over the stones and a hairy hand
can occasionally be spottet1 clutching a pole arm. A
- d- SPIKY
--.I-1.
.~
pianr
bright red banner depicting
or some
sort flies above the keeps tone toher, whose roof
has been painted a sickly shade of yellow. Greasy
smoke rises from the center o f the keep, and the
surrounding area i s choked with crabgrass and
puddles of offal, which grow more stagnant the
closer one gets to the walls.
Inside, the keep stinks of goblin flesh. Some
of the buildings have been torn down, while others arc standing only because of some unseen
miracle of engineering. They hold supplies o f various sorts - mostly smoked meat and vile-looking
waterskins. Tents and yurts made from pig hide
are scattered across the marshaliqg yard, each
containing bedrolls for several ~ Q gobrins
than
W
they can comfortably fit. A central bonfire - the
source of the smoke - is constantly lit, and goblin
cooks surround it using the flames t o roast spits
of unidentifiable bits o f meat. The gatehouse is in
slightly better shape, with goblin soldiers standing
guard their as vigilantly as Such creatures are able.
The interior walls, Ii ke those of the e.<terior,are festooned with graffiti.
The tower 1 5 apparently the realm o f King Weed
himself. The main foyer is flanked by hordes of
goblin mardz and hiincr with t a n p r t r i p c rlenirtina
the same bright red sigil that flies on the banner
outside. The central throne is carved from oak
and looks as though it was discarded from some
wealthy nobles dining set and left to rot on a garbage heap. The words, KING WEED have been
carved into the top o f t h e back. The upper stories
contain more storerooms, a series of lookout posts,
and the private quarters o f King Weed himself.
Several trap doors leading to the lower levels are
scattered throughout t+e keep.
I
.I-.
HUMANOID DISTRIC
I ais
Keep
was
'
.I!
weec s crown I S wormless, DUT m e gems ernbedded in it will fetch a combined 100 gp, if rerrloved
and prooerty cleaned. There are no magic iteiTIS in
the keep.
r.
_ II
H L l l V l l I
1.-
136.FORTRESS
OE
'FHF R O W S T E I N S B R F R K E R S
This ramshackle structure looks as thuugh it has
been cobbled together by a gigantic child. It was
originally built of oak - Ionghouses, perhaps
arranged in a square -- and since then h a s ha(1
chunks Q f stone and pi1x e s of masonry added tr3
r .
... A .
4
it to provide some semblance OT increasea P ~ Q W L tion. Though the engineering is suspect, the results
seem strangely durable, and the presence of scartine alonE the sides suggests
that it has repelled
-mare than its share of attacks. Hard points along
the walls hold clusters o f disciplined guards, while
sharpened stakes line the perimeter and make for
an impo: ing natural defense. judging by the nurnber o f bodies impaled on those stakes, they have
done the r job quite well.
Inside, the place has the air of a well-disciplined
soldier's barracks. Quarters are laid out with military efficiency, and though crude and smelly, are not
dirty in tqe slightest. Supplies are neatly arranged
in appropriate locations and weapons are organized intq smarthoking arsenals. The former longhouses, +which now form the fortress walls, hold
barracks, kitchens, planning facilrties, and living
quarters for the fortress's civilians. Yellow banners
. L _ _
.. _.._
~ -- --____-I.- .. ..
Guard residing here ... almost. Their F
7 made
them a perennial force in the Humat
iespite
numbering only about 150 adults or
Is0 the
best-equipped humanoids in the district. They l i ' t :ai chain
shirts instead of leather, and their weapons are a11 O f good
quality
. . . J
'I'he Breakers are led by a rather small war chiesr nameu
HggurP the Axe. His nasty tempered is filtered thro ugh an
almost fanatic devotion to order, leading to harsh FpunishmefyK for even the tiniest infraction of his elaborati2 rules.
His claws have been repiaced by steel nails, whrc h were
driven painfully into is flesh. Thev grant him an ex tra 1d4
damage in unarmed attacks.
L..,LI.*-.Y,
R F S 1J3 F N 'F' S
4 CT IV I'IY
__I
fir,v n L .
n T 3 r r l 3tnnrr t h e I~IIFIc
M ~ I A Crtinrl ngu03u
arullg L 1 1 L Y Y a I I 3
IOU5
IIIPIL2 J k r n l l U
while others work at herding the livestock or repairing a bit o f wall. The southeast corner contains a
large square bell tower, which has apparently been
converted into a meeting hall. The bell has fallen
out o f this place and apparently been incorporated
into the uearby wail. A monstrous jawbone, taken
from some fell beast, has been mounted on the
wer,
: 20
wpen LOCK cnecK to PICK m e m o r 10 tnis Treasury).
Who has the right to distribute it has become a constant sticking point for the governing council, and
even the choice of guards is met with accusations
and suspicion.
l38. CO1,ISFUM
.--~-", - . - ~ .
..-._I,"..-._l . y _ _ _ _ _
to escape through the Annex; all ofthe ti
back to the district or to h e field ofthe Cohseum (location
CZ)itself.
This arrangement stems from the fact that the Coliseum
straddles the Humanoid District and the Entertainment
District. It served as a birlwark for thp defenses against
the initial humanoid invasion, and as the siege continued,
the wall naturally grew up around it. That left rhe Annex
in the Humanoid District, however, and while it wris
initiaUv administered by "normal"bumans, the nitmber
of monsters and prisoners who entered the games necessitazed that new management step in. For all their crudity
however, they have kept the Annex in excellent shape. It
contains weapons, armor, and accouterments of all varieties, enabling the Coliseum to put on whatever spectacle
the crowd demands. It's all stored neatly in one of the
building's immense moms, or else ordered from a variety
O f merchanrs throughout the city
1
.
.
ANNFX
will.
Inside. the complex is sirnilarty oversized, with
rooms a i d corridors big enough to accommodate
a giant i' need be. The lower levels are comprised
o f pits and cages, holding both reluctant gladiators
and the savage beasts they will fight. The upper levels hold more austere quarters, designed for more
willing combatants. The rest i s storage, containing
everything from spare weapons for the fighters,
to huge props such as siege towers and chariots.
Everything the Coliseum may require is stored here
for possible use; there's even a set o f boats and
water tanks, which can be used to simulate naval
battles.
The annex to the Coliseum is run as a part of the
Humanoid District. Indeed, it i s even administered by
humanoids, falling under the unofficial domain ofa rapacious ogre rnage and R family of his mundane agre f0110~ers.The City Guard a l l o w them TD run the Annex because
ir keeps t'leir own members out of ham's way. The Annex
contains everything necessary to stage gladiatoria1 spec-
-7..
"
il
m y nurnoer
R F S I D F: 1!'"'s
01 giauiarors
inside, but they must never touch them. In addition, the annex h a s weapons and armor of all variet-
'- ,
- /".-.
district's
1
e
* The
BTI. WATCHTOWFRS
These tall wooden towers have been placed near the IWQ
main entrances to the district, and they afford a clear view
of most of the wall. The humanoids erected them in a rare
dispIay ofunity -ccarefulIy negotiated by Osgood Antarax
"9. THE EIANCjTNq T R F F
(location
83) - and nearby tribes continue to staff them
This huge, decrepit oak dominates the surrounding landregular
with
shifts of watchrnen.They have orders to keep
scape, its skeletal branches spreading aut in what seems
on
an
eye
human acrivities along the wall and to sound
all
like a thousand different directions. The bodies of nearly
if
a
warning
threat to the district appears. Each tower
any
a hundred humanoids hang from different branches. The
o f five humanoids (OTCS, bugbears,
contains
a
contingent
oldest are f i d e more than skeletons, while the newest
or
hobgoblins)
armed
with longswords and bows. The
have been hanging far just a few days. Crows and buzhas
a loud ram's horn, with orders to
leader
of
each
shift
zards flosA here by rhe dozens, rheir feathered bodies
the
of danger. The towers themselves
sound
it
at
f
r
s
t
sign
forming a gruesome foliage for the nee. Before the curfour
nearly
tall,
with a hatdness of 5 and 90 hit
are
stories
rent turf squabble (see location Bin), the tree was used IO
humanoids
points,
The
are
Qical members of their spedisplay t!ie bodies of traitors t o various tribes. After being
cies, as described in the Monster MnnuaI.
killed, his corpse would be displayed here, as a warning to
,
i
\M
y ti 1 I 1I FA I't;fi
wrEiiii ICK
tu
UI
d X I K ~
1uuirt5ucricdtii
t r i r hLdriu3.
A CTIVI%Y
613. R L E V K I ~ ; U ~ I V N N ~ ~ J
This man-sized hole bores straight into the wall, traveIing
abouc a third ofthe distance before finaIly collapsing into
rubble. It marks the spot where a prisoner - a wizard Qf
some infamy- attempted a breakout, alongwith three or
four compatriots. They underestimated the weight above
them, however, and didnt think to shore up their tunnel.
The cok~psekilled them d l in an instant. The Fllnnel E k e s
near an angle of the wall and is hidden in shadow -easy
to miss unless yodre looking for it (successful DC 25 Spot
check to notice). A prisoner or a humanoid with proper
ta
alone.
s r 5 . RUTNFDWALLS
The crumbling masonry here once represen ted a Iorv, low,
wall, which ran for several blocks and f o r m:d a boundary
of the modest park ro the southwest. Now, the greenery
in the park has withered and died, and rhe PraU i s nothing
but a few scattered lines of masonry. It was here that the
city defenders made a heroic stand during th e humanoid
invasion, holding the monsters a t bay whil e rhe defenders at the wall evacrrated the last few resicIents into the
I.--I- Dwarven District. Evenhafly, however, they .w..e- -i r- uvciiun,
and their bodies mangled beyond recognition.Their blood
and bones intermingled with the soil here, leaving a trace
of their essence behind that remains even after so many
generations have past.
Anyone standing in the area - between the large
tree to the north, the parkland to the south, the buildings to the east and the wall to the Dwarven D i s h c t to
the west - facing a humanoid or evil-aligned opponent
gains a +I circumstance bonus to any Will saves, and any
Intimidation checks made against them automatically
fail.
-,
sr6.
S ~ I N D L F L F + WOODS
icty. Many of the trees are dead, having been burned black
by fires long ago. Those which stirvive are strangely sick,
--
THO5 THT,
rtdirlg
U I Ilull
walls,
c;
barehlndsandcrushinglimbsand skuflswithteckless
indon. Some say hes seelung an honorable death, if so,
cermnly taking his time about it. When not fighting
one tribe or another, he stays in his mate; hi5 lonelv
lows ofien echo across the district in the dead of night.
t lha
IC
L , , ; l J r m ~ A &*++-*-A
-:--
U U l l u l f l X . n L Q L L C I K U 31Ell UIICC
Y
ALd W W V r Lllt:
rL..-l l I r ! !vi -L.
A C T IV 1 - n
back.
B J 9 . HUMANOID PAWNSHOP
This dusty warehouse i s located near Monsters'
Gate, right next to the humanoid "embassy'! run
by Osgood Antarax {location B 3 ) . The outside i s
battered, but still serviceable and marked with the
usual array o f humanoid vp-raflfiti on the northern
side. The vford "pawnshop" is written in red pilint
in several Ianguages above the door.
r1.
---
I .
Incirle
n i m I n -..arrauI nr
thP C n n n n -.-I
n i n r -r ~nnipctq
. , . ".I.-,
--I----'
I I
I -
?.
"
R Fs I 11F: ?I' rS
.L 1-
1most in shoddy ; h a p
ACTION
HOOKS
S h n t breaks loose from captivity :md launches rampages through the nearby area. Osgocd Antarax asks the
PCs to hunt him down for the good of the districr.
A t r h e ef backstabbing humanoids helps free Sknrnt
from his master. The troll now resides with them ...
threatening to sbif~the balance of p w e r in their favor.
The Pcs must ensure that the troll i s either killed or
breaks away from his new fnends.
Angus acquires a piece of the PCs' property, wbich was
stolen a few days previous. He refus.es to divulge the
seller: the PCs will need to get past &runt somehow if
they wish to convince the old man tc) help them locate
the thieves.
1-2 thief manages to slip in and steaI the money in the
strong box.. . while it and Angus arc locked in the cage!
The pawnshop owner enlists the P O *aid to solve this
mystery
B20. R U I N F T ) CHURCH
-.,
LIIF
CicaLuicD
IF
pnrincu
VI,
IYLR
y7qca
YI
~ ~ w g c =
of value.
A c r l VIm
+-
HOOKS
:-.
- ---
, ~ ,
sisting of Some 300 gnoIls (as pes the hfonster Mmunf), lays
claim to most of the surrounding territory The H C C O R I modations here resemble a filthy kennel, wirh clusters of
moss and lichen growing along the walls.
The tribal leader, Ggrugg Havchk, divides those
beneath him into individual packs, each led by an undcrling. Each pack has free rein but all must answer to
Ggsugg i f they wish to remain in the tribe. The Haded
Smile ha5 made plenty of enemies, so those outcast from
the coIIective ate invariably hunted down and destroyed.
The remainder have realized that with h e i r large numbers, they wield a great deal of power, and have sought to
dominate ar; many of their felIow humanoids as they can.
Their e%rts have brought them into conflict with the
Bowstring Breakers (see location B6), who squabble with
them over the main thoroughfare (location Bi0). The
Breakers use superiors tactics, but the Smiles nrimbers
and anirni1 cunning help even rhe odds. 50 enrapptured
are the Snide in this conflict that they pay little atrention
to their northern borders, where other gangs have begun
to quietly establish their presence.
The Blzdrd Smile have a collected hoard of 700 gp,
which Gg sugg keeps in a dugout ho1e under 3 mattress
in rheir headquarters.
S 2 3 . HFADQUARTFRS O F IH
NRTLED BOOTS
This odd hobgoblin nibe of about 100 has taken up resi-
-_
I--
oids would.
Trear the Nailed Boots as hobgoblins as per the Monster
hfunual, but with Knowledge (Human Cdture) +3. The
tribe has collected the rather considerable sum of 1,100
gp, which their commander, Kraxus I)orninar, jealously
guards.
S 2 5 . HFADQTJARTFRS OF TIIF
ROOKS SKULL
This former inn is now headqirarters for mme 100orcccs, the
largest such body aher the Rotten Jaw. They have seized
control of the surrounding block, bur unlike other tribes
have shown no urge to expand past those borders. They
collect tariffs from a few small p u p s of :ooblins and hobgoblins in the region, deriving most of their sustenance
fromslave-tilled mushroom farms, or from hunting in the
nearby woods. They are aware of both Shwrcliff the srone
.F.
band pi
a routine called Slap and ~ u m
th
1 mainlv for
various figures whacking each 0th
LS. Repeated
renditions of the performance ke:amongthe
o m for several years.
When King Weed launched his COUP, St. 4Clair wisely
stood by and did nothing, content to wait UIitil the dust
settled. The resules were something of a mix ed blessing.
Weed had ne interest in keeping him captive, but neirher
was he interested in the Slap and Zuzu shows.. . leaving
5t. Clair without any protection from the Districts other
denizens. Rather than wait to be abducted or W e d , however, he made B desperate gamble. Feigning protection
from King Weed, he set up shop in a nearby lot and began
performing Slap and Zuzu for the general public.
Needless to say, it was a hir.
Today, life for St. Clair is far from good,but it could be
worse. He performs his show nightly putting his puppets
through the wringer to the delight of the hooting cmwds.
In exchange, he gets to live, and earns enough food to
support himself. The humanoids now know him and
generaIly Ieave him be; they dont want the h n n y puppets
to slop. Even so, St. CIair rakes nothing for granted, and
always keeps an eye out or potential trouble.
Now in middle age, St. Clair has slowly adapted to Me
inside the district. He
dresses in a leather jerkin
and breeches, which he
pirrchased a t considerable
cost some time ago. His
limbs are thin horn the
but hes retained a wiry
lack of good eating,
musculature and
can move quickas lightning if he wishes.
He keeps his hair and
trimmed, bur since
heard modestly
he lacks a mirror
he cant be as neat
He keeps his head
as he would like.
others a t all times,
lowered before
always reverential, always subsersurvived this long
vient. He hasnt
to humanoids.
by talking back
--
. ,-
. -
laire: ExpS.
B 2 7 . T O W E R OF T H E I R O N CLAWS
This th ree-story building sports barred windows
from all four walls, from which malted and torn
coverings flap in the breeze. Doors in the center
of each side are banded with iron, and the sloped
rook opens into a small courtyard in the center
o f the building. A series of rope ladclers allow the
denizens to clamber up to the top OF the building
without traveling outside. As with many buildings
of this sort in the district, guard posts can be spotted along the rope, where troops can scan the area
for signs of activity. The third story here gives them
an excellent view to the east and south.
fnside, it i s apparent that the building once
served as a prison. Long corridors evenly spaced
iron bars, cordoning each floor off Into a series
o f stone cells. The cells have been converted into
livrng quarters and storage areas; the barred doors
have been wrenched off, and hammocks or leather
mats have been hung in the cells. The cell blocks
- - - --n -
rRICT
I
.-
L___
_.
>-
_c-
.
A
.
**_1_.
.&
n-
830.
. ..... ...
,I
ENTRANCES
IUNNFT~
Each of these locations is a secret door leading into the
extensive .;eties of warrens and sewer tunnels which
stretch beneath the Humanoid District. The entrances *re
practically invisible to the naked eye, requiring a successfit! DC 25 Spot check to notice. In addition, they a.te very
small, built bv and intended for kobolds. Medium size
.A.1
..yL
E4 00 K S
bok.
In an pffort to bargain for his life, a
* The koboIds
-,,
--,
__
rctnnci. King Weed ref uses to Rrant them access, and the msrmwrs
Escarl and W e e z Stunty Earbiter art! goblin brothers
kobolck IMPS have cla:imed any others who have tried to
whose father ran afoul of King Weed (lccation B5), resultreach i r through the di6jnirtk other tunnels.
ing in the familys exile. While the selior Earbiter snccumbcd to the districts merciless pecking order, his sons
refused to give up so easily They allied themselves 10 the
Bowsrriiag Breakers (location BG),promising them sready
supplies of food in exchange for protection from the other
jded storefront is decorated with the skulls
tnbes. They made good on their promise by setting traps
d rats, which line the front wall like tiles. The
for the districts enormous rat population. As the only pest
N S have been boarded up, but the door is
control service in the area, they were hugely successful,
.e? and decorated with the crude painting of
and thev SOOR fiIled the Breakers storehouses with piIes
r ~ t Bfack
.
smoke rises from a rusty chimney
of dried rat meat. Their initial endeavors successful, they
br:iIdings roof.
soon moved to other forms of vermin, such as snails or
je$the walls are decorated with an appalling
giant cockroaches - selIing their kills to other humanion o f expired rodents, hanging from the
oids as foodstrtffs.
In a number of large skewers. The rats have
But ir wasdt until they ventured outside of the districr
burned beyond recognition and are crammed
that then business really took off. Reahing that the citys
up against each other like shish kebobs. A srnokmore civilized residents would pay them even more to
ing barbpque pit lies in the center o f t h e chamber,
get rid of vermin, they began seiling their services t o
with mope rats slowly roasting on spits. A pair of
the humans and dwarves elsewhere in the city with the
s rotate the corpses, burning the flesh until it
money that mme in, they could afford to hire more workI Sseared black. A third goblin with a brace ofthrowers. Today, they are a thriving business, coIlecting vermin
ing krivrs strapped across his chest watches them
from all corners of the city to be deposited here and transwork.
formed into delicacies for the districts humanoids. Carl
and Stunty do quite well for themselves, even after the
In additinn tothe carcasses, the area contains R plethora of
Breakers take their (substantial) cut of the proflts.
traps and snares, a variety of baits, lances for jabbing inso
The brothers charge 2 cp for a kebob ofbarbequed mt,
small holvs, and six hand-pulled c a m for carrying all
I cp for fried giant cockroach. Acrually eating what
and
of that equipment.
they serve may result in cramps and mild food poisoning
(a loss of 2 Con points for i d 6 days) for any non-humanoid race.
I
ACTIVTTT
ehem are mostly unreliabie sons horn the citys underclass, who take calls only in the seediest parts of t o w n (Le.,
their customers are those who can't afford to hire a more
respectable operation).
The Bowstring Breakers keep a careful eye on the busines5 - which has become quite a cash cow for them
- and occasional!tvrough up the employees if thev feel it
warranted Thus far, however, they have irddicted nothing
worse than a few black eyes, and while Carl and Srunty
diligentlv skim off the top of the profits, they have nor yet
amassed emugh to draw any real ire.
The Bladed Smile (location B??), the p o l ! tribe currently skirmishing with the Breakers, has smashed up the
business several rimes in a n effort to disrupt their operaHATR OF T R F DQq
tions. But :he goblins are very good a t hiding, and rebuild1STF RS
E
RFWMF
ing i s often as easy as building a new set of snares.
hall
This
large
is where most o f the dist*ict's alcohol The
King Weed (location 85) ha$ a standing death sentence
a
owners,
twisted
gnome prisoner named Aug Sverinsen
against the brothers, which he rettuactively announced
(Gnome
Exp7')
and
his six dimwitted human partners
when he realized that they were exiles from his "kingan absolutely vile variation on
(FeralPrisoner3-5),
brew
dom." He refuses to back i t up with any kind ~f reward,
of
grog.
basic
A
series
great
vats arranged along the main
hmvever, and most denjzens wont anger the Breakers
are
full
alcohol,
rvliich
they transfw to barrel?
chamber
of
by slaving their cash cows ... not unless there were real
sell
The product is nearly
to
and
whoever
comes
along.
money on the table. Even so, Carl and Smnty are cautious
who
the ody yellow
undrinkable
prisoners
sample
when dealing with other goblins, who may take a shot at
dog
used
in
swear
they
hair
real
the
brewing but
liquid
them in an effort to gain favor with Weed.
it carries a powerful kick, and the humanoids don't mind
the taste. Barrels of the stuff seIl for 5 sp each, and every
HOOKS
* Cad and Stunty have agreed to smuggle out a disttict monster in the district has a wineskin or two socked away.
Aug and his partners pay protection money to both the
prisoner, hidden in one oE their carts beneath the rat
Bowstring Brealcers (Iocation B6) and the Bladed Smile
traps. V'hen the hue and cry goes up, the City Guard
(location
OZ), as the other business in the area do. The
enlists the Pcs'hetp to track the missing prisoner down.
takes their payment in product.
Smile
tisuaIly
The Rat-Catcherh Union is a good place to start.
together some 100 gp in savings,which
Aug
has
scraped
* A hit has been called in on the brothers, c o u ~ e s yof
an
keeps
in his office. Aside from the invensack
old
in
he
King W'ced. If successful, it wdl spark an open war
tory
grog,
this
only treasure on the premises.
of
is
the
berwcen Weed and the Breakers, disrupting the balance
of power in the district.The PCs have been asked to stop
B 3 5 . COTTAqF Ofi FDI'L'W XFLWTLT,A
the assaaination.
One o f the brothprs' human empIoyws has disrurbed
In the midst of the near-ruins that constitute this
someth:ng large and nasty in the bowels of the ciry
area
of the district stands a decidedly odd phenom(such as a bulette, or some other appropriatelv destruca neat cottage: sunny, white -washed and
enon:
tive monster). The PCs must stop it; on the way, they
kept
in
excellent repair. The presence of numerous
are joined by a n unusual group of allies - humanoids
maeical
runes. etched on the structure itself and a
from the district! They claim that if word leaks back
Series
o
f
large stones surrounding it. 19 small flower
that the Rat Catchers caused this, it could spark a new
garden
grows
~ a boredin one corner o f the p lt and
war between the Humanoid District and the rest of die
. , . . L ._...
I
I .
- . J . . L I . - ' - DP
innlcinv
r
a
n
on
F
D
O
~
P
O
In?
imide
rar
.
.
. sill o f one
city.. . B war which they betieve the humanoids cannot
- - - r - - - - -D - - - -window.
win.
Inside, the trappings closely match the outside.
1533. WALL q w a m *roww
Several cozy rooms contain comfortable furniture
This fortilied outpost commands a view of the district
while a btazing fire roars in the hearth. The smell
from the east, and is used by the WaEI Guard to monitor
of baking bread permeates every corner of the
the activities 05 the Coliseum (location CI) below it. It
structure, and on sunny days the light streaming in
.fis accessible through a large gate on the Enterhinment
seems to vanquish the district's overall gloom. A
District side and is absolutely off limits to all but the Wall
small shrine to the local deity o f longevity fills one
Guard. Some IQO troops ate stationed her a t all times, with
corner o f the main roam.
orders both to patrol the eastern wail, and ro maintain
order at The nearby Coliwum. They keep a particularly
B34.
I V l C L L C U U)' d UULC'II L J l d b L
glV,Url> U f W'.rJTMfrig
RESFDF N'l'S
Edith X e ' d a was Once a cleric of the local god of time HOOKS
The two wizards have been stranded OUT in rhe field,
and endurance. She won this house in a card game with
without their magic items to protect them. Their cola group cf her fellow priests. It originally belonged to a
leagues hire the PCs to rescue them.
powerful wizard who didn't feel like moving when rhe
* E d i t k cat has gone missing. She pleads with the PCs to
humanoids invaded and set up the wards which remain in
find i t for her.
effect today. Here, Edith has made a lovely home for herSuspicious of Edith, the monsters have decided to wipe
self amid the horrors of the Humanoid District, praying to
the cottage off the map, wards or nri wards. They can
her god and relying on mate food and water spells to keep
breach the walls, they can fire missiles and the like at
her supplied. She usually summons base items &e flour
it.. . or throw torches upon The thatched roof (although
and butter, then cooks what she needs herself. Strangers
Edith can use her create water spells m put them out).
who get Dast the wards are welcome to stay for a meal,
The PCs rake shelter there in time KO aid with the
though at the moment, she doesn't have the room to take
defense.
on extended guests.
The City Guard wishes to make use of E d i t h home as
He spare bedroom is being occupied by a husband-andan outpost in the Humanoid District, and are prepared
wife academic team, Jek and Votetgi Kasslos. The two
to reniwe her by force.She asks the PCs for help; they
wizards have launched upon an ambitious programs m
may play a role on either side ofthe conflict, or perhaps
catalogue the behaviors of various humanoid races, and
resolve it by osfering an alternative sclution.
are using the cottage as their base of operatjons.
Edith Xelwilla: Clr6.
- --
i :-
I-
ACTIVTTT
-!? .
Each day, the two wizards don their nngs uf invisibility and
venture forth to study the nearby tribes, bands ofprisoner5, and w e n Sheerdlff the stone giant (location BIZ).
They return to make copious notes of their discovery,
and are hoping to publish 3 book sometime in the near
future. Their strict vow o f noninrerfetence means t?iey do
not intervene in any conflicts. though they can provide a
wealth of idormation on the district's denizens if anyone
thinks to ask them. Over time, they have grown somewhat
protective of the districts and dislike efforrs to disrupt
"their" monsters from any established routines. Those
looking to embark on a mission of slaughter will receive a
cold shoulder from the pair.
s36. PRISON
C ~ A N HEADQUARTERS
C~
I._
__.
key to survival.
b o n g their number are a few wizards, and Rurtness
has filched a some low-Level spell scrolls over the years,
including shield, magic mirrile, and p o t c c t m
mil.
fmm
r-
..
men7 WI
F a h i , t 1 .--b-. ,v--iingwoald inevitably require a test of
prowes: and/or loyalty.
Slate Rr. mness launches a scheme m assassinate Osgood
Antarax (location B3) and ustirp his position as chief
d iplom nt for the district. The PCs can either assist him
in rhis e ndeavor or try to prevent it.
The Fall en intend to kidnap King Weed (location 135)
And Fort-e him to let them u s e the tunnel to out of the
city to escape. Osgood Antarax asks the PCs to either
prevent the kidnapping or stop the F d e n from escaping their confines.
I_^
B38.
DRRKTRFFS B A R B E R A N D
LFFCHERY
This eerdv clean establishment houses the districts only
rea1 doctor.. . if thats the right word for it. Mystic, evilhoking s i g h decorate the walls, while the sheIves contain all manner of bubbling potions and the hke. Several
operaring theaters contain COTS for patients and a gruesame-Ioohng set of surgical TOOIS.
The s u q e r y i s sun by an elven prisoner named Zinderos
Darktree Elf ExpT), who was convicted of murder after
one of his treatments N e d a patient. He had an evil rcputation of working black magic and conducting unwholesome experiments, whick led the other drnizms of the
district IC) give him a wide berth. In truth, he wasnt
.-
___._-__,,ll--.-._- r.3-L
-~
ing medicine, believing that no one worild seek him out.
To his surprise found the monsters more than willing to
-11
B39.
GAMBLINCj DFN
QIJESTS
Quests wirhin the Humanoid Districr differ from queqts in
other districts in that the PCs cannot jmt come and go as
they please. The district is easily the most dangerous in the
entire city. and as such makes it difficuh to simply drop by
and check up on a plot point. PCs will need special permission to enter, and then are expected to coilduct their business as quicklv as possible. f i e City Guard operates here
as if it were a combat zone, using well-hidden scout5 or
heavily armed units when they dare to venture there a t all.
Those who linger too long (even powerful and confident
PCs ) risk their continued safety and even ifthey have the
abhry to remain, why on earth would they want to?
The only exception to this rule is if the PCs are prisoners themselves, having been consigned t o the district for
heinous crimes, real or imagined. Such characters are
much more capable of conducting quests here, and indeed
an entire campaign can be established covering their
adventures within the district as prisoners. Those trapped
within the district naturaIly have a much greater stake
in what goes on there, as they nn't run away from their
problems by simply retreating back through Monsters'
Gate. Regardless of the Pcs'background, the quests below
are set up to assume that they have a vested interest in
the outcome.. . and that they either won't or can't simply
abandon the district to its fate.
TURP WAR
The consnnt squuabbles between various humanoid tribes
always threaten to erupt in open war, which could rip the
balance of power in the district forever. If one side earns a
quick victory, it can swallow up the losers' territory, claiming more ' subjectsn and resources, and generally raising its
standing in the district. O n the other hand, if they battle
each other to a standstiI1, rival gangs may fa11 on them
when thev are a t their weakest and absorb their terrirq
New playrrs are entering the field a11 the rime, as smaller
bands of humanoids grow in size and become big enough
to challeiiye those whom they ostensibly serve. And every
now and rhen, the entire district becomes united under
a single Eeader, who can then direct the entire district to
follow hi5 whim.
3ULll
szrugg1e5
- .
w e the opportunrty to
their attention on one
le whos left standing
ire that the balance of
given tribe may be difdefeat, even for powers and carefully-chosen
ng ai1 important lender
stmtegically important
se the oppormiiitv or
soners, for example, or
:former occupants are
ngle ruler is difficult,
-_-
-.
.__--
CRUFLTYS QFFTON
L l l C ClIdLdLLCL3
PRTSON B R F A K
The prisoners who call the Humanoid District home have
it rough, to say the least. Their lives are brutal and short,
often ending 011 the point ofa humanoid's spear or toiling
away as an abused slave. The onIy guarantee for long-term
survival is escape. . _ though of course, that's easier said
than done. Prisoners have no equipment ~t valuables,
and borb d i e humanoids and the human merchants in
rhe distnct are forbidden from s e h g them any. Their
distinctive branding m a r k them as outcasts from the getgo, and the City Guards will go to considerable lengths t o
prevent a prisoner from leaving the area. rf you want to
break someone OM, vou'II need t~ put a surprising amount
of thought into it.
The PCq c o ~ d dplan and execute a break-out either
because They are prisoners themselves, OK because they
require the help of one of the prisoners within the dismct.
Either WPJ, the most obvious exit -Monsters' Gate (Iocation B1) -is sirnpk nor an option. The guards inspect a!I
travelers carefully and are on strict watch for any prisoner
making a bid for freedom. The sheer size of the Gate and
the number uf guards on duty makes it a practical impossibility {QT a poorly-armed group of prisoners to slip
through. SimiIarly, the Coliseum annex (location B8) is a
veritable dead end, with a wily ogre mage controlhg the
keys, snd a tower full of guards to cut vou down even if
you make it out t o the Coliseum itself.
That leaves nvo deceptiveiv difficult options for anyone
planning an escape. The first 19 breaching the wall sornehow, either by climbing over it or tunneling under it.
Both w a w present problems. In the first place, a constant
rotation rf guards is on the watch far just such an occasion, and in the second, the number of magic items that
can h e l p f i c h t e such an escape is extremely small in the
Humanoid District. Smuggling in a r n p t of flyng t h e
like is possible, but it will require careful planning and a
wll2ingneTs for someone to take the tlsk of slipping the
(
I
fi
.
L--
TABLE
K T : THE FERALPR~SONER
Base
Fort
Lvl Att Bonus Saw
1
4J
t2
2
7
Will
Def
tl
+1
+O
t1
Special
Toughness
Specialty
tl
t2
+3
+2
-4-2
+1
+1
t3
+2
+2
t2
+3
+3
+4
+Z
+2
+I
+2
+4
+3
+4
+5
+3
+5
+5
+4
+4
+6
+6
+4
c4
t2
+2
c3
+3
t6
+4
t7
+7
+5
+5
c5
10
+5
+4
EFTIAT, ])RTSONFR N P C C L A S S
CLASS SKILLS
The feral prisoners skllls and key abilities are: Climb (Str),
Hide (Dex), Intimidate (Str or C h 4 J ~ u n p(Str), Move
SilentEy (Ilex), SurvivaX (Wis).
FFATURFS
All of t i e following are class features of the feral pris-
CLASS
oner.
Weapon and Armor proficiency F e d prisoners learn
to use ivhnrever weapons they have handy. All feral prisoners are proficient wirh the club, dagger, heavy mace, javelin, light hammer, light mace, morningstar, qumerstaff,
spear, and warhammer. Feral prisoners are not proficient
with armor of any sort.
TABLE
Init
+3
*3
-I
Ref
Save
B.2:
+2
Bonus Feat
+3
+4
4
+5
Bonus Feat
+5
+6
Rough Living
HWMANOlD QISTRICT
R ~ H D O H ENCOUNTERS
d2O
Encounter
1-2
Band ofprisoner5
3-5
Lone prisoner
6-7
Orcs
7-8
Bugbears
9-1 0
Cnolls
11-12
Goblins
13-14
Kobolds
15-16
Hobgoblins
17-1 8
19
20
Mercenary captain
FRVTFIW
Not all of the settlers who came to live within sight of the
Spire arrir e$ at once. And of the latecomers, many could
not afford to live within the increasingly regimented
districts of the ciry. Originally home to the city's northernmost slums, the first incarnation of the Entertainment
District grew out of those increasing numbers arriving to
find a bettrr life for thernseIves. Shut out of the best the
ciry had to offer -at first economically and then physically with the construction of the city walls - this
o1d a t i o n had to find wavs to
mowinp
1
a immigrant n
amuse thrmselves, as well as make a living.
The wide {ields of this area proved ideal for
all manner of sports brought from far-off
lands, and regdar wrestring matches,
marathons, and even spear throwing contests were soon estab0
to
oversee
lished.
The orqanized play, and
found themselves
cut off and shunned
by their familes.
O n e such was Sir
Harald Bridger, who
spurned the family wiinemaking business to become a r e g lar contestant in the fighting
matches. Though deprived
of the family fortune h e
L
was to inhent, he made
another by adventuring with a band o f
Ilke-minded outcasts.
Retirinp to the citv a
wealthy and popular leadw,
Sir Harald never f q o t his days in
the games, and attributed much of
his success to the informal training he received there. In tecogni:oposed, and fol:[ght far,
the construction of a massive arena made
of the same strong stone which encompassed the
city itself. Though the existing wooden amphitheater was
deemed sufficient by most, and had been in use for over a
generation, he hoped the new structure would bring the
status and legitimacy the stdl informal district lacked.
dkIW]
*-d:4
-
.u
rvrlX
70
I
I
L I W I I ~ . w iiril; u t i i i r l u y
pyuiai
YUI
UIF
i c a i i 3 t 1 t VL
iiic U c i i L k c
formers belong
t~
the
L U I I I L J I F I J , Lll"ug11 L u c y
dissuade anyone [rem
the misperception. It has becomtt standard practice to
tip any performer attempting acts of acrid finesse - nu
matter the qualiq- just i n case. TIlis has prompted most
performers to add a few simple twmbling moves TO their
repertoires, which can carry them Lm the lean days.
U V l l L L I T
CT
L"
COLTSFUM
.I
+...
- ..
.r
- - , a
_ _r r_p_F_ T_ i i7 8
evenly arouna rne inrerior OT me' arrh.
each of the five tiered levels above ground.
The first four tier s are filled with marble benches
. ,
* .
which stretch three-quarters ot the way around the
arena, while the topmost holds the densely packed
wooden bleachers o f standing room only, which
brings the total capacity to roughly 75,000 Medium
size creatures. Private balconies and benches are
built into the City Wall section so that they seal off
the horseshoe-shaped arena. These areas reserved
for elite patrons and they are accessible only by
(guarded) walkways from the fourth tier. All seats
provide a good view o f t h e center stage, which is
sunk into the ground below the first tier and ringed
by hidden elevators enabling access from the
Underworld below. Adjustable shade is provided
through an ingenious canvas and wood roof that
can be extended or withdrawn by the concerted
efforts of a few dozen workers stationed strategically in the exterior alcoves.
L~
11
f
il
!
'I
raise up creatures
:h can &de open
PIS adding variety
teld of battle. In
I throughout the
:hts to easily raise
:effort. With no
amp, they are the
2111 sight, and rhc
, up to swallow a
3 below its name.
the initial
ludes the staging
h gladiators and
ps brought forth
nnecting tunnels
i do the pipes and
the storage tanks
ts after
-T--
7
RFSTDFNTS
Though built with city funds, the Coliseum is a self-supporting imtitution, busy with attractions throughout the
year which pay for its maintenance and operation. The
Master of rhe Games oversees the t r u s t set up to run the
HOOICS
A man believing there i s a code to the statuary placemenr hires the PCs to do some legwork for him. He
thinks the code either relates the times and routes
used to transfer the box o f i c e receipts to the Games
Master's mansion, or broadcasts the results of the fights
beforehand (<.e,,he assumes they are fixed). After days
of wandering after the money shipments, and keeping
scorecards of the bouts, the Fcs discover no correlation
EO the statues. They may, however, find a code relating
to the C O W E of Grin's meeting places.
Someone has stolen the Guardian's Horn, and the PCs
are hired to quickly find it and deliver the perpetrator
tn the Guardian.
/
A strong-willed ghost possesses the Guardian, and
arrempts to use him to summon arena ghosts to possess
the audience (including the PCs),and build an army to
take overjdestroy the city.
*'
aLJ,
I
Y
[ J b t V l J l ~ t3 L H A l W p l U N
L2.L
Y C
I..,,
6LCY
111 L l l C V b ,
L 1 U L 1 1 ICIC,
V V L l l
a>
duYcII-
and to survive the Coliseum. Aside from a few connecting. hallways, the ground floor of the main building
t w m
mar uoornseetcer: w w d i i
TLIJ/ K U ~ J .
ELD'S LARGEST C I T Y
Nc:tht t the AcacIemy nor the Guardian has applied
h i l d to enlist their cadet fighters as
to the C~urtesansI
mcrnber',, with guilr1 permission to carry on in that trade.
However, neither t1ie Games Master nor his p a r d have
1 it on this fact, and rhe Courtesans Guild cansomething about which they are ignorant. They
set space a side in one of the basement storerooms for cots
among, anId separated by, boxes. An hour's entertainment
with a favored gladiator costs 5-20 gp, depending on his
status. T he guard on the doors is doubled during this
period,both to prevent anv embarrassing discoveries, and
to keep .I]ny humanoids or prisoners from escaping out
into the ilistrict. Any gladiator or student living here can
$e requisitioned in the same manner. Refusal could mean
expulsion from the school, but as free fighters, at least they
get to ket-p half of the fee.
HOOKS
C + . ORNA'S SCHOOL OE S M I L E S
This complex of buildings Iies immediately east of
the Combat Academy, and consists of two small
stables, a three-story b1a(Ik-and-white checkered
dormitory, a single-story wliitewashed stone ctass---I_ - _ .. L : I > ' - ruum
ociiairiv.
ariu a rww-stom red brick residence
..
0' for the teachers. The courtyard between the builfAings holds a small grove o f trees with a clearing Iin
the center, which is used by the advanced classe 5.
The fountain just to the north of the complex ah10
tL- rtinrlsn+c
h d n r o precisely,
n r m r i c ~ l t rthpi4
the citistudents. More
sees use h.1
by the
zens %equentingthe fountain serve as a test audience, and there is always a stwdent or two there
making their first attempts to ply their chosen
L _ _ _
~ n n r
. - C C
trade.
Founded by a noble who renounced her birthright for
her mte calling and became famous as a clown, this trade
schooI atternprs TO teach the art of entertainment. While
a few bards have come out of its curricuhm, it remains
onented toward more visual forms of entertainmenr.
Originah the school specialized in the various forms of
physical comedy: pratfalls, juggling, mime and mimicn;.
Over time the needs of the students and the popularity of
-_
i
other forms of entertainment waxed :md waned, neccssitating a broader curriculum. The school now featurel;
counes ranging from the forms of dmce and singing TO
geekery such as sword swallowing and fire-eating. If it
gets a laugh, OT a tear, or can otherwise stir the emotions,
they teach it here.
The dormitory was designed to hold 30 students, giving
each their own 20'xlS' room. Since tiere are generally
twice 2s many in anendance, the students must double
up (or tripIe up! in some cases, since status and money can
still wrmgle a single room for those furtunate eneugh to
have if). The curriculum is divided into three year-long
increments. For those students who can pay, the cost is
1,200 gp per yeaq over hab! of the students a t any given
time are first-years, a5 the return ratib drops after each
term.
IlFSIDFNTS
Lanaaa trravesinger;
t i l W ~ D .
Erick: Ftr31ExpZ.
Cmrges: BrdS.
Muriel: Rog4.
Dennis: Ftr5.
Students (60):Corn2.
R CT 1v IIY
/
t
7-
S L D S LARGEST CIT
(small) source of revenue. So does a
pera House (location F20), which gets
m u r e to more potential patrons. And
..
e ..____ Jomrnons (location C12) to provide
remedid acting training for their volunteer workforce
isnt just ;I point of civic pride. It also increases the pool of
porential students, as does the good will the school gets
from providing a royalty-free scholarship to the winner of
that theaters yearly talent competition.
____
i,, .
HOOKS
a,
F
1
i
r
i
r
...
I*---
=&
-:%
C 5 . T H F MASTFRS M A N S I O N
Though by no means the largest huflding in the
vicinity, the position of this single-stoly two-winged
house signifies its importance. Situated adjacent to
the western edge of Tumblers Square on the road
leading to the Coliseum, all traffic headins to the
arena passes right in front of it. Apparently made
from a black lacquered wood, the whole building
has an eerie sheen to it that draws your attention
a s you walk by. A separate private stable painted a
matching black lies just to the west. A sign posted
a t the corner of the road announces the Games
Masters work hours for the current day, and points
the way to an iron reinforced door on the eastern
face of the building.
During the specified hours, the dow i s unlocked,
and opens to a wide carpeted entry ~130171furnished
with comfortable stuffed chairs lining the outer
walls. Across from the entrance, and in front of
~ W Qdoors leading further into t t e house, are
three scribes seated behind massive desks labeled
FeeslFines,
Forms, and Appoiritrnents/l nfo.
A fireplace sits in the southwest corner o f the room.
A number of paintings dot the walls (including a
portrait of the current Master of the Games just
above the Info desk) and a stylized map of the
Entertainment District stands on the northern wall.
Rounding out the decor ofthe room are a series of
stuffed animals, some complete (such a5 a pair of
wolves flanking the fireplace and the squirrel on its
mantle), others just heads mounted on the waft,
including several stag a n d a moose.
I
Valet: Com2.
Civic Guard Patrol (4): Ftrl-7.
nsc iof
they
countenance his restraint on t b
qcribes
cannot help, or if a petitioner insists, an appointmient can
be set up with the Master of the Games. Such rneetings
are conducted in the Masters private office in the cenrral
wing of the building.
at
HOOKS
~ 6TUMBLFRS
.
SQWARF
Taking up a nearly a quarter of the district, this
wide open space is actually more of an oval than
a square. It includes several ponds brimming with
stockt2d goldfish, and a number ofwooded
es.
Paved areas reach into this greenery, and the laI rgest fcrrms the square of the name around the
.
.
. I . . .. . A - I _ _ _.
Grana botlnfain ar m e normern
uml.
eage 01-L- Itrie
Psychologically, if not physically, the Square divides
~
t L A k t r l r t in S r r i n . t h hiiilrlinox
are
~
e- tn t h- wpqt
primarily stone structures built since the humanoid
invasion, and those to the east are the mud iand
wood buildings o f the original slum.
GOY
LI1C
.I
Yll.Ll
, L L
, I ,
b l . V .
L I . I
Y U I I - . I . I
+-
mean pulling me scams out as tne cop .xm e pole, awpeiimprvmrtu shows put on bv the large numner or persormling rhc magic and mining the effect.7he rolled up sttap
ers that gather here each day. On i nclement days, these
and harness are covered with an oiled rloth for the night,
very same perfomcrs huddle under the trees for shelter,
OT during rainy weathcr.
hoping eqough visitors brave The we ather or them to earn
enough t3 eat thar day
In a clearing in the center of the scpare stands a tall iron HOOKS
Unwritten but understood rules keep the competition
post rising over 30 feet high. It cantinually emits a bright
and the audiences safe. Biit when ;1 rivalry
friendly
light from the top. T h i s light providc:s sufficient illurninas
benvcen
two groups of performers ~ r nhmsile,
breaktion a t ni4ht for a human to see for roughly a third of the
ing
even the Tumbler Troops
not
those
Unwritten
rules,
square stirrounding it. Even more a mazing is the leather
can guarantee safety. The PCs are hired by the Games
snap attached through a hole a t the rop. The strap reaches
to heIp restore order in the square.
Masttnr
all the wny down the pole where i t CI d s around a bar stickdeath
A
*
occurs when a boy slips out of the Flying Poles
ing out a t the 4-foot level. The strap ends 150 feer later
harness.
When the official, CitysEyes investigation cona t an att,ichcd Ieather harness wit h adjustable catches
cludes
w a s all a n accident, the boys father hires the
it
Anyone wearing the harness can, wit h a little practice, fly.
PCs to look into the matter. Someone has been manipuAverage Passerby (Varies): Com l .
lating the harness to smuggle goods y t the city walls,
but how?
Average Performer (Varies): B rd2.
I
z
-
C7.
I.
-.
=-
S R R N D EOUNTAIN
$
A
ACTTVIIT
->
TLr*
;-,z,*vA
*-A
t h t +-r u p . i i i c l c 3 1 a L u c 3 iaLc i i i w a i u , a r i u ictcaac
smaller water jets aimed towards the pools center.
Each set depicts scenes from the history af the city.
The west pool disptays the discover/ of the Spire
and first settlements in the area, The north pool
shows the establishment of the city proper with
the construction of the great walls. The east pool
1
rt-,+,3nr
LP.,
IImJn---
C5nStru':tion
COIXI-
'la'"
* The
"
....I
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ACTIVETT
c
tile y c a t ~ y~ciiruclie.r u i iiir
\.
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rasi
eipi
ywis
UKKC
nave
C 9 . C A I E R N S OF TTIF: EORCjOTTFN
The hills on the northern borders o f the fairgrounds
to a
hidthilUI C I l V I
-71
I la11 > I L C L l K d L U I C 3
tu 3yucsLr:
Li I T U U ~ I I .
HOOKS
__
A ClI V
Im
Young Calens survival instincrs were strong, and begging came to him natriraflv. His first marks were the
slum dwellers to the north ofthe fairgrounds, and he was
always al4e to find food among them. After a n unfortunate run-in with an older boy, he learned to always retreat
to the safety of the caves to rest. He also learned that the
world isilt a safe place for the weak. Venturing further
ORLWS LARGEST C I T Y
N LHFATRF
ed for the shape ofthe ingenious
chitecture. It lends the impression o f a cathedral,
th a kigk, warm brown, two-story entry hall in
e front. Three pairs o f double-doors open into
e hall, which then blossoms into a multi-story
m e shape rising to a sharp off-center metallic
tint that stretches up and back towards the front.
tis impression is reinforced by the stained glass
ndows decorating the front hall, and the carved
rages o f mythological figures on the doors and
irner posts.
Inside. two crystal chandeliers provide light over
e open foyer, which is large enough to hold a
hundred patrons. With i t s marble accents and
It i s
- dprnr
- - - - w-p-k.-s o
- .f nnulpnce
. -. - -, t-h.e
~..I -F-( d frarnpq
-r- opulencr on a budget, however, since the mattrials
supportiig the glitz are sturdy and unremark able.
This expensive veneer is an illusion that takes tonstant attention, and cracks appear here, behinrj the
potted plant in the corner, and there, on the (jther
side of +he propped-open door. Two side rcrams
~
.--
.
I
AI._
-1
_m 1-r.
.
.L .
Smnn npqr
to
and
. me
. -ien.
_ _ .trip
_ - Pmrance_ _ I . - _ _ a. nnx
- _ . onice
_
__
L-
nFSIDFKTS
TheatricaI
All roId. there are 30 members in the HOT~IS
family, o f those, twenty are reguIar performers, while the
orher ten see to the box office, usherhg, and the other
duties required to set the stage each night. They are a
very egalitarian group: all are involved i:i the set building,
moving, and strske, as well as the minor repairs around the
theater. And when a show requires a smaller cast, those
not performing share the burden ofthe stagehands out in
the lobby.
Of course, every company has i t s star, which in this case
is the half-elven Sir Kirby Pumrnell. His title comes from a
far-off land, as he is happy to relate, in honor Qf a magnificent performance in his youth. His expression of opinion
as if ir were fact infuriates most peopIe :ust meering him.
However, his experience is real, and his r a h t nor in question; after discovering the wisdom in his words (as they
regard to performing anyway), many people are willing to
overlook she way he says it.
One person to whom he is not endeared is the spokesperson ibr the company, responsible --or the p b l i c i ~ ,
raising sponsors, and coonharing specid events a t the
theater. Currently this duty falls to Deandra Fdten, who
has been with the Horn for over twenty years. Though
she once dabbled in performance, shes strictly behind the
scenes these days. While respectful of Sir Kirbys experience, she doesnt appreciate the fact that he never takes
finances into account, and doesnt seem ro realize that hes
not in charge.
Sir Kirby Purnmelk Half-elf Exp?.
Deandra Falten: Exp4.
Performer (79): Exp4.
: perfomanre
Fhen standing
ce, the troupc
name literally,
rtunately, the
'E
lanternspoweredby 'Onwith
t h u d fhme spelts direct people to thei r seats.
Betweer them and those operating tht
l:+L*-
iigrii3,
..--
-.--+:."..-d
n,-"
i r i r r r drc C.,^.-.&..
Lwcriiy GurfblrlUud j ' u r n c
AL-"-
lanterns
in nn mnAi-
.I
T *I
tieslopeofthehillandthenstepping
on the stair-like benches. The stape
IS held here a close, intimate quality
can be sifting on its very edge. The
pro+itv of the Commons to the open fields ofTumbIers
Square ( l m t i o n Ca) makes it an ideal location to stretch
out, lay b d , and watch the fireworks put on by the More
Than ReilI outfit (see location C28) during the summer.
This theater in the round was created as venue for traveling stage productions. The resuhs are only partially successful, a j the minima1 setup is sometimes overwhelmed
by the gtandiose plans of some companies, while shows
of the appropriate size often forego dragging their set
through town, and instead set up a makeshift theater
more cheaply in the Fairgrounds (location CB).
The management, which consists of a few civic-minded
volunteers such as EUis Ragone (Com3), puts on local
productions during the off weeks. Without a regular
company, these local productions pull from whomever is
available, with varying quality In addition to the productions, public contests are periodically held TO find the best
new s~inperjdancerlente~arainer
in the city The winner
gets to prrform as a warm-up act for the next traveIing
show production. AI1 local productions take place free o f
charge, though the traveling shows may charge their own
rates.
Amateur performers may take special adjiinct courses
at Qanas School (see location C4)three nights a month.
Run in the Commonsarena by several advanced students
from the school and overseen by an instrmtor, these sessions are offered free of charge, and are a real opportunity
for some. The yearly Founder$ Talent Competirion gets
all of the individual winners
Ci3.
OE T H E BEHOLDER
This high, square brownstone building has decorative white cornerstones inset at the top with carvings of a giant eye painted alternaxely green and
red. t h e three metal-clad doors on the east side
range in size, with a medium-sized one to the left,
a small door in the center, and a door for Large size
creatures to the right. Small shuttered windows
ring the top, just below the roof.
The entry hall doubles as the backstage area, with
rooms to either side acting as prop storage rooms,
dressing rooms, box office, and whittever else the
company requires. This hall i s kept dark before performances, but afterwards i s brightly lit while the
actors greet the audience as they leave. The walls
are covered with the playbills of past Derformances,
and portraits o f stars from years gone by.
The seats are reached by walkinj: through the
open curtain from the hall and across the stage,
which stands at ground level. The stadium arrangement of seats extends upward around three-quarters of the stage, holding up to 530 viewers of
varying sizes. Mimicking the door arr,angernent, the
chairs are proportioned for Medium Size creatures
to stage left, Small size creatures out rn front, and
Large size patrons to stage right.
Sten: Com3.
I l r l p l F IdIJCU '
&"'a
I I "llr; C l l U 11Co.L
Ll.11;
U U U L .
31&;11UlLdllL C l l U U p l l U l l l U C : 1 3 L U 1 I L d I
Cy
L j U d l U y d J 111C11 V W l l
i-
C I 6 CAI'S' h LLFY
This area b a s one of the most apt names tn the entire citv.
Cats cas per the Mmstrw ~ m u f l /everywhere
)
congegate
.. in the narrow alley behind Ruby's Rest (location Cis)
- drawn by the distribution of scraps from the kitchen
- to ljghr, serenade, and make littIe cats. They do so in
Exiart Riverbottom: E x @
Apprentice Tailors (6): Exp2.
STRICT
'
'
c18. THE
13ACK
E O R)TTFN
~
c19.p o w a s O E PERIL
Despite the melodramatic name, this estabiishment still in development - promises "magicai gates" that
lead to adventures safe enough for citybred thrdl-seekers
who want to sleep w a r n in their own beds tonight. This
warehouse has had dozens of doors recently added all the
way around, but there's nothing magical about them,They
'.
EL-,
*Y
2 5. \
RES I D E N T S
Some lor-ales art: s t i l l being built, but from those already
?he pruprietor, a dwarf named Roal Hammerhand, is a
complettd, this business looks to provide cheap and
retired hunrer who Lkes to stay curren: QII the habits and
safe thri Is by rt:plicating dungeons or other wilderness
of the great beasts, so that he can get their
populations
environnent. VIh e n completed, it will pit the c ~ i ~ t o r n poses
and
their
diorama environments just right. He
ers against mol:k challenges, including sparing with
works
constantly
to update the coUecrion with the new
actors and attac Icing and destroying stuffed monsters.
and
the
exotic;
the
shop is closed regularly for a day on
The stuffed mon sttrs tip the hand of the operations secret
weekend
the
as a handful of exhibits are returned to the
bankroller - R o d s Genuine Monsters (location C20)
warehouse across the streee, and the r ew attractions (ox.
- and rleariy Rod has found another use for his old,
not-so-recently-recycled ones) are wheeled in.
worn out stock. WhiIe h a 1 is happy to pawn ofhis lefrSince retiring from adventuring fifteen years ago,
overs as challenging opponents for ersatz dungeoneers,
has relied on fhends and contacts to supply
Hamrncrhand
the man hes hired to run the attraction has loftier goals.
him
new
creatures, as we11 as replacements For those
with
AIdo Sladek (War?) plans to add a variety of encounters
have been unkind. He used to treat,
the
vears
to
whom
building on the dungeon settings, such as an artificial
and
stuff
own trophies in a workshop a~ the
all
his
of
gut
rnomtain cliff to climb to reach the dungeon, and puzzles
warehouse,
degrees of success. Suc years ago
varying
with
within a trapped lair to out-think rather than to fight. His
a
he
hired
assistant,
taxidermist
named Pratt Beavers,
an
god is to provide low-level adventurers with opportunithe
quality
grearly
improved
of
the
who
exhibirs
ties for training or potential employment, either as mock
that
is
fact
nvphew
Pratt
Beavers
the
of the curThe
opponenrs or to restock the various encounters with nonMaster,
Geoffrey
Beavers (location CS), may
rent
Games
lethal (and non-stuffed) creanires.
have had nothing KO do with his hiring, but it has helped
Hammerhand get out of a few predizaments. Nevet a
:
c m . ROALS ~ F N U I I V FMONSTFRS
cheerful felIow, Hammerhand didni react kindly when
a gang of kids started harassing him a few years back.
This ramshackle wooden building would appear
Suspecting they would try to damage his collection, he
t o be in severe disrepair and possibly abandoned,
I.
'
11 ES I
FlOQKS
n Ewrs
The Bardic Hall attracts all sorts of artists and enterlainers, not just bard?. The Treevheim family (see location
117) owns 50% of the tavern and the real estare, while
three ather rich noble families own the other half. They
leave the institution in the care of a trusted mamger
named Boratios, who spent several years warking for the
Treevheim befui-e being offered his current job. Known for
his good humor, Boratios hkes to keep himself informed
of what goes on in the ciry's art scene. Because many performers come to the Bar& Hall to meet others of their
kind - and on occasion begin t o petform on a whim
-Boratios knows many young promising talents. He has
a side deal with the Oan& School of Smiles (location C4),
which pays him a good sum of money for each new talent
he b m g s to the organization. Boratios also has contacts
with a number of expert barkeeps, serving maids, and innkeepers, who can help those who gather here find work.
The Hall itself still serves as an tavern of sorrs, and wine
and spirits are available for those who ask. A quartet of
bouncers provide security though they are rarely needed.
Boratios: Expl 1.
., .
... -
,-.
_.
-..
..
IIOOKS
lrt31Ut;K'l 5
(4
'I' r v I'IY
\\
1)
e
-
c24.
THE MASQUFR'S R E V E L
Most bto:hels offer a measure of discretion to their clientele, but this two-story brick business adds a new dimension by mandating that every face in the house -patron
and staff dike -be disguised. Expert assistance -magcal or mundane, sophistication commensiirate with price
- is provided to any client who arrives in his natural
face. The brothel has a standing order with the Cloak and
Gown (location c17) to provide any spare masks which
they may need. The result is a continual masquerade ball,
with patrsns dancing and drinking in the foyer, the first
floor padxs, the wrought iron balconies, and the private
morns above. The courtesans constantly flit in and out of
the patty. recognizable in the multi-colored, skintight,
full face masks which they never remove, even outside
of the brothel.
A custmner enjoys the party unfil the escort of his
choice is .ivailable,and the two go up EO the rooms above.
The visit costs the customer 15 g p per ten minutes of
rime, and there is no rush. The parry i s always waiting,
and the d d s , while expensive, are never watered down.
Some clients come just for the party, which is why the
Revel mandates a cover charge of 10 gp, (the firsr ten
minutes of escort time are discounted to 5 gp).
Behind the party Iies one ofthe district's darkest. secrets
The origirial sraffwere indentured or outright slaves, who
long ago turned the rables on the establishment's owners.
The owners are now trapped in the guises of the harlots
and gigolos they mistreated. Their masks cannot be
removed; it contains their s o d s and facilitates the magic
which now forces them to act as the slaves they once mis7,
treated. Most of the slaves went back fo their former lives,
7
but a few remained to continue the business, including
the foreign sorcerer, Rico Dubyk (Sot-8)who learned the
secret of the masks and led the quiet revolt. They keep a
lhis house ot ill repute actually has a very high reputation, due to the skills of proprietress,an elf wizard named
Nehanra Coppershine. Hearts Desire makes no secret
that they use illusions, glamours, polymorph and other
magics. In reality, the jobs ofthe dozens of apparent staff
are actuallv filled by only five women and a few magical
consmcts. Coppershines personal quarters and lab are
located on a penthouse built onto the roof. It is here that
she cream the wonders that bring her business to Me,
such as a pair of unique flesh golems which can polymorph
SEI! at her command.
ACTWITY
Nehanra Loppershine n m
er materials to create a c
though she does not telI th
A noble hires the PCs to discover why his d e has been
seen in two places a t once. The trad Ceads to a rival who
purchased a similacrum of the noble:swife. d f o u n d out,
the rival bribes the PCs to keep his s ecret.
Coppershine hires the PCs to mack d own a missing simdacrum. It was ordered under false pretenses, modeled
on the clients husband, rather than the hunk down the
street whom she claimed was the object of her desire.
The client killed her husband, planning to replace him
with a more pliant version. f i e new husband copy
awoke early, and left before the commands of obedience
were given. He plans to seek revenge on his wifeand
resume his old life.
cz6. THE
DRYADS D E N
-. .,.
: .
...
.
ERLD'S LARGEST C I T Y
YOU
The bubbling pool near the entrance to this establishmenr seems to be filled day and night with
folks relaxing in the steaming waters. Surrounded
by carved columns and statues displaying stylized
representations of hands and well-proportioned
human hodies, the pool is shaded by a cloth roof
stretched between the upraised arms o f the largest. Anendants dressed in yellow silk robes stand
by with towels and cool drinks, while others escort
patrons into the thatch-roofed building apparently
made from mud and bamboo.
Theopen area immediately inside has an immense
open fire pit at the center, vented through a hanging
chimney, and surrounded by a number o f lowtables
and seat-pillows made from silks in one of the primary colors. To the left as you enter is the welcome
desk, staffed by exceptionally attractive specimens
of
w-n mhps To
ram?
. the
. three
.
. - - - in v r .- main
D'
- the
- - right
D
are a series of locker rooms in which guests stort
their clothing and change into the red silk robe!1
provided for them. To the back of the room i s tht
'
YaL,
qnntbrnr
r ~ r n n n
rnII"LIIC4
E
lwup
mC
+La
Y I LI1F
a,mltfiah,
'
.-;iLn,
~FIIuW-aIIPICJ
RFSII>FYTS
A c'r 1 v 1 - n
KenewYoi
ply their F
that it is rc
under the
Ela Poxon
this secret.
C 2 8 . MOF
This is one
stone cons1
ings nearby
well as to b
and three t
entrances t o the 50-foot tower can be seen; one
must enter via the wooden double-doors set in the
single story building attached to its southwestern
corner, The view into each of the twenty windows is
different from that of its neighbors. Even windows
that appear to connect to the same room invariably
show differ1wt activities being performed by a varying number of inhabitants. The vistas are generally
quite dyinani i c : a sword fight behveen a swashbuck. .I .I
.J - - A
- 1 . _.
I
ling swordsman. a.n a.I a. aozen
SKeietai unaeaa, or
a water elemental which interrupts its search of
the room t o mimic the shape ofthe viewer, and so
on. A similar spectacle awaits those who open the
doors, up until they step over the threshold.
Once past the doors, the visions subside into an
entirelv different. and rather mundane scene. The
first room is set up a s a storefront, with shelves
along the walls holding representative paintings
c
r
>
w
.
.
..
of past enens, tesamoniais, ana awarcls trom tne
theater community for the last 55 years. Behind the
counter across from the door sits a young elf in
blue-white robes, scribbling away in a large leather-
IUI U L CL
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The tower belongs to Rayeron the wizard, who speciahies in theatrical wonders.
RFSIDFYTS
T H E WORLDS
-T?--. .
C 2 9 . pT,AYFRS LIVERY
The smell as you approach this wide, low wooden
red and white building leaves no d3ubt a s to i t s
purpose. These stables are set up along a wide,
open corridor in the center ending on either side in
two tall doors that swing outward. Aong the corridor QTI both side are dozens o f stalls ranging from
spacious enough to contain a harntsed carriage
on the ends, to barely large enough to hold a colt
in the center, Three wagons and a carriage are currently stored in the stalls a t the westsrn end, while
a nearby desk and stool serve as thr office, and a
half-dozen o f the smaller central stalls are used to
hold the feed. Of the rest of the st:illsl a few are
empty, and the remainder are filled with horses of
various breeds, two donkeys and five mules, with
a small kennel of dogs thrown into the mix on the
eastern end of the stable.
As its name suggests, this establishrncnr specializes in
keeping transport animah and beasts of burden needed
by entertainers. Surplus food and supplies are kept in the
loft above the stalls in the main stable, reached via a ladder
behind the coach, or ant in the cenrer stall on the south
side. Thrrre is also a storage area holdirg a pair of heavy
crossbow~sand bolts for emergencies.
RFSIIIFVTS
ArITv1l-f
The Dancing Needle is a seamstress shop known for offering unbeatable value for die price.
H F S l DENTS
The owner/organizer of this endeavor is a spry octogenarian known as Mother Jasper. She has run the place for
over 40 years, having previously worked for a defunct
thratre company, and (briefly) for Cloak and Gown (location C17). Pressured by Exidart Riverbottom tQ share
some of the dyeing techniques shed developed over the
years, Mother Jasper decided to sn-ike off on her own She
started the Dancing Needle tu compete directly with the
Cloak and Gown, as well as make dresses for middlinghighborn ladies looking for top quality a t a reasonable
price. But over the Years a new mission has developed: ta
provide an alternasive w a y of life for starry-eyed girls wha
dont make it on die stage. While Mother Jasper is the only
person living here on a regular basis, it isnt uncommon
for a stray girl or two to stay on the cots in tbe backtoom,
whether rhev accept her offer of training in a new profession or not. By offering them shelter and work, Mother
Jasper keeps them from the clurches of far less savory
professions.
Mother Jasper charges less than what her work could
bring on the open market, but she does what she does for
the love of thi work,And while her body has b e p m to
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The shop is open from dawn to dusk, and many girls work
Iate into the evening as well. Mother Jasper tries not to
overburden them, but most have come to adore her and
will do anything $0 help the shop out a5 they can.
HOOKS
-,
a
COURT 0 E
c;
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lion. Unfortunately the lace involved in its construction is the same as that used two decades ago for a dress
commissioned by the matron's rival, who will take great R F S l D G h T S
pleasure in revealing her own daughter in that dress at
The head clown, known only as the Sercne SmiIe, orchesthe balI to embarrass the matron.Ar a loss for how to
trates every performance, calling up acts with a wwe of a
rernedi? the situation without damaging her business'
hand, and reaching into the audience to select a volunteer
reputation, a coalition of Idothet Jasper's suppliers hire
when needed. Repeat (or possibly observant) viewers d
the PCs to keep this from happening, and to keep ir
note that under the makeup, the person playing the Serene
quiet. Whether this involves switching out the new
Smile changes from day to day. So does -he makeup of the
dress, switching out the old one, or just preventing the
Court itself as some acts fall out of the jbld and new ones
rival's daughter from reaching the party, the situation
spring up to take their place. One day
Smile could be
is complicated by the fact that both daughters have a
a human male, the next an elf whiEe on a third a female
thing for bad boys ~.
. as personified by one of the PCs.
h a h g is praying the role. No matter the person playing
A forejqner approaches the PCs for help. He is seeking
it, the persona remains the same: p1ayir.g up the emotion
to recover the scimitars hanging in the shop. They are
depicted on whichever side of the face is directed a t the
symbol of his royal family and stolen property - the
audience. And regardless of who it is, %!rerest of performthief who gave them to Mother Jasper pilfered them
ers rake their cue from him or her.
fmm a cousin to the Caliph of his land. He ha5 unsucThe Serene Smile directs the show solely by gestures,
cessful!y bargained for their return, and was warned by
without making a sound. That description doesn't apply
the Civic Guard when he negotiated too aggressively.
to the others, however, as they tumble atound making
He has obtained a pair of similar Scimitars and needs
cartwheels or producing Coliseum tokens from behind
the P c ~to make the exchange while he affords hima child's ear. Some never seem to shut up- Those are the
self an alibi. His story checks out, but the scimitars he
storytellers, spinning yarns spanning from ancient myths
seeks to recover are actually magical, with the scabbards
'to the discovery of the Spire TD current tirban legends.
/l"cwl
..
DIS'
That is all commonly known, and believed.. .but there is
anotlier, darker side to the Court. This misted version actiiallv came first, and now performs in parallel to its lighthearted C O L I S ~ .This primordial inmmation is the seat of
the districr's underground jusrice system, conducted as fnr
hum the eyes of citv law as the crimes it punishes. This
judicial Court of Grins doesn't necessarily meet dailv, asihe
uther does Rather it is called into being when events warrant it, and theTurnblerTroops have a criminal in custody.
The Court's make up varies each time it convenes: it is
compos ed of five randomly sclecwd Tumbler Troops and
a permanent body of four prominent district individuals.
Magic is used to notify thow selected of when and where
to meet, and they are expected to make time for it iinless
doing so v,ould compromise the group's secrecy: When a
seIected Court member, even a standing member, cannot
appear, another Tumbler is summoned as a replacement.
ACTIVITY
..
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Fairgrounds
(see location C8) indigent
Spectator from autside the district
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D I . MAIN QAT
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____
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tion D2).
- I
sranodru wail k u d r c i
theft.
permission.
Colonel Wallis Waterford: FtrlQ/Rgr3.
Lieutenant Sir Varus Sinjint: See location E14.
BAZAAR
DISTRICT
,I
..
make sure
D 4 . MARKFTPLACF
An enormous tent, easily big enough to hold the
Main L a t e within its confines, rises a full three
stories high at its peak, tapering down to about
10 feet tall a t the edges, where thick wooden poles
support it around the sides. In many places the
people, tables, dividers, and items t"rt fill the interior. A steady din rises from within a:; if insects were
buzzing nearby - the sound of constant activity
a s hundreds of people roam the ter t's narrow corridors, buying, selling, and browsing;.
BAZAAR
DISTRICT
"
'
HOOKS
all the flaps are pinned back and a cool breeze blows
rhrough, while the tent shields everyone from the sun.
When it's cold out, the flaps are lowered and the tent
retains all the heat from its occupants, staying cozy even i n
rhe dead of winter. The tent is Strong enough to withstand
heaw rainstorms and snowstorms, and i t s solid poles keep
it upright even against powerful winds. The interior has
a strange but not unpleasant odor: the combination of
sweat, spices, fruits, oils, and metal.
The City Guard never sets foot in the Marketplace, at
least not cn official business. Instead they leave the tent's
security TO the Surveyors, who are specially trained to
handle rhsr environment. The Sirrveyors mete out rheir
own justice, but anyone who commits a serious crime is
turned over to the G i v Guard aft:teIWaTd to face official
sentencinq and punishment.
TradFrS (Varies): Expl-6.
out.
patron, bur she notices and screams for help. The PCS
are standing nearby as the thief darts into the crowd.
* A man bv one of the Stakepotes claims someone has
thrown him out Qf his own booth. The Surveyors are
nowhere in sight, so he grabs the PCs and offers them
money to help him.
* The air grows heavy with moisture and turns an
unhealthy green: a major storm is corning.The Surveyors
ask the PCs to help them untie the flaps and lower them
in place to protect the Marketplace.
* I
I
THE:WORLDS LARGEST C1TY
I
i
he Crocsing is the heart of the Marketplace, both geographically and socially.The Lords of the Bazaar meer here
each week to discuss mattes concerning not only the
Marketplace but the entire district.
H E H 111E N T S
I
I
I
I
, -
I
.
_I
. .
ACT 1V IIY
Surveyors (Varies): W a f .
Lords
4q
I4
A stranger has been lurking around the Crossing, examining the poles, the table, and the chairs closely. The
Surveyors apparently havent noticed him, but the PCS
have and his behavior is definitely suspicious.
While the Lords meet a t the Crossing, a crisis near the
edge of the Jumble pulls away all the Surveyors. They
ask the PCs to take their place and keep the Crossing
secure and the supplicants orderly.
The Lords are meeting tonight but their table is missing! The Surveyors ask the PCs to help find it and
return it in time.
D6.
ELFFTEOOT STATTON
~
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with a large, unwicIdy
sack, and while negotiating a price the sack starts wnrhing and moaning. The strange r runs off and Cedina
opens the sack to discover a starved, feverish
woman. Grahl refuses to carry slaves, since t
Illegal in the city and asks the PCs to find out \
woman i s and who abducted her.
The Vasilakos Brothers (see location E2t) annou:nce that
they d begin ferrying packages and heavy kioxes as
well as messages throughout the city. Grahl is a nnoved
and challenges this new rival to a competition. v(Thoever
can deliver the most packages the farshesr in 01 le week
gets zo stay; the other has to fold their business into .the
victor's operations. Grahl hires the PCs ta make sure the
centaurs don't try to cheat.
One of Grahl's runners has disappeared during a job
- she picked up a package from someone in the city
and has not been seen since. crahl asks the PCs to find
het and make sure she's okay.
Grahl i s loolung for more pack bearers, and offers jobs
to the PCs. He dpay them
of all fees collected for
rheir labor, with a minimum of I gp per week, and wilI
provide them with food and lodging when in the city.
He also Ioms gauntlets uf o"qepower to each of them for
the duration of the job.
L,VL'ILYIIC
lCCLlUYl
DFNNY'S DFALS
ind
pilea upon one anomer. HI m e Tar eno OT me snop
a desk has been crammed into the corner, and a
tiny wizened figure sits behind it, watching you
intent ty.
Ball: FtrslJRog4.
Denny carries a +3 keen short sword and a rnasterwork silver dagger. He wears a +3 amulet Of natural
urrnos under his shirt, and has a ring ufinviribi/ity
tied to a loop on his beit. The safe behind his desk
(successful DC 25 Open Lock check to crack it) has
400 gp and five emeralds, each worth 100 gp. The
shop contains many masterwork items and a few
magical ,terns, though the latter are all kept in back
and on11 brought out when specifically requested
(or wher Denny knows he can sell them). Upstairs
in his apartment he has another 500 gp, three
rubies w x t h 200 gp each, and one diamond worth
400 gp. Fall wears +3 studded leather armor and carries a + I keen short sword and a masterwork sap. He
keeps thleving tools, flint and tinder, a whetstone,
and a piece o f chalk on his person at all times.
h c r 1v i
-,
4
Esmerilda is a large woman with a surprisingly pleasant face, and an easy-going manner. She has loved
clothes all her life and always wanted to be a seamstreess.
Wnfonunately while she inherited her mothers talent
she got her fathers physique, which made finding clothes
difficult, and his massive hands, which made delicate
needlework impossible. Esrnerilda persevered and as
soon as she was old enough, she set up her own stall in
the Marketplace. It began fairly modestly with the handful of garments she had managed to sew. A few desperate patrons bought her clothes, including one man who
purchased a poorly assembled but. handsomely dyed blue
shirs. He returned a short time later and demanded his
money back. A foreigner happened to be nearby and, seeing the shirt, desired it for its bright color. He offered to
buy it from the other man, who rehsed -but Esrnerilda
bought the skirt back and then sold it to the second man
for almost the 5ame amount. He decided to wear it immediately, and gave her his old shirt in the process. A passerby then offered to buy that s h h , and Esmerilda suddenly
had a new business.
Esmerilda is ftiendly and very outgoing, and Ioves to
chat with customers. Esmerilda can tell a persods clothing sizes and even shoe sizes a t a glance and knows exacrly
which colors and styles will look best on anyone. She
employs several assistants, all of them deft with needle
and thread, and can thus spend all of her time haggling,
examining, and suggesting attire. She has an excellent eye
for size, coloring, and fashion, and she need never worry
about the more delicate aspects of her craft again. Her
employees are all young women of varying races, who she
keeps buey repairing and altering the garments before
ChLLlClllUd3 13 d l W d y >
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I
HOOKS
0
D g , BATTFRFD
BLADES
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armor
pieces. A Srnal!, stocky man stands behind f he
table, occasionally hammering a t a helmet set On
the small forge before him.
wlLll
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\
4E: WORLD'S LARGEST CITY
e Reqtin i s often mistaken for a dwarf due to his short
ire and broad build. He is fully human, however, and
s
n
I
.
,.
.
1 1 . 1
7
mua at me tact, just as ne asserts tmt he IS a solid
r someone with no magic and no dwarmsh bbod.
a taciturn man but becomes talkative on three
weapons, armor, and fishing. Though not a very
11th he i s a good judge of metals, and offers low
but fair money for usable armor and weapanq. Me has an
apprentice, 3 young half-elf named Worhain who shows
great promise with metals but is hopeless with haggling.
ACTIVFTI-
1410. T H E ' Y A R D
~ ~ - - ._
i r i thp
Thk iinnrriinipd
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natP citc ~
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the Blood Zone. At first, it appears t l i a t a merchant
must have folded up his tent and g m e home, but
.
Battered BIades is a busy place and always has B few old warriors hanging around trading stories with Tighe. Tighe can RFSFDFKTS
examine m y weapon or piece of armor and tell the owner
No one funs the Yard - it is avaiIable for anyone in rhe
what it is, where ir came from,what quality it has, and how
Blood Zone to use. It is rarely empty, ,ind usually has a t
much it i s worth. His estimates on wort11 are based upon
least three people testing armor or wcapons within. At
how muc5 he ~ v pay
d for it, of course, so they arc usually
Ieast one Surveyor keeps watch here ai. a l l times, to preabout SG% ofthe actual market d u e . He repairs armor and
vent accidents.
weJpons, even those not bought in his shop, for a small fee
Weaponsmiths varies): Expl /War1 .
(I sp for minor repairs t~ armor, 2 s p for major repairs; 5 cp
for minor repairs to a weapon and I sp for major repairs)
Surveyors (Varies): War 3.
and vrill also sharpen blades for 2 cp each. Tighe knows
more about armor than most of the city's residents, and can
show someone how to put on or adjust almost any variety.
HOOKS
0
--
D I I . T H E STANDS
A flat canopy covers this area, supported by stout
poles at t h e comers. A tow platform sits at the
far end, stretching corner to corner, and a heavy
wooden podium stands at i t s center. Just beyond
the cano3y and the platform is a small, solidly built
wooden shed.
This open-air auction house stands just past thP
Matketplnce near the Jumbles. It sells bulk lots and
smaller items of higher value. Most people sell their own
items in the Bazaar, whether they buy a booth or find a n
interested merchant. Rut some prefer to let others do the
work for them. Those patrons head to the Stands.The auctioneerq will sell anvhing that is not illegal and is worth
a t least 2 gp. The Stands got its name because it has no
chairs fer bidders -they must stand before the platform
throughout the auction.
RESIDENTS
311dh L l I l K W C d l >
I I t d 3 L C I W U l ! % ICULIICI
protackon tZ,boots ofelvenkind and L I U W ~ ~UJ wvcirikind, and a +2 keen short sword. H e carries 20 gp
and a sapphire worth 30 gp. His assistants do not
wear armor but they each carry a dagger or a short
sword. The guards wear breastplates and caT-v
longswords or battleaxes and large steel shields.
.4Crr VJW
II(
..
c1ai-n j Snorance,SIJditllg I L I C L l 1 1 C 1 3 l l l C L d t l l C L l l l d l l
I ng h i n over to the Guild and it5 thugs?
LLLIII-
lUlIe[ary
IllCb. DUaleS
A nobleman accu;es Silas of cheating him by switching hi5 antique hu iiting horn for a replica. Silas denies
this. but is shocked to discover that the horn has been
repl: Iced since he took possession of it. H e hires the PCs
to fi:nd out who did this switch, how they got into his
shed ,a i d what they want for the real hornsreturn.
W a s announces that rhe Stands d be dosing down
in tvro weeks. But why? He clearly enjoys his work, the
busiiness is thriving, and everyone knows him. whv
w0u1Id he stop! A seller hoping to list a large number of RES ID E N T S
The undertaker, Ohvender SiEes, runs this place with a
items with Silas hires the PCs to find out whats really
mixture of detachment and ennui.He r2ahzes how necesg on.
s a r y his job is to the smooth functionixg of the city, and
- l u ~ofe Srlas guards have disappeared, along wirh sevknows that hell always have customes no matter how
eral smallbut valuable items from his shed. He hires the
poorIy he works. He and his assistants operate on the
PCs to go after them.
barely-competent level, and never go out of their way to
comfort the bereaved who pour through their doors. All
DI 2. CKFMATORlUM
they care about are the fees that their service5 generate.
..
possession.
XCTIVTm
i,
The crematorium d
lprepare urns for -hose who wish it
and who canpay the modest 2 sp charg:. This has earned
them thhz gratitude of many members of the citys underclass, who otherwise would not be able to afford such
services. The undertaker, Otwender Siles, takes care of
each case personally, and even holds up the cremation o[
other bodies so that the ashes can be pm3erly gathered for
the bereaved. This practice stands in stark contrast TO the
nonchalmt w a y the crematorium conducts its other business, and many people consider it the saving grace oE an
otherwise poorly-run service.
Theyd change their tune, however, if they knew what
Siles rea1 business was. The crematorium is more of a convenient front than an actual profession; it helps dispose
of the evidence while ptoviding plenty of fresh supplies
for a very profitable body marching enterprise. Siles seUs
cadavers pidded organs, and similarly gruesome objects TO
those interested. His clientele are rnosth academics: physicians and scholars studying anatomy (iiduding those in
die Ph ysrcians Hall, location 0 2 3 ) . Occxiionally, however,
A vengeful spectre has begun haunting the crematorium, cmsing all manner of disruption. It wont rest
rrnd Sjles returns a valuable ring which he stole from
the spertres mortal body. SiIes hires the PCs to dispose
ofthe mectre, but wont admit that he has the ring.
Someone has decided to get even with Siles.They stuff
the pockets and underclothes of a recently deceased
body full of an alchemica1 elrploqive, and then wait for
his underlings 10 pick it up. When i t hits the incinerators, ir will level most of the block. The PCs get wind
of the plot and must decide 8 they want to prevent a
caIamitv.
D 13. SC:RIBNERS
This small stall is little more than an open space
framed by cloth hanging from wooden uprights.
The clo:11 in front has been draped up and past it
waits an older man sitting on a Small wooden stool,
patiently watching the crowd. A second stool, this
one larger and more cushioned, sits beside him;
_ _ &
ACTlVIm
n F S l DFVIS
--
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8
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..+ narticularly
b
r - n -
y around,
streets. ~ i n yshops, and changing pathways. The Compass
Point offers an easy solution: selling directions for a
surprisingh reasonable amount. The place also setls tea,
biscuits, and similar fare, and some Iocals come here just
for the food and the friendly atmosphere.
RESIDENTS
hC1IV 1 7 1
BAZAAR DISTRICT
"15.
INDENTURE H A L L
111cu wasr,
Whispers
though many t h d he is merely a fig
abound that the Thieves Guild pulls the sninl5s on the
place, and even that some indentured servanr5 are kidnapped from foreign lands. Gast denies them, 43f course,
but his protestations have done little t o diminishI his sinister reputation.
___
R F S I J3 E NTS
will be most useful, and many unscrupulous businessmen come to him whenever they need help - hiring
a n indentured servant is a larger up-front expense than
hiring a new employee, but the servant's contract can be
manipulated so that it extends for years or even decades,
and that initial cos1 is more than repaid, especially since
the employer can give the servant only enough food to
survive and function. Gast has several guards around the
f i U , inside and out, to make sure no one tries to escape
and that no one is rescued. As he is quick to point out, if an
indentured servant has concerned friends and famdy. they
should pool their money and buy the servant's freedom.
-i
. .
c
*-
1
'
i
e
BAZAAR DISTWIC
One of the PCs friends has fallen on hard times and
enters Tndenture Hall. Then she disappears. Where
did she go? Gast wont say, which is unusual since his
business is technicdy legal. The PCs have to find their
friend and help her get back on her feet and out of
debt.
m
~ 1 6T.R A D E R
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2.LUIICS
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Y
The Bazaar is part of the city and thus under the control
of the City Council. The Lords of the Bazaar handle the
districts daily concerns and only ask the Council for help
with extreme situations. But the district has another ruler
- or so he claims. This is the Merchant Prince, and he
and his fcllowets use this eccentric structure as their base
of operations.
.
.
,.
uver the next rew years, his ea sy situation went to the
gang leaders head. He decided th,a t the monthly fee most
merchants paid him must be ren!t. Which meant that he
owned the Bazaar. He began callinig himself the Merchant
v-:-L-- U ^
Prince, and dubbed his gang the l%r*--L--*
v i t i u i r i i i i N l l i:ILL>.
5 It:
even bought a larger house and had it rebuilt to resemble
a mhtary fortress.
The Merchant Prince thinks he runs the Bazaar , In realthe Lords of the Bazaar tolerate him because Ile keeps
the place relatively crime-free, and because gettirig rid of
him would be a bigger hassle than simply leaving him be.
The Thieves Guild allows him to operate unmof ested as
long as he pays his dues (the Merchant Prince considers it
a fax on hisproperty), and the rest of the Bazaar goes on
as it always has.
The Merchant Prince is a slender, handsome man who
looks far younger than his years thanks to his half-elven
nature. Me dresses extremely well and wears fine jewelry
and ornate weapons, so that those who do not know him
well might well think that he is a high-ranking nobleman.
His manners ate impecmble unless he loses his temper,
at which point he reverts to street shng and the rough
namlre o f a thug. fie Merchant Knights are all rhugs of
varying races. Some have copied their leader and put on
airs, while others s t d dress crudely and act worse.
The Merchant Prince is not as weaIthv as he pretends,
since much of his revenue goes toward his clothes, the
houses upkeep and the top-notch food and drink he and
his men have. He keeps a household of several servants,
but they c o s t him very little. The most important thing
for him, however, is not money but respect, and that he
definitely has.. . even from those who hate him.
-
iv,
E
I_I
RESIDENTS
(-
wirill ai1
who is behind it.
Surveyors (200):War3.
and dagge
-4CTTV I'Vh'
The Surveyors know their job and any unusual instructions come from the Lords of the Baaas, usually during one of the meetings a t the Crossings (location Ds).
Criminals are banded over to the City ( h a r d for punishment and iiicarceration - ~ r r r v e yHouse does not have
a jail. With questions of cordicting arithoriw, the City
Guard always has jurisdiction.
Despiie their casual appearance and attitude the
Surveyors keep a very tight schedule. Each squad patrols
a particular portion of the district, and they rotate every
week. Patrols x e run in pairs, who check in at set locations at particrrlar times. Each squad alsc work? either the
daytime or the nighttime shift, and t w o shifts overlap.
At least out off-duty Survq.m~stay at the house at all
times to guard the headquarters, though they iisuaIly sit
outside m d chat with passers-by. District residents can
go to Survey House and request aid if they cannot find a
Surveyor on patrol; someone will be dispatched to look
into the matter.
PCs may pin the Sunreyors withoui much problem.
Even low-leveI PCs will have skills and powers bevond
those of most Surveyors.Supplanting one ofthe leaders w d
be a tricky matter, however, as they are a tight-knit bunch.
HOOKS
Someone has attacked Survey House, killing or incapacitating the Surveyors there and srtting fire to the
building. who would do such a thing? Many of the
Surveyors are too injured to investigate and instirutiona l pride prevents them from throwing themselves upon
the good offices of the Crvic Guard; t h y ask the PCs to
help them instead.
I-
tu
Veil
into the
DE8.
TIIF S I L K E N Y F I L
rhis sma'l stal1 is draped with silken scarves in several
colors, forming a filmy but surprisingly effective blind.
Inside is a single small round table, also draped,with a crystal ball a t its center, Lady h d a (Elf Rog4) sits behind the
table, waiting patiently for customers who wish to know
their fuhire. Anda is an elf, though that is impossible co
see since ihe wears more dk scarves wrapped around her
head and one over her face. She claims to see the future
bur most of her "visions" are shrewd guesses based upon
her ability to read people.
She keeps
a silver dagger at her
side or
protection.
~ T S Iglance
very simuar TO m e x i K e n
has colorfuI drapes
hanging across the front and making up the back and side
walls, and has a single table inside. There is no cry:;tal. ball,
however, and Deeda (ExpQ),the owner, does ncIt claim
mystic powets. What she does claim is the ability t'o figure
out a person's potential soulmate in record time . Deeda
is one of the Bazaar's nosiest peopje, though she is nice
enough rhat other residents tolerate her or even 1ikp her.
She knows everyone, which helps her de-Terminc whom
her clients should meet. For additional money she will set
lip the meeting herself, either o v e d y or subtly; LJeeda is
a human of middling Years, and she carries a masterwork
mace which she swings with surprising skill. She also has
a dagger and a ring ofcmputhy
-
~ n i ssrani
IOOKS
DZO. STOCKYARDS
V, v~uI I1
h1m
q r it
L-511 I &
L L r ,
V.-IVIL
irnii
/vu
=
m a l l ;t-IIllCll
I&.
rqmnkony of
Lp.+.yylr
This large open atea holds the cattle, oxen, sheep and
other livestock brought for sale a t the Bazaar. Rather than
scatter them throughout the district, the Lords of the
Bazaar set aside an area right in front, just off the main
road and facing the Main Gate. They fenced it and created the stockyards. A11 domesticated animals larger than
knee-high or more numerous than twenty are placed here
prior to sale. SmaIler interior fences block off areas so that
ddferent species can be kept separate.
RESIDENTS
E.,.-
+i-s$+-I
- ---
.
$
--d
ij
HOOKS
front.
_ ,
BAZAAR DISTRICT
1
'
-+
-
..
HOOKS
,
I
.r
prEz Z s = .
m-
L
magical tattoos as well.
R BS I D E NIS
O
his long
Nhalgren is a tall, slender young man W ~ wears
brown h a h pulled back in a braid. He also wears a sleeveless shirt to show off the tattoos along his arms. A5 a boy,
NhaIgren showed a fIair for two things: a r t and magic.
He became a wizards apprentice at the Arcane Academy
(location K2), but was kicked out for disobedience. He
tried his hand at art next, but preferred mk to paint and
found that there was not much market for ink drawings.
Eventually be wound up in the Bazaar, where he was
lucky enough ~5 find work assisting an ink and paper
seller named Mynis. Nhalgren Ioved paper and ink and
had a good eve for both, and with his help Myrtis bnsiness flourished.
Then one day, a traveler appeared, his skin covered in
strange b h e traceries. It was the first time NhaIgren had
ever seen a Tattoo and he was fascinated. He left that night
and was gone for two years, but when he returned he had
mastered the art of taaooing. A new sign was then added
to Mynis booth: Tattoos Available Here. That proved
popular, and soon Nhalgren and his mentor had purchased an actual shop, the front half for writing supplies
and the bask half a tattoo pador. Borh halves have done
well, though with slightly dlfferent clientele.
Nhalgren is still a rebel - he hates being told what
to do, and d argue with clients if he does not approve
of theit tattoo design. Myrtis is short and solidly built,
with thinning white hair and a friendly smile. He Ukes to
chat and sometimes forgets details bur he never forgets
a name, a face, or an ink. Both mens fingers are pemanentIy ink-stained.
Nhalgren: Exp6/Sor 4.
Myrtis: Exp8.
A cr I v
i-rr
D27.
MJDWAIY
This strip dong the main road has seven1 stalls facing it,
Each stall contains a game of chance or skill (or both),
designed to enterrain visitors and take their money. At
one stall people pay 3 cp to throw three s m d darts at an
apple b o b k g in a water barrel. Another booth has people
guessing which numbers a pair of dice will reveal -those
who p e s 4 right win a prize. Another has several strange
knots ofstring, and people pay for the chance to try nnravd i n g them before an hourglass runs out. An so on. Some
of these gimes are rigged to prevent the customers from
winning, hut many are good, (relatively) honest fun.
D 2 8 . PATCHWORKS
This shop looks as if it were pie(zed together by
L,;Irlnrr
--.-h
a U u L C I j A;cC,.,,+
U I I I C I c I i L U U I I U c I l , cacii using a different
style, different tools and different materials. It core.
tains bri:ks, wooden pfanks, rough logs, plaste r,
.....1.1 - 1 . . . I .I
. .l . 1 . . . l
. J . L .
aaoue,
Foeisnea stone DIOCKS, rougn-newn srane,
and seveval other elements, and looks as if it would
fall apart in an instant. The interior, however, is neat
and orgaiized, with items - hooks, wooden feet,
glass eyes - hanging from hooks or resting on the
lined anr labeled shelves between. A figure 5its on
a stool b!~a long padded table in back; he looks as if
I I
R F S 1IT t:N'rS
Ironjaw Lethair was a barbarian healer of some renown,
as admired for his crafting skdls as his combat prowess.
Unfortunately he had a string of bad luck, and with each
unIucky encounter he lost another piece of himself, the
first and worsr being his lower jaw. Each rime, Lethair
replaced that part with a prosthetic, and dove back into
bastle.WLen he lost his right Eeg:below the knee, however,
even he rraIized it was time to hang up his battleme. H e
came to the city and tried his hand as a woodworker but
had trouble adapting to the quiet Iife of a craftsman. Then
an old comrade stopped by for a visit. Lethair's fnend had
lost his 1e:'t foot to a troU attack a few months before, and
whde visiting he complained about the clay ball his surgeon had Tiven him as a replacement. Lethair carved him
a new foot from hardwood, which fit in his old boot and
was considerably more cornfortable, more agile, and more
attractive than the clay ba11. Word got around, and soon
Lethair fomd himself busy making a variety of prosthet-
I* I
ACTIVI'IY
agree. Then
he names his
price, which is
quite fair for the
amount and quality of work. He d
take detailed measurements of the prosthetic
site, but will insist that the customer
come back several times for fittings.
h,
cost
1gP
2gP
......
&gL$
hand or fc IOt
1 gP
2gp
4w
6gP
1QgQ
l0gp plus
cost of weapon
n3o. c:om F X C I I R N ~ F
This building is not very large but it is well-built,
with rough stones fitted tightly togetier and a neat
tiled roof. A door stands along the side but in front
is a narrow window with a wide wooden sill. Bars
counting something on a table off to one side. Two
dwarven guards stand or? either side o f the door,
with two more beside the window.
cost o f each
'OEP
doubled cost
rfnubled cost
RE Sl F h T S
Replacements in
precious stones
tripled cost
tripled cost plus
the cost o f the metal
normal replacement
HOOKS
SURGERY
D Z ~TFRFN'S
,
BAZAAR DISTRICT
Militia and the City Guard, all of them - defending his D 3 I . T A ~ ~ ~ - s
shop a t all hours, since he lives elsewhere in the Bazaar
and does not bring the coins home with him. He does,
however, have a private collection of rare coins in his bedTOOXI.
11u11g
L l l C
lll"3t
ACTlYln
."
HOOKS
broughr them.
Someone kiUs or incapacitates Crezig's guards and steals
all the money from his shop. The Surveyors search for
the cul?rit but Crezig hires the PCs to investigate as
well.
A stranger inquires whether Crezig will accept deeds
and titles as currency, and suggests that he may have
several soon -for right land here in the Bazaar. Crezig
tells the Surveyors, who ask the PCs to follow the
stranger without being noticed.
Tandy has a new pile on her table and it's all i n unusually good condition: clothes, weapons, belts, belt pouches
and even some jewelry When asked, she says a srzmger
sold it to her a t her usual prices. The Surveyors ask the
PCS to help them track the seller down and find out
where he got all these items.
-1
z7
L..--:
- * --
"
"
h I-.
She a& the PC!j to find out more about it, and see if
they can find a potential buyer.
D35. E.4T,IEFI' J $ARM
Someme robs Timdy one night but does not rake her
money. They take everything off her tables, however. I
The Bazaar i s zI busy place, packed with people
Why would anyone want that much junk? She asks the
and stalls and buildings - except in one place.
PCs to investigate for her.
Right across the main road from the Marketplace
* One of the PCs has sold a pilc of old clothes toTandy,
i s an open field bounded by a tall, sturdy wooden
and realizes too late that a valuable possession was stuck
fence.
'Through the fence slats you can see grass
in with them. The PCs go co Tandy's but the item is
and
wheat,
and Itows grazing off to one side. A pair
gone. Now they h a w eo rrack it down and hope the new
I
n~nincmc
o f roofs peek
Uy
J5 9 t I*IPII I ~ V R Lth3+rheA
F'""' M
L a x r t a ~. x r * T l cnlT ,+ L r G ~n+h-m
much bigger than most of the dwl4lings in this
district.
D3.2. T H E STALLS
This mw of staIls right on the edge ofthe Farmer's Market
facing the Jumble contains a variety of foods, all ready TO
The F a h h Farm is an anomaly and a :hrowback - rhe
eat. One stall sells gnlled sausages, another has roasted
last patch of farmland in a district othvrwise ovemm by
corn, anather has hunks of grded meat and fresh-baked
commercia1 development, still farmed by rhe descendants
bread, and so on. No two stalls have rhe same food and the
of the family that refused to sell it.
owners Cooperate more than compere, directing customers TO whichever food they fee1 &e that day. Borh visitors R F S l DF N'I'S
and residents stop a t the Stalls for their meals and eat
When the civ was first created this entire area was used
for farming. Rut as the merchants grem roo numerous to
while wallung around, or find a quiet place to lean or sit.
stay inside the city walls they migrntec here, and finally
D33. HAZARD STABLES
the City C Q Ubought
up the land and rented it to the
~
holds horses,
The Stockyards (location D ~ Qoccasionally
)
traders and merchants, creating the Eaza3tTo speed ~ r p
the
but onlv wild ones intended for purchas? and breaking.
process they offered the farmers an excellent deal: mare
This stables holds trained and broken horses people wish
money than the land was actually worth, plus as much or
to trade OT sell. The stables' name is actually from the first
more land farther OUT at far below the going market price.
owner. a half-orc named Hazard. The currenr owner is a
Everyone jumped at the chance TO make some money and
man named Van (Corn4), who employs several younger
increase then hoIdings - ai1 for except on? family. The
men and boys (Coml) to help keep the stables clean and
hldens had been one of the first to pla:it crops here, and
the anim:Js webfed and well-tended. Van will rent out
they stubbornly refused to sell their I md. The coimcil
stalls for a night or two,in case a traveler does not want
doubled their offer and halved the price they wanred for
to leave his horses in theTravelers District, but he prefers
the land beyond, which angered the cther farmers, but
co keep only those animals intended for sale, and be helps
still the Faldens wouldn't sell. Several (Iouncil members
arrange sales for a percentage of the final price.
advocated removing the stubborn famil*/through force of
law (or jusr plain force) but others pointed out that they
SQUATS
the land legally and were valued citizens. Findy
owned
Just back from the main mad on the opposite side from
Council
the
decided to let the marter Jrop. They hoped
the Marketplace and behind Falden's Farm is a n empty
that,
the
Bazaar was in hIl swing, the Faldens would
once
stretch wjth scattered tents. This is the Squats. Most
get
tired
ofheing
surrounded by traders and would accept
visitors stay in the Travelers Districr, but some cannot
offei
move.
They even set up the Stockyatds and
and
the
afford those lodgings - or have been refused cnrrance.
the
slaughterhouse
right by the farm, hoping the ?me11
The Bazaar has several buildings where a visitor can rent
encoutage
the
family to leave.
would
a room for the night, but by far the cheapest alternative
never
happened.
That
Instead the Fadens formed alIiis the Squats. Here a visitor can pay I cp per night for
ances
with
neighbors
new
their
and quickly became a
enough space to pitch a rwo-person tmE, or 3 cp to rent
'
h
e
i
r
descendants
have
fixture.
been
here for ages and
a tent that? already set up. The tents are clean and empty.
they
show
other
residents have
no
giving
up.
The
signs
of
Mardel (half-elf Corns), who runs the Squats, will accept
consider
Faldens
their
cwn
as
the
to
rebcIs, and as
come
anyone provided their money is good, and he will eiect
independence.
symbol
their
district's
Several yeas
of
a
anyone who makes too much noise or starts a fight with
a
ago
wealthy
he
wanted
the
and used
land
noble
decided
other customers. The Lords of the Ba7mar are not thsded
and
violence
threats
to
bully
the
Faldens,
but
his
henchabout the Squats but they recognize the need for cheap
" I
1 1 1 1 1 .,&I1
D34.
-._.-
housing and so t
always swing past on their patrols, however, and stay aiert
for the slightest sign aftrouble.
>
II
YYC-
L Y
L I I L Y I I .
I"",>
Y-.
" * C I Y ,
I"1bL
men qu~clclvlound themselves surrounded by angry merchants and shopkeepers, and the City Guard had to rescue
the rhugs by arresting rhem. No one has threatened the
Faldens since.
Hans Falden, the current patriarch, is in his nineties but
still heaIrhy and active. His d e Bridget i s only a few years
younger rut, except for her snow-white hair, could easily
be mistaken for someone less than half her age. Their KWO
sons and three daughters still live
the f a r m as well,
along with the sons and two elder daughters spouses and
chiken.
l h e taldens livestock starts d v i q:.1s rhis a norma1 Jisease or is someone targeting thei c animals to pressure
the family into moving? No one i iI the Bazaar can help
them figure it out, so they turn tc3 the PCs in desperation.
Hans youngest daughter, Gerta, h as disappeared. Hans
7
4
her.
D36.
ROTBURN TMPQRTS
-+ 1 dancing longsword
ACT I V I T1
-*-
--
*+;*
*? ,.
~ U V Y I S
rogue, 37 hp.
, r c ~ , . ..:
-__
..-_.-L..A-.-~,.~.,_-
+.
..._&L
.I
ACTTVITY
II B
SLAV TRADF
Slavrry is dlegal inside city limits, chough exceptions are made for rravelers whci do not intend to
stay long and who bring slaves with them. In the
districts outside the walls, slaverv - though srill
illegal - does occasionally appear. However, it is
disguised somehow, or some ouasi-legal version
has filled that niche. Tn the Bazaar, s h e s are called
indentured servants, selling several years of service in return for a lump siun to pay off various
debts. The City Council does not approve,
but people are Cree to contract their services
if they choose.
TRICT
lUr:
UC3L
LUUL>C
L V
31vp
LlLLS l l C W s1lSlvr
l*dUC
dl l l S
g-.
1 ,-
I ~
U
7 -
>
,+i
%,
him.
For his part, Etian
suspects his partner
may be having second
thoughts. He soughr
out Gast because the
half-orc knew the city
and it5 people and
already had clients
in place. But now
thar theyve sold
several batches
of slaves, Etian
has a good handle on the Bazaar
and knows most of
Gadsbest clients by
si& He no longer
needs the half-orc,
and is considering dissolving the partnership.. .
Gast. Then he will
by &g
dispose of Madame as well and take
over both Slumber House and Indenture
Hall, using the two as recruiting grounds
for his slaves.
OUTCOMES
The characters may stumbIe across Etian by pursuing him from the Coin Exchange robbery or
tracking him horn the Stockyards, Esmerildds,
Tandys Table, or Battered Blades. They may
notice that Gast i s acting suspicious, or watch
him and Madame long enough to see Etian
stop bv Indenture all.
Tf confronted, Gast will break down,
admit his guilt, blame Etian (and Madame,
for controlling him so tightly that he was
desperate to break free), and offer to help
___
r..w-.
<
+
..
-*...-.
.._._
tion and disappear into the crowd. If confronted in private
he wil1 pretend ignorance and then attack, hoping to
escape if the odds ate clearly against him.
Etian has a list of the people he has bribed, and Cast
keeps careful records of his slave sales just as be does of
his indennrre hires. Between the two the Council wiU be
able to clean house, and will be very pleased with the characters for their assistance. So will the Lords of the Bazaar,
especially if Etian (or Gast)s death or punishment was
grisly enough to dissuade others from ever considering
sIaving as a viable occupation.
...LLxLyI
con amsr. iney are nrst cousms ana Know eacn mner weir,
which i s why Transom went to Denny when he first heard
the rumor that the Merchant Prince owned a fabulous
ruby statue worth a fortune.
The two gnomes quickly became obsessed and Iis-
I
I
-t
-f
- .. -.
.-
-...... I
>
i.
Y
--.
'r
'
"'
delegates, switching off as the districr's official representative. Ball swallows his resentment and stays 1oyal.Th.e new
landowners reward anyone who helped them accomplish
their goals.
TABLE
0.2BAZhhR
d20
1-3
DlSTRlCr RANDOM
ENCOUNTFRS
Encounter
PrckpocketlThief
Merchant Prince
6-7
Surueyor Patrol
8-1 1
Shoppers
12
Indentured Servant
13-14
Messenger
15-16
Craftsmanpradesman
1 7-1 8
Bazaar merchant
14-20
Beggar
.-..!
..
. ,
x:;
.
.,-.
I
A CjUrDF T O NOBLFS R F S I D F N G F S
This chapter samples the citysaristocratic class by describing hvehe different noble families and the houses in
which they live. Obviously, these houses are quite unlike
the smaller, less ostentatious residences found elsewhere
Ie-
\ --
The
these
serioi
wall,
T, 0 CAT1 0 NS
1 . WESTWARD T O W E R
widel
from
a goo
it is,t
are n
alI of iiir
~ d i d p i i i i hriet-ucu LU
UCKIILL
tiir
uiy
ii~iu
~iiib
direction.
Even so, the W d Guard insists that The Westward
Tower i s an important observation post for city defenses.
They dont want to cede too much importance to the
Navy, and so they maintain a garrison of 50 soldiers here,
half of whom are on duty at any given time. Captain Yard
Tcmhclm, a dwarf, commands the garrison. He plans on
retiring from Guard service soon, after ;1 largely iindistinguished career, and this posting was given to him as
quiet assignment that would ease him into civilian Me.
His second-in-command is an elf, Lieutenant Elessa Sleet;
she has boundless ambition and doesnt much lrke being
posted to a backwater, but she accepts iT as a necessary
first step in her career. She would Lke nothing more than
TO prove hersellby Ieading her soldiers in a fight, and she
often finds herselEdreaming of scenarios that would give
her that oppormnity here, however unlJcely they may
be.
Of the rank and file, all of rhem are equipped with
longbows and longswords, and most of shem are elves.
Most of them are aIso inexperienced the post makes an
excellent place where they can get used routine l i f e in
the Wall Guard. There is also a Cadre Wizard (see locatioii
F8$ on duty here at all times, to mainmain the beacon fire,
use ranged spells on the enemy and duminate targets at
night. In a genuine crisis, more wizards would augment
the ganison, but in peacetime one per shift is plenty
At any given interval, eighr of the soldiers udl man the
ramparts on top of the tower, watching out Over the sea,
scanning the hotimn for signs of activiry. Fheen stand
ready by archery slits, while the remaining two are posted
as sentries a t the tower entrance. Itsnot very exciting, but
its their d i q The officers may be anywhere, inspecting
the soldiers at their posts, 011 the roof sharing in observation dury, OT attending to administrative chores in their
rooms in the barracks. off-duty soldiers can be found
Iounging in the barracks, or at the Drunken Fletcher FWern (see location Ez).
Captain Vard Ternhelm: D w a r f Ftr9.
Lieutenant EFessa Sleet Elf Ftr41Sor3.
Wizard: WisG.
,<-
e:
~ 3 TORKAY
.
lAc
MANOR (HOARLEG
~AMIL-Y)
Because the Drunken Fletcher is such a marginal
business Stout Fletcher doesnt have much coin
on hand. H e keeps a locked chest in m e the back
room.; (successful DC 20 Open Lock check t o pick)
containirg 100 gp and 1,500 sp.
A C T IV 173
way).
I n the latter case, resolve the match as a simple opposed
Strength rest. However, keep in mind thar k r n , a wily
fellow who has been around, knows various methods of
cheating and will not hesitate to use them in a pinch. The
DM should feel free to give him a +4 competence bonus
when resolving the rest. However, allow Gems opponent
a DC 20 Spot test to notice his cheating. Anyone within 5
feet may also make a DC 25 Spot test to notice.
If the challenger wishes to full-on wrestle, he must strip
off any weapons and a m o r on his person. Stout ndl come
out from behind the bar and clear away some tables so that
=&g
_-
---
ng.
ring.
1 withhoiding
111but unbearable.
iscovery, the Hoarleg heirs have disagreed
do with their father's papers. Although both
eply disillusioned wirh him, Sir h f e favors
amily secret hidden. Legally speaking, he
her's title, and he fears that the Council wilE
.y of rheir noble stahis if the truth became
o worries that public opinion will turn on
him more sharply than on his sister for the same reason.
Lady hfiranda is a t IeasT 3s adamant that the famiry come
clean, as nothing could be worse than keepimg a shameful secret far the rest of one's life. Their relationship has
deteriorated over the matter, brit Miranda ha5 so far been
reluctant to act without her brother's consent.
Sir &de and Lady Miranda are a11 that remain of the
_r--
7
'
AC'F1VI'I"Y
Visitors to Torkay Manor will not have much rruuble getting to see m e Hoarleg or the other - both lead lives of
aristocratic ease and often have nothing more pressing to
do - brit they wdI not likely get to see both Hoarlegs a t
once. Such i s the strained nature of the relationship these
days. Both are distracted by the disagreements between
them, and their response to other people's problems
are likely to appear distant and vaguely uninterested.
However, anv hint that a visitor could Le used to help
resolve thc disputes tearing apart the Roarlegs will immediately seize their interest, as will any hint that perhaps,
the family secret has gotten out witbout their lino~inp.
much of a fight. Neither Hoarleg has any fighting expenence. One of the servants may think to grab the +2 flnming
burst bastnrd swword from the g e a r hall and fight back with
it, but that's about it.
HOOKS
reveal the truth about their father and ruin the family.
He dares not harm her himself, but he hires the PCS to
remove her as a worry.
C o n v e r d p Lady Miranda fears that her brother is
crumbling under the weight of the family secret and
may take their disagreement to unthinkable depths.
She hiws the PCs as bodyguards to protect her and/or
investigate her brother's intentions.
R possible threat from outside the family has brought
the Hoarleg heirs together, though without erasing
their di5erences. A vague, mysterious note lefr a t rheir
front door threatens that things now secrer wilI become
public tiniess the Hoarlegs pony up to the author. Sir
Rafe and h d y Mjranda hire the PCs to fmd out the
identity of the blackmailer and how milch he knows.
iatlir 1115
__
..
Valkenbane Manor, also known a5 "The Castle" or
"Castle Valkenbane" because o f i t s size and forbidding aspect, sprawls across a plot o f land that is
large even by the standards o f the Nobles District.
It has only one story and organizes itself into a
public area, a servants' wing and the private wing
for the family itself. There are 24 rooms in all. The
main house is nonetheless an imposing affair, with
tall ceilings and a high roof ringed by ramparts.
The manor grounds also feature a large historical
museum, about half the size o f the main house,
devoted :O the war against the humanoids and, bythe-by, the dynastic greatness o f the Vatkenbanes.
It sits apart from the main house, as do unused
stables. Architecturally, the museum is a jumble, as
successive generations o f Valkenbanes have added
on to it bit by bit, whether out of need for more
space or for exercise o f the ego, A hFgh, sturdy wall
interposes between the museum and the main
house, t o keep the general public at bay.
.I-,
_-
-\
line has continued unbroken
since The (
His descendants have followed in t.Lis footstelPs in One VOr the Other;
padition. Ithe heir tl the
always either studied
arcane magC Or served in the
Guard (Or even done
one and tIlen the other). Beginning with hls great-gandson Sir h rtis VaEenbaneu the
added the large war
museum bD the manor grounds. The mu5eLun used
artifaCTs as the Ore Of its colIection
ar first*but since then
they have added bits and pieces of historical value wherever they could, be hey military, Political Of C U ~ ~ EinJ
nature. Glotificatjon of the Valkenbane famdy has a h y s
been the subtext of the museums mission, however.
Over the generations, the Valkenbanes have acquired a
woman of the city, but her husband, Sir Cairns WentnetValkenlmne, is less eccentric. A younger son of another
civs ancient ,,&le families, sir Cairns devotes
of
himsev to managing the Vakenbane museum. He and
La+ Trina have a
son, dexxander,who
somed3y inherit the Valkenbane title and fortune, but their
arranged match in the
is strained, It was
first
driven bv the valkenbanes need to continue
the family line and the
need find a suitable
for a son who tr,ould not jnhefit the family
now
Having produced the required Lek, Lady
prefers the company of other soldiers to life at home. Sir
Cairns, a hmid and unassuming fenowby nature, has
subjjecto f ~ r i n a
~~~~d on
from the city
raised
account of the risk to her person. He alss believes that she
of herself to her family. p,ut he does
should devote
not a r ~ these
points very foKefuIly I?rfor
long, It
e
i s fair to say that he is lonely, but as of yet he has not taken
up interests outside ofhiq ma*age,
Ladyrtinaspends little time at home. she devoteesmt,ch
of her off.duty ilours ro drinking n,ilithher fellow ofiicers
in the Ciuards District, Or simply
at the fires burning in the Humanoidaistsict from the r,3mpartsabve
her
feels cmptv \r,itholrther,
In truth, Vakenbane
but sir
a ~ o f h itime
s ineither the
spellds
museum or the main house. Young Nexander
is always present as well, tended to by
his nanny and at least one of four
live-in turns that the family
employs to educate him. The
household staffis headed bv Sir Cairns valet
and Lady Trims maid
(rhe Iartcr having very
tle to do, as a general
r u b ) , and dso consists of h w footmen,
two
housemaids,
rwo cooks and a
sculIery maid. In
addirion, the muscurn e r n p l o ~a s t a f f of
six workmen to keep
the exhibits dusted and
to move things around.
In general, it is a small stuff
for such a large house, but it is
also a small farnilv that currently
DIST
Lady Trina Valkenbane: Ftr7JAri2.
Sir Cairns Wentner-Valkenbane: Ari3.
nCTI v I TI
With the lady of the house so often av
man of the house spending much of _.. .
in the family museum, visitors to the Castle will usually
he left hat in hand. Neither Valkenbane spouse is terribly
used to taking callers, and on the rare occasions when one
of them is available, he or she udl be short with them.
In case of h o d e action against the household, one of
the servants will by sure to spirit Alexander to safety, but
the rest wd not put up much of a fight. Sir Cairns is not
a fighter, either, and has never handled a sword except
as a museum piece. If Lady Trim happens to be home, of
course, that is another matter altogether. She will send
one ofthe sewants to fetch the City Guard, while she tries
to rally anyone in sight to fight with her for the House of
Valkenbane.
Valet: Corns.
HOOIES
Because of their prominence and their habimal firebreathing on the humanoids issue, VaIkenbanes are,
from time to time, the target of assassination plots. Sir
Cairns fears that there is substance to a crop of rumors
currendy floating about. Despite bis wifes scoffing rlr
the idea, he hires the PCs a5 private bodyguards for her.
Alternately, he fears for the life of their son and wishes
to hire bodyguards for him.
5. C A S T R R W U O D M A N O R
(SIR XAVTFR D U D ~ F O N )
Castatwood Manor is an L-shaped 1)uilding organized along the lines o f a typical noble residence.
The long side of the C contains the public rooms;
at the cap o f the L, the great hall, w here the origiI. I . I
. .... . ..LL- ..
rneir most a T D I t I V U 5 entertaining,
nal owners am
sits perpendicular to the axis. The short side o f the
1 r n n t a i n c t h e c e w g n t + n i i a r b r q nantry and other
Y--.--.-?
rL
C I 1 L U 1 1 . 4
L I . I
111
5.;
I@,<-.
._L-
' &
hir -vier
i s being bIackmailed by a former business
associate. He wants intermediaries who are not permanent member of his entourage to "take care of" this bit
of business by a n y mean5 necessary, and hires the PCs.
Sir Xavier hitr s the PCs to spring an oId friend of his
who was sent enced to imprisunment in the Humanoid
Disrrict. The Friend may be found among the band of
prisoners knosu71 as Valhalla's Fallen (locanon B37).
6.
~'U'"""". I L
LIICII
1 2
.I
i
I
., .
I-.
.....
r
t
. '>
time.
Sir Ceraint Cestia: Wiz7 8.
-.
. rhildrpn
- .-.....
n ~2
r
" x r n l v b nfthe
A l l n i c i= anirinn-rl
=
c rLa
c y c I y ' y ~ cu
".,
I"
..
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rluaP,,> ,a
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Ilrr-
.w
I-
b U I Y . I
ACTIVITY
"
.. . .
ILDS LARGEST C I T Y
predicted, something has gone terrii c . Sir Ceraints control over the creabecause the cleric with
ated double-crmsed him, OT because
w35 ill-conceived to begin with. In
ias killed m e of the other servants
house. Sir Geraint needs ro track
d awn Cyric quickly, because he is a h i d of the damage
to his reputation if the news gets out. Too embarrassed
by the calamitv to inform the City Guard, he hires the
PC s to help him. He wants his rnohrg servant returned
to him if possible, but accepts that it may be necessary
to destroy it.
m -perhaps
F J . HONE M A N O R ( L ~ O N FERNTLT)
~
.-
1113
The Liones are one of the oldest and most respected of the
cisys aristocratic bloodlines. The esteem in which they
are held sterns not just from their longeviry, but from the
historic dr*eds of their dustriom ancestor. Zerlus L i m e
was only a captain in the City Guard during the terrible
siege of the humanoid tribes. But ir fell to him to bear
the Guard standard during the dramatic b a d e tlrsr drove
the humanoids back against the dwarven chffs. His role
made him a magnpt for foes, but hc never left the vanguard of the attacking force and slew (by his own rough
estimate) three dozen OKS and hobgoblins, and an ogre
single-handed. He did so despite the encumbrance of the
standard, which he never let dip. He fell back only at the
end of the day, when the Lord Protector summoned him
to help the army regroup.
times takes his valet, Gdes, wirh him, just because having
a servant follow him impresses the crowd with which he
runs.Giles never complains about this: it makes his Me
more interesting than that of most of h i s peers.
ACTIVITY
Sir Brevin understands that his family's finances are ptecarious, but he is not so sensible about how to cope with
the situation. He has heard rumors of a great treasure in
a distant land, and he wants to fmance a n expedition to
find it and bring it back.
. .
v-* Sir I:re\ in has alarmed hi15 mother I- - - - ___ . .- - ...
that Sir Brevin has m n oE and e + d I e d at Oanas
selling off some of the fstmilv relic s to the Valkenbanes
School of Smiles (location C4), hopeful of becoming
lwho will exhibit them in their niuseum). Lady Maris
an entertainer. She is all the more scandaiizcd because
- the rhefi of thme 1.terns from the house
decides to stage
her farnilv, the Eastlands, were rocked when her cousin
in order to hide them from her SOT1 and keep them safe.
Gtiv teamed up with a lowly bard to h n d a music hall
Natura$ she tasks the PCs with tlhp robbery.
(The Silver Throat; location C14).she hires the PCs to
An acting troupe - Some of Sir Brevius current budbring her son back to Lione Manor by any necessary
dies - have invited him to per6o m in a production
means.
of their design. Actuts in general itre a disrepirtabre lot,
and Lady Maris i s suspicious of Them. What are their
r son and slathcnng B 8 . STFFT,WFATHFR CjARDFNS
true motives for cozying up to he
him with flattery) HP doesnt have any actrial talenr. She (RAKIJL CLAN)
hires the PCs to make inquiries an{1 find the truth of the
~~~
~~
matter.
Ladv hfaris may have found a way to ease the familys
financial crunch and make a respectable man out of her
son at the same time. The ruling family from a distant
land rcportedlv wants to arrange a political marriage
between their daughter and rhe son of a noble family
from the citv. She hires a PC with suitable Diplomacy
skill ranks to nave1 110 that country and present their
suit.
s,
.!
RFSIRFNTS
But the City Council was grateful enough for his help that
they offered him a hereditary title and a comfortable villa
in the Nobles District. k k d came to the city for the first
time to hear the Council's offer. Overawed by its splendor
and by his first glimpce of the Spire, he decided to stay
and leave behind his life as a nomad chieftain.
A full qeneration has passed since then, and in that
time Rak1.d and his wife Cleama have adapted to (if not
entirely awimilated into) the city's aristocratic clasq. They
still dress in the general style of their mibe, which h k s
quire exotic by ciry srandards. But their clothes are made
of finer fabrics than were available to them when they
lived on horseback in outlying lands. Fine perfumes now
waft about them, rather than the smel1 ofsweat and beam
o f burden. And although they brought a shaman to live
with them and keep their tribal deities as household gods,
they also donate money to the Children of the Creator
Temple and show WSpeCE to irs doctrines.
The library of SteeIweather Gardens exemplifies how
the civ has changed Rakul and Cleama, and how they
have changed their new surroundings to fit them. When
they acquired the house, the library w a s cleady a centerpiece. The collection contained many rare tomes, and
the room that housed them was obviously cared for with
great pride and affecrion. Rakul rcceived the book? along
with the house and kept h e m intact. He himsclfis semilitetate and does not fuIly appreciate their value, but he
knows that having the collection confers a certain prestige. However, he has allowed his shaman Neetha to place
a large idol of their tribal god in the middle of the room,
and he has also decorated it with various exoric artifacts of
his people. Some of these items are warI&e in nature, and
most have only sentimental value.
L__
- ?.
.,
4.
l u ~ l ~
Cftarna: Brb31Ari3.
Nestoc Ari4.
Penelope: Arf3.
Neetha: AdpG.
Rakul's Valet, tfearna's Maid: Corn5.
But if Rakul and Cleama have adapted to the city without comrletelv dissolving their old identities into it, their
children act as if they were born to it - and a IirtIe too
much so for their parents' liking. Nestor, their son and
heir, spends much of his time (and money) on the town,
drinking and gambling in the company of other dissolute
children of the n~bllrty.He spendstoo many of his days a t
the Rubv Barge (location E ~ o for
) their liking, but when
he isn't there, he's usually off at more downscale taverns
...
ACTIVIm
.,_..1b,Y"I.
".-".*I
--II
>
'I_--I-
d"
LIIILI"U&jll
I1V " A l l
V U L J I I I L l l l C *'Ill
a qirnplr
Deramus Propp came into his inheri
weaver, but as the owner of 3 potcntial cornrnerci:Jempire
As a result, Deramus spent much more time man aginghis
hoIdings than he did at a loom. Within a decade, he had
made the family enterprises more lucrative than his father
ever could, and he became a man of considerabl e wealth.
Fame quickly fullowed, and through ashite camipaigning
and liberal d i s ~ b u t i o nof gifts, he got himself st:lected a5
the Warehoirse District's delegate to the Counci I,outmanerivering his archrival, Johan Kirelaw ( w e locat ion N i 2 ) .
After fifteen years of energetic service, during ahich he
both made friends who admired his spirit and detractors who found him ovcrbeanng, he retired fnom public
service. Lobbying through friends and proxies convinced
the Council to grant him a noble ride, though without an
annuity.
After 25 years 3s a veritable engine of ambition, Sir
Deramus Propp has spent his retirement trylng to enjoy
the social prominence he sought so eagerly. Hr never
misses a high society party or pubjic function if he can
help it. He and his wife, Lady Vera, attend the opera regularly, although their interest in it is largely feigned. Rut for
all their effort a t fitting in, the Propps still suffer from the
curse of newly-minted aristocrats: The more esrablished
nobles still look down on them as "new money."
~
Comparatively speaking, the Propp family are newlyminted nobles, and they came to prominence through
means tantamount to buying their way into respectahility.
As a convquence. Sir Deramus Propp has never quire
achieved the acceptance into the aristocracy that he so
clearly craves. But that doesn't stop him from trying.
Sir Deramus likes to brag that he rook
riches
'
'S
-D'S LARGE5
&
F
5
-j
--
I\I I
work.
> L V
10
"I1L
Y I
L11C
I"""
Torgar:Dwarf Ftr41Rog3.
Boarders (varies): Corn 1
I %
L Y Y L l l l Y L l
l C C C l l L l l
I
Y'""""
"I
LLlc
E."'"y
IlP.3
.Y'-yy.Cu
ACT 1V 1TT
Hasty rents
OUT
11OOliS
<.":
"
-.
i-T
.'
__.__I__
single-handedly after his boarding parry was ambushed. As a captain, h e won much
praise from his sailors and superio~salike for bringing
his ship back to port with no loss of life after a storm
surprised him while he was on patrol. Finally as Admiral
Bellewe (and his descendants always refer to him as The
Admiral, even though two of his direct descendants
achieved similar sank), he capped his career by leading
a squadros of Navy ships to vicror)r in a boid campaign
against the notorious pirate Jiacomo the Cruel. Despite
being badly outnumbered, Bellevue placed his ships so
that they pinned ~iacomoslarger fleer against the coast at
Monckton Point, forcing the pirates to sail directly into
the wind I f they were to get away -or indeed, maneuver
at ail. The pirates were crushed, and Bellemes acrions
ended the direst threat to its maritime trade that the ciry
had known for ages. In gratitude, the Council awarded
him a hereditary title and an annuity,as well as a villa in
the Nobles District which had lust come on the market,
and which Sir h n a l d subsequently renamed Fleethome.
Continuity has been the watchword of the B e h u e s
down through the generations since. By family tradition,
the first-bnm Beuevue son has always served in the Naw,
and the current Bekvues are no exceprion. The current
bead of the clan, Sir Hamish Bellevue, served for twenty
years, reaching the rank of captain before he retired. His
eldest son, Bertrand, is currently a lieutenant on a patrol
vessel.
The current generation of Believues also maintains
commercial enrerprises that descend directly from Sir
FbnaEds activities after he retired from the Naw. He
found himself wealthy and famous beyond anything he
imagined when he was a mere cabin b y foisted off on the
semce by a poor family. Rather than spend it on a t f e of
ease, however, he invested much of his newfound wealth
in ocean-going trade, establishing connections with merchants and ship owners that his descendants maintain to
this day. Now that he, too, ha5 retired from the Navy, Sir
Hamish Belleme divides his time between serving on the
City ~ o u n c i l - he is the districts official representative
(see location E17 for more) - and managing his familys
hVeStmenTS. In thrs Iatrer duty he is aided by his sister
Lady Clarissa and his second son, Wilmot. They meet
frequently with explorers, mariners and merchants from
both near and abroad, all of whom desire that he invest in
their ventures. such is the value of having the Rellevue
name attached to any venture associated with ships and
shipping !hat they never want for activity.
In fact, the Bellevues have recently struck up a joint
venture with the Rotburn-Seivers merchant business
(see ~ Q G I F W ~ SEl5 and D ~ Tin) which both parties nil1
5erve as middlemen for exporting rare and exotic goods
through the city to lands overseas. Under their deal, the
Rotburn-Yeivers will bting in fine silks, art objects, spices
and other items through overland caravan rontes from
theh regionaE sources. In turn, ships financed by the
a pirate vessel
ahOSF
guuus LU
D F t l C Y U t b WLU LdKC L I I U ~ C
1211
,1
him away from the city for weeks at a time, and he spends
many of his hours ashore at the N a w base in the Naval
District (see location 020). The household staff consists
--
1
-
b ' .,
-.
'
-
o f valets f'sr Sir Hamis h, Witmot and Aidan Strand; Lady AC'I'IV I'IT
The Bellevuesare usedto taking many visitors at Fleethome
C'lan=a'q maid and the maid who waited on Sir Hamrsh's
because of their business interests, but they are keenly
late wife he doesn't have the heart to turn her our ofscraware thar most of the non-aristocrats who come to see
\ w e ) : three housemaicIs, four footmen, three cooks and
illery maids.
them want access fo rheir wealth and/or connections.
Their first instinct is to m a t anyone with a brisk courtesy
Sir' Harnish Bellevue: Ftr61Ari6.
that is designed to help them son out t!ie losers from the
promising
candidates without being too rough abour it.
CIiarissa Strand-Bellevue: Ari8,
Anyone who impresses them d l find their conversalion
Bertrand Bellevue: Ftr21Ari2.
becoming less guarded as the meeting goes on.
I n case of an attack on the household, Sir Hamish will
Wi lmot Bellevue: Ari2.
go immediately TO his private quarters to fetch the masterwork longsword that he keeps in ca5e of emergency. If
jan Strand: Ari4.
Kertrantl is present, he will also fight. Rut they are the only
Maids and Valets (5): Com4.
family members with combat training, much less expenence. Nonetheless, Sir Harnish supplied his family with
Other Servants (12): Corn2.
elemental gems for a reason, and they will use them in case
o f a genuine threat to their salety.
The Bellevues are a wealthy family, befitting their
H wo K S
noble rank and history of successful investing. Sir
The Bdevues are a storied and weli-connected family. A
Harnish keeps the majority of the family cash under
commercial rival, jealous of the advmtagcs that supposa false floor in the master bedroom (successful DC
edty come with their social standing, may be sabotaging
30 Spat check to notice). There is a total of 500 pp
Belle\ue-sponsored merchant ships. Sir Hamish hires
and 20,000 gp here, and when the family needs t o
the
PCs to help him get to the bottom of the matter.
pony up as part of a business venture, it draws the
Bellevue name is still feared and reviled in local
The
funds from here. In addition, Lady Clarissa and Sir
i
pirate
lure. Rumor has it that the m o ~ prominent
pitate
WiCmot each keep 2,000 gp for personal use, stored
gang
has
for
clm
in
the
region
targered
the
kidnapping
in a locked chest (successful DC 25 Open Lock
or assassination as revenge for The Admiral's long-ago
check t o pick) i n their private rooms.
crusade. Lady CIarissa hires the PCs as bodyguards for
As far as personal items go, Sir Harnish wears
rhe duration of thc threat, or investigators to look into
an amulet ofhealth +4. Except for Bertrand, none of
the validity of the rumms.
the other Bellewes are armed, and neither is Ardan
*
Lady Clarissa hires the PCs because she needs a band of
Strand. But Sir Hamish has provided forthe protecexplorer/adventurers
to travel to a distant Iand to find
tion of the rest o f his family by giving Lady Clarissa
as spices, gems or rare arcane
new
trade
goods,
such
and Wilrnot each an demental gem (water) set in
components.
spell
As
of now, the:r ships carrying
gold and attached to a chain (add 50 gp to i t s maraway from the city wdl
Rotburn-Seivers
merchandise
ket value) so that they can wear it as a pendant.
l d d s are unprofitempty
emptJ
and
return
with
holds,
Their most important treasures are the relics
able
holds.
o f The Admiral himself. The most notable among
these are the +3 kcen Img sword that he wielded
~ 1 3TIERAN
.
M A N O R ('FIEBAN
at the Battle of Monckton Point and the bracers of
FA M T T;Y)
armor +6 that he wore from the time he was first
I
promoted to admiral. B y family tradition, they are
Though kept clean and tidy on the i riside, Tieran
passed down t o each first-born Beflevue son and as
Manor shows age and wear on the Ioutside. The
such, they still belong to Sir Harnish. &ut after his
stones
look tired and faded, with ugly-11ooking moss
retirement from the navy, he gave them to Bertrand,
growing
between them.
who treats them with reverence, and wears them
I
even when off-duty. There is also a suit o f h e n
chain that the Elven District's Council of Elders preThis rmdence harises the Tieran family a noble clan with
sented him in gratitude for his Victory a t Monckton
long-standing ties to the Children of the Creator Temple
Point. Among the lesser, more purely sentimental
(see Xocation J2). It is unusua1 for m e of the city's noble
relics are Sir Ronald's old badges of rank. These
families to have ties to a religious institution a5 intimate
have fittle value in terms of their basic materials,
~
3s rhe Tierans', and t h current
generation casts its eye
but if they could be validated, there are collectors
on the realm of commerce to diversify i t s activities and
o f relics who would pay well for them.
LLJ
a l l Q L 1 3 L l l L t d l J L I d I l l U y , lllF L l C L d l L 3 IlldVC l l C V C l
IldU IIIULII
CYI..IYIIA.I
___
4
1
with fame.
It is to the credit ol the Tieran clan that SIT Jerome's
descendants chose to arrempt the same delicate balancing
act as he did. By tradition, the first-bornTieran (and they?fore, the heir to the title) has aIways joined the Children
of the CreatorTemple and served in some capacity None
have risen to the rank of Grand PatriarchjMarrkrch,
although many have become bishops and even archbishops. While it is not unusual for younger sons
and daughters of noble families (who are unlskeiy
to inherit the family tittle or much of its wealth) to
join the clergy, it is ahnost unheard of for a noble
heir to do so. h d yet the Tierans have made a
habit of it, working to preserve a deIicate balance between meditating on the will of the
divine while enjoying that which belongs to
... .
privart: w c a i i i i L u
about their piety, they have shied away from Eucrative
busine'ss ventures that would make them money, and
live orkly on the annuity that the Council granted to Sir
leromi:so many generations ago.
But the current head of the clan, Sir Montagu Tieran,
tO change hat.
L&e his forefathers, sis
h a 5 re
of the
as
Monta gu entered the
soon aIS he came of age. After twenty years of service,
however. he recently retired from his
&e temple and resolved to set himself up in business,
Publicly, he dismisses any suggestion that he i s breaking with family tradition and points out that his son
and heir Fergus is now a priest, and his daughter Valiera
of
was just accepted as a disciple
the Spire. Privately, however, he admits that he is
tired of worrying from year to year about
whether or not the famiEy can meet
its eqenses without selling off
their heirborns or going into
debt. He also knows that the
familv house could w e a
goad refurbishing.
h part of his first
majot venture, he has
acquired a mine in
an outlying area
that cumently
-P=
14.
qu ~ R D S M R NHALL (SINJINT
$AM 1ldT)
Guardsman Hall i s box-shaped compared to other
noble villas - square with two stories - but the
grand columns that hold up the second floor as it
cantilevers over the front entrance give it a certain
dignity. It is organized along the usual lines, with
the ground floor divided between the servants
quarters and the houses public rooms (the largest
of which I S the great hall, which houses relics of
the familys military service over the last century or
50). The second story contains the familys private
rooms.
llaJ v L c - I I
Maid: Com6.
Val& (2):C o d .
ACTIVJIT
l h e kXbUrn-heiVerS clan rose eo prominence generations ago as merchants specializing in imported goods
from far away lands -exotic weapons, crafts, rare metals,
gemstones, anything that folks in the city couldnt easiry
find within a day or twos travel. Their famiry hisiness,
Rotburn ~mports,brought them fame and fortune. At last,
in the person of shrewd, strong-willed Ilana Rotbuim, the
clan made the jump from economic success to pOljtiCal
and social success. Ilana leveraged her fame as headI of one
of the citys most successful merchant companies; t o get
hersell selected as the Council delegate from the B a a m
:- +LA
LillL
District. She represented her constituents ably 111
Council, winning reductions in import duties and constantIy urging stronger measures to safeguard important
caravan routes.
TIana Rotburn credited her success to her aggressive
negotiating sryle. She treated city officials and other politicians much as she did her suppliers;every request became
a negotiation in which she began by staking out an imreasonable position, knowing that she would scale back her
demands rater in the name of compromise. She rarely
backed down in a confrontation until she had secured
what she wanted, and the higher the stakes the more
stubborn she became. Most notoriously, she harangued
the Council and browbeat city diplomats to declare war
against foreign kingdoms that, in her view, were not sufficiently helpful in putting down brigands along rhe mravan routes. The city subsequently negotiated treaties with
those lands that proved very helpful, but many on a11 sides
of the issue insisted afterward that her threats were not.
Her supporters, on the other hand, insisted that her fIamboyance had helped bring attention to an important issue,
and given the citys representatives a too1 with which 10
win imponant concessions. After she retired from politics,
the CounciI awarded her a noble title; it was said a t the
time that her friends felt indebted to her and her enemies
were just glad to be rid of her. Upon her death, her eldest
son, Sir Tarento bfburn-Seivers (the Seivers name coming from his father), inherited the title and the family line
has continued unbruken since.
Much time has passed since the Rotbum-Seivers were
just wealthy commoners. The familys current crop, led by
Sir Dane Rotburn-Seivers, c a n y their aristocratic dignity
with ease. They still own and operate Rotbum Imports
(see location D37), not because they need the income, but
otit of family tradition. Sir Dane has largely retired from
managing the fortune. He left. strategic management of
their assets to his eldest daughter and heir, while dayt o d a y operations of Rotburn Imports falls to a trusted
employee, Fiss. S i r Dane and his d e , Lady Accala, devote
themselves to collecting a K these days.
..
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16. CjRFFNWOOD
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HOUSF
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should.
An elderly elf named llois heads the household staff;
he s e n ed 3s Sir VoI Corine's vaIet and stayed on after his
master's passing LO 5ewe hi5 son. He is too old to do much
work, however, and remains mainly on the strength of Sir
Slate's loyalty to him. The rest of the staff consists of Sir
Slate's rleJacfo valet, Lady Miranda's maid, two housemaids,
A C T TV T I T
nobility
relic from each clan to put on display. I3ver the years, the
heralds have also taken on a legaI h n c tion, as the Council
tired of d e a h g with matters of inhe riiance rights and
answering petty questions about whi-the1 someone of
noble birth could keep his or her famiIy name after marrying into another noble family. Any E;quabble over who
(if anyone) receives the property or pel-quisites of a noble
upon his or her death goes before a t ribunal of heralds,
whose judgment is Iegallv binding.
Arris Selden, a half-elf schoIar who counts himself a
direct descendant of a second son of the Lione family (a
has the papcrs to prove it) holds rhe office of Senior Her,
and runs the Hall of Heralds. His ~ W Omost i m p ~ ~ . t ;
tasks are raising funds from noble famhes for the on!
ing maintenance of the Hall, and rendering judgment
disputes over property and tides. In theory, these two jc
present him with a potential conflict of inrerest,as ii
almost inevitabIe that he wil1 have to weigh disputes in
which one party has h e n more genetous to the Hall than
the other. But Selden, a proud and unyielding man, insists
that such considerations do not influence him rn any way.
Not ewryone sees things quite the way he does, of course,
but SeIden p a y them no mind.
I n his judicia1 frincrion, he has the help of four lawyers
who hold the title of tribune and are kept on retainer to
study and rule on such disputes. A11 of them are comrnonets, but they are experienced legal professionals all the
same. Cases are decided by majority vote o f the tribunes,
with Selden presiding over their deliberations and casting
the tie-breaking vote, il necessary:
Direcrly below Selden on the organizational chart
are Curator Koris Ballow, who runs the museum wing,
and Senior Archivist Daphne Selden, W ~ Omaintains
the archives. Ballow i s a pudgy man with a carbuncled
nose who has nonetheless mastered the art of charming important people, and he i s skilled at getting noble
families to parr with items for the museum collecnon.
Daphne Selden, Arris Seldens wife, is tall and severe in
appearance. She has the mechanical! orderly mind of a n
incessant organizer. The archives contain detailed records
ofeverj noble family t h a t has ewer existed in the city, even
bloodlines that have long since gone extinct, and Daphne
seems to have all of them at her fingertips. Both of these
departments have a banalion, 50 strong each, of clerks and
assistants to perform the menial tasks of running such a
large institution.
As an outgrowth of their role In arbitraring disputes
between nobres, the heralds have also taken on the role of
assigning a representative to the City Council. Whenever
the spot opens up -eirher because the previous representative has died or is stepping down - the heralds gather
4
I
I L.1
ACTIVITT
RES1 D E N T S
tect the srariie down through the ages. Two small water
elementals live in the pool and serve as guardians. In addition, the eves of the statue were themselves nermanentlv
imbued with powerful magic that w d unleash cursed
energies o n anyone who disturbs them.
Water Elementals, Small PI: As per the Monster
Manual.
The eyes of the statues are the only parts that
could conceivably be removed from the site and
sold (the hazard posed by their magical properties
notwithstanding). Black diamonds being as rare as
they are, each is worth 5,000gp. Touching either
eye o f Zerkis bone will activate a holy word spell
centered on that eye, as if cast by a 20th level cleric.
If an evii creature o f the humanoid subtype, or
even a humanoid creature belonging to a race that
is usuall) evil-aligned, touches an eye o f Magnus
Valkenbarle, it must make a Fortitude save as if a
14th level sorcerer cast finger of death on it. If it
dies as a result of this effect, it must then make a
Will save a s if a 17th level cleric cast soul bind on it,
,r
r
I*
.I
Ll
I
.,
I
.I
witn rne eye antng as m e reposirory Tor rne SOUI. IT
a chaotic creature touches an eye o f Jerome Treran,
it must make a Fortitude save a s if a 20th level wizard cast-qesh to stone on it. Anyone who survives
the act oitouching an eye o f the statue may try to
.pry
, it lome using the Disable Device or ODen Lock
skill (DC 25,as ;hey are set in the eye sockets quite
Lly* L C J L I \ I Y
AqeNcr
firmly).
ACTIV1'I-V
Sorneoiie does, indeed, make off with the statues' coveted eyes. The PCs are hired to recover them. But
were denizens of the Humanoid District behind
The theft, or was it the work of a more subtle
adversxy, who wishes to sow further dissent
betwem the humanoids and the rest of the city?
3 IJ
/-
1.
h
n
d wbrn his supply of prospective labor runs short,
1l e has no compunction about kidnapping visitors from
lbroad or taking captives off of the hands of his brigand
,nd nirate
I - -.- arouaintmrps
- - .~
-__
L-.-
LUGan can onIy maintain his hold over these u n f o m nates 1through intimidation. To that end, he employs his
younger brother Govin as an enforcer, as well as a pair of
hobgoblins, Erek and Belek, who have permits to work
outside the Humanoid District. The hobgoblins belong to
the tiled Boots tribe (see Iocation B23) and if necessary
can ca1l upon additional members of their tribe for aid.
AUofr-hemcan get by in poIite society when they have to, ACTIVITY
but un dernmth that veneer,they enjoy dishing out a good
Unless he already knows you, Lucaucan meats anyone who
1
.
beatmg. Lucan and his boys reguhrly make the rounds of
is not ohvioudv a noble (Le.?a client QT a potential client)
the Nobles District under the guise ofproviding customer
QT a potential worker with suspicion. Hes done enough
service, checking in with their clients to make sure that
underhanded deeds in his day to worry whenever he
the semnts that they have provided are working out a11
draws unexpected attention. Likewise, Govin, Erek and
right. In fact, these visits are meant to tell those servants
Belek know how t o read Zucans body language. They wdl
that even though they now h e wTth a noble family, Lucan
tense for action as soan a5 they see him doing so.
can s t d get TO them any time he wants. And if going in
through the front door doesnt work, Govin, Erek and HQQKS
* Lucan worries that hes losing his edge; a lot of che
Belek know how to find every servants entrance in the
people whom he placed in service (many more than
district.
usual) are refusing to pay their kickbacks. He and his
Only Lucan and Covin live here full-time; Erek and
boys cant keep up with all of the thumbs they need to
BeIek go home to their tribe (location B23) a t night
break. Lucan hires the PCs as temporary help, just until
unless Lucan needs some nocturnal d i q work out of
hes ali caught up.
them (which is not terribly unusual). At any given time,
there may be as many as twenty job candidates Ianguishing in the cellar, slee
bedrolls.
Lucan: Half-orc War1
Boarders (varies):
Coml.
.I3
L r r y a lll"JL 11shionable desrination '
..yy
a
"'"yycu
It mrn5 aut that a girl whum he i s trying to sell into
for young xisrocrats who fancy the nightlife and game5
domestic service,and who m s delivered into his hands
of chance. It is an exclusive club, ar~donly rnernhn and
by a pirate, is actually the daughter of a prominent
their guests are admitted, but s u d1 is its appeal that it
foreign family. Her parents, operating through high
never wants for business an any night of the week
diplomatic channels, have persuaded the City Council
to put the City's Eyes (see location F9) onto the matter RES1 DENTS
The club is owned and managed by Reesa Volair, a slender,
of her abduction. Lucan senses that the investigation is
dark-eyed half-elf whose fine features and exotic appeargetting dangerously dose to him. The girl i s no longer
ance
help her charm her clientele (especialIy dle male
worth the trouble thar she could bring down on him.
guests)
into parting with their gold. She hcrseIf cwetsees
He hire4 the PCs to return her to her famdv discreetly,
the night shift, when the club is busiest. She le: tves the
in a w w that closes off any further investigation by
day shift to her assistant manager and right-handI man, a
the city authorities and diverts any lingering suspicion
square-jawed
former City Guardsman named R u h s Brant.
from him.
of
Guard foot patrols, Brant is both tough
many
veteran
A
Govin has tired of taking orders from his older brother.
and
and
shrewd,
he
brooks little nonsense from emplovHe wants to stage a COUP, but doesn't t r u s t Frek and
alike.
patrons
ees
and
Vdair considers him the perfect
Belek ro back him until the deed is actualJy done, and
person
handle
the
daytime
crowd, which is smaUer, but
to
he doesn? dare act by himself. He hires the PCs to stage
of
idlers
full
rich
and
dissolute
characters who drink and
a break-in and robbery and take care of Lucan in the progamble
while
folk
a living. Experience
decent
are
earning
cess. T h e PCs can either abet or foil Govin's usurpation.
has taught her that cham works less well with this crowd
FZO. T H F RUBY B A R G F
than coercion, and Brant is much better than she at strong
arm tactics.
The Ruby ~ a r g eopens at noon and closes well after
From the outside, the building looks like a miniamidnight.
During business hours, either Volair or Branr
ture palace, with an ornate facade fronted by a seitare
present. In addition, eight burly guards help
always
era1 columns. Cqompared to the small businesre'5
keep
eye on things; two watch the front entrance
them
an
:
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.
A
.
.
A
and townhouses u r a L ~ ~ ~ ~ U 11,
U i IL 1
I 3
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UUILC Y ~ U U Y .
make
guests get no farther; two secure
to
unwelcome
sure
lnside, its layout i s essentially that of a tavern. The
the
are stationed a t each corveranda;
remainder
and
the
main entrance opens onto a large common area
.
*-I
L-I I
% t
L
-1.I
- _ --LI.
of
up d d s , which are i n
ner
the
A
serves
floor.
barkeep
conraining rne garnoling tames, a oar ar. m e D a m ,
at all hours, and a serving wench i s always
high
demand
some tables for drinking and dining, and a stage
on hand to nan orders between the bar and the gambling
nnrl hgrrlir n
1lt-t
fnrrniicirsl
o J n r r n ~ n r m cf h m rlrnh -4L-4
PL*
rL""
.
floor. A chef works t h e small kitchen in the back in case
only the finest
nest furniture and the most expensive
anyone
wants food. During the evening shift, a dealer
trappings. The
staff dress in crisp uniforms,
The house staff
works
each
of the gaming tables, but only half as many
and the guests
Jests a r e all aristocrats or other VlPs
present
the day, when there are generally fewer
during
are
dressed for. a night on t he town. The level of activguests.
Volair makes sure that an endless
Similarly,
Reesa
i n the evenings
e w n i n ~ zthan
he
t h a n during tthe
ity is always5 hipher
higher in
succession
of
singers,
musicians
and bards enrertain her
day, but a t all hours, song, musfc or bardic verse
though
she saves the besr of
customers
the
stage,
from
rises above the hum of general festivity.
big
them
evening
crowds.
fer
the
The gambling area consists o f fifteen gaming
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the dealers, cashiers and other workers a t the club are also
loyal to Volair and Brant, and they probably cannot be
bribed 10 fix the games or orherwise act againsr the club's
interest. But the DM's discrerion is the final guide here;
nothing is truly inconceivable.
Most of the patrons are well-behaved; they are nobles
with repurations to uphold. But as with every establishment of this type, every ~ Q Wand then someone will
act in an mbecoming- mannet, fueled by alcohol or
gambling losses. That's why
there are guards inside the
casino as well as outside,
and thev wil1 act auickiv to
.e any
.em.
ACTIVI'IY
'
HOOKS
A trio ofcentaurs work one of the city's most efficient messenger services from this bailding.
BFSIDEN'TS
ACTIVITY
The vasilakos brothers wilI transport anyone or anything that they can carry on their back to destinations
within the city. They base their fees on distance traveled.
Messageq can be delivered for I sp per district crossed.
They will carry small packages and parcels at a rate of 3 sp
per district crossed. Passengers riding bareback cost sp
per district crossed, and the brothers will even consent to
wear saddles for particularly delicate passengers at a rate of
I gp per district crossed.The only areas where they refuse
to Travel are the Humanoid District, and certain ominous
addresses in the Lamplighter District (even then, they
will drop passengers within a block of the premises if so
ordered). None of the brothers wilI carry more than two
passengets under any circumstances.
HOOKS
One of the brothers disappears after taking a suspiciouslooking passenger to a fairly grim pan of town. His
siblings hire the p c s to find him.
Achdes bets one of the PCs that he can traverse a given
section of the city more quickly than the PC can with
his mount. The race is on'
The brothers have been saving their profits with the
intent of buying up a piece of land and turning it into a
park. The o d y problem i s getting the current owners to
sell. They enlisr the Pes' aid to help procure the deeds.
A messenger senice relying on carrier birds is close to
shutting down after a series of mid-fhght arrow attacks
have decimated their flock. Is i t the brothers, hoping to
eliminate their cornwetition? ~r someone else us in^
- the
centaurs as a scapegoat? It's up to the PCs to sohe the
mystery.
7
-
b.-
---
I-
"'b
4W""L
cornmon,
world as
r that the
of city milies get
're are no
rn. It i s to
iendships
'ics, comian in the
listrict.
e5 shared
the occaiat which
ble needs
e l as- d
.-
I '
..
T, .
\
4
020
ENCOUNTER
Crvic Guard patrol
2-3
4-5
Off-duty servants
6
7-8
Tradesman on an errand
9-10
11
Pickpocket
Servants on errands
Beggar
12
Merchant
13
15
uild labor
16
undercut
r
Guild rates, or work for services in kind. Or a nobIc might
need errands mn for which household staff are unqualified, because they lack the diplomatic, criminal or magical
5kds needed. Adventurers are also excellent candidates
for carrying otit private investigations: the City's
Eyes can't be expected t o look into every Lit&
thing, not even if a noble family requests it (and
ofcourse there could be marters about which they
would rather the Cats did not know).
Crime is a perpetual ~ o u r c eof anxiety for the
nobIes brcause of the great wealth that many of
them possess. Even the pOOTeSt noble family has
assets far beyond the means of the typical cornmoner. ItS not uncommon for nobles to grouse
about the lack of Civic Guard p a d s in their disttict (although the Guard runs patrols here just as
Srequentlv as eIsewhere in the city)band how you
can never find them when voii need them. Nor is
it uncommon for rumors about nobles being targered by criminals to circulate. The Thieves Guild
rarely knocks over a nobles' houseboId -it tends
to draw a lot of anention- but those robberies
which it does authorize are both spectacular and
amazingly lucrative. Even when rhev are focused
elsewhere, however, rhe District still features its
share ol colorful outsiders. Thc rumor of the day
has it thar a master assassin lurks in the district,
robbing any lone noble whom he can corner,
and killing his vicrim to eliminate thc only witness to the crime. In fact, assnssins de infiltrate
the Xoblcs District, so encountering one is not
imposFibIe. But the rumor is false in that there is
no single master criminal systematically preying
17
:a
or adventure
14
. ., ..
-
Any and all such encounters can easily be spun out into
id, a SeE-
18
19-20
Messenger
Or L l t V
bW;ITcI I l e d U L j U a t l r I 3 a l l U U d I L d L K h L l l d l I L l L
Up
lllt:
dlllUllg Ll1C:lll 3 U l l l C U d y .
T r
I
s--r
&-
T H E WORLDS L,
Tht- Cvic Guard is charged with keeping order within
the c;ty Thev maintain the peace within and between
comrnnpities, quell public dismrba nces, arrest criminals
and lawbreakers, and guard the prissoners and the Court
ofhxv. An officeT with the rank of captain (or colonel, if
its a particulatly important district oversees operations
in each of she eleven districts in whiich it bas a substantial
presence. The Palace Guard takes caire of the Government
District and Sir Milton Dereks private army assumes
responsibility fot the Lamplighters Disrrict. The Dwarven
and E h e n Districts have their own racial mditias, and the
Guard has never established much of a presence in the
Humanoid District. Some distticts also have a dedicated office and barracks to serve as the Iocal Civic
Guard headquarters. A branch of the Civic Guard,
the CitysEyes (known colloquially as the Cats),
investigates crimes when investigation is called for.
The Wall Guard defends the city from external
threats and maintains the city walk and pates. It is,
in effect. the citys army. Its primary mission is to
defend the city and its people against foreign foes,
and it was the Wall Guard that bore the brunt of the
fighting against the humanoid invaders. Wall Guard
detachments are sometimes 5ent out to hunt brigands
plaguing the citys trade routes. And if pubIic disorder
were to exceed the Civic Guards ability to handle ir, the
Wall Guard wouId be mobilized and sent in to restore
order (known as Callingthe WalY).
The PgIace Guard is officially a division of the Wall
Guard, though it is so prestigious on its own that it
sometimes seems like a separate branch ofthe service. In
fact, service in the Palace Guard is the most prestigious
appointment for a Guardsman of any r a n k They are an
eIite unit charged with guarding the Council Palace ( h a tion It), [he Treasury (location 13) and other important
government facilities in the Government District. Their
duty is limited to the Government District except in time
of emergency. Because of their elite status and their relative isolation from the rest of the Guard, the Palace
Guard are perceived within the high command as
snobs and potential renegades, and this has often
been a sere spot between the Lord Protector and
the units commander, the CoIonel of the Palace.
FOTmore about the Palace Guard, see location
I
12.
Under the deal, her company would disband and the rank p A I K O L S
and file would Ieave the city, never again to set foot within
Civic Guard patrols fan ou
100 mile?. while she herself was bound to serve rhe city
t
neighborhoods. They
until such a time a5 the court would release her. Once in
needed, but in practice, tl
the Guard. however, she worked her way up through the
efforts in commercial are3
be needed. All Civic Gum
ranks with lightning speed, proving her worth beyond a
doiihr at every step. Her appointment as Lord Protector
chain around their neck, a
and subsequent ennoblement by the City Council caps
need reinforcement, they
one of the most extraordinary (certainlv one of the most
ing this disness cal1blow t
meteoric) careers in the history of the City Guard. She is
on the sound of the first 1
known throughout the Guard as an ingenious and thornumber of Guardsmen car
oughly practical leader who is concerned with results
a h c a n y brass discs en$
much more than process. Lady Jennas does not tolerate
arms on The front and the
disorder or inefficiency in the ranks ofher command, and
ber of the Guardsman on I
she also makes it a point to keep herselfwell d o m e d on
Civic Guard patrols is
what is going on in the city
Guardsmen, including a t 1
human. Usually it is made
The Commander of the City is General Gessian Vaivoid.
An extended relative of a family ennobled for distin(Ftrl), one slightlv more c
guished Guard service and a staff officer for most of his
and file (Ftr2-3), and led
career, General Vaivoid rose ro his current position on the
class with a t least three Le\
srrength of his personal connections and political skill.
be joined into a squad uni
He places great emphasis on keeping the G u a d s public
(Ftr4-7, or multiclass with a t least four levels of fighter)
image polished, rising his charm to make sure that memfor certain missions or in times of trouble.
bers ofthe community are happy with the Civic Guard as
Standard equipment for the Civic Guard i s studded
a provider of public services, and his political connections
leather armor, chain shins for corporals and higher ranks,
to keep the city officials who control the City Guards
and B small wood shield, baton (treat as a quarterstaff),
budget i~ a h c n d l y humor. Lady Jennas holds General
short sword, and a light crossbow or short bow for a t least
Vaivoid in some contempt because he lacks I I I M C ~ of a
one member of the squad. in times of war or riots, they
record as a field leader, but she p d g i n g l v respects the
put on chainmail and draw longswords and h a w shieids
value of his personal netwotk and his knowledge of the
from the Armory (l~cation
E5).
citys neighborhoods.
The Citys Eyes investigative squads are also uwally
The Cornrmandes of the Walls is General Rothrad
organized into four-person teams, but their equipment,
Granite, a dwarf and a military engineer by training. ~oot
weapons and armor is very personalized. There i s a vague
General Granite, Guard service is his eneire reason for
attempt to insure that alI three major races are reptebeing and unlike the currenr Commander of the City, he
sented on each team, but it is not mandated or forced The
Cnts come from 311 professions and many, ifnot most, are
has no interest in politics or personal connections ourside
of the organization. He inspecrs the city walls aImosr
former adventurers. They often equip themselves with a
obsessivey, keen to insure that they are always in superb
variety of magical items to allow them to use such spell
repair. As a leader of soldiers, be believes that constant
effects as detect magic, detect poison, Iocntc object and speak
wtth dcad as investigative tools.
drdl and adherence to strict routine are she best ways to
The WaII Guard does not patrol; their job involves
maintain dixipline and combat readinen, and because of
guatding important buildings and fixed points along the
that he is wen as something o f a martinet by his soldiers.
The Commander of Masks goes by the title of Lord
city waI1. They us~rallyoperate in Iarger units than the
Civic Guard, and make little attempt a t racial balancing
Quicksilver, as have all recent Commanders of the Masks.
within them. See individual garrison locations along the
The current officeholder is a half-elf, Genera1 Drake
Elshore. General Elshore has spent his entire career i n
city walls for details.
As standard equipment, Wall Guardsman carry a longthe Mirror Guard and understands quite well that the
sword, longbow or crossbow as IbeiT primary weapon,
effectiveneqs of his branch of the service depends
wear chainmail and carry a small metal shield. In times
anonyrniFy. Those who know him view him as a dry and
of war, they put on plates to upgrade their mail to halfemotionless fellow who hares any sort of attention. He
p h e and draw polearns from their gamson armories.
reserves his wrath for any of hi? agents who seem more
fond of being noticed than is good for them, and upsets
himself aver very little else.
I
I
FN1,TSTINq IN T H F CjUART)
Any PC with at least one level of fighter, ranger or
paladin may enlist in the Wall Guard or Civic Guard
as a rank-and-file Guardsman. PCs who cooperate with the Guard and do so with gallantry and
distinction may be offered a field officers cornrnission (lieutenant or captain, depending on PC level)
as long as they have at least half of their levels a s
a fighter, ranger or paladin. It is highly unlikely
that they could receive a higher level commission
unless tlev have served formally in the Guard for
at least a little whil e, no matter how distinguished
their career in othei military pursuits. Also, the feat
IAAA---l.!..
. .
LedUYhllip
is a pre-requisite for any rank in the
Guard higher than sergeant.
At t h e DMs discretion, 3rd level or higher PCs of
the appropriate class may enlist at the rank of corporal, qualifying them to lead a Civic Guard patrol
unit, or small detachments of the Wall Guard. 4th
level or higher PCs may join a s sergeants. 7th level
or higher PCs with the Leadership feat may join
as lieutenants, which qualifies them to serve as a
subordinate officer in a city wall garrison or a Civic
Guard district command. 9th level or higher PCs
may join as captains, which would qualify them
to command a wall garrison or command a Civic
Guard district {although such an appointment to
someone without prior Guard service would cause
resentment among brother officers, and in the
ranks as well).
!-
T, 0CATT 0NS
FI. THE r-c) R n
p r r o ~ ~ cRS
r o RESIDE N CF
ICllldlK~
left
l l d V C dLCC3Y
n F S I s ) F YTS
W d L l VUdIIU
01
T H E TABLE
The Table I S a minor artifact, and one tied to the
very fabr c of the city. The scale model changes in
real time t o represent any change to the physical
nature ofthe city. If a building burns, then its model
on the taSle is replaced with a burned ruin. I f a new
house is built, it appears magically there on the
tabte. Bu: equally, ~tserves as the literal eyes o f the
Lord Protector, as the holder ofthe Lord Protector's
seal can rcrye on any unwarded point in the city a t
will, choosing either to see it in her mind's eye or
to projecr it above the table for all to see.
Only the highest ranking members of the Guard
and the Lord Protector's personal staff know the
secrets o f the Table.
LLJ
need to fight.
h d y Jennas h e s alone
refers to her staff as her fan
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THE WORU
abour gn ing the Mirror Guard too strong a hand to play
- w k a t tf they started spying on the Councif members
themselves, and what could they do with the knowIedge
rhev, -gaked? And so the C:ouncil has never aurhorized a
strength of more than 100 for them. The Mirror Guard
try to t:xtend their reach through cuirivating informants,
but thcre are never enough of them to do their job comprehen sivelv, regardless of what their reputation may say
about it.
The Mirror Guard has the flattest command structure of
any br:inch of the City Guard. It is led by a senior Guard
officer known formally as the Comrnandcr of Masks, but
coIloql-h l l y as Lord Quicksilver. Subordinate to him are
the comings
his mu Watch Commanders, W ~ supervise
O
and goings of the Mirror Guards agents. Below the Watch
Commanders, however, all agents are considered ro be of
General D r a b Elshore: Half-elf Fog 11/5or3.
equal rank.
General Drake Elshares two Watch Commanders are
Colonel Otho Oldford: Halfling Rogl1,
Colonel Utho Oldford and Colonel India Moor. CoIonel
Colonel India Moor Rog8/Exp2.
oldford is the City Guards highest-ranking halflmg, but
since he, we General Elshore, has spent his entire career
Mirror Guard Agents (100): Regl-6.
in the Mirror Guard, this disrincnon is barely noted within the Guard as a whole. He serves as the day shift comGeneral Elshore carries a Iuckblude with three
mander. 13.e is of middle age and widely regardcd within
wishes. Colonel Oldford carries a + 7 b r i l h t energy
the branch as General &bores protege. The rwo have
shortsword. Colonel Moore carries a + 4 dagger
served toqether for many years, and oldford is as close as
coated with giant wasp poison (as per the Dungeon
anyone wems to have come to being Elshores friend. His
Mvlastcrs Guide. In the office of the current Watch
temperament is as dry as Elshores, but his cherubic face
Commander on duty are two mtdaOion of thought
still allow him to pass a? a typical halfling merchant or
and one circlet ofperrumion, all of t h e n useful interinkeeper, as he did when he was a fieId agent.
rogation tools. Qtherwrse, however, there i s no treaColonel Moor is the night commander. Young-looking
sure here - except, perhaps for pos!;essions taken
and darklv seductive, she was an actress and and makeup
from prisoners, and documents of interrogations
artist before she joined the Mirror Guard in search of a
that might provide useful information.
more exciting life. NeedIess to say, her prior career experience came in very useful during her days as a field agent,
and she ?till supervises field agents disguises while she
is on her watch. Her playful manner gets under General A C T 1v r m
Mirror Guard field agents come and go at all hours. The
Elshords skin and arouses his suspicions, but he cannot
ground floorof the headqnarters contains storage rooms,
deny that India Moor has served the Mirror Guard well
where the agents store their disguises and relax in between
enough and long enough to earn his respect.
missions. The upper floor is taken up with archives of
The Mirror Guards operating procedures are designed
interrogation reports and field reports, as well as the watch
to protect their agents from public exposure and insucommanders and the Commander of Masks offices.
Iat? them from the rest of the Ciry Guard. Mirror Guard
agents d c not make arrests themselves, d e s s they are
The basement is rather less hospitable, and that by
design. Here, in small, dank, poorly lit rooms, is where
close by the headquarters, because transporting prisoninterrogations take place. The methods used vary from
ers across significant distances makes it more likely that
agent to agcnt, and the only cummon factor between them
thc agents wdl be exposed. Instead, Civic Guard squads
are sent to arrest the persons in question. They then take
is that they are usually effective. Storage morns off to one
the prisoners to the Civic Guard headquarters (location
side contain personal irems and other material evidence
E?),
where they rendezvous with Mirror Guard agents,
confiscated from prisoners.
who then smuggle the prisoners into the Mirror Guard
Needless to say, outsiders are not welcome at M i m r
Guard headquarters. All entrances are gmrded by a greater
headquarters. Field agents answer only to their awn comglyph OJ tvurrling keyed to a special amulet carried by each
manders and discuss their investigations wifh no one else.
member of the Mirror Guard. Anyone who attempts to
The Watc!~Commanders screen all oftheir reports before
pass the ward without using the amulet will have gens cast
passing them along to the Commander of Masks. The
Commander of Masks passes all important infomation,
on him, that compels him to remain ~ I Eleast 100 yards
A Mirrrr Guard agent has spotted the PCs as foreigiiers whose actions bear watching. He tails them wherever they go, and the PCs may or may not notice him,
dependmg on how well their Spot and Listen checks
turn OUT.If and when mamers come 10 a head, the agent
may demand to know what the PCs are up to - or
offer o r e or more ofthem commissions in the Mirror
Guard.
If one or more of the PCs gets involved with one o f
the city j: private organizations -whether it be a trade
guild or a smuggIing ring -the Mirror Guard may f r y
to recruit them as informantq.
One of the PCs is arrested and taken to Mirror Gtwd
headgwrters for interrogation. Someone has framed
him as ;t troublemaker of some sort. The PCS first task
is to convince the interrogators of his innocence. His
second s to find out who framed him and why:
A srranqer accost5 the PCs and tells them a wild tale
about how the Mirror Guard is following him everywhere be goes and means him h a m . He begs the PCs
to protect him, or at least help him evade his pursuets.
E5.
T H E ARMORY
E 6 . THF RALACT,AVA
STARTd
The Civic Light Horse, a unit of the Civic Guard, i
t i m e d here. The Light Horse are under the personal c o n mand of the Commander of the City, and they firnction
as a ready reserve to intercept villains M put on a show of
force IO disperse trouble before it happens.
The Light Horse can m o b h e twenty troops o f four
riders each, commanded by a lieutenant. The Light Ilorse
is one of the exceptions to the attempt to maintain racial
balance, 3s they have only two dwarven members
(dwarves 3s a whole not being very good equesnians). The Light Horse are experienced Guardsmen
equipped with lances, as well as standard Civic
Guard arms and armor.
DS LARGEST
Tommander of the Citv, the Light
Uiles Verdoo.
Ion: Ftr9.
Lieutewants (4): FtrJ-8,
fi7.
B R F )\ K F R S BARRACKS
This is on I: of the largest building in the Guards complex, t w o 5;torits high and sprawling. It houses incoming
recruits I Vhile they train to become Guardsmen. It can
house up Ito 600 recruits and has the largest kirchens of
I
barracks. ~t i s a bleak, joyless building and
any otS tne
moving from it to a permanent barracks post is a time of
celebration for a newly minted Guardsman.
An average of 100 new recruits enter into the Guard
each month. Fifteen to twenty of those are experienced
soldiers who are separated into a ddferent training scheme,
one that focuses more closely on Guard procedures and
$ 8 . CADRE WIZARDS
TOWER
The Cadre Wizard Tower is a large, circular fourstory tower faced with grey stone. Arrow slit-like
windows begin on the second story and circle the
building. The doors are made of heavy oak bound
with iron etched with glyphs and ma3ical sigils. On
the opposite side of the tower from the doorway is
a wall o f bricks, but the wall has an unplanned and
unfinished look to it. To the mundane eye, there is
nothing special about the wall, but looked at with
the aid of detect magic or such it can be seen t h a t
each brick bean a unique arclane mark. The memorial wall is unofficial, but no member of the Guard
will disturb it.
A massive and ancient shield guardian as old
a s the tower itself guards the main entrance. The
interior ofthe Tower is lit by irregularly placed items
with continual frame cast upon them. Portraits,
tapestries and statues decorate the walls without
rhyme or reason. Each Cadre Wizard has his or her
a t the
own private roam protected by an urr.one /d
very least, and many have layered magical wards to
protect their private space. The Tower has a kitchen,
but it is rarely used, as the Tower has no permanent
staff.
This rower is the headquarters of the Cadre Wizards, an
~ ~ SCity Guard.
s d i a r v unit that S U Q ~ O the
RFST I)F hT S
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as long
Khat task. In addition to his practi
has been the unitk unofficial n
itering
the Tower must give the proper pa3JwvLu,
wlllcll
hanges
weekly in a pattern made known only to the Cadre
Wizards, to gain entrance. Those who do not km3w the
password or are not in the company of someone who does,
wil1 be politely turned away.Any violence w d be m e t with
deadly force. Archie is bright and observant. He is I
villing,
even happy, to talk to those who put in the effort to commanicate with him but he still will not let someuil e pass
without knowing the proper password and he will not let
it be tricked out of trim.
The official allowed strength of rhe Cadre Wizards is set
at 40 but they rarely reach that level. Currently, beyond the
Commander and Chaplain, the Cadre has 21 additional
members, nineteen wizards and specialist wimrds and two
sorcerers.
Captain Veritas Vale: Elf Wirl 0.
Lieutenant Loris: 51r4/Wiz3.
AC'rlVI'rT
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HALL
R E ST DE N'I'S
The Cirv's Eyes are a fairly recent addition to the Civic
Guard. Before their formation, investiganon of major
crimes W I S done by ad hoc units assembled for that case
and then disbanded. During the tenure of Lord Protecror
Sir Arthur Garret, however, the Guard at Iast formed a permanent investigative unit that could pool talent, information and investigative skills towards solving problematic
crimes. The City's Eyes barely survived their first decade,
as thev discovered that a gnsly string of murders had been
commirred by the son of a Councd Member. The political fallout almost Fore the City's Eyes down, but the Lord
Protector stood by them and they weathered the storm ~t
was during this they earned their nickname of the Cats,
for Iike cats, their curiiosi-ty almost killed them.
Since then, the Cats' position in the city has solidified.
The people of the city lLke it that there are Guardsmen
d o s e main purpose is to hunt down murderers and
other victous criminds. The acquisition of D'Arcv Hall
gave them a permanent and independent base of operations. Nost Lord Protectors have tended to leave the Cars
to their work, happy to let them get on with job. The
Commanders of the City, however, have tried to insure
that rhe C3ts accept political reality and not to upset the
city's political elite. The Cats are not d e d in for every
murder, but only for those of important people, those that
are pan of a pattern or are simply bizarre and disturbing.
Knowing that the Cats are on the case iisnally has a calming effect on the populace.
The Cats are often recruited from the ranks of adventurers who have the specialized s k d s 3rd sharp intellects
needed for investigation. They receive basic Civic Guard
training, but are then left to rhcir own devices. The Cats
have access to customized magical trlloh for detective
work, that provide them with access tc &fed magrc, delecL
pmson, locate object, speak wi!h dead and slmslar magic. They
can call upon help from the temples and Wizards Guild,
bur they prefer not to, as it tends to lead to fiirrher political
entanglemenrs.
The City's Eyes are directed by Colonel Crofran House,
a deep thinker and trusted advisor to the Lord Protector.
CoIoneI House is only seen a t D'Arcy Hall or a t his club,
the h r i s t h e n e s Club (see location F:!6). Nowhere else
seems to interest him, and even the Lcrd Protector must
visit him rather than summon him into her presence.
Colonel House is a large man, above average in height
and well above average in girth. His thinning black hair
is brushed back and his grey eyes betra-r more than a hint
of shrewdness. He has a first-class mind and welcomes
pitting it against the puzzIe of an unsohvd crime. Colonel
House does not suffer fools gladly, or at aI1 if he can manage. Nor does he wish t o leave his comforts. He expects
his Cats to gather information for him and then he will
suggest where they shouId go with it, Lf they have not
figured it out themselves. He i s a demanding commander,
but he recognizes the skills and talents of his people and
will back them to the hilt, as long as they are doing their
job.
Lieutenant Althea RadcM, a half-elf, serves as Colonel
House's personal secretary and Lnfomai chief of staff. She
i s very organized and is very good ar translating Colonel
House's lazy scrawl into the cipher used by the Cats. She
insures that the reports are organized properly for him to
read and that the messages he writes gets sent out prompt:1, Lieutenanr Radclrff is waspish and bitingIy perceptive.
She is not enrirely fond of her job and xts difficulties, but
she appreciates the pay and status i t entasls. She hopes
that her forbearance wLU be rewarded eventuaIlv with a
promotion to the Commander of the City's or rhe Lord
Protecror's personal staff. She is above average in height
and slender with ash-blond hair worn in a right braid and
deep bIire eyes. She keeps a repeating crossbow in a drawer
on her desk,
Lieutcnant Byron Yorkist is the m a g d advisor to the
City's E w . Lieutenant Yorkist chose service to the City
. ,
HOOKS
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A homicidal
UId e a d or outsider
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E I O . El
INEIRMARY
The City Guards hospical is a two-story glazed brick building with a full basement. Usually onIy the ground floor is
used to treat the day-to-day injuries acquired on a dangcrQUS job. In times o f emergencies, however, the basement
and upprr floor are opened u p to provide additional space
for tending to the wounded. In peacetime, the infirmary
ha? a mixed s t a f f o f eighteen clerical healers (CIrl-5)
drawn fmm various temples in the Spire District or the
College of Oracles (location K1) on a temporary basis and
twentv e q e r t doctors (Expi-5).
EI1. T H F T R A I N I N q f I F L D S
The Training Fields is paved with a rnimre of 5urfaces:
sand, giavel, but prirnardv cobblesrones. Some areas have
free-standing walls set up, obvioudy with qome demonstration purpose in mind. Training dummies and targets
are scattered across the fields and rearranged almost daily.
Tactical drills and weapon training of all type happens
here, mostly during the day but occasionally a t night,
to acclimatize the rank and file to wt~rkingin dLfficult
condition. Sometimes the Cadre Wizads are called DIE[ ta
add their skills to the training, using illusions and other
non-lethal s p e h for simulation purposes, and to teach the
basics on how t o cope with magic and rinusual situations.
$13.T H E
WOLCSHFIM BARRACKS
P T 4 . T H F CITYS SHTFLIS
This tavern is frequented by off-duty rank and
file from the Guard. It is a place where they
can relax among their friends and swap stories
and news. It i s a large and birsy tavern, serving
food and drink a t all hours. The building is
built of stone and the interior is decorated with mementos of the Guard,
awards, old shields, portraits of famous
Guardsmen and such. Bards often play
here and exchange news and gossip with
the off-dirty Guardsmen
rfthe PCs need to meet or look for someone affiliated with the Guard, this is an excellent place for it.The atmosphere is much more
relaxed than at a barracks or citv wall garrison,
and civilians mingling wit5 Guardsmen d
not draw nearly as much attention. However,
it is also an exrremely Unfortunate place in
which to get into a row with a Guardsman, as
you wiIl iiievitabIy encounrer a large number
of combat-trained patrons ready to help out
their brother or sister in tht: service.
_,
f15. T H E
H A N q E D MAN INN
The Hanged Man Inh is where the Cadre Wizards {location F8) and the investigarors of the Ciry's Eyes (Iocation
F9) relax between missions and drown their sorrows. The
Cadre ant! the Cats are both outsiders within the Guard
and thus, they feel relatively comfortable in each othersbcompsny. The Hanged Man is 3 grim place, IiteraIly
built around an ancient gallows. The gallows stand in the
center of rhe inn,a table placed upon them over the trap
door. The upper floor is a gallery and looks almost directly
across to the gallows. For reasons that are not readily apparent, it is almost impossible to scrye or magically
eavesdrop on people and conversations in the Hanged
Man, making it a useful place to discuss current cases in
confidence. The Cats sometimes use it for off the record
interviews.
The Hanged Man has one of the best selection of hard
liquors in the City,those seeking to drown their sorrows
will find comfort here. Their meals are good, especially
the honey ham and the eel pie- with first class bread and
pastries baked on the premises. Prices are reasonable and
the rooms upstairs are clean and quiet.
F I 6 , T H E COURTS OF LAW
The Courts o f Law are housed in a single huge
building 5uilt of solid stone and clad in white marble, though the exterior ofrhe building has not been
cleaned for so many years that the marble appears
grey. It rises six stories above the ground, holding
a warren of officers above the Courts of Law proper
on the -ground floor. Above the main entrance is
a massive bronze statue of the avatar o f justice
balancing the scales of law on the sword o f jurjtice.
-_P . ' _r
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LIVIL u u d i u h r r i i r v t e d r r i h d i e b p d i i u r i w rr~ruurhout
v
the ground floor and watch the staircases on the
upper and lower levels.
Only t k top hyo floors have external windows.
The rest of the building is lit only by continualframes
placed in mirrored lamps t o insure a lack of shadows. The four basements are used for document
storage, so they are sealed against flooding and
warded against damp and fire.
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Unless ycu want second-hand legal books, there is
little of value here.
HOOKS
The Chamber
B F S I D F NTS
The Chamber of the Learned Book is led by a trio of experienced lawyers, one from each major race.
Roland Bock is the head o f Chamber, an experienced
dwaven legal scholar who has also practiced law for 50
years. A grufL direct fellow, Bock handles the highest
profile cases for the Chamber, but usually not as the lead
attorney. Instead of presenting the case, his strength is in
researching, organizing evidence and plotting strategy.
Bock dresses conservatively, with his black beard precisely
brridcd and his hair carefully rrimmed. His blue eyes are
hard and his mouth is usually turned down in a frown.
Bock manages the Chamber with iron discipline, and
he insures that everything functions with practiced efficiency.
Giovanni Lupanni is a son of a farnib of cobbIers. From
such hizmbic origins, he has made his way in the legal profession by dint of hard work and effort. Now a respected
legal scholar as well as a practicing lawyer, Lupanni is the
public face of the Learned Book. He spends a great deal of
time meeting clients socially, a t the Opera, at parries, in
the best taverns -but he actually spends very little time
in the CQUT~S.His role is client management and attracting
new business for the firm. Eiovanni dresses in the latest
e.
--.L1
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I I I C I I I L C I IWI
is just as lush, with heavy velvet curtains, fine paintings and decorative hangings, crystal chandeliers
lit by continuo/ frame and rich carpets covering
polished marble floors. No expense was spared to
make the Opera House shout, This city is wealthy
enough to build me!
JerkhWhitestag: E l f Expl5.
Other Lawyers (101: Exp5.
, I
HOOKS
~ 1 9THE
.
7
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R FS 1 13 E NTS
D
I[STRICT
These is a second auditorium for smaller ot private
performances, with only one level of seats. It is no less
impressive than the grand auditorium, with velvet seats
and a mggr curtain decorated with the arms of the city.
The private auditorium, as it is known, only seats 200.The
private auditorium does not have the flexibility of the
grand auditorium when it comes to lighting or staging,
bur it is sfill possible to do quite a bit with the space.
There is 3 bar on each level of the Opera House to serve
drinks befsre the show and during intermissions. The
drinks are of high quality but even higher priced. Serious
patrons of rhe Opera have their own glasses stored on site
and personal supplies of liquor stocked.
The bachstage areas, by contrast, are entirely utilitarian.
Lifts and cranes move props and scenery as needed and
these greai machines simply lie abour when not in use.
The only areas of hmry are the personal rooms of the
stars of the opera, which are well appointed with exquisite
furniture and fittings,many of the items being p f t s from
admirers. Two huge basements store props and costumes
from previcrus productions. There is a concealed entrance
in the rear of the house for the performers and stafE
Deliveries of props, materials and consumables are also
made thronrgh this hidden passageway.
The grounds are well tended, with neatly trimmed and
r d e d lawns. B e a u t h l beds of flowers lining the white
stone driw to the entrance provide a riot of narural color
to contrast with, yet complement the mdticalored marble
,-
13
-23
4
A Cr IV IT Y
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The best show of the season is closing its run earIv and it
is vital for some social climbers that they be seen a t the
final performance. These people are wiIling to pay exorbitant amounts for tickets iE only they can be obtained,
so one such desperate soul hires the PCs to find t i c k m
by any necessary means.
The revival of a classic piece, one that Otto Kasarin
starred in years ago, has caused the Mournful Manto
appearing during performances, causing immense disruption. Tare hires the PCs to solve this problem quietly
before it causes serious problems for the Opera House.
* One of tSe stage golerns has gone missing.Iate wants it
back, bur he does not want the public to know that the
Opera uses golem labor, so he has not approached the
Guard. Instead, he hires the PCs to track it down. Where
could a 7 foot-tall mute have vanished to?
* A wealtthy patron smitten with Serene Ariaborn wishes
t o arrange a private rendezvous with her, but wishes EO
be discreet about it. Would the PCs act as his intermediaries?
Viresia Rme i s getting on in years. but she is still beautiful and dynamic and her voice can still inspire extremes
of emotion.As a half-elf, she has already outlived most of
her contemporaries and she occasionally drifts into reminiscing about her youth in the Opera and how, Things
were so r n x h more exciting back then. She is 3 willowy
woman and tall, with ash blond hair that would drag The
ground if Tinbound, and her eyes are gray and distant. She
usually dresses in loose gowns in soft colors, lavender
being a favorite of hers. Viresia only works w<th the most
talented of the students, for she does not have the patience
for dealing with any but the very best.
L~JIIUII
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1 3 111 C
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L ~1C
3 i c uay
ACT I V I TT
talented singers,
musicians and especially teachers ofthe musical arts. Any
musician or singer is welcome to display their talents for
the school in an attempt t o win a place. Open auditions are
held on the first of every month.
Most recitals are opcn to the public for a nominal fee of
5 sp.
ROOKS
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LPS LARGEST CITY
OF M U S I C
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E23. CjFNl-LF
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common instruments, several type3 will be available, but exotic ones are less well represented.
If one needs an exotic musical instrument or the score to
the latest opera, TamnesMusic is the FIace to go. He also
makes exquisite - some say magical - stringed instntments. Much of the string section of the Opera Houses
orchestra uses instruments made by Tazone.
*rm
, - .
c;afrs
f25. TAZONES M U S I C
GUARDS
tion.
Faint transmutation; CL gth; Create Wondrous
items, bestow curie, cat's grace, eagk's splendor,
nondetection, vampiric touch, creator must be evil;
Price: 3,500 gp (1,750 gp + 140 xp); Weight: by
instrument.
Tazone: Wizl3JBrdl.
Marcia Goss: BrdZIExpl.
ACTIVITY
DISTRICT
'
ared rate. In SO doing, it has also turned him into a n r tuoso of growing fame.Tazone needs the item destroyed
before anyone traces it back to him, kle has con cocted
a stow about a fay curse and asks the PCs to he tp him
save the musician's life, However, the musician dcJes not
want to be saved, and would rather die for the sakt:of his
art....
Tazone has heard about a cursed harp in the city,and he
wants to investigate it. He will hire the PCs to 1find it,
"Before it can cause more harm to my friends, thf'musicians." It is his hope that the PCs d l locate it so that
he can use Curd and his magic to snatch it for his own
use.
f-26. TW F
ANTIS'I'HFNFS CLUB
This two-: ;tory stone building i s designed 10 look forbidding, so rh a t it will discourage attention from anyone who
is not alre:idy a member. The heaw shurters that cover the
windows cI f the club are usually closed and the front doorway has two sets of thick, leather-covered doors to muffle
steel bands.
The interior of the Globe Club is equally eccentric. Inside the main hall visitors are greeted by a
stuffed and mounted dire bear, posed in mid-lunge.
The interior furnishings come from all over the
known world - carpets, furniture, portraits and
tapestries, all clashing with one another, yet somehow achieving a unique style all their own. The
locks on the building are devilishly difficult, many
offoreign design, and it is rumored that there are
traps, magical and othewise, protecting the building a s well.
Randolf W h e l m runs the Globe Club. A former adventurer turned successfd merchant, he exemplifies the
spirit of the Club. S d l in good shape in middle age, he
dresses expensively but not always ir. the best of taste.
He has a fondness for fur trim and purples. Whelm's red
hair is shot through with grey, his eyes are blue-green. He
act5 the amiable buffoon, but this is a cover for a first-rate
mind.
Agha Solak Iskender is the major-domo of the club.
Once a prince in a foreign land, he was deposed and
became a mercenarj. His path eventwlly crossed that of
W h e I m and they became business partners. When Solak
(Agha is a mllrtary r a n k in his homeland, roughly equivalent to colonel, and his people put their famdy name
1 I I C I Y I U X L Z I ~ ~ UI
nuvcllLtlLr 13
wprn W R W a m v n m
IO
non-
__
MANSTON
if dark stone and its gothic appearo emphasize the dark and mysteriture of its owner. The gargoyles on the roof watch
vho pass by wirh dark 5mne eyes. The naRO\V windows are shielded from prying eyes by dark green velvet
curtairIS.
The mansion had been abandoned for several decades
drer rlne Terrible murder of its previous residents. The
crime is s d unsolved, one of the City's Eyes' (location
F9) ferY failures in living memory The wizard Athamus
Xandor tWizlO) from a distant and little know land
arrived in the c i q bought the building and remodeled
it, seemingIy overnight. His household servants are all
kobolds, Xandor being granted a special license to have
them within the city. Most of them, however, speak very
M e Common. Many strange rumors surround the wizard and his mansion, some of which may even be true.
ACADEMY
OE ARMS A N D WAREARF
1
This two-story b~
. .
.
,-
G U A R D S DISTRICT
. .
. overall trade, rhncp
1
part ot tneir
ana1 presngious
a iucranve
members of the Guild have traditionally played a
prominent role in the guilds &airs than their nurn b e n
would seem to jus*
For that reason, the guildha 11 has
always been !mated in the Guards District, close t0 the
guilds single most important customer.
At present, however, the Grand Master Blacksmith is
Markan the Black (see location O32), a highly respected
smith who is based in the Naval District. Markan is a
highly respected figure, who runs an honest business,
does good work, and treats his journeymen and apprentices well. None of his fellow guildsmen has a bad thing
to say about him personally. But it is nonetheless the case
that he should not have been elected Grand Master. It
was o d y squabbling among the traditionally elite smiths
of the Guards District that split their ranks and produced
Markan a5 a spite candidate. Markan, good-natured soul
that he is, bas done his best to heal the differences within
his membership and rally the Guild armmd him. But
Iingering differences within the ranks and the fact that
Markan spends relatively little time in the disrricr makes
rhis task difficult,
, - I
the Academy.
A representative of a noble family hires the PC5 to
smuggIp contraband food (a box of Sweets) There is
monev to be made smuggling illicit goods into the few
student<who reside at the academy and messages (and
the occasional student) out -not a great deal of money
mind you, but muney a l l the same. If one is taking a
long view, contacts with prominent individuals and I
families could be made this way.
$ 3 2 . BLACKSMTTHS 5UTLD
This guildhall is a heavily constructed two-story stone
a
more than a place Of
and
doors are marked with the
SPbol ofthe
a crossed sword and smlrh*shammer+
The ciwsB13Cksmiths Guild takes under its wing a1
craftsmen who fashion metal into useful objects, whether
they be h~rseshoesor halberds. Its members encompass a broad range of specialties. But because
the weaponsmiths and
armorers who supply the City Guard
CQnSTitute such
f33. APEEL
I*
I
6
CROSSBOWS
fS
____
ACTIVITY
HOOKS
* Luna
f34. KRXHF'S
Ktahe's
BOWS
BOWS A N D FhFTCHINCj
bows, but they are of vanable quality.The shop is half-rimbered decarated in a rural elven style, with flower boxes
in every window. The door is painted preen with Krihek
name in both Common and E h e n painted on it. During
the day, archery buns are set up behind The store.
Kriihe (Elf Rgr6lExpZ) runs the shop wifh his wife
Erriel (Elf Com3), their twin sons (Elf Corn21 and three
apprentices (Ex@). The quality of the elf bows and arrows
G U A R D S DISTRICT
always nrgn, DUT m e quaiiry 01 r e composire DOW
depends on what has become available on the market.
Therefore, he is much more likely to have masterworkquality longbows and short bows avadable than composite
bows.
is
P35. p U F L O P F S
CAqF
.f
4
4 ~ mucn nine
x e e i ana lomas nprei (locarion ~ 5 spena
together discussing new designs for weapons. Steel I
practical woTking clothes and puts O R a full hooded 4
when he goes outside.
Kalvan has two apprentice wizards working for he1-,and
Steel has three apprentices smiths m help with his curreni
jobs.
I
I
na
wdrueu UW5Uridi ruurrih there is
.i v a
.n 5. rieaviiv
.
a stockpile o f spell books, scrolls and other minoi
magic items.
I
R C T 1 v I I T
RESIDENTS
Llris Kam: F t d / E x p l .
Apprentices (4): Expl.
Phoebe Dhmondsteel requires a particular type of highgrade steel for her mail, and someme has stolen the
latest shipment. As her supplier on1y:tllow he* a limited
amount of the steel each season, she hires the PCs to ger
it back, or find 3 suitable replacemenr.
A shipment of Phoebe's chainmail, dong with helmets and shields, on their way TO the Guatds Armory
(see location FS) have gone misshg. Worried that
thev might be piit to nefarious ends, Phoebe and the
Blacksmiths Guild are looking for them. Bur thev do not
w i s h the Guard to know that someone broke Guild security so it musr be kept quiet until the armor is recovered.
Are the PCs up to rhe task of investigating under those
conditions?
Koskun Viridian suddenly goes missing one day, and
Diamondsteel asks the PCs to look for him. She knows
that he feeIs a certain kinship with the e d e d branch
of the Corine family (see locarion EI 6 ) because of his
own personal circumstances. In fact, Viridian went to
Greenwood House to present Sir Slate Corine with a
mastenvork chain shirt, and got caught up in the half-
IS
elven nobles plans to seize what he views as his rightfur
inheritance. Will the PCS persuade Viridian to return to
rhe shon, or will they get caught up as well?
~ 3 7m
. e
QUFNC:TFTNC~
The Quenching is the tavern where the ctafters and workers of the Blacksmith Guild retire for a d r d and a meal.
I f one wants to meet the Guild members on a neutral
ground, this is the place to do so. The Quenching features
a large brass-bound quenching tub as its sign. The building
itself is a half-timbered &air with a large common room.
Weylander: Clr9JExpZ.
~ 3 8 WFYLRNRERS
.
SWORDS
Arseli: Exp8.
forge.
The walls o f the shop are lined with rack:s o f
,
. .
swords ana mere are several practice dummies in
the center o f the shop. Weylander expects that his
customers will want to test their blades before buy.I
ing them.
4c:r I VFlY
The shop itself is usualIy watched by one of the apprentices, Weylander preferring to spend his time a t the forge.
Those who wish to speak with him will be shown back to
workshop where he will speak to them berween his tasks
at the forge and anvil. Wevlander can enchant swords but
he rarely does so cxceppr for commission horn the
Guard, and usually then only for types ofmagic
weapon (such as bane weapons).
,:
.,.
',
ENCOVNTCRS
Encounter
Civic Guard patrol
d2O
1-3
4-5
Off-duty Guardsmen
6-7
Noble
8-10
Lawyers
11-13
Messengers
74-15
16
Escaped prisoner
? 7-1 8
Tradesmen/Craftsmen
19
20
I #I.,
RFSJDFNTS
,-
r(
This is the main road that runs through the ciry. The section rhat runs through the Travelers District i s especially
busy, bustling with activity a t 311 hours of the day and
even most hours of the night.
A simple two+storyhouse made ofwood and painted Bright red stands out amidst the other ertablishments o f t h e main thoroughfare. A wide blue sign,
also made of wood and standing 2 feet in front o f
the building, C Q n t a i f l S three lines o f bold yellow
letters, written in Common, Elven, and Pwarven:
Barlon and Sons: City Guides.
A C T 1V
53* T H E
T I I I F V F S CjUILD
I
i
RFSIDFNTS
lllr
C i t I L v L a WUllU L , y c L * L L a
VLLL
VI
J l l l a l Y , IIVIILtFDLIIpL
..
U U i l l U \lLJLd&lL,ll If), C A L C y l 1
___-
_lll
S T q V I N q Up WTTH
T H F THIEVES 5UXLD
PC rogues may join the Thieves Guild, but they
must start a t the very bottom, as apprentices.
Because of the rigidly hierarchical and necessarily
suspicious nature o f the Guild, they cannot and
will not trust anyone they don't know with a higher
rank. Even as mere pups, the PCs will be watched
closely by more senfor guildsmen, and even be subjected to initiation to prove their trustworthiness.
The only possible exception to this rule might be
a particularly notorious non-Guild rogue who has
defied all o f the Guild's attempts to put him down
,
- in other W Q ~ S the
Guild decides that it's easier
to co-opt thFs particular competitor than stamp
him out.
......
-.
-*-
. .
,
:- 1
::--I
.D'S LARGEST C 1 7
DISTRICT
*--.
,-
A CTIVIT1'
'
A .THE WORLD'S
LARGEST
55. T H E PATNT'FD
__
T A R q F T TAVFRN
-L
a percentage
ACTIVITY
The tavern i s always packed to the g d s around perh r n a n c e time, and bets circirlate over who will be
Ryethistle's assistant for the evening. Though they would
never admit it, many of the regulars are there to see if
Ryethistle wiu finally lose his touch. The tavern Owner
often punctuates his basic routine with other acts of
knife-throwing brilliance, such as s l i c i n ~bottles in half or
knocking open spigots from across the room. His talents
with thrown weapons have the additional. benefit of discouraging patrons from causing trouble or skipping out
on the bill. EventuaUy, Ryethistle knows he'I1 grow too
old t5 keep up the act. When that happens, he'Il have to
decide between taking on a new knife thrower or closing
up his "retirement" tavern for good.
HOOKS
0
.....
.. ..
What makes the Painted Target unique isn't the Iayout, the
food, or the customers. It's the entertainment, which the
owner Pete Ryethistle has incorporated into every aspect
of tavern operation, He's a knife-thrower, who spent his
'1
A few small dwellings stand in front of this massive five-story high structure, which faces the main
thoroughfare. Built from tare imported wood of a
satiny golden hue and harboring modern architectural designs, the buildings exterior stands out in
the midst o f the older and often drabber establishments o f the district. An amalgam of dwarven,
&en, and human concepts were clearly used in
the design, and despite its strange shape, its overall
appearance remains quite remarkable. At the top of
the building, a wide banner o f pate blue silk floats
gently in the soft breeze; the words, Kamans Inn
are sewn upon it in thick golden threads.
L
Crotion: Expl3.
Chefs (2): Elf and dwarf Exp7.
Assistant Chefs (731: Exp3.
Barkeeps (4): Corn4.
Servants and Chambermaids (25): Corn3.
all timer.
L
I
.
HOOKS
UI I L.41,
V U L IYI
Llll
.*A1
1 1 1 "l
*&.
111
I"
Sofilh Dry Goods offers equipment, rations, cheap SOLIvenirs, and practically anything one needs or the road.
Located in a huge batn-like building behind Kamaris
Inn and near the main thoroughfare, Sofill's is not The
only such establishment in the T r a d e r s District, but it is
the largest. Most of it customers are advenrurers, SCOUTS,
explorers, and other travelers who need to buy gear a t
economical prices. Locals and more careful, sophisticated,
r d r r i j d r i u d ueue pearl Iwvriri JWU gpj, a5 well as a
or picky adventurers usually avoid the place altogether.
+3 keenflornhg dagger.
Still, sofill's Dry Goods remains one of the most popular
and lucrative stores in the district because of it5 variety
Acrivin
and bargain prices.
During business hours, from dawn to dirsk,characters can
The various additions built onto the original store
find almost any mundane item at Sofds Dry Goods, with
throughout the many years now form a single massive
the exception of animals and transportxion items. Prices
structure that resembles a barely habitable wreck. Inside, a
are no higher than those listed in the Player's Ehnibook,
maze of shelves, counters, and cabinets displav all sorts of
and sale prices mark down to as much as 50% off. On
equipment, food rations, and cheap 'local arts and crafts."
average, Sofili's offer most items a t a 10-30% discount, but
Moving through s o f a s Dry Goods can be a considerable
their entire stock is of middling qualitv blades might rust
chaIlengr when customers fill the place, though shop
fas.ter; a tool might break more easily; and a trail ration
attendants and department managers can help patrons
might not be as tasty OT sustaining as it could have been.
navigate through it.
U not find magic items here.
Certainly, ~ Q will
RESIDENTS
--..lA._I_
-"'
."
^.'
TRAVELERS DISTRICT
district will the PCs prevent her from committing her 5 8. T H F BUTCH F E'S S H 0 P
dastardly crime or will they need to chase her through
I
the city streets7 Wdl they be able to locate her once she
-5 J-.A -____
A ..,:A -_..
L..:~A:-P4 WlUC', hqud'r UUl iutrig V I u d i K grdy 5rone stdrids
has evaded them or will ;hey be able tQretrace her steps
east of Sofill's Dry 4Zoods. The massive and Simplyto her secret hideout?
, built structure h a s a flat rooftop and square winTwo customers argue over who should be allowed to
dows reminiscent d ancient dwalven architecture.
purchase the last ivory pipe avaiIable in the store. A
A wide stone slab 1 ies
1 in front o f the establishment,
fight breaks OUT and the PCs witness the affair. The
which faces south. The words, "The Butche
two men want to purchase the item at all costs, and
Shop" is carved in it in Common, Elf, and Dwarf
offer a large sum of money to the deparnnent manager, L
who then calls Likaron to handle the dispute. If the
The Butcher's Shop 1Jffers all sorts of fresh meats to local
PCS imwtigate, they Iearn that the pipe, presented as
inns as well as other Iplaces of business throughour the city.
barbarit. memorabilia from a faraway tribe, was actually
Though
wholesalers and city merchants make up most
stden h n the Mausoleum in the Dwarvcn District
the 'Butcher's Shop's smaU meat counter
of
its
business,
(location AIO) and is in fact a valuable anifact beiongc*llillrr -11 L~iwlc*r.?*-.
A R4rrrknc
y'yLLu..+ ilcurr15
asaacts a fair numbe, vl
oyLing to m e of the city's noble human families. One of
small
meats
in
also sells a variety of
It
cialry
quantities.
the combatants i s an agent of the family, while another
high quality salted meat well-suited for the r o a d a favorite
is a merchant, who hopes to buy the item cheap and
of many adventures since the meat not only tastes good
then sell it back to the fmilv at an d a t e d price.
but also lasts twice as Iong as similar products (though it
Which side will the PCs'take? Will they make a friend
costs twice as much).
or an enemy of the noble family? Will they investigate
hew thP pipe was stolen from rhe sacred Mausoleum RES I I3 FNTS
or will they simply insist on bringing it back W h e w it
Dwarves of the Scarletaxe clan originally built the pIace
belongs?
that would evenruallybecome the ButcherS Shop,but they
l _ l
It.
Rll.YIl
- I
puurposefulIy poisoned meat, and caught the man redhanded. He hires the PCs to uncover the mans accomplices, and what he was trying to accomplish by ruining
the produce and reputation of the establishment. If the
PCs agree, they might learn that smugglers who have
long wanted to sell valuable (and somi:times illegal) raw
meat from exotic beasts to the Butchers Shop hired the
Thieves Gudd to s d y i t s reputation.
H001iS
59. ERFSH
PRODITCF: M A R K F T
g,
-.-..---I
..
DISTRICT
TRAVELERS
a network of contacts throughout the city in the hope
of finding someone who will loan him gold coins with
which he may return to his positiona moneylender. Stell,
however, knows t h a t he must tread carefully in the city,
and he takes his sweet time, content (but not happy) to
simpIy sell produce i n the meantime.
910. T H E
33
ACTIVITY
HOOKS
a stolen trea-
"
, , ~ ~ ~ ~
, , A~- + ., ~ =
J . , t~ : *
- ~
L u l l U U I I U ~ I .+AIllCIUC
I ~
VI 3 L U I W r LIIII-
HUNTERS* LOT)$
The Hunter's Lodge offers comfortable bedding at economical prices. Simple breakfast is included in the price
of all moms, but it5 kitchen offers nothing but fresh h i t s ,
newly baked breads, goat milk, and dried nuts. Considered
by many to be the best place in rown to get a comfortable
mom a t a modesr price, the Hunter's Lodge remains a
favorite of those who miss the wiIderness. Many adventurers frequent the establishment, but some city dwellers doing business in the Travelers District also use the
Hunters' Lodge. Each ofthe inn's many moms is decorated
with trophies from a particular type of animal or magical
beast. The innkeepers refer to each of these rooms by the
trophy it bears: the Boar boom, the Elk Suite, the Lion's
Chambers, the Owlbear Cage, the Hippogriffb Vault, and
so on.
RESIDENTS
The Lodge is owned and run by Serkis, a retired adventurer, and his daughters Sonia and FaatuaUa. They hire a
handful of competent innkeepers, but most ofthe employees come from the local populace, who work as chambermaids, busboys, and gardeners who make sure that the inn
and its surroundings remain clean and hospitable.
t
,
-,,
.
T H E BLFSSFD S A I N T S
HANACjF
Two large sandstone bulky buildings stand out from
the other dwellings ofthis part o f the district. A pair
ofdouble doors made o f sturdy oak give access to
the simple structures, but stroiqg iron bars block
L _ :-A
-r L,*L c,.--c--..
irie W I I I C I U W ~ Y I uulll I I V C hLUlr-high edifices. The
words, Blessed Saints Orphanage are engraved
upon the stone above the double doors on the
faqade of each building.
*.
TRAVELERS DISTRICT
7 ,
..
..
^
-1
--..
.
r-
- -
..,., .,!
- -
Writbar: Expb.
Clam
Sorition, Rikarinn, and Iravinn: Exp2.
TRAVELERS DISTRIC7
HOOKS
-~
...._.
1
IT
-1
r-.
way ro m
rawnsnop
as well.
vne (:an even rind
e n
horcps
and beasts ofburden for sale, with th e animals in question
kept a t the Main Stables (location G1:j.
913.
THF PAWNSHOP
_ L
:k)
le5
(7
UWX>J,
dfiu d
poucri wttri
Stufeii
prccivus s ~ w r l e S
(worth 2,400gp).
ACTIVITT
CI
IqeadnabreA> V I L L l e W l ~ J I d l l d K C ,d l l U 1 C g U l U l L y I d n C 3 L l l
otplh a m to heIp him at the Pawnshop in exchange for
tiire lage, clothes, and even tools he finds hard to sell.
A dventureersreturning to the city with treasures can easiry 1rse the Fawnshop to get rid of some of the less valuable
irenIS they do not wish to keep. Specialized shops, such as
jewielers, weaponsmirhs, alchemical laboratories, and the
HOOlKS
w llr;,,
LI,C
cuc4.
It L l a U
y'"""C1Y.
q14.
TRAVELERS DISTRI
The Ladies o f Luck still needs to pay out cash winnings on occasion, and retains a sum of 750 gp to
cover its bets at all times. It makes anywhere from
75-250 gp a night in profit on top ofthat. Gamblers
who c o t r e to play have their own stake, and may
have one or two magic items scattered among
them as well
ACTIYITT
The clients here are generally very well behaved, and
while the games get a little rowdy at times, the bouncers
keeps the clients in hand. The establishments regulars
maintain miversally good decorum, while newcomers
eager to press their luck S Q O follow
suit; theyre usually
~
roo futated on winning the night of their dreams to cause
trouble. The establishment offers a wide variety of games
to test ones luck, and they are willing to entertain games
they havent heard of, provided the player is willing to
stand up to a little extra scrutiny. Cheaters are dealt with
quite harshly - usually by being bearen senseless and
trouble.
The Ladies of Luck pays off to the Thieves Guild to
stay in business, bur their money doesnt buy anything
resembling real protection. A group of competitors
breaks into the brothel one night and trashes the place.
unwilling to trust the LUrld - who may have turnea
a blind eye after being bribed - the owners ask the
PCs to heIp them hunt down the culprits and exact
-11.
- 1
. I *
revenge.
One of the gamblers breaks the bank, winning more
than anyone thought he codd. As a prize, h e asks for
a Iegendary courtesan who lives in a foreign land, well
away from the city. The owners ask the PCs to deliver
the message to her, and persuade her to make a onenight appearance at the Ladies of Luck.
915. T H E
RFSTCFSS TRAVFLFR
-.
?GESTCITY
Restless Traveler - extremely ieavy but also
stop
.
lventuress and merchan frequently
.
tirrnly set upon t h e marble dais upon wnlcn It
ro admiral the detailed work of art, few denizens of the
stands- would be worth over 5,001) gp if it could
c i t y linger around the Restless Traveler for more than few
be moved and sold in another city.
miiWTeS. Not or& does the bronze sculpture stand close tQ
I
I
sevet-a1 houses of ill repute, but the RestlessTraveler is one
of th e far. orite meeting places for members of the Thieves
GuiLJ, who frequenrly use the area to exchange goods or ACTIVITY
While members of the Thieves Gurld seldom linger
info1mation.
around the statue, they frequently schedule rendezvous
Passers-by (Varies): Corn1 .
hete. Anyone who wishes to contact the Guild can come
to
the area arorind the Restless Traveler and tell those
Thieves Guild Members (Varies): Rog3.
who frequent the place t h a t they w s h to speak with a
mildsman. Since a t least one thief remains in the area
I
driu
I_.
__
----
-f L L -
lower r i u u w b
UI
~ r i edied.
rL..LL-..
JLLIUUY
----
tree-
*-J
~ I I U
.r
I.
:if -
i
I
CjAFTBLINCj AOUSF
7
1
A small house located S Q M ~distance fromI the
main thoroughfare attracts a number o f m a rigers
and locals each night. LOW and windowless, the
small wooden structure looks out of place within
the busy district, appearing more a t home wit1hin a
wood or rural village.
ACIXVITT
Y I K U W ~
517. T H F
. * -.5
E
ch
lance.
these
itence
9.
7
I
The home of Samir Kuthan onIy srands out by its impressive and well-made sign. The simple, single-story S ~ ~ U C ture, clearly of dwarven design, serves 3s both the private
residence and place of business of the most famous locksmith in the district - and undoubtcdy one 5f the most
sought-after in rhe entire city.
RESIDENTS
HOOKS
520. T H E
H O U S E OF COLOR
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ACTIVITY
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Wilma ~ a u hires
the PCs to secure a shipment of
minor magical g3rmenFS. She h o p ~ sthat these items
will attract new and richer patrons to her store, but fears
may attract thieves. The PCs must
that their high V ~ L W
escort the shipment from the Docks to her store.
This place belongs to the KariIyn family, a rich and influential htrman clan thar pIays an important role in the
political and economical affairs of the district. Although
the elabonre manor house appears to be a fortified place,
the battlements are merely an affectation. It holds no true
miLtary purpose, aside from the fact that it offers only
narrow slits for windows, that its foundation and walls are
thick, and that its main gate includes a working portcullis.
A thick br:ck u d that stands some 20 feet high encloses
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T H F HALL OF T H E RFSERFNTS
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TRAVELERS DISTRICT
sacr, some ot the customers have been known to recriiit
the chefs and waiters for their Q W houschol
~
ds for their
skill and experience), but many adventurers who struck
it rich also frequent the establishment. The fm)d is expensive at House Ellender, but the most Talented elven c h e h
in the city make it. Because of its particular clientele, the
restaurant is one o f the best places to meet in fluential or
powerfu! people from ddferent parts of the citY.
Lurirhien Elleader owns House Ellende r. He runs
the place with his wife Cebriah and her sister Mimiah.
Lurithien and Cebriah each wear a diamond ring Ivorth
2,000 gp. Muriah carries a masterwork flute and a much
with dud of sncmng.
A C'I' Iv I
q24. H O U S F
FLLENDFR
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BOOZE STAND
,-,:
Morik Corn?".
Daran: Rog4.
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District
3
(see D. 1661
and treat Erakon Manor accordingly. The coffers
o f the BrIkon family contain 16,000 gp in jewelry
and coins, most of it kept safe in the bedrooms o f
the senior family members. Orillin also carries a
+3 long sword while ErrieEle possesses a potion of
eagles spendor (7 doses left).
f7unnl;Al..
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HOOKS
Gi28. RUDYNS R A K F R Y
This large wooden structure faces one of the wide
avenues in the district, some distance away from
the main thoroughfare. The three-story high building would look quite ordinary were i t not for the
various chimneys protruding from i t s high roof and
the cloud of puffy smoke issuing from their stacks.
The smell of warm bread lingers in the aFr around
this edifice, and a simple wooden sign shaped
in the form of a loaf of bread hangs from chains
riveted upon a beam standing out on the edifices
facade.
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HOOKS
929. T H F
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The Bathhoirse is a welhaintained building in which several large pools, sa~mas,and private tubs are made available
to the public. The Bathhouse offers a variety of cleansing
methods. from soaking the body in special liquid solutions
to rubbing it with scented oils and herbs. Its staff lectures
its patrons on hygiene and its suppliers keep its qtoreq
weIl-stocked with scented oils, soaps, and shampoos.
The Bathhouse also offers 3 variery of special alchemical
solutions that relax the muscles and clean the skin of any
humanoid creature.
The City Council provides the Bathhouses operating budget, which is supposed to include funds
for buyhg supplies and petty cash. But thanks to
Zarrions embezzlement, none of the money stays
inside the Bathhouse far very long. h i d e from the
goods stored here and whatever its many patrons
bring, the place holds nothing o f vahe.
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q3.2. T H E
HFRBALTSTS S H O P
A tiny dark brown wood house faces the main rhoroughfare. A simple sign hanging from an iron pole besides the
only entrance reads, Ceranthan and K a r e k Herbalists.
A wide wooden counter dominates the inside of the building.Shelves containing clay jars, small wooden boxes, and
glass vials filled with dried herds cover all four walls, and
countless bundles of herbs hang from the ceilings high
beams. A riny iron safe and a large wooden table upon
which various containers and tooh of the apothecarys
trade take mosr of the remaining qpace behind the counter.
534. TNITAMOUSTHIEVES
DWFLLIN~
This simple burgundy brick house looks Ne a n ordinary
residence, with the exception of a large honr yard surrounded by a low picket fence of dark green oak. Several
NoTrespassing signs in various different languages hang
from the fence.
Sisters Danlka and hforlyn - master thieves from the
Thieves Guild - live here, While they da not make it a
point to distinguish their house from its srimundings,
they take careful measures to ensure that no unwanted
visitors come poking around. Several wires, hidden in the
front yard, &K all persons inside the house of wouId be
intruders (successf~lDC 20 Spot check to notice the wires;
successful DC 15 Disable Device to render them useless).
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l
Over the years, Danika and Morlyn accumulated
over 4,090 gp worth o f coins, jewelry, expensive art,
preciou! stones, a s well a s golden and platinum
trinkets. They keep these riches under lock and key
(succes:;ful DC 2; Open Lock check to unlock thi
coffer holding their wealth). Danika carries a rapie
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potion o r barkskin 4.
h
overlord.
535. THIFVFS'
GUILD HALL
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The Thieves Guild uses this location as its district guildhall, which both provides them with a relhble meeting
place, and diverts attention from the Guilds true headquarters in location G3.
The guildhalf holds several locked a r d trapped coffers in various hidden cornpartmenxi, ail of them
containing the accumulated wealth o f Faribar and
his group. In total, over 50,06Q gp in assorted
coins, gems, and jewelry can be rt:covered from
the Guildhall. There are two basic kinds o f traps
that protect the thieves treasure coffers. Chest
Smeared with Poison: CR 10; mechanical; touch
trigger (attached); manual reset: poison (black
lotus extract, DC 20, 3d6 Con/3d6 Con); Search DC
28; Disable Device DC 30. Poison Arrow Trap: CR
12; mechanical; touch trigger; manual reset; Atk
+I5 ranged; l d 6 and poison (terinav root, DC 16,
1 d6 Dex, 2d6 Dex); multiple targets (up to five targets in a 20-ft.-by-20-fi. area);Search DC 28; Disable
Device DC 34). Faribar the Furious 'Nears +5 studded leather urmor and carries eyes of Lhaming and a
pouch with three diamonds (each worth 5,000gp).
Ribanon fights with a pair of+2 hand UMS.
ACTlViTY
RFSIDFNTS
TRAVELERS DISTRICT
His thieves are extremely active in the disrrict, but 90%of
their business focuses on s d i n g from foreigners, whether by picking the pockets of passersby or commandeering
wagons filled with merchandise. Among his guildsmen, a
small group of dogs and foxes specialize in burglaw The
crimes they commit are infrequent but highly profitable,
;targetinglocal nobles, merchants, and other rich proprietors. When they prepare an operation, they make sure
that no d u e s Iead to them - in fact, they always plant
falsified evidence to mislead those who would atrempt FO
uncover the culprits.
HOOKS
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even future
guildsmen. He spies on them and arranges several
encounters with them, using his foxes and dogs to
evaluate their strengths, weaknesses, and characteristics by taunting them, stealing from them, and even
fightinE them. If the PCs impress Faribark men, he
approaches them himself, a t first in disguise, then in
his t r u e identity. If the PCs do not seem interested in
aicit operations or theft, Faribar leaves them alone but
keeps a close eye on them. He later tries to use them as
scapegoats, pIanthg evidence oftheir involvement in a
crime his men committed.
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Food and !iquor are served here in small amounts for those
district have been robbed or victimized by their behavior,
beings which requite it. The prices are unusually cheap,
and heroes looking for wrongs to righr are bouiId to find
for Tempus has little need for profit (3&509/0 less than the
one sooner or later. The Guild is a PQWerfUleniemp with
listed price in the Player: Handbook. Alternateforms of
hundreds of members and the ability to melt like: smoke
libarion c3n be found here are well, from magical electricinto the shadows. Making enemies out ofthem car1 lead t o
ity to cleaning and polishing services, also available for a
countless long-term adventures, and an adversarYvho can
nominal fee. Though living creatllres are not specifically
always return to cause more trouble.
barred from entering, few find the environs comfortable.
There are some -particularly among the arcane spell- WRKTH OF T H F BLACK QUFFN
A band of foreign adventurers, led hy a man na ed Ivon
casting d r s s -who would Iike to see the Vigils End shut
rhe Barbaric, has recently arrived in the city h ng their
down. They believe it is an incubator for insurrection,
latest adventure, they found an ancient and pow ,ful a r t encouraging otherwise-obedient constructs to overthrow
fact, which they brought to the Travelers Distri hoping
their masters. But their argurnenrs find little traction
to sell it. Not knowing how powerfu1 or v a h dde it was,
among those who participate in the city government.
to a street peddler, who in turn sohi it to the
they sold i~
Tempus has never had any trouble with the Civic Guard
(location
C13). h a r r i a n , who mns the place,
Pawnshop
(his customers are extremely well-behaved), and the m w correcdy
identified
the
object and quickly bnmght his
em and sbakers in the Travelers Distrjct voice n e object Q the attention of Burivan the Sly, a p indmaster
findings
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forcers from
th Rernnivar,
G31).
z s could get
:r who origi, hoping that
~the recently
nen he sold it
to find them,
gh he knows
if
their own,
hange taking
iant. Having
ght decide to
I, they could
:and \.ritness
: enIisted in
y work with
:r of the C i t y
,
Council, who learned about the transaction and hopes to
either secure the item for himself or simply prevent rhe
warlord fwm obtaining it. Whether they are motivated by
greed, dutv, or an insatiable need for advenrure, the PCs
need to acquire the Wvath o f t h e Bluclz Queen and make sure
ir does not fa11 into the a r a n g hands.
d the K s patiently wait for the item 0change hands,
they mal be able to corner Remnivar and his men, but
facing the warlord's agent (a wizard) and his bodyguards
in battle might prove to be a dangerous game. If the PCs
confront Ivon and his group, they may realize the tmth,
and even decide to help Ivon get his treasure back. On
the other hand, they may make an enemy of the strong
b a r b a r k with their insults and lies, or simply decide that
they should trick him or steaI the artifact for themselves.
In this u s e , the PCs also have to deal with a grotrp of
angry barbarians in addition to the warlord's agents and
the Thiel es Guild.
If the "Cs uncover the truth and act honorably (either
by helpirg Ivon reclaim the artifact or preventing the warlord fron; obtaining it, or both), rhey may win the respect
of several people, including members of the city Council
-especially if the PCs learn of The warlords ploy through
Remnimr. In this case, the City Council may hite them to
seek out the warlord and put a stop to his scheme before
he can harm the civ further. This may invdve diplomacy,
or a major foreign campaign by the Wall Guard, OT both.
Ir,on the other hand, the PCs fail to prevent the artifact
from falling into the warlord's hands, hey may need to
infiltrate his army in order to put a stop to his schemes.
Fading that, the PC4 may need to stop the warlords efforts
to infiLltrjtethe city, or contain the damage his activities
are causing, but i n this case many innocents might get
caught in the crossfire.
d20
Encounter
1-2
Freelance thief
5-6
foreign Tourists
Messenger
8-4
Craftsman Fradesman
10.11
Adventurers
12-13
Street Entertainers
14-15
Beggars
1 6-17
18-19
Traveling merchant
20
Street
peddlers
D T S P O S I Y ~OE T H F REMAINS
With its traditional burial ground mostly inaccessible, the ci%y has had to find alternatives to burying its residents who have departed from this life.
Today,
*. 99% of the dead are cremated, usually En
the grounds set aside for the process well to the
east o
off Sir Milton's hoidings. Those who can afford
it receive a proper funeral ceremony, invoked to
whichever god or gods the departed adhered to
before the pyre is set aflame. Those who can't
afford a proper ceremony are disposed of in weekly
mass burnings, the only way to dispose o f bodies
efficiently. This has since become the established
custom &the city: Noble families pay the dwarves
to inter their dead in the Mausoleum in the
Dwarven District (location AlO), while a lucky few
in the
rPct s
r m r n o t o n , The
~r p m i t d
the cemetery.
T h o rest
arer rcremated,
buried in
are krrrinrl
and even religions forbidding such treatment have
been forced to m o d i 6 their doctrine to accomrnodate this reality.
3
But there was something odd a b u t Sir Milton, a qualwhich many noticed brit few could put their finger
on. He never appeared in the daylight for starters, all
his meetings and-rendezvous took place a t night. As the
years and decades passed, his youth never dimmed, and
I compliments about his apparent agelessness soon gave
way to mutterings about black
magic or worse. Finauy some
50 years after his arrival, the
truth came out. Before a
stunned gathering of the
wealthy and powerf~dof the
city who had become
ity
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of reinforced iron, and secured by
nust each be picked before it can
i have a pair of triggers on them,
&I DC 25 Spot check TO notice.
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Guard.
Sir Milton actually sleeps here only rarely, preferring
his various secret lairs throughout the city He makes
every eftbrt to appear to reside here full-time, however,
and refuses even to keep servants in his other properties
for secutitv reasons. When he does sleep here, he never
goes near the basement. A hoIlowed out pan of the cehng
serves his coffin, lined with earth from the park (his
native soil) and surrounded on all sides by marble. It is H 4 . 'TURTLE P O N D
accessible only through a small crawlsgace disguised as a
heating vent in the Eibrsry (only Small size or smaller creaThis huge artificial pond dominates the eastern pertures mav access it) and blocked by a huge marble stone
tion ofTwilight Park. Its perfect oval shape is framed
requiring a successful DC 30 Strength check ta move. Sir
by an iron grate, with a thin strip o f shore between
Milton usua!y assumes gaseous form in order to reach rhe
barrier and the water. Reeds grow in attractive
the
modest coffin-sired area beyond.
and the occasional duck lean be spotted
clumps
In addition, 5-20 members of the Wym's Scales stand
floating
on
the water. Eddies and ripples criss-cross
w
o around the estate a t all times.
sentry in teams of m
the pond, as i f a large boat had just passed by. Every
t100k'S
now and then, a hoary gray-green shell breaches the
* A group of would-be hunters enters the estate and
surface briefly before vanishing onct?again.
is trapped by the devices in the basement. However,
they inanage to break down the door and escape the
The Turtle Fond attracts large crowds of people, who
4
trap before Sir Milton awakens. He asks the PCs to
are forbidden from srpproaching the water. A pair of the
track down the miscreants for him so that they may be
Wym's S a l e s stand watch to ensure the gate isn't climbed.
brought to justice.
The waters are much deeper than nermal, with the shala d ;
t
\ '
-.
-,
Turtle Pond is named for the colossal giant turtle that sir
Milton had moved at great expense to this pond. It spends
its days swimming down in the depths, breaching only to
breathe and to enjoy the occasional sensation of sun on
i t s back. It is a truly ancient creature, older even than Sir
Milton, and has long ago accepted this pond as its only
home. Sir Milton has great dfection for the culossal beast.
He claims it lends a sense of permanence to the atmosphere. Given that the turtle is at least twice as old as Sir
Milton, its no surprise that he shouId feel so. Ifaanythhg
were to hanpen to it, his revenge against those responsible
would be Ileliberatz and purposefully excruciating.
--
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HOOKS
H5.
CITFY CEMETERY
- ETFLDS
ACTTVlTl
This stretch o f parkland is festooned with headstones, religious symbols, and grave markers of all
varieties. Winding paths curve through row upon
row of Eraves,
all crowded haphazardly. aEainst
each
other and competing for space. Every now and th en
a particularly large statue or a small rnausoleuIt?l
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D r e a K h i r w pdrrerri, rurrrirrig i d i i u m d i n uy wmui ihe
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____
confused may find their way. The graves are all very
old, most dating back several hundred years and
more. The newest can be fuund along the southern
boundaries, where Sir Milton is slowly permitting
additional graves to be added. Despite the crowded
conditions, the grass between the headstones gives
the cemetery a pleasant look, and the ravens which
occasionally roost in the trees are generally quiet. A
wide swath o f near-wilderness divides this section
o f the cemetery in two.
,*
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.=
R t S l D F : VJ S
days; those
~
The cemetery receive!; few m ~ i t o rthese
interred iere are far tDO old to have an relations still
grieving over them. Thra e found here are often clerics for
heir particular deity and
variouq sects, performin
u l continued to be hone n w t i n p that the detm
E V ~deter
S
casual mitors,
ng on the pathways and
le markers.There ate no
oundskeepers who keep
mg To one of the rhree
~
ames
iirl
The necropolis is eerilv silent; there are even fewer visitots here than for the more modest grave5 to the south.
Ravens roost here, as they do throughout the rest of
the cemetery, but they remain mute, as if savoring the
muffled quiet of their surroundings.Tie streets are swept
regularly, and the flame in the center fed with oil-soaked
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H 7 . 5 H O U L WARRFNS
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WOODLANDS
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!as per thta Monstcr MunuaI) who, drjv'en from the marshes
-__.___
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eruusly thin man with a balding pate and a large hook
nose. Though fiercely loyal to those bmeath him, he has
actually done very Little actual IarnpliFhting. His skills
lay largely in tactical management, making him ideal to
decide where each guildsman is assigned evev night. He
can usually be found here, poring over membership msters and making notes on a large map o i the city.
here. They hate and fear Sir Miltor1, whose power they
can equally sense, but they also klnow that the woods
JeIers into a series of
are rarely his concern. They lure tra~
splked p i ~ s scattered by long-deac1 hunters throughout
these woodlands - where they can watch and enjoy
their slow painful deaths. Like the other denizens of this
Cyrus Donerib Exp5.
district, t4ey take care not to draw ti30 much attention TO
themselves. Their victims are always alone, or in groups
Other Lamplighters (40): Exp2.
of two or three at the most. Disappealrances like these cerI
l
tainly enhance the woods' eerie r e putation, and yet draw
The guildhall keeps 1,000 gp in unpr ocessed fees in
suspicion away from supernaturn! involvement when the
I
- 1 . .. ___
.
me treasury unaer close supervi>iwrl.
victims are found "having stumbled into a n old pit." The
wisps find the arrangement quite agreeabIe indeed. The
wisps haw no treasure to speak of. Their victims may carry ACTIVlTT
valuables with them, as appropriate.
The Guild is charged with lighting those streets in the city
which
sport lamps. As wich many other civic functions,
H 9 . TAMPLTCjHTFRS CjWILD HALL
this i s a matter of individual neighborhoods agreeing to
pay for such services, not rhe city itself, Each month, the
This large square building stands in stark contrast
Guild collects dues (usually 2 gp per household) from
to the more modest cottages which surround it.
everyone benefiting from their services. In exchange,
Though only one story tall, it is built of sturdy
they maintain a series of long-burning Ianterns, mounted
brick and conveys a sense of gravitas. The large
OR poles and durninating the entirety of a given city
picture ~hrindowsare each framed by a pair o f tanblock. Not only does it cut down on crime, but it allows
terns, which are lit a t night, giving the building a
businesses to stay open longer, and patrons to find their
cheery glow. A black wooden sign over the entryway
way home more easdy. At present, only about 30% of the
reads, "Honorary Guild o f Lamplighters and Night
city utilizes sneet lamps, but that still marks them as quite
Watchrren. Members Only."
progressive.. . as well as ensuring that the Guild members
Insidr, the building is sparsely furnished, with
all stay busy.
simple chairs and a few round tables around which
Lamplighters also serve as night witchmen of a son,
to meet. The main hall has an oaken podium, presince their duties keep them on the streets at night.They
sumabli where guild officials can speak to their
carry no weapons however, and most will run rather than
members, and conduct official activities. A huge
face down an armed miscreant. They will,however, raise
rank of lanterns and mock-up street lights stands
3 hue and cry a t the first sign of trouble, which will stop
one side of the meeting hall, detailing various
many crimes in progress.
makes and models and how they work.
Some effort is being made to use magical means such as
light spells tu keep the city lit, an efforz which the lamplighters fight with all their might. Luckily, few wizards
This subtly imposing building is the lampfighters operationa! headquarters, as well as their guildhall.
are interested in devoting rheir power; to such mundane
pursuits, and while the occasional home or street block i s
RES In F ;if S
lit by magical means, it is an extreme ririty
The Lamplighters Gudd i s one of the more unique in the
city Most of its members do not dwell inside the walIs, but HOOKS
C p s Donenl has agreed to right an exceptionally danrather congregate here, in the district named for them. At
any given time, the guildhall will be filled with several
gerous neighborhood elsewhere in the city The residents
dozen Guild members, meeting to receive their nightly
are hoping it will deter crime and he$ them reclaim their
assignments, discrissing Guild business, or simply playing
neighborhood, but the job won't be easy. D o n e d hires the
cards with their mates. As with any guildhall, outsiders are
PCs as bodyguards to him and his mfn.
frowned upon; those who have some h n d ofbusiness here
k r i n g his nightIy duties, one lamplighter witnesses a
ate often kept in the main hall,and may not poke around
disturbance that has a vital bearing 1711 one ofthe PCs'
into the darker comers.
adventures. He is now being held a t the guildhall for
his own safety and the doors are fii-mly closed to visitors. The PCs d need to find a way in to speak to him
if they wish to learn what he has seen.
.I
'
. _ A _ -
The observatory is one o f the most visually distinctive structures in the district, a rounded structure
with an open roof giving way t o the heavens. A
skeletal structure in the shape of a dome is in place
over the top, with great length o f waterproof cloth
which C a r l be pulled across it to create a roof. On
clear days, a plethora of telescopes can be seen
poking U P over the rooftop, standing on platforms
which reach up to the length of the walls. Eight
doors are spaced equidistant from each other
around the circumference of the building. The
doors are usually locked, but the mechanism looks
relatively easy t o pick.
Inside, the building is divided into two stories.
The top section, open to the air, is built o f wood
and has a half-dozen stairways leading up from the
ground. It is dominated completely by telescopes of
every size and shape, pointed in myriad directions
towards all ends o f the sky. In some cases, calcufations and formulae have been written on the wood
beneath wem. The structure o f this story is sound,
but very hastily constructed, ar if the builder had no
time to dlzal with niceties. Underneath the second
story is a wide ground floor dfvided neatly into a
rln7pn
ninc
i r k. c p r t i n n
-,-A cpripq
- - -- . qprtinnz
- - - - .- - hv
+. F
---.. n f r i r r t.-..
has a small workstation (most are covered with
papers) arid a blackboard for drawing equations.
Several padded benches are scattered throughout.
Support beams punctuate the space, the only clear
means o f division besides the curtains.
1-
Other Astronomers
There i s no treasure 1iere to speak o f except for
the telescopes, which are all very valuable, ranging from 500 gp io 30100 gp in price. There are 25
of them onsite; they Ican all be taken down and
removed in case on in(dement weather.
ACIION
I
-
The observatory is the purview of a select g r m p of astronomers, who use it to conduct their research. Contray to popular belief, rhey arc not wizards, seers, or any kmd of magic
user. The). subscribe to the tenets of science, meaning that
their ohsenations are clouded neither by mysticism or theology Indeed, they dismiss the use of magic in such ahirs,
believing that it detraas from pure conclusions which
only theirngorous methods can draw.Theirrefusal to share
the observawry with more magicalJy-inclined scholars has
~
drawn the rmrh ofthe I Q C academies,
and wizards cvetywhere shun them as self-righteous elitists.
They are led by Garrod Andronican, a devoted schoIar
who has dedicated his entire life 10 magic-free academics.
Though he iolds no official position, he is the deJacfo controlIcr of the facility, sincc it is his family fortune which
r-
_
I
-.
5.
I-*- *LL -L
---lEmiu
tile uuxrvacui y, uhmg speim 'LULIIIILCW
1 t:" :,I..-*:&ilia
iuciiuiy.
{oneexpressing an
Uowed in.. . before H I I . UNHALLOWFD LABORATORY
:twe on whatever
This large cottage seems t o always be cloaked in
shadows, even during the height o f the day. The
windows are shuttered and the stout door is banduard, angry at not
ed with reinforcing black bars. There is a cellar door
ory, sets the place
in the back, similarly secured.
o p p ~ r ~ u n ito
t yresInside, the cottage is in a state of considerable
erhaps put the fire
neglect. Dirty dishes are piled in the small kitchen,
:n aid the astronoand the rug in the central room is stained with food
and other less identifiable substances. The two
the PCs with dire
bedrooms upstairs are festooned with unwashed
gn of ill omen bas
clothes and crumpled-up slips of paper. The door
eagues dismiss his
leading down to the basement is :,hut with three
the evii or chaotic
sets of locks. The I Q C ~ S are all unremarkable, requirPriests of Calamity,
ing a successful Open Lock check ( C C 1 5 apiece) to
location J5)may use the occasion as an excuse to cause
open.
mischief, and asks the PCs t o keep an eye on them.
The basement beyond is far more expansive than
the house above, containing three workstations
and plenty of areas for storage. Various unsettling
stains are scattered about the basement, and a
large cage in the cornet suggests that someone or
something may have been kept hen?under duress.
The corners of the cage are &xed with a series o f
holy symbols, and a Set of silver manacles is set
into the interior.
;'
- \
-.
LAMPLIGHTERS DISTRIC
1
1
serve a purpose m
also
normal: nirrnans ana elves, wno
__
r Milton,
wears a
-, _.- . , - -. .- .- - - ._ 4searing
light. In addition, his notes on the vulnerabilities
....b
_r
_I
A G T l V [TI
One
PcmnPs
_ _ Fellnarkts
- ___ . ijndwd
- -- ... nf
-- - suhierts
-.
loose in the city He tasks the characters with hu
down and destroying it before it is discovered.
F e h a c h t succeeds in synthesizing a potion
renders any vampire (ar similar creature) who
it immune to the searing power of sunlight. Mr
before he can turn it over to Sir Mdton, he is bl
bv Hkuk, who steals the only sample ofthe potic- .-..
the intention of ransoming it back. Sir Milton hires the
characters to hunt down the renegade hobgoblin.
I
HIZ. T H F CjRFFNS
These lengthy expanses of well-kept lawns were deliberalely set aside by Sir Milton ins order to maintain a pastoral
atmosphere for the district.There are no paths here, no bilk
or rises, and no foliage besides the gmss itself- just a I ~ n g
expanse of fresh green lawn. During the day, the Greens
host a wide variety of activity, born walks and picnics to
v3rious forms of sport. At night, hey are Bt with delicate,
beautiful lanterns that give it an orheworldly feehg. Sir
Milton often holds dances here (especially in the large area
in the northwest side of the district), where revelers frolic
to the music of cloaked musicians before walking home in
the faerie-lit darkness. Sir Milton often uses such events to
seduce his victims-hopeless romantics whom he dines
and dances before samphng a relatively small amount of
blood (usually just a pint or so).The act helps maintain his
charade as a benevolentvampire, while drawing attention
away from the brutal slayings which constitute his i d feeding efforts (see location H2). No such brudty ever darkens
the Greens, however, lust a silent, enchanted landscape
Sir Milton Eunds Fehachfs experiments through several layers of unscrupulous moneylenders, keeping his
personal involvement to a minimum. He does, however,
provide one key function for his very own mad scientist:
producing vampire spawn as experimental fodder. Hkuk
wili kidnap a subject and phce him or her in the cage,
tinged ever-so-sIightly with a few shades of darkness.
whereupon Sir Milton will drain the subjects blood and
transform him or her into a vampire spawn. From there, H 1 3 . T H F CLFAR PATH WTNFRY A N D
F e h a c h t can extract what samples he will from the crea- TASTING ROOM
ture,keeping it alive try feeding it blood from various vicThis building on the eastern side of the Greens is
tims provided by Wkuk. Sometimes. those victims serve
addidional experimental purposes, as EeIlnacht works
built out o f small rounded stones, with oak ~ t ~ p p ~ r - t
to isulate The quality which makes sunlight so harmful
beams and a clay tiled roof. A simple sign depicting
to varnpire5. When he has fmished with his subjects, he
a glass of wine beside a flowing stream decorates
destroys them, usually by opening the basement up to
the front.
Inside, the winery is dominated by great wooden
the sunlight. Hkuk buries any mortal remains out in the
cemetery, where rhe ghouIs in location H7 make quick
fro, performing varkus tasks - in the falt,they are
work of &em. F e h a c h t is extremely careful in his choice
of victims and always selects subjecrs who will not be
squashing grapes in vats with their feet or preparmissed. Similarly, he and Sit Milton keep contact with
- u looks this operation from an upper floor. Patrons
each other to a minimum, so as not to advertise their
links to one another. F e h a c h t knows that if he were
can watch the workers go about their business
while sampling the fruits o f their labor. Scattered
discovered.his erstwhile benefactor would likely kill him
before he could reveal any damaging infomarion.
about In the tasting room IS a targe number of
~
the virtues OF a
hand-printed ~ r o l l sexpounding
HOOKS
cult called the Road of Sanctitude.
Wkuk kidnaps a n assockw of the Pcs and spirits him
The buildings basement contains rack after rack
away to the doctorslair. They must race against time to
-r L
:I _ - 1 1 _ _ : _ _&L- ...:-_
W l UdIIelh, dll dglIlg Lilt: W l l l r 1W ~ r r I r L t l U r tI I I L l l C
fmd their friend before he is transformed into a creacool dark. Empty bottles are stored here as well,
ture of the night.
waiting to be filled with wine and corked.
.
IUIIZIIUIII,
[I S
-&P
dilU
iller
WlIl
UL all UVcLly-
~
1114. THE B U R N T N TALLOW
TAVERN
This brightly-lit establishment caters to members of the
Lamplighters Guild who live nearby. While non-guildsmen are not barred, neither are they made to feel particulady welcome. The tavern has a rough-hewn atmosphere
to it, with walls ofunpolished bticks and a bar with a curiously warped surface. But the main area is lit bv nearly a
dozen replicas ofthe citysubiquitous street lamps, spaced
evenly around the tavern and Pit with copious supplies of
oil. The taverns. owners, Tam and Grace Mulligan (both
Exp4) cook food and tend bar, though the customers fat
prefer d r i n h g to eating. The Burning Tallow specializes in distilled beverages, particularly whiskey and a
homegrown form of moonshine that the reguhrs can?
get enough of. A favored pastime is to spit mouthfuls of
the liquid into the lanterns and watch them explode with
ffame. (Several nearby walls have been seared black by
such display, one of the reasons why T3m and Grace built
with stone and not wood.) It stays open odd hours, to
LAMPLIGHTERS DISTRICT
accommodate lamplighters coming home for their shifts,
and its nut unusual to see patrons imbibing first thing in
the morning. Beyond thar, however, the tavern is fairly
deepv and dull.
H 1 5 . T H F NACjS A P P L E CARRIACjT,
SFRVlCr;
This large building houses several teams of
horses, ;.s well as a staggering variety o f coaches
,r*L.*A ..
--- L.
II-.
qm,4 L ~ I I I ~ X IhAn,C
C
~Z .. ~ V I t l r r t r l die r w u s e u wiiriiri m e
VIW
building? voluminous stables; there is spact: for
well over two dozen vehicles. Three or four iiddi.
r
I._--I
-.. -..
.
*
r ,
tiuridi lairrages are in me process or aetng built.
The workers all seem to be gnomes: grooming the
horses, polishing the carriages, preparinE the livery
for use. A largesign in front o f thk stabYles reads,
For appointments, see Sven in the main office,
followed y an arrow pointing left.
The o 5 c e itself is large enough for humans to
move about comfortably, though the table and
chair on the far end is only large enough for a Small
size bein::. A wizened gnome S i t s behind it, puffing
on a rnemchaum pipe and eyeing a set of plans
laid out i n front of him. On the wall behind is a calendar maintaining a complicated schedule oftimes
and places to pick up and drop off customers.
OIIU
pmvv;qm*?
~ I I L . .
RES! DENTS
I
precious stones, hidden through var ious disguising
spells throughout the complex. The)! are kept separate in caches of 1-2 gems apiece (worth 20S300
gp) so that thieves who stumble acr oss one caches
will not take their entire fortune. In addition, Sven
has a rod of wonder and a deck of illulsions, which he
keeps hidden for emergencies. One of his immediate underlirnE carries a ring
- o-f s h o d ing stars, while
another carries a helm ~fbrilliance, similarly for
emergencies. The coaches and carriages all have
magical qualities, wh tch are dealt with below.
ACTIVITT
,.... .
10
11
I2
73
14
15
16
17
18
I ,IC.
.)'&"
a""lC
&111J
#web
, 2 1 8
-.II""1-.
without
19
20
".
HO OK S
.,x-,
, - .
Though most ofthe carriages serve only cosmetic fimctions and rnagicks are simply amusing diversion, a few
- such as the silent model - can come in handy during a clandestine adventure. &mralh, the gnomes will
rake the PCs over the coals on ptice, but. the ability to
a m v e and depart from a location n+thout being heard
can be invaluabIe to the tight group.
One of Sveris associates, his heart twisted by greed and
malice, breaks from the clan and steals several of their
plans. He intended to use them to build a coach that
wdl drive i t s passengers insane, then sell h i s services as
a "mind assassin:' The gnomes ask the PCs to hunt the
renegade down and destroy his coach before it can be
completed.
I...-ll,U..
in a white bridal gown standing beside a tombstone. Its roof is made o f wtllow shingles - an
anomalv for this district - and the whitewashed
walls are marked with all manner o f occult sigils,
painted in an off-white shade only s ightly different
from that of the surrounding paint. it renders them
nearly invisible until one is right on lop ofthem.
Inside, the shop is dean and brightly lit, wrth the
floorboards and cupboards also wade of willow.
The front room has very little on display: just a variety o f mundane religious symbols and a table full o f
herb samples in the corner. The owner sits on a tall
stool, looming over the proceedings like a crane. A
curtain behind her divides the front roam born the
rest of the shop.
, .
candles ofinvocation (all for the various good alignments), 2 hand ofglory, a hand ofthe rnage, and 3
Ibs ofincense ofmeditation. The items are kept in a
secure cabinet in the back of the store.
1317. SUNCjS OF M O U R N I N q , S O N 9 S
OF J O T
This small residence at the edge of the Green houses a
troupe of professional musicians, who perform a t weddings, funerals, and social events throughout the district.
They are favorites of Sir Milton, who contracts them for
every one of his get-togethers. Their music has a soulful,
pLc'rivIm
reffective quality to it, much in keeping with the district
Linseeds clients are an eclectic rnixnire of window shopthey inhabit. They charge i o gp a night for m m perforpers and serious occult scholars. For the casual client, the
mances, though a single dirge or wedding hymn may cost
front room contains a plethora o f mundane items for putas little as I gp.
chase. Holv symbols from every major faith in the city can
Songs of Mourning, Songs of Joy consists of six musibe bought here extremely cheaply, as well as mundane
cians: three ha&gs, two humans, and a dwarf drummer,
spell ingredients, such as herbs and tufts of hair. All of it
Jocko Fellhammer (all Brdh), who performs exceptionally
is priced to move and none o f it gives the impression that
we11 despite the loss of his legs. They dress in uniform
Linseed i s anything more than a dabbler.
harlequin outfirs of somber CQlOrS, favoring dark violets
TOthose in the know,however, Linseed is an invaluable
and blues rather than bright colors. Their uniforms can
resource, locating esoteric ingredients of every variety for
be altered to fit the occasion if their client wishes. When
the sake of her "special"dienfs. The entrails of numerous
business is slow, they wlll often stand on the roofof their
monsters I<nethe shelves ofher back rooms, as well as rare
building and play for free, their music drifting slowly
woods, hard-to-find charms, and the magic items derailed
across the green lawns which surround them
above. Wmrds from the Academy District look down at
CITY
1 WORLDS LARGEST
.FS
7
mghouse is quite a sight amid the
This rt
..,... es and cottages which surround
rarnsh,lL,..l
it, The walls have been layered with a series o f polished metal shields, giving the impression o f scales
from z,ame colossal reptilian beast. The main doors
are fa shioned in the shape o f a dragons mouth,
chirnnev on the southwestern side
and a curline
u
has bt?en twisted into the shape o f a dragons tail,
Two rmembers of the Wyrrns Scales stand guard
Out trQllt.
Inside. the hail is dominated by a pair of long
b
-nn+;n-
IIiccLiiig
tirith
L
o +L-ahul m
p .-lia,~.-lnrl
i c a , U U V ~ W F U VI
,A&
=, hWt aI mUe ~G1Lr1m1 ~nit
w n i i t
RFSTDFNTS
i-..
lVlU L V L
L l l F WUldLlUII...
d l l U L l l C U U I d l l U I l W L U IdhL
llUl IUbL
J O I N I N 9 T H E WYRMS SCALFS
PCs of any level may enlist in the Wyrms Scales, as
long a s a t least half o f their levels are as fighter. $he
Scales will subject any applicant t o an extensive
screening process, of course, and if their ranks are
already full they may turn away all a d i c a- n t -s -. nomatter how qualified.
A PC who i s accepted into the Scailes must begin
as a foot soldier, no matter how rn; i n y levels he or
, .
she has. Paper qualifications mean almost nothlna
when it comes to advancement in rank. The Scale;
choose their officers based not only on demonstrated ability, but on loyalty to the outfit and to Sir
Milton. These are qualities that only reveal themselves over ones career in the Wyrms Scales. For
more information, see Quests.
I
. ..
- .
I
..
.
: :
.
-,
.- .
7
,,
. .- .
.. .
..
.
.
.
.
-.-
.,
..
I
H I g . H O M F OE MICFNTFS VOKAVFL
This trim brick townhouse is typical of many of the
residences in the Lamplighter District: charmingly gothic
and ever-so-slightly menacing. The lane on which it ties
features eight such houses, each designed with similar
architecnire and each housing a prosperous member of
rhe citys middIe dass whose habits nonetheless mark
them as somewhat eccentric. The resident of this house is
~ i c e n t e Vokavel
s
(see location MI^), a prosperous wine
merchant who belongs to a strange cult of night-worshippers. Though not violent or menacing, their religious
practices are decidedly odd. The Sc-member cuIt conducts
all business during the night, vowing never to view the
rising sun. They bathe in cold water from an enchanted
pond on the night of each full moon, believing that the
act helps infuse them with supernatural power. The pond
water is brought in at great expense from its home (a perfectly ordinary body of water far away from the ciry), and
Vokavel has used mu& of his fortune to help arrange for
i t s transport. It is rumored that he adds some of the water
to each b o d e of wine which he produces. The culr: meets
a t his house once a fornight, and the noise they make
necessirared his move here, where his neighbors are less
prickIv about having their sleep disturbed. Among his
other eccentricities are an utter rehsal to travel in a horsedrawn carriage and a n occasional attempKS to emulate an
owl by leaping off of his roof.
Vokavel keeps most of his savings with banks and
moneylenders, though his nocturnal habits mean he must
conduct all business by p x y . The trappings in his home
zre reasonably valuable, and will fetch a total of 500 g p if a
buyer can be found.
The cottage belongs to Tdlotus the Shaded, an exired halffiend who now resides here and composes poetry for the
popular market.
RFS I II E N T S
LAMPLIGHTERS DISTRI
. .
ACBlVJTT
HOOKS
tect
h a m , and/orchoose to become
invofved on one side or the other.
T d o t u s fa& in love with a female PC. His poetry to her
is profound and yet deeply disturbing. What will happen
when she discovers his vulnerability to terribIe rages?
H Z I . WATCHFR STATUE
The stone statue here depicts a benevoIent man in robes
holding his hands out in greeting. It stands QVN a cluster
of gtrves which all bear the same hoXy symbol(for whichever benevdent, good-aligned deity is most appropriate to
the campaign), forming a cluster of sorts amid the chaos
of the graveyard. A permanent protection from evil spell
has been cast upon the statue. The a u n extends in a tenfoot radius around the statue and will affect anyone who
belongs to the faith corresponding with the headstones.
The spell is permanent and cannot be broken or dissipated without first destroying the statue itself (the statue
has a hardness of 8 and 300 hit points.) There is nothing
to indicate that the statue may have any unusual properties (though it will radiaTe magic if checked for). It. is,
however,the only cluster of graves so aligned graves are very haphazat.d in their affiliatiorI5 it to stand out a bit from i t s surraundings.
I LlllJ
This temple once oversaw the maintenance of the cemetei-v and nearby necropolis. It belonged to ;1narv-defunct
religion of ahtaction, a secondary, non-racial sect that
we1corned members of all race9 (as befitted its custodial roEe). A drunken pnest burned it ro the ground after
knc,eking over a candelabra one night. Before ir could be
sebmlt, Sir Miiton exercised his claim on the district and
for1d e the tcmpIc from being re-established. B u t the
mi1IS remain, however - along with one of the nrigiinal
churchs most unique residents.
RFSIDFUTY
HOOKS
H 2 3 . T O M B OE S I R R E I N H O L T
SNOW H K R R T
This large crypt was apparently built for just one
occupant. It stands in the shape o f a noble's mansion, with faux windows, chimneys, and even clinging ivy carved out of the stone. Its size is quite
impressilve, as large as a normal mansion and
equally a j elaborate. Though there are numerous
doors carved into the surface, only the main ones
work, leading into the burial chamber itself. These
doors arr stoutly locked and sealed with the holy
symbols of the Children of the Creator and numerous secondary religions. On the center of the door
is a grezt seal depicting a snarling wolf's head
and inscribed with the following words: "Here ties
the body of Sir Reinholt Snowheart. His soul has
journeyed into unending darkness. We pray that it
remains 'here."
inside the crypt, the marble carvings further
resemble the trappings of a living household:
stone furriture, stone tables with plates and cutlery
cawed into the surface, even a stone fire carved
into the stone fireplace. Sir Reinholt's body lies on a
marble bcd upstairs, with the stone pillow carved to
fit the indentation from his head. The body is little
more than moldering bones a t this stage.
The orly thing in the crypt not made of stone
(besides :he body) is a portrait of SFr Reinholt hanging abovc the stone fireplace. He stands resplendent in crimson-color finery, his wolf-like eyes
piercing %rough the canvas with a haughty, hateful
stare.
'*'
225 &
sess.
-.
(Atj12).
_.-
RESIDENTS
~~
TWO-srory
w ilding is constructed of gray
me, with numerous windows rn the sides. The
ndows are all barred, from both the outside and
e inside. The main doors are open during daylight hours, thcugh a t night they are tightly bolted.
Clusters of bright flowers grow along the edges
-r .L- L..:IA:-g,
they do not appear to be
UI i r i r ~ u j l u l ~ l though
115 iarge
tended.
Insfde, the atmosphere 15 chaotic. Howls and
I .IL
cries echo through the corrioors, wniie a series
of bolted doors suggests a prison environment.
Clusters ofpriests hustle to and fro, oblivious to the
noise around them, while burly assistants struggle
with agitated men and women obviously in some
form o f distress. The stone walls are generally
~
~~
here.
Bishop Malcolm Venture: Clr9.
Clerics (20):Clr2-5.
AssistantsJSecurity (10): War3.
r---
-1
Horacius Memorial is an asylum for rhe mentally unbalanced, m n by the clerics of FheTi-ue Children (see location
J3) but only loosely &diated with the sect. Funding for
the asylum comes from a noble family, the descendants of
Sit Ignatio Horatius.
RESIDENTS
-7
*
;
+
r
m~
I-
inmates (100):Com2-4.
No money is kept on the premises - the True
Children temple pays the priests i.xpenses, and
the fighter guards are paid off-site. Father Malcolm
possesses a circlet of persuasion, bhich he finds
useful when speaking to the inmates, as well as a
medallion of thoughts, which he uses to probe their
minds. H e keeps both items on hi: person at ail
times.
ACTTVTW
Inmates are kept in their cells 23 hours a dav, save for one
hour when they are taken OUT to be Lathed and have their
cells c1eaned.These are among the most dangerousperiods,
when multiple lrinatics are being transferred from their
cells to the rather cramped basement washroom. Bishop
Venture insists on cleanliness, however, and ifhis subjects
tmly are channeling the divine, then they must not be
exposed to fiIth or disease. He interviews each inmate on a
rotating basis, arternping to ascenain what drives them to
such demenred excesses. Its hard going In many cases, he
onlv agitates them further, probing too deeply into their
shattered psyches for comfort.He belisves he has made
some important observations, however, and even begun
to perceive a connection between some of the inmates. He
intends to publish his fidings as a wries of prophecies
from the touched, which he believes v d l provide a road
map for the gods futuire plans.
In truth, Bishop Venture has little concern for the
well-being of his charges. He wishes onlv to glean what
they know, in hopes of some divine reward. Heb altruistic
enough to take in those who are not Touched t.,the divine
LAMPLIGHTERS DlSTRlCT
- who are clearly just nuts - but beyond feeding and
HZ5. DIrAApTnATEnM A N S I O N
clothing tiem, he cannot be bothered ro help calm them
or address h e i r condition.
,.
_.I hi5. tormerly
. luxurious
.
estate has entered into a
The ratings of the asyIunis inmates can be anything
windows are all stoutly
he
of
decay.
T
state
serious
from wishful thinking to genuine divine prophecies
and
the
iron
boarded,
I
~ C ~ Q Sthe
S door has
:ate
- though from whom is anyone's guess. Though Bishop
place.
rusted
in
Weeds
ct
ioke
the
front
and the
yard
Venture trlieves they come from his patron deity, but it's
countless
stray
spoor
o
f
on the
animals
is
caked
certainly possible they come from the deity of a secondwide
porch.
Craffit
front
of
i
various
forms
adorns
ary religicn.. . or from a demon or devi1 inrenr on sowing
the walls, and the nearby plant life grows wild right
mischief. The implications of their rants -and of Bishop
up to the foundation. The roof has tost shingles in
Venture's interpretations/misinterpretations - could
several locatlons, while t he chimney on the side of
extend in m y number of directions.
the house lists sadly to o,ne side.
IlQOKS
Inside is worse. Mold aiId mildew grow unchecked
0 The PCs may desire divlne insight from one of the
in the corners, and the flIQWS are covered with layinmate5. I n order to see him, they will need to satisfy
et5 of dust. The statrwa y t o the second floor has
Bishop Venrure that their needs are not trivial, and pospartially collapsed, and a pile o f broken furniture
sibly pc-form a favor for him in renirn.
has been nonchalantly t crssed onto the rubble. The
tracks o f small animals zriss-cross the main foyer,
* h spell-casting player PC is suddenly struck by blinding
and the twitter o f bats c; m be heard near the eves.
vjsioiis of power and light. They soon reduce him to
wandering the streets, where the City Guard finds him,
. animals can be spotted
Signs o f rats and larger
v
and amnges for a new c d l at the asvlum. The visions
around the plethora o f hld e s in the walls.
eventually diminish, leaving the PC Iucid and rational
agzin,but Bishop Venture refuws to release him. He
This dilapidated mansion is an eyesore, and not even the
believes the visions will TefUm in time and wants to be
romantic curiosity seekers who come ro the Lamplighter
there w4en they do. ?he other PCs \rill either need 10
District are tempted t o root around in here.
engineer a rescue, or somehow convince the staff FO let
R E S I DENTS
their friend go free.
One of The inmares s t a m exhibiting supernatural powThis mansion serves as a secret refuge for Sir Milton. Not
ers beycmd just a seer's visions. He blows a hole in the
even his closest associates know [hat he uses it as a secondthe mansion through
side of the building, freeing himself and all o f the other
a r y residence. He owns the Iease
inmates Years of confinement and the agitation of
several figureheads, none of whom knows his true identhe escape have sent some of them into paroxysms of
tity Were, he can sleep with the added cloak of secrecy; no
violence, and they are soon r m n i n g amok throughout
one has disturbed the inner recesses in decades, and the
mansion's g e n e d y unsettling atmosphere means that the
the district. The Wyrrnk Scales, d d e n l y fearful, ask the
IocaIs will continue to steer clear.
PCs to aid them, as they could use all 05 the help they
can ger. especiaIly when more inmates begin demonSir Milton Derek: See location H2.
strating supernatural powers.
f
<
~ 2 6 CLOISTERED
.
HOME
H 2 7 . CLOSFQ ANTTQUFS S T O R F
The third and closest of Sir Miltonsbolt holes i s just across
the Green from his eStaEe, and he can keep an eye on any
goings-on there without revealing himself. The building
purpor~sto be an antique shop, and certainly, there are
wondrous rare chairs and similar curiris visible through
m e wmaows.
*I
love siowiy m e a - as au love wetween sucn creatur- -must do -and the Viscountess evennially tried m kill her
betrothed. The attempted failed and AngeILka was lefi
die in her burning lair. Sir Udton assumed she nm go
but she survived. Now, she is using the doppelgangei
gather infomation on him: his haunts, his habits, th use
who serve him either wittingly or unwittingly. When the
time is right. she will come tn the citv and finish what she
has st
U
Mc
Din
is wc
._
By u., - _ - / --r pretending to observe astronomical phenomena.
He also possesses a cloak and boots of e h n k i n d ,
which he uses to shadow Sir Milton a t night. He
keeps all of these items stored in his home when
not in use.
RESTDENTS
ACIIVlTr
rr.,
+E WORLD'S LARGE5T
CITY
body.
Why Sir Milton let her settle here is uncertain, though
it is whispered that she Taved his Lfe back when she was
younger. She stays here to remind him of that fact, and the
mirrors she sells are a quiet dig at his varnpiric state. No
one knows the m t h except Sir Milton; when asked, his
eye grow distant and he speaks quietly of her ''arty which
even those who cast no reflection can a?preciate.
The car outside of Myrtle's shop is RiLfiis Pumpkinpatch,
her old familiar. f i e beast is at least 40 years old, though
he shows no sign of aging. No one r e d s seeing him ever
leave the viciniry ofthe shop
H 2 9 . JULIAN AND S O N S
BFLLVA<RS
This modified house Serves a5 a smithy devoted to one
spedfic purpose: beUrnakmg. The owner, Reynard Julian
( E T 7): and his three 50115 (Rocher, Blanc, and Georges;
all E xp4) have spent their entire lives crafting bells of
eveqr kind imaginable.Great brass bells stand imposingIy
throlrghout the store, while smalIer hand bells and similai d4:vices duster on every surface. Julian works mostly
on CLJmmission, but he and his family create new bells
*.. .I.uieir own almost compulsively. The place could use
a woman's touch - Julian'sd e passed away years ago
and he never remarried - but the four men don't seem
permrbed. They live in the second story of the shop quite
comfortably.
Among the items on display are a pair of magical bells:
one which functions in a manner identical to a chime oj
opening and another that acts as a set of pipes of haunting.
Julian acquired them from mrious dealers long ago, and
slowly forgot about them in the clutter. It is possible that
he OT his sons will inadvertently sell one of them as an
ordinary belI. Prices for their products range from 5 sp t r
500 g p for the largest and most impressive bells.
H30.
EAIRFST OF T H M AT,T,
FTTRRORS
T h i s upscale shop stands just across from the
great observatory, seemingly out of place amid the
no-nonsense buildings surrounding it. It is brightly
whitewashed and very tidy, with a few strands of
ivy wreathing the windows and a dozing orange cat
on the stoop. A gentle bell rings when you pull the
main door open.
Inside is a mare of images and reflections, emanating from every variety of mirror known to man.
Full-length models stand neatly against the wails,
while several handsome cases display smaller and
more practical models.
RESII1FNTS
ACTIVITY
one of the Pcs gaze into it when he vlsits her shop. She
will step in to help eliminate the clone, however, if it
becomes apparent that the PC is in trouble.
Rufus begins following one o f the PCs around, staying
very close to him or her no matter what measures are
raken. A t night, the PC awakens to find the cat staring into the space above his or her head and growling.
Not even Myrtle can say what he's p s w h g at, but her
f a m h would not leave the shop unless it were very
important.
H3J.
H B M F OE E D W I N A N A R C U M
-
RESTD:NTS
ACTIVITY
UNDFRIAKFRS
This gloomy-looking building is composed primarily o f white stone, shot through with veins of dark
marble. The bushes in fromt are a fading green and
the main door is carved o.foak.
.. .
Inside, a tastefully furnished greeting room can
be found with several soft chairs. Beyond that is a
display room featuring several varielies of coffins,
and entries to various passageways leading off to
other parts of the premises. Dark velvet curtains
obscure the walls from view.
H3.2. S A T R OVTLLF
1.
Eltha has a helm oftelepathy which he uses to su rreptitiously monitor his clients during their staY.
H e never uses the suggestion ability a 5 that woul d
. ..
.. I 1
--.-1..
r
I.
.
[ a i m rne ernormns rney are reeling. !ne ousiness
.L+
-I
has about 200 gp on hand at any given time, collected as various fee5 and surcharges. Yhe coffins
and other funerary equipment would fetch a total
of 500 gp if sold.
.- . . . . . .
n
The elves are the undertakers of choice for anyone buried
in the cemetery nearby, for Theirs is the only srich busiThis spartan stone building stands at the foot of
ness in rhr district. The number of bodies to be disposed
a
low hill, leading back into thicker woods. It has
of in such a fashion is limited, however, as only a few are
a
minimalist, no-nonsense look to it, suggesting
interred in the cemetery each year. For the remainder of
nothing
so much as an armory given over to nlore
the time, the elves p e d o m preparation rites on bodies t o
LI. .
.. .,I.
...
r . r ~ . . ... . r ~ .. . . . . . - .
genrie
uses.
me I
H mi series or ooor5 open OUT.O ~ I Q
be crematvd, including allowing them to lie in state, propark, where visitors wander in and out a t will.
viding a filrum for mourners to express themselves, and
The halls inside are filled with a wide variety
of course preparing the bodies in whatever manner which
interesting pieces. Rare paintings and tapeso
f
the deceaqeds religion dictates. They preside over each
lkne the walls, while vases, masks, and other
tries
cremation or burial personally, and reguIarly fdl in for
articles
are displayed on pedestals. There is a room
those clients unwilling or unable to find a proper deric.
to exotic weapons, from a sahuagins
dedicated
In addition, both are adept coffin-makers, creating
a
trident
to
githyankis silver sword. Another room
wondraus carvings and s i g h into any manner of wood.
contains
religious
trappings, claiming to carry one
Some clients, upon viewing their handiwork, wilI seIect
of the citys cults. Each disobject
from
every
one
a coffin to be cremated along with their loved one, while
the
play
raped
off
from
public, allowing onlookis
orhers have even asked them to prepare a coffin for future
but
to
them
not
to
approach them, EnW
ers
see
use, when the client in question finally passes on. Sir
the
costs
1
to
museum
cp,
and it remains open
Milton owns several, though they still do not constitute
every
sunset. The entry hall funnels visiday
until
the e m i r e 7 of his collection. Other elves disapprove of
tors through a single door, where they must either
the pairsmorbid ftuation, but none can deny the s k d they
pay the admission or be escorted out by one ofthe
exhibit in their work.
guards.
.%.
HOOKS
0
The elws offer their services to the PCs for free if they
will help them procure a series of hard-to-find religious
items ftorn a legendary death cult.
One of the elves clients wishes to be cremated along
with his personal wealth -a small fortune in gems and
gold. The PCs are hired to stand watch over the preparations, and to ferry the super-heated/melted valuables
back to the mans family when the funeral i s over.
The elvcs carved a coffin for a mysterious necromancer,
emblazoning it with all manner Qf unsettling arcane
V b o l s . Thev deliver their work as promised, but mention it to the PCs, for they fear the necromancer has
plans for something terrible.
n F: NIS
I,
I
I
.I
ACTIVI T T
@iF=-.:
5 .
_ .
-x--
H34.
p i \ R K 5.ROVF
..4
.,
. --&
___
_____
'
cn*c
HOOKS
H36.
C T W CjUARD OUTPOST
Sir Milton owns the majority of the district, but the buildings along the wau- the long row from south ofthis location all the way up to the lawn in location H12 -belong
to others, and are thus a part of the city's jurisdiction. This
WORLDS
CITY
- - - LARGEST
-- - ing serves as the
ivic Guard that patroIs this district.
3f smrdv stone, with few windows
The building
,,i c h can be barred from the inside.
and nvo !arg
The basemerit contains stores of food and water, as well as
a small armory containing a wide variety ofweapons.
The Guardlsmen here are a fairly mixed lot: 36 humans,
dwarves, ant3 ekes divided evenly into three shifts of
twelve, S O tliat there are patrols walking the district 24
hours a day.-rhey are led by an exceedingly patient dwarf,
Captain Grelk n o t Silveraxe, who interprets his duties in
terms of right and wrong, rather than legal and degal. His
most import ant job is maintaining an open dialogue with
the Wyrms jcdes. A pair of the mercenaries - solemn
humans nasrled Grmter Fellhorn and Rescin the Vigilant
- are permanently assigned to the outpost. They act as
unofficial diplomats, as well as accompanying the Guard
on their patrols.
rhe small un
Iy y y L I
QWFSTS
The Lamplighter Distnct is a place of secrets buried just
under the surface, of a romantic facade hiding darker and
more sinister depths beneath it, of an artificial fairyland
created to hide monstrous crimes. Quests and adventures which take place here reflect a sense of the gothic:
doomed lovers, midnight rendezvous, and bloodstained
corps~sburied beneath a full moon.
SIB MILTON
LAMPLIGHTERS DISTRICT
A
Y
form is
intelligent enough (ix.,
is not a mindless zombie, !jkeleton,
or the &e), rhe vlllain can presumably take u p where
he left off- returning to his home, leading his band ol
thieves, and hatching schemes with the added benefir of
hi5 undead powers. It all begins with in intern
the ciry graveyard (or perhaps a tomb in the nec
Depending on how the PCs confront their r e h i
may all end there as well.
Grave robbers and treasure hunters are anoth.er exciting aspect of the cemetery, though whether the PCs are
among their number is another question. The st:arch for
an ancient and valuable artifact can easily clinlax here,
where after years of searching and the gradual piecing
together of countless elusive clues, the object of the
quest is finally achieved. Of course, it wont be a s simpIe
as simply digging up a grave or prying open a romb. Sir
Milton will have to be appeased (or else his wrackI risked},
and the ghouls in H7 can cause dflicuhy, as well as more
dangerous undead foes if the PCs are a bit too stTong for
ghouls. Then theres always the possibility that t-he prize
,
they are seeking is cursed somehow, such as the portrait
of Sir Reinholt Snowheart from location H23. Even ifthcy
obtain the prize, they m a y h d themselves pursued by the
W p k Scales, or by The descendant of the occupant of the
tomb they so callously despoiled.
The PCs could also find themselves on the other side of
the equation - working to prevent a grave robber from
despoiling she site. A lengthy chase could climax here, as
the PCs confront their foe just as he unearths the longburied treasure. Or miscreants hke Fellnacht can first be
encountered here-=- defiling the recently dead for Their
own fell purposes - in which case the cemetery serves
as setting not for the climax to the adventure, but rather
for i t s inception. Such co&cts can easily spin out into
larger scenarios, as the PCs efforts to thwart these villains
unearths a deeply hidden secret (such as Sir Miltons connection to Fellnacht, or the presence of fresh bodies in
graves which do not belong to them). Finally, there is the
status of the cemetery as a historical rnonumenr, and the
fact that its crypts and tombs contain a plethora of information about the citys past. Those l o o h g for lost information on previous rulers OT ancient nobles whose death
is shrouded in mystery would do well to make their way
here and commune with the spirits of the long departed.
r
THE SRAVFYARD
>
,-
-r
H.2
TABLE
Encounter
1-2
4
S-8
^__-
dZO
_ l _ l
Tourist
9>10
Lamplighters
11-12
location H l l )
Messenger
15-16
17-1 8
CraflsrnanJTradesman
79
Funeral processton
20
8
Though the Spire i s undoubtedly the citys heart and soul,
the Government District is its brain. Established almost
by default between the Docks to the south and the Nobles
District to the north,it has resisted all efforts a t increasing
i t 5 population density while still remaining as efficient as
any such 3rea can be in a cirv this size.
The Government District originally served as a meeting place, where the thtee great races of the city codd
argue and debate on neutral ground. It was here where
they signed the accord that established the peace between
them, and the charter which f o r m d y ratilied the citys
existence. Its status as neutral ground has always been
honored, even by those who would claim the Spire for
themselves, and those who do not honor the rules of civiliry and decorum here run the risk of exile. The vast green
lawns are roo1 and inviting -that is the influence of the
elves - and the threat of violence is nonexistent. Elite
Palace Guardsmen watch over every corner of the disnict,
keeping the criminal element at bav and allowing those
who keep the city running to go about their business.
111u
1 , I C
LL
,%
LL
L L O I Y C L I I V I
:eks.
t District are often amazed
:s here appear. While the
~ are
y elegantly designed,
Lllc
has a far more functional
appeatmce, dominated by building after buiIding of plain
whitc limestone. This is mostly due to the fact that many
of them were built a t the same time, and the architects
wished the district to have a uniform look. Efforts were
made to limit development within the district, and new
construcrion was invariably ordered to look lust like the
old. As a result, the Government District has a very bland
appearance; pretty in a passive sort of way (especially on
summer days when the sun gleams off of the white stone),
out lacking the charisma of other nearby districts. This
is especially so if you compare it to the NobIes District,
which is a ~ u m b l eof architectural fashions and persona!
statements by the citys wealthiest and most self-mporfant citizens.
LLIUHuIUL-I
.
.
r
.----. -
.
. .~.....
..
-T
LAIL
uIJkIILk
I . I Y > L
Y I
L 1 1 L
11L1L Y I L C I I 1 1 L . l
yuuALLL7
YIICY Y I
belong to a guild or similnrIy large bod.1. Private residences are a rarity, limited mainly to boarding houses quartering the countless clerks and bureaucrats who call the
diskria home. Those W ~ can
afford it live in the Nobles
Q
District, while others take cheaper roans in theTravelers
or Artisans P3istricts.That leaves the Government District
free to go about the citys business. Buildings that do not
house a formal function of the government either house
someone who works directly for the government, or a
supporting function of some sort. Hundreds of scribes
are employed m transcribe documents of all varieties,
and entire libraries are devoted solely t3 the claims, writs,
edicts, and correspondence of every conceivable Ievel
of the district. Those with business before the Council
come here in droves, lobbying for an audience or enticing
favors from the various underlings who act to enforce the
Conncik wiU. The Council Palace is abuzz with activizy
at all hours of the day, its lights burning throughout the
night as those within go about the city 5 business.
~ t s i d the
e palace, the district resembles nothing so
much as a large beehive. No one enters the Government
District without direction o r purpose, those who come
here have a specific job to (la, and go about it
without lollygagging or was-ting time. Anyone
appearing idle soon draws the attention of the
Palace Guard, who work to keep the rlff-raff
from the Docks to the south OUT of this area.
Without a t least the appearance of purpose, a
PC will soon be targeted as undesirable and
told to move along. Though a few residents
remain here during their leisure hours - a
scattering of taverns such 3s the Cheque and
Balance (location 17) Caters to their enrenainment needs - the vast majority seek other
venues when their long day is finally done. At
night, the district is sparsely populated, with
only a few late-working scribes and the inevitabIe activir). around the palace breaking the
si1ence.
The presence of a City Council, rather
than a single king or ruler, does much to
assuage the citys residents. Those who dwell
here tend to be an independent lor, driven
by loyalty to things orher than the city (such
as religion a r commerce). The diverse nature
O f the city means that a single ruler would be
nearly incapable of governing, faced by a rhousand challenges from the patchwork of faiths,
cultures, and interests that form the population. With the Council everyone has at least
the pretense of a voice -scmeone working to
better their interests -anc the sixreen chairs
ensures that no single being can exert his or
her w d over the entire C+J. The government
has developed beneath it without requiring
= U I ~ ~ L C
CIIIIAICU
YVILC~
VllCF
WClr
dg1CCU
3 s
-*
-
a manner mar
_.
---^-
More
the public They are similarly inscribed with glyphs ofwnrding; none mve senior members of the Council staff, certain
Palace Guxds, and the Councilors themselves know the
passwords for these areas.
---
I ne
'
I
-
ACTTVl'IT
j" --@I
;-
-.
patrol led hv a corporal, just Uke the Civic Guard (see 'The
City Guard" section o f the Overview of the Guards District,
pp. 205-20"). In fact, their organizarional structure is much
more like the Civic Guard than the WalI Guard. Palace
Guardsmen are distinguished from other Citv Guardsmen
by their artire and appearance, wearing well-polishedbreastphtes instead of studded leather or chainmad, and sporting
a single scarlet plume on their helmets. Their weapons are
of a higher quality than other Guard mits. Impersonating a
Palace Guardsman is a grave offense, punishable by a oneway trip tc the Humanoid District.
-uI<*LY*
Y111L
10
L I 1 L
L V C L L
\7"*UILI
Colonel Fvostdrake wears a set of +2 moderatefortificatjon SulE elate. carries a 1-2 shocking burrt bastard
sword and wears a set t>fgauntlets ofogre power. All
Palace Guardsmen we'ar masterwork breastplates
and carry a masterwo rk longword or masterwork
.
LL
.I
RCTIVIm
SPY.
-I
;-,
~ a p w r r rrreiwri
r Lr
~ Q ~ V I D L I I U C
~ IV.
Manual.
Palace Guardsmen on duty wear masterwork
breastplates and may carry a tJ longsword or + l
longbow a t the DM's discretion. Otherwise, they
carry masrework versions of both those weapons.
The Guardsmen with wizard levels may also have
bracen of armor + 7 and a wand of magic missile.
Lieutenants are equipped with +2 bmastp/ates and
+2 lungswords. Captain Parristride wears +2fu/lpEat~
and carries a +3 longsword.
The amount of coins and wealth here is almost
beyond ccunt. Thousands upon thousands of gold
pieces move through here every day, either being
counted, stored, or used to pay for any number
of civic sprvices. For rules purposes, anyone who
manages PO penetrate the lower vaults may carry off
a s many coins a s he can reasonably hold, and still
only make the tiniest dent in the city's vast stores.
AcTlvlrIT
Most of the activiv here i s taken up with sorting, counting, and storing the monies that come through here. Every
day, tax collectors arrive with tithes from city guilds, docking and entry fees from rhe harbor, and similar forms of
income. They are taIlied and deposited with the treasurers,
who go about sorting it into orderly stacks and then nansporting it down to the vaults. Each one fJls out a ledger
tallying how much has been collected, and then compares
it to other lists detaiiing how much wm supposed to be
collected. Any discrepancies are reported to the Minister,
who may w e the Palace Guard in any capacity to learn
what has become of the funds. Other Guardsmen stand
watch over the counting process and escort the treasurers
down to the vault, where a pair of en-duty Guardsmen
may bypags the wards and actually carry the loot into
the vault. These guards are also responsible for removing
funds from the vault, though they require a signed w r i t
from the Minister's office to do that.
While haIf the treasurers are occupied with counting
the money? the other half are tabulating how it is spent
- everything from wall maintenance to the monthly
salaries of civic employees. AU of them have a general idea
of how much hnding is available. Bur the Minister and
his underlings are responsible for the actual budget, and
3sLARGEST CITY
rare and magical gold coin to a
:, Iost among a piie of mundane
1 retrieve it. The Treasurer and
rly uncooperative, but they will
not g(1 too hard on the PCs ifthev are caught sneaking
into tIi e vaults (provided they jusr have the one coin and
not a whole satchel full of them).
Coun terfeiters have been producing cunning forgeries
Of gdd coiiis and passing them off to the Treasury. The
int;ic;qte nature of activities here makes it difficult to
tTack rxactly where they came from, but they know the
disrlic:t and the general location. The Mirror Guard are
too busy tu give the matter the weight thar Treasurer
Bentori feels it should receive, so he hires the PCs to
investigate.
One niorning, a strange artifact appears a t the front of
the Trfasury A note attached says payment for debt.
The artifact is amusing -it is consttucted in the shape
of a miniature band of musicians, build of gold and precious stones, which plays music when a key is wound
-but no one is sure who it came from or how it arrived.
The treasurers ate utterly coiifounded by it: since they
cant trace it to any given person or guild, they cant
propeiiy accouiit for it. The PCs are hired to trace the
creator and find out why h e feels he owes the city such
a debt
15. FLVFN q m v ~
T4. COLOSSUS
A
-
-.
11 F S I I)F NTS
This grove was planted by the elves in what they felt was a
gesture more befitting their cnlture than the commission
of the Colossus to the west (location 14). No one i s permitted to enter its recesses, and as such it has no regular
NYCS. However, because it is without people does not
mean it is without dcfenses.The elves cast an ailloken spell
on four o f the trees on the edges of the grove; the trees
now watch over it and ensure that 110 meatljngsenter to
dFsecrate it.
"
>
.... .>
I-,,<
".,
.,.-
*_I
V I
.....
b'-'-r
..,-
A CTE VI T
31-e
__
I R L D S LARGEST C I T Y
HOQIis
* ..
. .
T
Ihe trio mccessfullv defends an accused murderer, who
W as likely guilty all along. I n a moment of conscience,
asks rhe player PCs to keep an eye on him,
le st he conspire to harm an innocent again.
.O ne of the PCs is accused of a heresy by a local religious
c1Ilt. No crimina1 law has been broken, but the cult
makes things very dflicult for the PC -following him,
scaring away friends and family, filching and destroving small items, ttc. An acquaintance recommends that
he consult Ty W e h o n e for knowledge on how best to
resnlvr the situation.
TIq Wellstone
17. THE
C H E Q U E ANI) B A L A N C E
ACIlVlTY
--
Each evening, the tavern f d s with bureaucrary who, having completed a hard days work, come here to unwind..
and perhaps to deflate a few of the stodgier protocols
under which they toil. A healthy sense Qf self-dcpreciation is evident here, from the quote above the bar to
bizarre drinking games in which customers must defend
their choice of drinks before a judge: i.e., the bartender
dressed in legal robes. (The losers of such contests must
chase whatever they are consuming with three helpings of
the winning drink - an act which often finishes them
for the evening.)The alcohol and food ate more than palarable, but not exceptional, and are avai1:ble a t the standard
prices in the Players Handbonk. The bill5 are presented in
official Iegnl language, as if they wen: formal contracr~.
Those who skip out on their tabs are captured and tried
before the courtof assembled customers. Those found
guilty must serve time washing dishes, sweeping floors, or
engaged in other menial tasks. The Right Honorable has
been known to go t o extreme lengths :O hunt down even
m u m welshers.
I
IlOnKS
Someone has skipped out on his bar tab, and The Right
Honorable hires the PCs to return him to the Cheque
and Balance. He turns out to be s m ~ o n eof considerable importance, who is humiliated by the public
exposure of his skinflint tendencies. The PCs can expect
him to plan some measure of revenge sometime in the
future.
* One of the bills being used to wallpaper the Cheque
and Balance contains a scathing inrfictment of a clerk
currently placed very high in the citys bweauuacy. He
hires the PCs to find it and remove it -wjthout being
noticed , of course.
0
ACTlVITl
-,
4
la.
HOM,F OF T H F W I L L O W B A C K
TAM I Lzj H A 1,F TAT N Cj FM BAS SY
This lot contains a miniature version of a gentleman farmers estate, sized for residents three feet
tall or smaller, tucked away in a relatively quiet
corner of the district. The lot is fairly large, with a
copse of trees surrounding a small pond artificial
pond. The fields around the house are untilled and
green, though a small vegetable garden grows near
the build ngs entrance.
Inside, the main wing o f the house is devoted
to all manner of political pursuits. Despite i t s officious appearance, however, it is quite cosy, with
paintings and sketches of agricultural landscapes
on the WZII and Several coal-burning stoves emanating wzrmth from the c ~ r n e r ~ .
The remainder of the house appears to be a
more trafitianal gentlemans house. Sitting rooms,
pantries ,and kitchens dominate the lowev floors;
the srnetl of constant cooking permeates the air.
Upstairs is divided between sitting roams, studies and guest bedrooms, each sporting a cheery
fireplace and a plethora o f bookshelves with plenty
o f leatheb-bound tomes occupying thetr space. A
sheathed short sword, crossed with an axe, hangs
over the fireplace in the main living room.
. .
RESIDE VrS
The farmbelongs to Tallus Wdlowback, a halfling advenPurer who retired here after making his fortune. His status
and position among the halfling community made him
the de facta mouthpiece for many of his fellows, and his
reputation led members of the Council to seek him out
for advice on anything relating to his T a m . Over time,
he became a semi-official diplomat for his kind, and his
farm an embassy for those halflings living m t h i n the city
limits.
Far from being put out, Tallus has embraced his new
role with gusto.Though not one of the citysthree founding races, 5alflings s t d play a vital roIe in the citys life,
and he 5ee5 to it that their concerns are always heard. His
direct tone and easygoing manner have made inroads in
the Council, and many of his fellow halflings look upon
his farm as a safe haven for their kind. Those hoping to
avoid prosecution often come here for protection (Tallus
is a former fighter with surprisingly good combat skills). . .
or just for .I piece of his wife Lucindas blackberry pies. In
order to keep LIPwirh the demand for his attention, he has
had to hire a staff of advocates and scribes whose job it is
to pen appeals,prepare legal briefs, and otherwise serve as
a viable IegaI arm for halflings rights. They have taken
over a n entire wing of the house, which vexes Lucinda.
But as it is all for a good cause, she endures it with ;1modicum of patience. Tallus may own the deed, but it is most
9
!
->.
A notcrious halfl ing thief has taken refuge in the farmhouse, as the soIdiers from rhe Palace Guard surround
the place. Tallus is unwilling KO simply hand him over,
but tht. Guardsmen will not leave without their suspect.
9.
F N C H A N T F D LAWNS
Patch
a
!Towhoflawn+The
grass here is rhick and wild, covered with exotic flowers
ton numerous to name. Driginaliy, the area contained
110. r w GENTLEMANS D A R E
HOUSE 0 6 CHANCE
This large building is dominated by a series of
extremely tall picture windows on each side. They
provide a stunning view of the elves grove t o the
north anr west, the Spire to the east, and the Docks
to the soirth. The rain gutters are expertly gift in the
pattern oCflowingleaves, and an ornate black gate
- more ceremonial than protective - surrounds
the grourds on all sides. A sign near the front door
reads Private CIub / Mem bers 0 n I y.
Inside, the walls are lined with distinguishedlooking portraits and paneled in oak. A roaring fire
can be found in each room, a5 well as comfortable
chairs arranged around what appear to be games o f
chance. card tables are the norm, but most attention is centered around larger set-ups - strange
apparatuses and fenced-in rings sunken into the
floor. Each o f the buildings three stories is based
around a different theme. The ground floor is decorated in earth tones, and contains multiple pens
and sporting rings. The second floor is decorated
in green and contains the bulk o f the mechanical
apparatur. The top floor is decorated in sky blue
and hold.; fineIy-built ladders leading up onto the
roof. A bar dispensing very e x p e n w e drinks is
located 0 7 each ft00r.
111
VCllllClIlYllJ
Y Y l C 1lY.l
LL1
YYUlCIl
Staff (30):Exp7-9.
Bouncers (10): Ftr7.
ACTIVITY
GOVERNMENT DISTRICT
111. S C R I S F S CjUILD
I
H F S I Dt;N'l'S
ACTEVITY
=he
Scribes
represents all those who cOnducr
tedious business of transcribing dorunients, as well as
those who run printing presses, of which fhe city bas several. The division between the two is the subject o f swme
controversy, as many scribes feel that the innovative press
will put them out of business. Such has Ilot been the case
yet, but their eyes are ever on the future.
I n addition, the scribes here handle tll e day-zoday facets of running their guild. This includes C d k C E h g dues,
recruiting new members, issuing edicts on particurar seals
and styles of paper to use, and so on.Every seal used in the
ciry must meet with the Guild's approvam,l and they keep
a detailed cataIogue of every seal that thc:y have certified.
They are often consulted when the City Council wishes to
identify the owner of a particular seal.
Among their other activities, the Scribes Guild i s an
excellent resource when it cwmes to spotting forgeries,
They have a huge catalogue of different rypes of papers,
seals, and inks, and can often identify their source if provided uith a sample and given time to make comparisons.
The process is SO refined that they can identify particular
merchants by the grade of paper they sell, and can prove
invalufible in tracking down the identity of a given letter
writer.
Their members work throughout the civ,but mostly i n
the Council Palace (location 11) itself, where the transcribing of laws, statutes, and petitions mcupies hundreds of
their members on an ongoing basis. Because of this, they
have a great deal of d u e n c e within the halls of power; a
work stoppage by the Scribes Guild could bring the city
government screeching to a halt. For all their boring tasks
and stodgy bureaucracy, the d o u t they wield puts them on
par with the most powerful guilds in the city.
L
-,
HOOKS
0
'
iiiu
Laweb
01
are in an uproar, fearfd of losing parchand spellbooks, and the city Council
:d by threats from the ersrwhile printhas be1:n 1
ers. Th#=PC:s are asked to mediate between the two sides
before the situation gets any worse.
The cirv's I
men1 for :
I T Z . S9L- M A K F R S
This shop specializes in the creation of official seals. Tt is
the only shop in the city which is permitted to do so. BY
controlling t hey rype and number of seals which get used,
the City C:OU ncil can prevent the distribution of false entry
papers, p'ion y c q u inspections, and the like. The owner,
a dwarf narrled Oskar Silvernail (Dwarf Exp8) and his
half-elf stepson Liefgute (HakKExpG), spend long hours
- - r.:~
~
~ -t I L ~
out of any number ofmaterials.
K L ~lC L g
~ Oseals
US
They sell their wares tu wealthy nobles, members of the
Scribes c.uiId, and of course the city government, which
requires h g e quantities just to do their work efficiently.
Silvernail and Liefgute put subtle markers in each of their
seals,which only thev know about.They can spot R forgery
a t a single gIance if need be, and while thar doesn't stop
crirninaIr: from falsifying official documents, it certainly
makes it easier to track them down.
Seals sold here run anywhere from 5-SO gp. Nobles use
them for the prestige it brings and most officiaI or semiofficial organizations in the city must purchase their seals
here. AI! buyers must leave their name and a permanent
address with Silvernail. He is not IegaIlv permitred to sell
hir seal to anyone who doesn't do so.
Silvernail and Liefgute keep 800 g p in small gems in 3
strongbox hidden behind some boxes in their workshop
(successful DC IS Search check to locatel. This constitutes
their entire fortune.
I
~
I
~e speciahes in intelligent books -vohmes impossibly rare, of which he has neverrrheIess gathered nearly a
hundred specimens. Their topics and siibjem vary; some
are children's tales, while others are jpeilbwks of the
darkest magic. There are atlases which verbally describe
the lands they are depicting; accounting books that are
happy to do the math for you. One wlurne Contains an
elf queen's diary, which reads aloud in her long-dead
voice while another writes stories by enchanting nearby
pens to write of their own accord in its bFank pages. All
of them are considered intelligent, as per the mles in
the Dungcon Master's G u i d ~They
.
possess no primary or extraordinary abilities; however, many of them (at the DM's
discretion) may translate their
words to PCs as ifthey had cast
a comprehend h p o g c s spell
upon them. The more inteliigent books often chat among
themselves and with their new
owner, and while ;1 few personali t y conflicts have occurred, those
hooks which make TOO much rrouble
are quickly shipped offto less controverAlbert Boyer: R ~ g l 6 .
Alhprt
.- -.
- - J - ' iF inrlpnpndpntlv
- .- - - , wpalthv
- - .near. .. -. - Rnvpr
.. -- . ., and
-. .- .ha<
ly 10,000 gp stored a t nearby banks. His inventory
comprises t h e rest of his wealth, as he is always
reinvestirlE in new items. the rarer and more wondrous, the better. He possesses numerous personal
magic items: a +2 short sword under the counter of
his shop, a bag ofholding in his pocket, a set ofbracea ofarrror +# on his arms, and a doak ufelvenkind
across hi5 shoulders. H e is far too weak a t his age
to wield 'he sword, but he will use the other magic
items to defend himself as best he can.
I
'I
ACTIVITT
T14.S F F I N 9 F I T SPECTACLES
The windows of this shop are made of strange curved glass
that seems to magnify the objects within. The place seIls
spectacles and eyeglasses - primitive objects M 7hich are
nonetheIess in high demand. The owner, Cr;l Ke nstngton
(Exp7), grinds the lenses herself in a worksho'p in the
-- -back, before fitting them into carved frames of I.-~-WLY
ash. She has a crude eye chart which she uses to gar
her customers' vision - hardly scientific, but ~ I I Q L
to guide her in her wotk. Her spectacles are &gam s
fashionable, especially among the wizards and schol
of the Academy District. The spectacles normally sell
around 25 g p apiece. Among her other items, she ha
lens sf detection, which she uses to grind the spectacle:
fmelv as she can.
Cyra has a small hoard of 200 gp, which she keeps hidden in a secret space tinder her workbench. Once the
bench is removed, it requires a successful Spot check (DC
IS)to find the opening.
115. HEADQUARTERS OE T H E C R T F R S
CjUTLD
I I 1 4 1 U C I
u " W ' b L j J . . . L l l .
'
-..-_strongbox
rrtnt?inc
.-vIIL=II1.
Ann
7vv
mn
SF.
nrintinrr
lllL3115
A CIIv I -IT
116. D O M E OE LAW
One of three marble domes dedicated as monumenrs, this
large open-air structure is marked by 64 pillars spaced
evenly around its circumference (one for each corner of
. ...
reli-
118. D O V F OF PFACF
This dot^ is identical in structure to the Dome of Law
(location 116) and the Dome of Wisdom (location 1171,
save that i t i s made o f sea-green marble. The centerpiece
of is a large statue depicting a human, an elf, and a dwarf
bearing a sword into a plough. At the base of the statue
i s an inscription reading: Even war is fought with the
anticipaticn of the peace to follow. Peace Iies in the hearts
of all reamnabre beings, for in peace aII their gifts and
abilities come to fruition. The inscription is written in
Common. E h h and Dwarven. The polished floor of tbe
monumert is inscribed with greetings of welcome in a
wide variety of different languages.
If an uwrmed creature dons a special pair of gloves,
grasps the handle of the statues plough and
reads the inscription aloud in any of the
-,
I J y. ~3 4 n I cJ
CRUEL
ur
ti
1) i a t t
DA
This tall mansion was ominous aii d 1Forebodingeven before its current owner took i t over. Its dark,
windowless walls stretch up a full tLYO s,tories, hiding t h e courtyards and gardens beyond 1rom prying
eyes. Tapered minarets claw skywa rd , Fending an
exotic air to t h e place, and the entire affa ir looks too
high for such a narrow foundation, as ilF the towertops will collapse at any moment. ThereLS only one
known door in or out, and it is barred to visitors.
Every now and again a veiled figure em etges from
it to purchase food and supplies in the Bazaar
District, but no one else passes thro ugh it. H e
always travels alone and he always retiJ ms within
a few hours. Those who have made the mistake of
waylaying this traveler disappear within a fortnight,
never to be seen again. Neighbors who pass by the
estate fork the evil eye a t it, claiming t krat the residents are not of this world.
m
k
- -_---
- _ _ - a .
Followers (60):
Rog3.
u a n i i i E ; a iaii3viit i i v i i i i l i a
I I C ~ C 3ntt
m<
tLam
hjnt
rzo.
RESIDENTS
and cultures.
A half dozen younger women also work here as teachers, specializing in different styles o f etiqrierte and protocol.
Emma De Ruse: Ari7.
A C T 1V 1T T
While Emmasdoes moderate business as a traditional finishing school -atrended bvboth men and women - its
reputation lies mostly in an ten-hour crash course developed by r mma De Ruse herself over a period of many
years. Under t h i s scheme, rough-hewn adventurers and
those unwed to the halls o f nobility are rapidly mined in
table rnanqers, proper titles and a whirlwind dance session
that provi.les the basics of three OT four common steps. A
tailoring service exists to patch up shoddv clothes, and for
a small extra fee, De Ruse wJ1 purchase a proper token to
bestow u p m the host as a gdt.The cost for this service is 6
sp, and the client must be free for the entire day leading up
ro the event for which he or she must prepare. Classes start
at dawn, n d continue until the sun goes down.
De Rusc is a Stern taskmistress who doesnt take for
slacking OKShe can render hardened warriors little more
than stammering wrecks and throws even the most seK
assured snident off of his stride wrth her forceful personaliry. She rries to atrend to each student individually, but
periods before major events mean a backlog, necessitating
larger class to get the job done.The sight ofa dozen adventuress all !allowing her rigid instructions in an effort to
appear presentable before the grand ball often sends the
other teachers a t rhe school into fits of giggles.
HOOKS
. ..- ...I
I
. .,
. ..
.:.--:
.....^..
.. .,.
. ...
..,
- -
Ire equippea wltn tneir stanastplate and masterwork longeutenant Highsummer carries
I a wand of Melfs acid arrow and a single baud of
force, wbich he has orders to use only if an enemy
attacks through the teleportation gate. The big treasure I S the gate itself, which is rooted to the spot,
and cannot be moved.
3
A C:TT V r' I?
The gate is used to maintain relations between the city artd 122. HFADQUARTFRS OE THE
neighborrng or a h e d kingdoms. It faciiitates the transpo rt sp T RALI N q s11 F LL EAVOR TR A D F RS)
5u'
anrl imnnrrmt
nhierts.
nf Linh-lpvpI
dfi'firislc
. _.._--_
- -____,
~ wirhnivt
. -b-_-.I I-._
....~-~
"
'_.
~
jecting them to the dangers of travel. As such, it is one of
This squat building looks to have appeared at ranthe most vital area5 in the entire city. Unauthorized people
dom, jutting out into the road a t an odd angle. It
are not permitred to enter the site, and even derics of the
traveler god must gain the approval of the Ciry Council
before being allowed to enter their former church.
The gale forms an anchor for three similar doors scatLW I I L IIILW ~ i i r 3iicii h uprriirig, cliiw I > I i L i c u w i u i ori
tered in different kingdoms. The clerics of the traveler
enormous knocker, in the shape of a conch, comgod ammpted to bind four locations by a common path,
posed ofwhat appears to be brass. 4 low booming
reducing travel time to an instantaneous moment. Now,
echo reverberates up the "shell's'' sides when the
they must cast the proper invocation in order for the
kmocker is used.
&act to function. A cleric of the traveler god must stand
Inside, the appearance ofa giant shell is undirninin front cf the doorway and casts telcport. The door then
opens Q ~ I Oone of the other zhree locations (speciiied durreflecting the diffuse light which appears to come
ing casting), and it remains open for I minute per level of
from the gently sloping walls. A set c f steps, seemthe caster. Objects and beings may fieely pass back and
ingly carved into the glassy floor, winds up through
foah behveen the two points, just as if they were using
the curve o f the shell, and turns slowly to the left
a normal door. It is wide enough for two Medium sue
before disappearing behind the risiny wall. A huge
beings or smaller t o pass through at a time. At the end of
desk neatly stacked with papers stards a t the foot
the spell's duration, the door closes and the gate is termiofthe steps; a smiling, bearded man with his hands
nated. Thhose passing through a t the time are booted out
folding in front of him looks up expectantly at you
at one end OT the other. This gate is the only one which
as you arrive.
-~
. - _ I I
~
. . 1
>-
> -
_.
1b
ACT I V 1'Ty
then be obligated to given another of Clockwatch's c U::;tomers a n audience when asked. The web of favors anci :isked
and received smerches to every corner of the city,frorn t h c
gutters to the highest offices of power. Clockwad1 1:eeps
track of it all through the efficient filing of papers 0n his
desk, and clearly there is some grand overall patte rn to
what he is consmcting. What it is, however, is a ntsther
question entirely.
Theoretically, such activity should worry the Caunci 1.
They greatly dislike mysteries, and cynics belie1{e that
whatever Clockwatch has planned, it must ulti mately
s e n e a selfish end. This i s counteracted, however, by the
fact that Clockwatch never requests favors for h h s e K
The tasks he demands always fulfii a favor reque!aed by
another of his customers. Furthermore, those he se wesall
come of their own free wiu. He does not seduce or entrap
them into seeking his aid, and he always delivers exactly
what is promised. Granted, his interpretation of IAhat is
required may be pointedly literalistic, but he never seeks
to cheat or subvert his customers' undemanding in any
him
way. For these reasons, the Council is confent to leaV P- .
.
.
.
.
.
be, though a few members stjil advocate keeping a close
eye on his activities.
,
:
,
'
F
--
T H E WORLDS
LARGEST C I T Y
.
.
.I
mTrvT-w
There are six clerics and one sorcerer in the Fire Brigade.
Each repr-isents a different sect, god, OT faith, as appropriate to rhe campaign world. All worship as secondary
deities eit'ier water-based gods, or those associated with
healing; a ,ingle sorcerer has been added to aid with transport. AU o f them are devout members of their respective
faiths, eve the sorcerer. Their religious orders subsidize
their activ ties, so they can devote themsehes to this task
I+
believe not only that they are doing a public good, 1>UT That
their collaboration has strengthened the bonds between
their various sects. Their frank and open religious discussions are uncommon thewhere in the city, but bou nd hy a
common purpose, they find they can air their difft:rences
without offending their basic sensibilities.
Appropriate player FCs whe are interested rn ay join
their ranks, as long as they belong to a sect that is not
already represented in the Fire Brigade, and is corn,patibble
with all of the other sects. They must be at leas gt h level,
with at least s levels as cleric or sorcerer.
ACTIVlrY
The Fire Brigade members spend their days here in contemplation and worship of their individual deities. ~n
the evening, rhey meet FO discuss mamers of faith in the
reading room. When the alarm is raised, they leap to the
nearby wagon,spirrred on both by the speed of the horses
and by the harte spells which Merritle the Bold casts upon
them.
They use no equipment save for their various holy symbols and die deranters of endless water, which they deploy
Ilke fire hoses (the geyser a b h y is used quite often).Their
prayers are aimed a t delivering means to keep the fire contained: control weather to bring rain, cone of cold to reduce
temperatures at the source, cuw woounds spells to treat victims, etc. Merritle uses ;1 u d of ice spell to keep the fires
from spreading;the Brigade well undersrands from expenence that sometimes i ~ best
s
course is to contain a fire and
let it bum itself out, even ifthat means that property will
be destroved as a result.
. .-....
.^
R L W S LARGEST C1T
114. H O M E O # J E R O N E M U S IFTTCH,
CFUSVS T A K E R
.,
"
I
'
i.
This aging
.L
-'
-1
11-
ACTIVITY
'\
I ~
15W W X ~ F I ~ wediiriy,
w t i ~ t :r i w t l r K
CI
mlnll
.-k,..,,
311cIw3 I n , a l l l
I
_
leruriirrius
HOOKS
le
Y
:r
11le
126. BRONAUXS
EKFFLANCF DEBT
I.,
I.,
RCSIDENTS
iir
-a
is
a-
ts
?S
le
b
Yle
*d
le
is
n
a1
3f
Le
GOVERNMENT DISTRICl
Bronaux Felltree: Dwarf Ftr7.
ACTlVTm
HOOKS
ZTG
., I
I
.. .
,.
. L1
.. ,
I
'IIF HONORABLE
vl FTTTdF
,ZC'1'VVI'l-k,
citizens - cases that uTould aththe official courts and take years
pet pa'vT
heard. 'Or a fee Of'
listens
their pleas2 hears
1
/!
'
i
RESID E E T ' S
/"
I'
\':
clog
before thev are
t@nemetrle
eru'iW
evident?,
30, P F T I T I O N F R S
SQUARF
1311.
DIPLOMATS M A N S I O N S
in question.
-39
t
wirlz constant activity,
The Government Dist~ c buzzes
monumental task of
,oes
about
the
and the government g
smoothly.
Quests
set within that
keeping &ngs runnir
hive tent1 to focus on the plotting and scheming of the
CiTf! i movers and shakers. Nothing happens by accident
in th e Grvernrnent District. Every action has a root cause,
whic*h rrquires care and diligence to seek out. A seemingl!? inrocent beginning could easily Iead advenmrers
into a sea of crosses and double-crosses, skullduggery,
and 1p n d plans mapped out along an iidinitely malleable
polit ical playing board.
'
p o ~ rCAL
~ i C~AMFS
--
-?
1
T H F PALACE CjUARD
Campaigns centered around the Palace Guard are very
similar ro those based around the ordinary City Guard
(see Queas in the Guards District chapter, page 345).The
citys elite military force takes on members of all classes,
serving in a variety of positions and providing a n excellent
structure for adventuring.
The key difference is that a Palace Guardsman must
often s e n e as a bodyguard. While aLI Ciry Guardsmen
are expected to keep the general populace safe, Palace
Guardsmen are often assigned a specific figure, with
whom they travel and whom they protect as a specific
duty. This figure could be a feIlow player PC, or an NPC.
The former option allows for greater sense of egalitarianism, while the latter permits the DM to guide the piayers
into new and interesting situations.
Anorher key distinction is in the Palace Guards relarion
to the Treasury (location 13). Nor only are they charged
with protecting the citys biggest single Source of wealth,
but they must safeguard the transportation of thar wealth
to the Treasury itself (this includes acting as bodyguards
for tax collectors). The are also charged with arresting
forgers. While based in the City T r e m q , their duries
could take rhem to any corner of the city, in pursuit of
those who scheme to bilk the city of its hard-earned mom
ies.
There is alqo the opportunity for more traditionaI forms
of adventunng both within and outside of the city. As an
elite unit, the Palace Guard may be sent on diplomatic
missions to faraway locales, guarding important figures or
standing watch over rare and valuable objects. They may
be asked to combat threats to the citys safety, traveling to
distant lands to uncover dangers from traditional fantasystyle campaigns. And of course, such threats often arise
horn within the city itself, leaving it to the Guards most
prestigious members to handle.
Palace Guardsmen mu5t live a t the Barracks (location
I2), and they are expected to adhere to a strict code ofconduct at all times. Palace Guard PCs are expected to adhere
to a code of conduct consistent with their sranding. They
must obey their superior officers without question, man
their post? unfadingly untd reheved, follow the protocols
of the Palsce Guard, uphold the honor of their fellows,
and defend the city from aU h e a t s , internal 01 external.
Failure to do so results in punishment, reduction in rank,
or even expulsion (in which ca5e they may never serve
in the Crry Guard again, much less the Palace Guard).
However. repeated success in their missions and a record
of disringtiished service might grant them some leeway
in terms of gaining more private quaners in the Barracks
and a little more wiggle room in obeying rules and regulations. Players are asked to make sacrifices when they join
the Palace Guard, but they should feel the benefits as well:
additional prestige, more ~ ~ S O U T C F Shigher
pap and the
,
ability to call on their colleagues in this elite force when
necessary.
__
----
4
1.1,
*/
TWEWOR
T H E CjROVF
m t i o n T5) is a testament to natural
t harmony with
Dc-aurv. inmicu wirn magics that c o e x i ~ in
the city a xbund it. But those magics are very powerfuI and
can spin out of control it+not governed properly. Signs
of it can b e seen in the odd lawns a t location 19, or in
one of the adventure hooks a t the Palace Guard Barracks
(location 1:2). If handled properly, it can even be spun out
into an entire campaign. lnasrnuch a4 the grove embodies
anything 1t is the idea of proper balance bemyen nature
and civil1zzitian, confirming to all who view it that the two
can exist SI[de-byside But if that balance were somehow
disrupted, it could become a terrible conflict as nature
es to assert itselfin the heart of this urban district.
a h , the incidents would be minor and the grove
not necessady seem to be at the heart of it. The
Giiards Barracks, with its eiven-inspired architecx , d exhibit unuswal behavior, as described in its
entry. 1%tnral locations, such as the Willowbacks home
Uocanc)n IS), could suddenly sprout wild new growth, or
attract a sylvan monster from outside the city. More buildings cciuld disappear, replaced by the strangely luxurhnt
lawns Iif location 19. And trees in the district could subtly
change their position, moving from one side of the street
to the Id e r for example.
F
.
.
.
.
.
Luermally,
however, the phenomenon will become
more dargerous, threatening nearby buildings and people. More trees spring up, suddenly and withour warning.
Root systems expand with supernatural quickness, disrupting l-uilding foundations or paved roadways. Sylvan
monsters appear without warning, attadung random passersby.nri capper is the Grove itseE, expanding far past its
borders while the sentient trees who guard it turn actively
hostile against what they refer to as meatIings.
The finaI straw comes in an overt act of war. Treants
and sirnilx creatures, bound5 up in a mystical spell, come
pouring put of the grove to make war upon the city. Their
aim is EO cripple the Government District and throw the
remaindrr of the city into chaos, spreading growth and
foliage until nothing remains bur green. Their ranks arp
constantly replenished from the Grove and while the
Gund can hold them off for 3 time, they will eventually
QVeITUn the city uidess they are stopped.
Obviously, the PCs can work TO contain the damage as
the crisis p m s , and perhaps seek answers as to the cause.. .
which cotdd be any numbrr of things.The most straightforward example is an evil or misguided druid, possibly Leader
ofthe Circle Angus fromThc Spire District (ser location J9).
ne seeks ra restore the natural balanceby first driving the
Grove mad and then setting it loose against this, the s m n gest bastiim of civilization in the world. O n the other hand,
the cause could be less intentional than that. Perhaps the
magic of the Grove simply goes awry misinterpreting its
sask ofprotecting the trees as an OTdeT to destroy eveqnhing
else. It codd be an effort to discredit the cityselves, or even
?park a civil war. The elven population wdl be held a t least
, I
pdl L l d I l y
PrUPlr
lllr U l h i d L C l , dllll U C l I L U ~ l I
I c > ~ U l l ~ l l J IIUI
C
Encounter
1-2
4-6
Messenger
7-9
Scribe/Civi I servant
10
11
Craftsrnan/Tradesman
12-13
Foreign Dignitary
T 4-1 5
Treasuy Convoy
16-17
._..
lawyer
17-18
Noble
I9
10
Thieves
Druids
\''
r-
LVIC33CI
Jltgl#J&
3FCl3 J U 3 L l C I U l W l l d t
Y U U d D W L Y I L U ClCdLC > i l l d l 1 d l l U 1 1 1 I U ~ D l ~ r t l u
lCllgIVUb > t L I >
Spire. Some of these are less insigThe True Children, which started
as a splir ter group from the Children of the Creator, has
growm to the point where it is the citysfolmh-hrgest sect,
and :xtually requires a good-sized (if modestly appointed)
tern! ,le to house its clergy. The humanoid shamans have
a srz:able temple of their own in the district, as a result of
the tream that ceded part ofthe city to them. Their repreSenti3tio11 a t the foot of the spire is quite respectable, but
lnosi- of the humanoid shamans are not content with this
and m d not be satisfied until their temple is as Iarge as
that of any of the big three. Eut these temples that m l y
belong to the second rank are aImost as rare as those that
belong to the first, and it is easy for the smaller sects to get
lost in the cacophony of religious fervor that is the Spire
District.
Along the main thoroughfare, private residences and
businesses that support and complement the temples
crowd in as best they can. Some are inns that cater to the
steady stream of pilgrims from out of town (such as the
Dancing Pilgrim, location J12).Others are specialty shops,
such as the one operated by Hazdrubal, the crafter of holy
symbols :location Jr4)).
On the whole, one cannot quite paint the feel of the
Spire Disrrict accurateiy using broad strokes. the Spire
itself and the three huge temples that surround it cut a
huge hole of calm and open space in the middie of this
busy and crowded city. No matter how long you live here,
the Spire has a way of stopping you in your tracks, catching your breath as you gaze up at it., and focusing your
mind on whatever god it is that you worship. O n the other
hand, it is impossible to ignore the crowds that the Spire
draws to the city. Hordes of devotees, some who have
come from faraway lands just to see the divine landmark
once in h e i s lives, pass through the district every day.
Their very presence breaches the aura of contemplative
calm originally envisioned for this part of the city and
draws hawkers, merchants and service providers to tend
to their needs for the right price. Even the Guardians of
the Spire, the austere, silent watchmen of this holy place,
have becxne a tourist attraction for the visual specracle
of their rhrice-daily changing of the guard around the
Spire. As much a5 it may strive to emphasize the sacred
overthe profane, the divine over the commercial, worship
and meditation over hustle and bustie, the Spire District
irreversibly encompasses both.
_ .. .
.
.
.
.
.
.
.._.._.
of race, in that racial identity i s the most basic qualdication for membership (although, s r r i d y speaking, the
humanoid sect is realiy an amalgamation of smaIler
tacial/tribal religions). Not everyone in the city of a certain race belongs to that races religion, but everyone of
that race may belong to it by the simple fact of their racial
identity This means that individuals of the same race bur
disparate alignments wind up cheek-b~jowlin the same
temple, which can create some tense rroments.
The Children of the Creator, Lady of the Heavens
and Stone God Feellowship religions were a ] ! originally
religions of nation - each was the official faith of the
three kingdoms that fought over the h i r e . They became
racial religions by virtue of she facr that founding the c i ~ y
together gave the successors ofthose hngdoms a monopoly on the spiritual life of the city Those three formerly
nationa! religions would thereafter spe ik for everyone in
the ciry of that race, whether everyone hked it or not. &ut
purely national religions 5tilI exist in the city by virtue of
the sway that the Spire holds over spirihral life throughout
the region and to a lesser extent, througnout the worId. As
soon as pilgrims from outlying lands jtarted coming to
the city small temples representing thcir native religions
started appearing in the Spire District.
The c i t y has even more religions of abstraction. These
are cults devoted to various deities associated with m e
abstracr concept or another, such as luck, nature, death,
war, et(:. The Priests of Calamity (location JS) and the
druidic Order of the Grove (location J9) are two examples.
;Most ofthese sects are strongly determined by alignment,
~ i i c yd l L
g ~ i i i i xUI
uic
rdIK
vi
tiit
uivine
vibta
(imarron
i
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of thc k
sions fot
-1
T,OCmIONS
JI. THE S P I R F
The Spire is arguably the strangest feature of the
landscape in the known world. Certainly, it is the
strangest in this corner of the world. It is a thin,
needle-like pillar of stone that rises 300 feet straight
up into the air from an unnaturally narrow base.
From a distance, it looks 50 delicate that a strong
wind could blow it over. And yet it has stood rooted
to this 5pQt since time immemorial. Now, it i s an
object o f reverence not only for the ciq1'5 three
main racial religions, but for a variety offor eign and
cmallpr
w r t c Ypar-miinrl
.-. ._
.
-, Iday after
I. -..- .hnrnp-ornwn
day, pilgrims from all of them come to this spot
as a denonstration of their faith, as well a5 more
secular tourists and curiosity-seekers.
Landscaping the immediate vicinity of the Spire
was one of the first tasks undertaken by the city's
original planners. They isolated it from the hustle
and S u d e of the rest o f the city by enclosing it in
a trianFIe formed by the main human, elven and
dwarven temples. A large walkway, 10 feet wide
and paved with white marble flagstones, connects
the t h r w temples and forms the sides of the triangle. On the innep side of the walkway, the Spire
is ropecl offand access is forbidden to all except the
Guardigns of the Spire sentries. On the outer side,
vast stretches o f lawn allow large crowds of visitors
to adow the Spire from a safe distance.
RESJDFNTS
'3
I11L a l l l Y a r
V I U T 1114UF C l l F UU41U1U113
L E G W l l t 1 1 3 . l l G W L U p y IldllU>V11ieIy anyone who wilj.
task seem more important. Certainly, these orcs and gobdistract the Guardians sentries wrhile he slips by with a
lins a d srrch claim to revere the Spire. But the Heavens
hammer and chisel. It's a brash (even foolhardy) plan,
themselves only know what would happen if they let such
but hek paying a lot. And he may 1lave powers of his own
beasts get close enough to the Spire to touch it.
that d l help even out the odds :;tacked against him.
Thrice daily, a fresh noop of monks marches out from
the Guardians of the Spire Temple to reheve those cur- J2. C H I L n R F N Of? THF C R F A T O R
rently on watch. heir procession is something of a tourist 'I'FMPLF
spectacle, and it is usually watched by a crowd of respect- I
This enormous ttm p l e centers on the main ha
able size (see location J4),
which is immediately accessible from the ma
Guardians ofthe Spire Custodian: M nk l 5 .
entrance. The focub V I m i 3 nign-cerrrngea pu
space, where clerics of the temple and member
Guardians of the Spire Brothers/Sisters Militant
the public alike may come to meditate, is the
(3); Mn45JClr5,
- a 10-foot tall sliver of stone carved in imita
of the Spire and covered with a thin coat of si1
Guardians o f t h e Spire Prefects (9): Mnk3/Clr2.
inlaid with gold filigree to accentuate the crags in
Guardians of the Spire Disciples (90): Mnkl.
the stone. In back of the main hall is a suite of
"1
ACTIVlTT
LILT:
I'U11'411VIUJ
- w -
- - - - -
'
IvlmXIrCn, 3 b
ZF'pPWpmK).1 Iltl
b V d I l U r d l l LdI C11/ 1 V l d t l L d l L l l
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Bishops (30): C l r l l - 1 5
=-
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tickiss NPC
raken as cleiiC
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AC3TVItY
J O I N l N q T H F CHT1,DRFN
OE T H F CREATOR TF:Mf3LF
PC human clerics may join the Temple, although it
is ultimately up ta the DM. To join a s acolytes, they
may be of any level, as long as at least half o f their
level.; are as cleric. To join at the rank o f priest, they
must be o f at least 5th level, with n3 less than half
as cleric. Stepping i n at the rank of bishop woutd be
quite difficult given the responsib
with the job, and a PC would have to be at feast
12th level, with
less than 8 as cleric. It would be
even more difkuft to step in as archbishop. A PC
would have to be a t least 18th levtd, with no less
than 12 levels as cleric. Theoretically, a PC could
replace Grand Matriarch Delores at the head o f the
sect, but he would have to be 20th or epic level,
with a t least 12 levels as cleric. In addition, it would
be all but impossible to do 50 without prior service
to that temple, or the Leadership feat and a famous
reputation that precedes him.
11oohs
53.
T R U E CHELDRFN T E M p L F :
anu wen[
OII
on
I I W N UWII.
riicy
f2Vnr
/--
RESIDENTS
The True Children were born as a formal religious movement when a handfur of clerics and about 100 lay followers loyal t o them renounced the Children of the Creator
!j
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,;
,t
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./
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LD'S LARGEST C I T Y
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I
L I 1 L
J O I N I N 5 THF T R U F
C H I L D R E N TFMPLF,
PC human clerics may join the True Childre n
Temple, although it is ultimately up to the DIbl's
discretion. To join as initiates, they may be of any
level, ar long as at least half of their levels are as
cleric. TD join a t the rank of priest, they must bt? of
a t least 4th level, with no less than half as clesric.
Steppin? in a t the rank of bishop would be qri t e
difficult given the responsibilities that corne vvith
the job, and a FC would have to be a t least 8th level,
with no less than 4 as cleric. It would be even more
difficult to step in as arch bishop. A PC would ha y e
to be at least 12th level, with no less than 8 le\lets
as cleric. Theoretically, a PC could replace Father
Arcadiu ;at the head of she sect, but he would have
t o be at least 18th, with no less than 10 levels, as
cleric. In addition, it would be all but impossiible
to do s 3 without prior service to the Teempie, or
the Leadership feat and a famous reputation t hat
precedes him.
L
HOOKS
Archbishop Kalris hires the Pcs to dig up any information from Father Arcadius' career as an adven-turer that
might discredit him and weaken his authority, Evidence
that he kded good-aligned beings or otherwise violated
the paladin's code will suffice.
54.
GUARDIANS O f T H E
SPIRE v m p L F
The Cuzrrdians o f the Spire's compound sits on an
immense plot of land just to the southwest of the
Children o f the Creator temple. It consists of five
buildings, the largest o f which is a temple, which
contain. the order's communal rooms, chapels for
worship In various denominations and administrative offices. The basement vault also houses the
order's treasury. Just to the south of the temple
is the training complex, where members drill in
fighting techniques and combat formations. The
remain1ng buildings are barracks.
RESIDENTS
id.Ain3 1 1 1 ~ 3
d ~i x ~
V W ~ C I Y C ~ 1 1 1 3LUIC
__
I
e
..
P
\
outside it (that IS, among the verykw who are aware of the
practice), for some worry that the Guar-Aims are becoming
TOO intzrcsted in worldly things.
In fact, the Guardians of the Spirr have amassed an
impressive collection oF material gssets that contrasts with
their austere lifestyle. In addirion to the hoard of coin
that they keep in the basement of the temple, the order
owns sevetaJ farms, mills and orhet m-dl businesses in
outlvimg regions. These were donated at mrious points in
the order's history by noble families, foreign pilgrims and
wealthy commoners, and the Guardians have lust never
Seen fit to sell them. Combined with the order's notori011s secreq about its own affairs (it refuses to show its
accounts even to the religious sects t:iat support them),
their financial practices have actually led tu rumors that
they are much wealthier than they really are.
The current Master of the Order, a half-elf named
llian Sher, seems oblivious to these concerns, however. Master Sher has spent his ent re adult life in the
Guardians, giving him an understa:iding of the order
that i s borh intimate and perceptive. He sees chat the
Guardians' current duties de not require their hul
ishes to make it an even more
prominent organization than it is now. During his
term, the arder has already ircreased the extenr
of its patrols in the district, and he has plans to
cover an even greater area with
more frequency However, he
is quite unaware that the city
Guard views this as encroaching on their turf, and they
(and their supporters in the
Council) are not entirely
happy with 't.
Masier Sher also has
designs to extend the Guardians'
mandate to protecting forergn pilgrims. This
would involve setting up chapter houses in foreign
cities and organizing pilgrim caravans that would travel to
and from the city under the order's protection. Eventuslly,
this would entad a major expansioii of the oTder, requiring rhat it recruit many new members (currently, the
Guardians do not recruit). It would also expand the
Guardians' reach and authority so that jt would rival (and
in some ways exceed) the ciry Guard in size and importance. Master Sher has not thought out the pohtiral consequences of his ambitions. But most of the custodians have,
and thev are distinctly uneasy about them.
j:
1
1
:r
F13CWIILIL
J O T N I N ~rr
CjWARDTRNS OE T
PCs may join the Guardians 4
a s they meet the prerequisites for the rank they seek
and are deemed worthy (that last part is entirely
a t the DM'5 discretion). RCs joining at the rank Q f
disciple may be o f any level as long a s they have at
least 1 level of monk. PCs who wish to join at the
rank o f prefect must be at least 4th level, 3 as monk,
and must have experience in a formal military organization, such a5 an army or a mercenary band. It
is more difficult to step in at the rank of brother/
sister militant. The PC must be at least 9th level,
with at least half o f those levels as monk. He must
also have substantial prior military service, including service a t comparable rank. Theoretically, it is
possible for a PC to step right in as a custodian or
even Master of the Order, but he must be '12th level
or higher (16th or higher for Master of the Order),
with at teast half of those levels as monk. Also,
an outsider who wishes to step in at such a high
rank without a history of service in the order must
already have widespread fame in order to merit any
consideration at all.
In addition, a PC seeking the rank of brother
rnilrtant or higher must have the Leadership feat. A
class.
HOOKS
ACTIVITk'
I
!
O F CALRMTTT
wmpTx
L-.--\-Y-
The
II1C
.-am+mv-ia~a
CFI1LCIyIL.C.C
&
+ hCmI I L Crernmnni31
Cr3!1 i c &e gltgr.
"I
L I L I I I " I 1 I C . '
, I - > , I.,
& I > %
Y , . U I .
an
These devotees ofthe god of destruction are not riniversally welcorned in the city. They revel in carnage and chaos,
and they do not even try to conceal the malevolence Qf
their deiT But their religion does genuinely revere rhe
spire, and as such, the Council cannot legally bar them
from [he Spire District (it also helps that they bribe and
hlackmail c i t y officials to protect thcmselves). The city is
stuck with this cult of cruel subversives, whether it llkes
them or not.
I.
R F s E DE N'I'S
, -:
--,
4
i
k befits a sect whose orientation is primarily
poI1cy.
What makes the Priests of Calamity iinusual in terms of
their organizational structure is their rule regarding the
High Master's succession. Any priest, n.1 matter how short
his tenure at the temple, may challenge the reigning High
Master for his title at any time. The two must immediately
fight each other in the temple's main hall, under the gaze
of all available priests of the order. Thov fight unti! one
yields, or to the death.The winner assumes (or retains) the
title of High Master; the loser (ifhe is still alive) becomes
a common priest of the order.
The current High Master is SammaeI Ker (chaotic evil),
a short. shiftyeyed human with a deceptively charming smile. High Master Ker is as effective a lender as the
Pnests of Calamity could hope for. Cunning and politically astute as well as cruel (he killed his predecessor even as
she conceded defeat in their duel), he is always looking for
information regarding the order's standing in the ciry and
for way.; to advance its fOKUneS. He takes a keen inrerest
in sect devotees, and uses rhem to nurriire close contacts
between the Temple and thieveq (both Guild rhieves and
freelancers alike), assassins (such as the band led by Sinara
the Ruthless; location L25), smugglers and other elements
of the cityk criminal undemrorld. H e trie5 to keep his
flanks secure by bribing or blackmailing city officials
from the Council on down, and he is always hoking to
build out a liework o f spies that will ktbep him abreast of
everything that is going on in the city, as well as help him
keep thr! Mirror Guard out of his business. Knowledge is
power, and one never knows what data may be turned to
one's own advantage.
As an avowedly evil-aligned sect, the Priests of Calamity
pirt a rather unusual spin on the norion of pubIic service,
since the divine magic at their command is more suited for
inff icting harm rather than heaIing and curing ilk. Instead
of proviciing services in the temple, the clerics stand readv
to hire themselves out lo commit malice in exchange for a
fee. They will wound, curse or poison someone, or do most
anything else that only an evil cleric can perform. This can
include participating in acts (such as robbery or even mur-
.I
.--1-_
C'I' I v1m-
-.
u n e or rne wea~nessrsm [ne otaers mremgence netsource^ of information about other temples,
particulady the gmd-aligned sects. High Master Ker
tnll Fay handsomely for information about the inner
workings of other religious sects, and even more for
spies who wiU provide him with a steidy stream ofintel-
work i s
ligence.
56.
H ~ J M A N O T D TEMPLE
S
HOOKS
High Master Ker finds out that one of his senior priests
has worked out a plan to recruit a n army o f humanoids
and invade the Dwarven District by infiltrating through
the Old Mithral Mine (location A19). He approves of
the plan in principle, but also fears that if it succeeds,
it will create the mosr potent threat t o his leadership
of the Temple that he has ever had to face. H e hires the
PCs to spy on the priest and cut him down in his hour
Qf Victory.
Smugglers who worship at the temple need a little ternporary help in getting an unusually large cargo of conMastet Ker has
tmband h t Q the city. High
candidates in
agreed to find some suitable
J7- P A R K
OE T H E DTVINF VISTA
_-
RFSIBEWIS
:-I
foot of the Spire, this space was originally intended as a
public place of meditation and contemplation. As the city
grew, however, it began to draw a more diverse crowd,
as sects from foreign lands staked claims in the district
ne-
..I
.- 1
.1
creation
.ned him
ds to his
:its of his
rle house
hOaTd Of
ne other
je of his
'
+>ai
THEWORI
ss than the bmtish lite ot a Kotten
. *
I
-. ..
- .
ing inward and shutting offthe outside world. 'Rut for the
most part. there are those who preach and those who hear
them. Not everyone in the audience is a devotee; xume will
stop and listen to a speaker OUT of curiosity, while others
scoff openly and even try $0 debate the preacher. And of
course, itk ton much to expect that all of the preachers and
their followers wirl agree with each other. Loud arguments
will draw the artention of the Guardians of the Spire. The
sentries communicate with their officers by a system of
hand signals and calls, A prefect who spots trouble may
act on his own initiative and order sentry teams to converge on rbe location. The Guardians also keep an eye out
for pickpockets, as the rapt crowds that gather here offer
exceUent Fickmgs.
Pcs who visit the park at a busy time - say, a holiday
afternoon -w d be met by a cacophony of voices, most of
them lour! and strident. Clusters of people, some of them
larger than others, gather around each occupied gazebo.
Some of the more popular preachers will have followers
floating through the crowd, trying to recruit a n audience
from those who don't seem to be listening to anyone in
p3!TiCUh at the moment.Less vigilant PGs may also find
that someone who seemed at first a devont foilower of this
preacher or that is actudy a cutpurse.
HOOKS
Y"L-'
yL'.uI.bL,
frmner
lly.l.
colleagues a t the Children of the Creator Teesnple, to
the elves and dwarves, to the Guatdians of tl:le Spire
themseives- of wanting to assassinate him. Elis only
choice is to hire private bodygards. His fears ;1re wild.
but that doesn't mean that no one wants hirn dead.
Other preachers may take sirndar actions, or poa 1 their
T ~ S O U ~ C Tto
C Shire the Pcs on a rotating basis.
Word has reached Gudrnun that his human mol her lies
dying m the Humanoid District, still a prisoner o f the
city's justice system. He does not dare show 1his face
there again because o f his old apostasy. H e kncI W ~that
The Rotten Jaw might kill him on sight as a mitor, and
that their rivals might kd him for his old affiliation.
Instead, he wishes to hire the PCswho will infiltrate the
district and deliver a message for him.
'Tegra believes that she knows the location of a sacred
text written by her cloud giant ancestors that d help
prove the existence of the interplanar gate thar she
describes in her preaching. But it's Iocated in a foreign
land, with many hazards to overcome along the way and
she asks the PCs to help her find it.
Ggra has heard rumors aboitt Sheercliff, the philosophically inndined stone giant who leads a SQ1ital-y
existence in the Humnnoid District (location 812).She
would meet with him to discuss her religious ideas, but
she does not know how to find him. If the PCs have
knowledge of the Humanoid District, shy hires them as
guides.
~ ~ o u g h h e i s a h ~ g o f f aand
i t hfetvor, OttoStouthead
is not above t e h g a tale or two from his younger days.
And no advenhrrer of his experience is without at least
one story of treasures left unrecovered and exotic places
left unexplored. In his weaker moments, Otto will urge
adventurers younger than he, to take up where he had
to leave off:
C"',T""C
. .-
58. C H I L D R E N
O F THF C R F A T OR
P I L q R I M EIOSTFL
-
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ACTIVL'IY
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wears
him.
J I O . TFWTP)LF OF T H E SKY
Like the large human and dwarven temples with
which it shares the shadow of the Spire, the Temple
of the Sky is an imposing structure built o f marble
and stone. But there is samething about the design
of its facade - hard to identify, precisely - that
gives it a n airier, more graceful feel.
The main foyer opens onto the main hall o f the
Temple, :he literal centerpiece o f which is a white
marble ctatue, a miniature replica o f the Spire,
that r e a c h almost to the hjgh ceiling. The entire
ceiling, i i turn, I S painted as a replica o f the sky,
completF with clouds and the sun at high noon.
Warrens 3 f consultation rooms flank the main hall,
and the back o f t h e Temple is taken up with priests
quarters and administrative offices. Of these, only
the o f i c e of the Rector o f Permissions is ever open
to the public.
RFSIDFNTS
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from large groups or wealthy or important individuals are
immediately krcked up to the Rector of Permissions, as are
any appeals from those who are refused passports.
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TOTNINGJ T H E TFMn1,F.
--. . = - PC elf clerics may join the Temple, although it i5
ultimately up t o the OM'S discretion whether and
how. To join as priests, they may be of any level, a 5
long a s ; ~least
t
half of their levels are as clerk. Tb
join as senior clergy would be very difficult withoirt
a connection to the House of Nerise, and a PC witt1-
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ut
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C L C U L C U L I ' C L J ~ L L C . I I U W C V C l + L11ClI
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ens, but of the earth, and they believe that he created the
Spire not from above, but from below, as an expression of
his own essential nature. TQthe dwarves, it ~QUOWS,therefore, that the Spireb very existence is in and of itself proof
that they Ire the god's favored race. After &,who among
all the races ofthe Material Plane i s
at home among
stone and rock than the dwarves? The priests of the sect
debate among themseives whether or not this proves that
the god himself is made of earthly material, but this is a
minor p i n t of contention within the sect. The important
point is that the dwarves feel an elemental connection to
thc Spiw that they consider unique, and lurking in the
back of the mind of every true beIiever is the question
of how much longer they will have to share it with their
unworthy neighbors.
For the majority of dwarves (and Stone God Feuowship
clergy), the question stays in the back of the mind, and
they don't dwell on it much. They live in a prosperous city,
where their kind o m s a large chunk of land by rights and
doesn't have to let in anyone they wish to keep out. At the
same time. they have the right to live and work outside their
allotted distnct, and the peace that their ancestors felt compelled to make w t h the elves and humans h a s lost most of
its unease with the passing of the ages.The presence of the
burnanaids is a constant irritant, but alZ things considered,
there is n r need to t&e drastic action, a t least for now.
But for a small, stubborn minority (including some
Stone God Feellowship clergy), the question edges closer to
the front. To beIieve devoutly in the tenets oftheir faith is
70 take seriously the idea that the Spire really does belong
to the dwarves, and the dwarves alone. When and how
m d this become a reality? Will the god manifeqt himself
and wipe the other races from the face of the worId, leaving only his favored children? Or will the dwarves have
to do it themselves, armed with the righteousness of their
cause and at least the tacit support of their god7 These is
no agreement among the militant few on how to answer
these que5tions, but if they ever reach a consensus, action
could be distressingly swift.
As representatives of the dwarves who are sent out from
their home district into the ciry at large, the clerics of
the Temple are not immune from these disputes. But in
general, thev try KJ present a unified front, to show rhe
rest of the city that their race stands strong and united at
the foot of the Spire. They devote themselves to providing
their fellow dwarves with services based on divine magic
and sellin? magical items. Some of the latter include
weapons, armor and mithral charms donated by dwarven
smirhs an'! enchanted by she temple clerics. The Temple
is also wil'ing to sell its services to non-dwarven smiths
who specrfically want Stone God Fellowship clerics to
enchant their handiwork. There i s no evidence to suggest
that d w m en cjerjcs are better a t enchanting weapons and
armor than anyone else, but some believe that they have a
superior talent for it by virme of the dwarves' traditional
yu>srwr1
Clrl7.
High Priests (8):Dwarf Clrl0-15.
Priests (100):DwarfClr4-9.
1-
p! I v a L c yuar
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5 0 ~~F Z L O W S H I P* r F M P i x
PC dwarf
lOOKS
awan,espreiigious
leadFrs,
A pilgrirnnge to the Spire is supposed to be an act of religious devrition, separate from worldly concerns. But it is
an immut,ible fact of life that some pilgrims are more able
to afford more material ~0mf01-t~
than others. It is those
holy travelers on whom Duns Elderer, proprietor of the
Dancing PiIgrim Jnn, casts a hopeful eye. The Dancing
Pilgrim is the Spire District's premier destination for the
pilgrim w50 wants to travel in style and sees no contradiction between hmry and piety. Elderer and his staff
provide their guests with luxurious accommodations,
attentive service and eIegant surroundings - in refurn
for which they charge a suitable price.
I C
PL
L:r *cc:
..C-w11tLdaL t w 1113 "L
competent but. tacitLlm, arl. LtlIarLtltl1g
cious boss. Stntt has no idea that Elderer is skimming the
collection boxes, but he wouldn't really care if h e did.
The Dancing Pilgrim employs a large staff - a dcrzen
footmen and chambermaids and four cooks on duty during the day, and half as many a t night. Catering to the
guests' every whim, whether it invoIvcs attending TO their
possessions, running their errands, or preparing and serving food on demand, is a labor-intensive business, and
fderer's business model requires him to employ more
workers than most establishments of the same size. None
of them are terribly fond of their employer, however, as he
always seems to be barking a t one of them to get a move
on, for RQ apparent reason (dealing with the taciturn Stritt
is a relief by comparison). On rhe other hand, waiting on
rich tourists can be pretty lucrative when they tip big,
and that by itseif makes working at the Dancing Pilgrim a
desirable job. In spite of Dun EEderer, few ofthe staff acrually quir their positions.
"
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150 gp
iq
in the in7 are worth rather a lot; if you had the time
to ransack the place good and proper, you would
find golc and siiver iteLs (candlesticks, ewers, holy
symbols and the like) worth a total of 6,000gp
tions for
thar
~IODKS
hhs,=E-
just enough
is missing,
50
Br all aoaearances. the Ferocious Angel is a modest, but tidy inn catering to Fjifgrirns, no different
from many others in the Spii'e District (or in the
Travelers District either, for tti a t matter). Its locatinn ic nrlrllv nhcrijrn C P + -way
5
from the main
thorough'are and hidden behind a couple of larger
buildings
- but it is laid out and decorated as a tvDital travelw's inn.
I
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you w r v much, and t lley have no idea when a M Q wlll
w m c oprn. They d l give rhe burns rush to anyone who
refuses ~1 leave, aided by Seldea if necessary.
I f a fight breaks out in the Ferocious Angel for whatever
reawn, Szldea dimrnediateIy go into action to hold off
the threat while h z l o and Steers go for their weapons. Tf
thev
h w h..we time, they d also go for their
.-.-illTim= Thnt t.---,
armcr. Lado also has the option of onIy denning part of
his a m o r to save time, in which case treat: him as wearing
a +2 rlzvtilnembrlity breastplate. Steers first option against
and his spells to
autsi der foes is 10 use his wand ofd~sm~ssal
neut rrlize then.
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ACTIVITY
RFSI D E N T S
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There is no treasure to speak o f here, The org;anizers carry very little money on them, and the ti a l l s
various trappings are all made of brass or other
mundane maternals. Occasionally, one of the cults
using the place will bring in something of vat ue or
even a magical item. The details of such mat1:rials
are left up to the DM.
I
ACTIVTTI
J 16. T E M P L E OF THE
1, JCK CjODDFSS
. .
coin, one with an arrow pointing up and the other
with an arrow pointing down, flank the tall doorway. The south wing of the temple it, taken up with
administrative offices and clerics private rooms.
absrtaction.
7
RCSIDFNTS
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pdl L I L U l d l l y
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ieverend Mace has heard mmots of a tare tome conaining insmictions on crafting an item more powerful
han the s t o w of luck. She desires this knowledge -but
teem her intentions secret from the rest of the sect
xcause she wants to use it to heighten her chancrs of
becoming the n e a leader of the Temple. She hires PCs
- who have no connections to the TernpIe - to find
this tome for her.
~~
UFSTS
(no
f, *he
Sect wodd
take
Of
at his
beck and
forms,
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CONFLICTS BFTWFFN R F T , T ~ I O U S
SF CTS
Potential conflict between religious sects always simmers
t
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TABLE
1.1: THE SPIRE DlsTRfCr RAHDOM EMCOUNTERS
d2O
Encounter
2-4
Pilgrim
5-6
Cleric (human)
Cleric (elf)
Cleric (dwarf)
10
Itinerant preacher
11-12
Casual sightseer
13
14
Pickpocket
15
16-1 7
Beggar
18
Messenger
19
Craftsm a n/Tradesman
20
Merchant
L.".Y.,*A
the district is
uy
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YIYxL*-..
a tesfament to stoneworking,
u*yL
br"
elemental
--
...* ....-.*.
L.IyuI..~,
-*
institutions and i t s leader bas always received deference
in questions affecting the whole c i t y Also, the rest of
the Council feels the delegate from the Spire District
i s adequate "religious" representation on the council.
For the most part, the clerics in charge of the College
concede this point. They have enough trouble keeping
dozens o f divine spdcasters representing a wide spectrum of beliefs in Iine
while studying a t their school.
.>
L*L-y*II
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Each entrance into the College o f Oracles is dominated by a huge domed building. The northern
A
,e
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...L---r --..-I-3 l I W L L U I T 14 U I C I d l I l C U L.WUTlLII Ut J l d C l e S WTtt?It:
school leaders come together to decide the fate
o f the students. To the south, the s3unds of sing. I
.,
-.
ACABEMY DISTRICT
The Circle of Oracles began as a reaction against RESIDENTS
1
.
.
t
1
41
f
not only run me Loliege, but
Lne L.-.O U ~ C Uor,--uracies
the unylcLding dominance 01 the three major racial
they also issue occasional pronouncemr=nts on the state
religions. the Children of the Creator, the Stone God
of affairs in the city. While they canntit directly i d u Fellowship and Lady of the Heavens. These three sects
ence hearrs and minds hke the major t cmples can, their
had a privileged position in the city because they were
decrees hold more power than many in tlhe citys ieIigii
the official religions of the three lungdoms that fought
establishment would like to admit. TkLe Oracles m:
over the Spire. In the peace that followed the battle, they
these decisions through voting. O n most issues a sim
effectively walled off the holy landmark SD that no other
majority is required. The fact that the Orades nile thr
temple but theirs could ever have such intimate access to
selves is not lost 0x1 scholars. While there are no elec
it. By design, any religious sects thar came d o n g afterward
Ieaders of the Council,some Oracles are more famous
could have no better than second-rate status.
infamous) than others. They include:
Bonata, a neutral good cleric of a cult barely representShaddaq: This dark-skinned foreigner is neither drW W
ed at aU in the city at the time (and founder of the hospice
nor e! bur hails from a distant land beyond burning
that s d hears his name) decided to change all that. His
sands. While he has trouble accepting other gods besides
goal was ro establish a n institution that would counter
his own, he has a martial. prawess that matches some
the i d u m c e of the three major temples, as welI as
fighters.
establish divine magic as a purely academic subject every
Ulick: As a deric of a sun-god, UIick finds unnecessary
bit as worrhy of study as arcane magic. He envisioned a
clothing distasteful. While he respects the decency set by
place where clerics could go to learn from other clerics,
others, he still causes stirs when he and his students take
regardless of sect -not necessnrdy mere spells, but ideas
to the streets for action, as he often requires them to shed
as well, In cooperation, they would become numerous,
things like a m o r and shields.
and in nirmbeTs they would find strength. By bringing
Corwinn the Cad: Some call him a confidence man
together cults and sects that might otherwise wither and
and despise him or preying on the weak minded. He
perish in the shadow of the major temples, they could
says he is merely doing the work of his trickster god and
unite to make themselves strong enough to challenge the
strengthening rhose who need it the most.
citys religious establishment.
Pardien: A hoIy man who came to the City in search
As Bonata advanced in age he saw that a system would
of his brother, The Great Hahl. He shims to be able to
need to br set into place for his dream to outlive him. He
talk with the spirits and others gods in ways they cannot
quickly established a hierarchy that could be relied upon
understand. Some jaded students consider him simply a
to effectively govern it. Teachers or Oracleswould hold
mad man.
the reins of power, devoting themselves to the Circle
Bishop Lara Dorne: She made her way into the
first and t o their own faith second. There were only two
Council of Oracles through her silent service to the
ways to become an Oracle: a current Oracle could select
Children of the Creator (see location J2). She has taken a
a successnr and immediately step down from his post, or
vow of silence, which makes communicating to her stuthe entire council could hold a vote to add a new Oracle.
dents challenging.
These mr) methods have kept the numbers of Oracles in
LUithas: Illithas is the O r a d e most students hope they
flux. Currently they number around LOO, though there
dont get. Hes fat, he leers a t his female students, and the
has been as few as 50 and as many as 250. Cferics kom
popular rumor among the student body is that he forged
large, established sects could pin the faculty if they
the Iefter from his Oracle naming him to the title from
wished, but they would receive no deference on account
beyond the grave.
oftheir affdiation.
The site of the clerics college has changed very l i d e
Shaddaq: Clr12.
since its founding. Three buildings have been added,
BS well as the creation of a magical artifact calIed the
Ulick: Clr14.
Fountain of Knowledge. The rest of the campus has been
Corwinn the Cad: ClrlQ.
kept green and slightly wooded. There are many places
on the ampus that can ne used as a quiet place for study,
Pardieu: Clrl5.
meditaticn, and prayer. Even clerics who dont formally
coming here to collect their
belong tr the S C ~ O Oenjoy
~
Dorne: Clrl2.
thoughts and pray. Some Oracles were worried that druIllithas: CI rl0.
ids might overrun the wooded areas but the threat never
F
materiaEi Ved. The nature worshippers have their own
cenrers iri different areas of the city,and while a handful
come here every now and again.
33.
<
-1
-1
ACTIVIIT
I
1
1
1
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+
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UII i
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.-_.
.-_
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7-
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m e of the most pow'erful. The srLlarr
v I I c d uv
keep the two institutions at odds with each other in order
to limit their d u e 1ice. Other Council members simply
blunder into the war and make things worse anyway With
the exparsiein of the city, one of the biggest battlegrounds
has been lanld and housing. The Arcane Academy houses
most of its students on-campus. The Oracles have begun
a price war u7ith nearby landlords, besting the Academy's
bids and d r i tring the price of new housing up. They have
a nastv tendrmcy to discover the upper end of what the
Academy is vd i n g to pay and bid just below it to wrench
more money out of the school. On those occasions where
the Acadrm\7 withdraws its bid, the Oracles will often
leave the building they just purchased empty out of spite.
LllFll
!."
"
~ i i i c d iia5
i
A I I I Y L C ICLCM
acisen un '-amen xreeT. up
until the deve?opment of that area 25 ymrs ago, most of
the people in district were students, professors, Qrades,
or otherwise connected with one of the schools. The
atcention being drawn by the merchant: on Garden Street,
while good for the coffers of the district, draws a lot of
unwanted attention to the Academy. Whereas students
used to be able to study undisturbed on the main plaza,
recently vendors and street perfotmers have shown up
looking to disrupt the quiet academic air that has reigned
here for so long. The Academy blames the Oracles for letting them in on their land and the issue may finally push
the Academy to start brawIing in the streets.
---*
'---,-"""'""
Y Y C L l l C l l l l
. I C ~ Y % I . Y V L L I L C I I I L
U" a*&)LJlitJg
I,\
v c I ' d nf, 2nd yet he takes
L"
ruthless steps to secure h i s power on a daih basis. He is
short with his s d f , rude to the smdlents, and barely talerates any wizard untrained by the A aidemy in his presence.
Garrolan the Gazer is a twisted, old, loneIy ma
holds an enormous amount of power.
L l l a l
Y Y V W L U
- -.
--^...
.
L
.
- 1
Professors (50):Wiz6-8.
Students (400): Wizl-3.
C T 1v VKT
6.
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cialization.
adventurer.
trained.
HOOKS
Garrolan becomes Lu from some sort of magical sickness He issues a proclamation: anyone that finds a
cure for the i h s s will be automatically accepted into
the Academy (either as a student or a faculty member,
depending on level). Non- magic-user adventurers will
be offered a spot on the Fidd Trip team (see location
0).
A new wizard comes to town and chooses to challenge
Garrolan the Gazer after signing up as a mere student
one da!- ago. G a r r o h hires the PCs t o investigate this
mysterious wizards background so he can figure out the
RESIDFRTS
The firsr Delvers Guild began 200 years ago when a group
of advenrurers returned to the city flush with treasure and
not entirely sure about how to spend h all. Two of them
were graduates of the schools, one from the Academy and
one from the CoUege.They had put asidt. their differences
and knew that for any up-and-coming idventurers to be
successfd, they would have to do the same. They also
feared the backlash of the schools, so when they pooled
their money to start the Fraternal Order of Delvers, they
did so anonymously. Their names have seen lost t n time,
but the EOD still stands to this day.
The rnajoriry of other delvers guilds model themselves
after rhc POD. Delvers can be identified by the EIvish
letters that spell out their names. They maintain lodgings
nmr the campuses of both schools whilre members can
live. While a Delver is in school, he must pay a tifhe of
20% of all adventuring earnings to the guild. This percentage goes down if there are multiple members o the
same Guild on an adventilring team. Once the Delver has
struck out on his own, he can donate a5 she sees fit, but
nobody wants to see their house in rags ;ind desolation, SO
the Guilds are usually flush with cash. Delvers can then
draw upon the funds and items donated as necessary.
. DM may
Some examples of Delvers Guilds f d l o ~The
add more, according to the character and need3 of the
campaign. Stats of individual members wry wildly from
guild to guild, running the gamut of every possible advenhiring type in play.
,-
are concerned.
ACTIYITT
HOOKS
K 4 . q A R D F N STRFFT
This street is lined with heavy oaks, hardy and
green. T7e cobbled stones give way to dirt, and
yet the dirt does not come up as dust or cling to
the boats. From the other end o f the street the
howls of deadly creatures mixes with the laughter
o f childrpn. There are a wider variety o f people here
than the rest of the district. There are still many
students t o be sure, but people from all walks o f
life have come for a taste of the small village life
that they left behind t~ live in the city. It is strangely
tranquil here. Somewhere, the soft sound of street
musiciars drifts by, and the smell offresh apple pie
beckons.
~XVIIC. ~ i i b i m u
ui LEK typical tavern, w a ter nymphs poured
water from theit holy spn'ng to passers
Instead of the
typical dwarf ironsmith, druids peeled
from trees and blessed them as they sc
money they earned to plant more trees. Garden !irreet
feels llke someone teleporfcd a far-off wiId communi? 7 inro
the city
b.
c,
..
%
I
4
Tt F S 11) E N T S
Stats and descriptions for individual NPCs and their treasure can be found in the individual entries for the shops
on Garden Street.
lGTTYTIT
.I
1
i
".
* The mrrchants of Garden Street decide to have a fesritu celebrate nature. During the masquerade parade,
several orcs, gnolls, and g o b h s from the Humanoid
nirw
ana disrupt a few things.
nimrirr ~ n p a l cintn thp
___r-.L
-,--.d
Val
l _ l
____I
#I
I.
-,
the Museums administrative offices, biit also the notorious Restricted CoIlection. The Restrictvd Collection contains thz cursed items, the tome5 of fcrbidden lore, and
the items that adventurers pluck from the hands o f e d .
A request to see it generally takes a month to approve, as
the applicants name is verted by the Academy, the Oracles,
and the Minor Guard. If none of those parties objects, the
applicant is allowed inside but i s only able to see the Item
that he specificdy requested.
5.
I.
txp ILIWIZL.
Guards (42):War6.
Rikard Grondahl carries 50 gp in gems on his person. The museum itself takes in about twice that in
any giver! day, and the receipts are kept in a strongbox wndw Rikards desk (successful Q C 2 5 Open
Lock check to pick). The leader of each guard shift
- always one o f the wizards - is issued a rod of
negation by Crondahl, for use in case a thief tries to
apply a s - d e n magical item against the guards. The
magic itcms On display here vary wildly, and can be
almost anything. They number approximately 75,
and can be inserted by the DM according to the
specifics of the campaign, Or generated randomly
the pertinent charts in the Dungeon
L
by C O ~ S lting
Masters Suide.
ACIIV IIY
3-1:
i:
..
--
.>.
KIF
_
I
.
.
.
-rr
c - t ~
l Y I d L U 3 L C l C V I U W L I C U U L L cl L l C i U IlCdL U l l C
EMY DISTRICT
IMTNATFD 1,-[BRAKY
HOOKS
K J . L A R R U S CjFSTIAS STATU
T n i s statue memorializes L a m s Gestia, founder of the
Gestia Arcane Academy. It stands in the middle of the
campus commons and it is often used as a rneering place
for students between classes. Students eat their Iunch
here, find a shady spot to study, and generally relax in
benveen the days classes. During the Artitisans Festival,
many artisrs stake out a spot on these pounds in the
hope5 of catching a student looking for a painting or
sculpture FOperk up his or her dreary &ITTI room. &king
any of the students lounging nearby will bring up a
variety of tal1 tales that have sprung up around both the
founder and his statue. Some say that the direction that
Genia is pointing is the first clue to finding the location
of his long hidden measure. His descendants, Sir Geraint
and Eddis Gestia (see location E6) deny that this is true...
but how would they know? And even if they did, they
WQddnt t e k . . Others say the soul of the founder is
bound wirhin and that the current Headmaster conmults
with it in the dark of midnight. Others whisper that the
spirit of the current Headmaster resides within the statue,
and that cxstia occupies the old mansbod y.. taking a very
active hand in how his school is run to this day.
library
RFSIDFNIS
Kallas: Wiz8.
Linbanethr CIr8.
ana s u ~ t i remnunon.
e
I ney W I I ~ O E I O me
W rnleves to tneir
homes or their guildhalI, and then report their findings to
Garrolan. Garrolan wiIl then make his ewn arrangements
to punish the thieves painfully and horribly, according to
his humor.
KIO.
I
usk, only
le. Other
gpj or an
bring in
3s may be
luwnu lrlrvugn 1Lltl 3 1 t J L J e h I r U J I U (KJCdllUtl 1111, UUt R a h
also keeps a list of Guild scribes who live nearby and he
can have one brought to the Library a t a moments notice.
T H E TFSTINCj A R N A
HOOKS
K 9 . T H E CHANCELLORS MANOR
I -
A R C A N F DUFLTNq
Arcane magic duels are fought until one combatant yields or is no longer able to cast spells,
whether because o f wounds, spell effects or spell
depletion. Duels are not fought to the death, and a
combatant must always have the chance to yield to
his opponent. If a duel results in the death o f one
of the duelists, the survivor is subject to expulsion
from the Academy and criminal prosecution.
You may simulate a duel as a combat between
the two duelists. Roll for initiative as the first step.
The winner has the right to cast first. From there,
the two combatants take turns casting spells at
each other until a winner is determined. Area effect
spells are generally frowned upon, hawever, and
spells th;t may cause the death o f ones opponent
En one bl3w (such as power word: krlE) are strictly
prohibitcj, a t least without giving the target the
chance tc yield.
s at The Menagerie : h a tion K6), the PCs are contracted by a shady feIlow
requesting the same creature Pype for double the price.
They must transpert it to the Testing Arena ... and not
get caught.
1 7 L l F l U G p U > l L U l & 3WIIIC CICdlULC
--I
1-
~ 1 3THE
.
EOUNTAIN OE
KNOWLEDSF:
small patch of grass and trees surrounds this
area. I n the center of this park stands a shining
fountain made from precious metals and magic.
Many Oracles attribute the Messing and creation
of the Fountain to Bonata, but there are no records
that officially say so. The Fountain bubbles con-
i%
K I I . VALFKENBANF MFMORIAL
1, T R R A TiY
The official title of this building is the Sir Magnus
Vdkenbane Memorial Library but most of the students
refer to it as Garrolan's Library, as it was founded by
Garrolan the Gazer as part of his eventual legacy to the K I 4 . T H E CIRCLF OE
Arcane Academy, Gat-rolan has specified that the Academy F N L I q H T F N M F N T
will rename the library after him after his eventual passWith so many clerics converging in one place, budding a
ing. Unlike &e Illuminated Library, this building contains
temple for each deity at t h e College of Oracles would be
many magic tomes, spells, and other such research materials. Access to the various books in the Iibrary is restricted
to members of the Academy. This access is classified by
year and class ranking as well, so the freshman are& able
to scribble down a clortdkdl on the first day and save it untd
they can actually cast it. One of the easiest and most popular methods of paying alumni dues i s "donating" unused
scrolls and spell books to the library when they are found
in the field. Wizards from the Academy are given full cash
value to apply to their schooling. Non-Academy wizards
usually receive half-price, but this is one of the few places
where the Academy is willing to openly deal with nonAcademy mages.
K I S . BONATAS HOSPTCF
piurcc~
LIICII~.
hl-rt
9-0
I V I W ~ L= I F
Lmm+ Iin
r-hinn+r
II L ~ U I I ~ C L Z
n=pL
- nI AI U IVLI*FN>
IAPLP-P
----I
ACTYVITt
L
Bonatds Hospice has grown out of its c d e c t i m of shacks,
tents, and improvised buildings into a n impressive budding with three wings, four foors, and the best mirndane
medical care in the city While many of the temples
around the city can heal the sick and raise the dead, the
Hospice has made a few breakthroughs without the help
of cure spells.
R F S ID NTS
Bonatas Hospice i s staffed entirely by students from
the College of Oracles. As its name might suggest, the
Hospice has a long-standing official relationship with the
College through the idealistic priest who founded both
institutions, Bonata.
The current head of the Hospice is Anefreous Alune.
Anefreous is a perfect example of the purpose of the
Circle of Oracles. Some might even say he is also a n
example of the idea taken to exheme. When Anefreous
came to the clerics college, he worshipped a dark and
savage lunar god. He was paired with an Oracle that not
only worshipped a rival god, but a deity that Alune had
declared his mortal enemy. While their relationship was
tense at first, they worked side by side a t the Hospice.
When a wasting disease that struck a few years ago
claimed the Oracle, AIune forsook his original god and
devoted himself to his mentors deity, a benevolent god
of water. After his conversion, he devoted himself TD the
Hospice and quickly rose TO the head of the organization.
A n e f k u s Alune: C l r l l .
The balIs of the building can be just as bloody and as deadly as a dungeon, especialIy when a barbarian is stiU cnmgd
when
Hospice.
HOOKS
Ic
I R , CHILDRENS
as grown too old for adventuring.
,,,,,.bly
s d make a decent living as an
adventmer, the thought of stumbling around some dank
dungcon for weeks at a time makes him 111. He has turned
his formidable skill and wry personalrty to the entertain
the ch ildren of the city He could never teach a t that blasted
Academv, so he travels YO festivals and binhday parties with
a few tricks UP his sIeeve and is content with the reward of
young. smiles instead of piles of gold. Many students and
faculh ar the Academy look down their noses a t him; thev
believe that he is squandering his gift. But there are also
those that understand that he may well be inspiring the
next generation of wizards, who w d U e l y one day grace
the halls of the academy as students and professors.
While
cyulu
~ 1 7 H. O M E
QE DOTHAN VAN B R O C K
R W I R F N7S
?.___
_,
appropriate.
Dothan has several magic items in his collection of knickknacks, including a pair of ffgunnes
ofwondrous power (a bronze griffon and a marble
elephant), a deck ofil/usions, and a Murlynds spoon.
Finding them amid the mountain or semi-interesting junket in his house is quite a task {successful
DC 30 Search check to locate, and the searcher
should know what he or she is looking for). Dothan
also keeps a broom offrying, which he uses whenever hes feeling particularly nostalgic. Finally, he
has a great chest buried in the basement where he
keeps a fraction o f his hoarded treasure - 20,000
gp and gems worth roughly twice that. He has yet
to reveal its existence to a single soul and his trammute mud to rock spells have sealed it inside a foot
of solid granite.
ACTIVIIT
ACADEMY
HOOKS
DISTRICT
~ 1 9T.H E PIPEMAKER/
,
been bought up by Dothan and added to his couectian.
is a brilliant green. The bazaar seems to be spillii
~n order to retrieve it, they will need to either bargain
out o f a strange building on the corner ofthe stre1
with the ex-dragon or break into his house and steal it.
its in the shape o f a large overturned pipe, with tl
Smart PCS might mask the theft as a n elaborate practi. .
.I
I.
. itself.
..
.........
cyrinaer
enrrance
carveo1 inro
me
orr me pipe
cal jokp. which could provoke any number o reactions
Brightly colored tent flaps stretch down the side of
from Dcthan.
pipe, shading all manner o f strange and exotic
the
One of Dothans fellow copper dragons has been secretfrom the sun.
goods
ly holding correspondence with him - another prank
which ATUreveal the ex-dragon as a disgraced member
of his former species. He begs the PCs co help him
thwart rhe trick before he is humiliated - which
means finding the other dragons lair and disposing of
Dothan<letters.
K 1 8 . EFKKAS SHAD1
E1OITSF
This well-decorated ho use
belongs to the assassin Ferr;15
Sha deston e (Ftr4/Rog4).
Shadestone is known
in very disreputable circles for hts dirry deeds.
Thanks to the rivalry
between the Circle of
Oracles and the Arcane
Academy, he doe s nt
have to take as many out
of town contacts as he
used to.Those in the know
say that Shadestone was
instrumental in helping Garsolan defeat
the previous Headmaster.
Shadestone himserf is a
notorious and disreputable c h a r m e r on those
occasions legoes out in
public. He has been well
paid for Eis crimes, but
hes now unsure how to
spend his money. When
he arrives a t a tavern, his
obnoxious behavior soon
clears it our.
.I
e
g
.a
L,
Sadani: Wiz9.
e
ft
P
:r
n
t.
.e
k-+--+-
IS
I.
n
le
j.
Ll
ACTIV1I-r
> 1STRICT
space can ae remea our lor a pirivate partya t a COST of 100
g p an hour. While the club contains Iittle of value, anvone
able to get past the stalker can nlake it to Stavos apartment
above the bar and find a few 1ninor mapjcal
- items (Id41
and 1,000g p in an unlocked chest.
. -
fighters known as MI. and Mrs. Shek (both ~ r 5) bodySome eremies of the PCs decide to smke while they are
guard
him
shop
he
leaves
any
when
for
the
reason.
When
browsinq the market one day. Can they identify friend
--- &I-Lllches in his shop, they hang out a t the t a v e r n acrusb
from fwe in the confusion?
street where they drink on Edgars tab. Edgar carries all
A vendm has an item vital to the PCs quest. What if the
the money he makes from the store on him in a special
vendor is not interested in money.. .and wants to send
money belt rhat will magically slag the coins inside if the
the PCs on a quest of his own?
belt is removed without his reciting the proper phrase. Its
K 2 0 . 111 F: D F R D FTSHMONGFR
usually somewhere in the neighborhood of 2d6 x 200 gp.
While many taverns exist in the dry, this part of town is
Hes Iooking for someone that could build him a belt that
The only oqe that has one run by a necromancer. The food
would teleport the money to a safe location, but so far, he
here is cheap but decent if you can put up with the decor.
hasnt found anything.
Obmak (Riz4) originally came to the city to become a necromancer. He doesnt like TO talk about his days at school. K Z J . FAMTLIAR E F F L I N S
This is one of Garden Streetsmore popular shops. In addiHe flunked out after sophomore year when his first rrip to
rion to helping adventurers feed and care for their animal
a live dungeon ended in disaster. He wasnt sure where his
familiars
properly, the proprietor also carries a variety of
training could be useful until he came upon a tavern and
for familiars ranging from matching hats to
accessories
inn tliat w s ready TO close. He bought the place, cleaned it
sized
armor. There are also some familiars on
properly
up as best h e couId, and put his best foot forward. His great
hand
that
can
be
bonded, as well as spell components that
idea w a s TO me the meager undead servants that he could
be
in
the
summoning of famiIiars. Children as
used
can
create as the help. He could then undercharge his competwell
as
of
owners
familiars
love this store - one of the
itors withoiir worrying about paying his staffor subjecting
on the corner outside of
first
vendor
that
started
out
as
a
them to t h e harassment ofthe customers. So far, the phn
Pipemakers.
has met with varying degrees of success. Obmak is kept
busy in the kitchen while his undead staff handles the bar K 2 4 . T H F S P O T
and busii~gtables. The patrons that can stomach the staff
While the Murninated Library (location K8) offers a
find the food decent and the prices tough to beat.
wealth of knowledge for the dungeon delver, it does not
K2l. WHISPERS
. .
-
:.L- _
*e,
I
.- -.
..--.
---
__..._I
^.-------
b-
--
- ~ - ~ * ~ w-
K 3 0 . R F P L I C A MAKERS
high quality repliThe artisans ar this shop ( E ~ I o make
)
cas of legendary items. Of course, these items dont actually function, but if you want a sword that looks just like
the one that Sir Ronald Bellevue wielded at the Battle of
Monckton Point, then this is the place to go. Many nobles
come here to commission replicas of weapons that theyve
seen in the Metropolitan Museum of Artifacts (location
K5) for display or costuming purposes. The Chartered
City opera and Performing
Company (location FZO)
and theatrical troupes
from the Entertainment
District have commissioned
pieces from this shop, as well.
f
, . -.
I~
the building a s briefly a s possible, either by returning them to their sobered-up owners, or donating
them to :he Museum o f Artifacts (location K5).
These i t e m s can either be chosen by the DM or
determinpd randomly by rolling om the pertinent
charts in +he Wungeopl Masters Guide.
R CTI V I T T
!
A-
here, and 1
Most city
rhe smaU ~.._. .._X.*-.; artificers put somewhere on
each item, but the excellent craftsmanship often fools an
unsuspect ing outsider.
K J I . M CINKS H O O D S
Every y e a-,new styles in clothing come and go. For those
who care less about fashion and more about budget,
Monks Hoods is here to serve their needs. The store is
filled with1 second-hand clothes, unclaimed commissions
from tailors, and serviceable, if slightly damaged, items
discarded by hardy adventurers. That eEven cloak might
have a green slime stain on it, but a t the prices here most
people dont mind (only 50-75% of the normal price).
Occasionally a bit of magic cbthing gets rnisfded down
here as well, leading numerous otherwise uninterested
customers to peruse its shelves in search of a one-of-akind bargain.
K 3 2 . T H F WRTNqFR
Many students find that a Me of academic study doesnt
accurately prepare them for a Me of adventuring. The
Academv concentrates too much on craft and the Oracles
do not feel obligated TO provide physical training for their
students. Health-minded students come to this establishment to learn abouz the basics of combat and tacrics. The
proprietor i s a retired City Guard captain named Rudolph
S m n t (Ftfl) who grew tired ofwatching skinny wizards
being pushed around by brawny fighters. His methods
are tough, but fair, and one of the first things new clients
see an the waIl are a variety of letters pinned there thanking The Wringer for the techniques that saved rheir life.
He charges 5 gp per one-week session, with a guaranteed
refund for all those unsatisfied with his methods.
Training with Captain Scrim for a full year d gain a
character with levels in one or more arcane spellcasting
dass a permanent +1 competence Attack bonus. However,
a mutticlass character with levels in a non-arcane spellcasting class may not qua& for this bonus. The total bonus
accumulated in this way may not exceed +1/5levers.
K33.
T H E SIX S C E N T S
7
i
,
J
/
/~
IIc1.ll
uT,011
I il
yUWCLtUL
VU1 UCSLILULC
W U
-. kept
tion B5) and the Rotten Jaw (location B7). He sends them
mattress 8r1 the living quarters above the 5 tore. In
supplies,weapons, and gold -left a t a rendezvous outside
addition, rimy keeps a +2 short sword in his ofice, a
the city -in exchange for first taste on salvage from their
relic from his seafaring days.
raids. Rumors of this terrible exchange have gotten out
into public but to be honest, Sully doesnt care. He spends
his nights counting his profits and dreaming about movXCITYI-rY
ing away from the city. H e keeps his gold in a secure floor
Rory and Ilsa charge 5 sp per roof ~ O Ttheir services.They
safe (successful DC 20 Open hock check to crack, Idto x
have also been known to use the monkeys to deliver mes100 gp and one masterwork/magic item inside).
sages and perform other small errands, for which they
charge anywhere from 1sp to J gp. Much of their operatQIJFSTS
ing expense goes to exotic fruit for their pets, which they
the
District
permeating
Academy
The
odd
atmosphere
purchase in the Bazaar District. The monkeys all follow
bleeds
any
place
which
out
into
adventures
might
take
the couple exclusively, and wiU obey no other master.
find
here.
much
time
may
Pmties
who
too
spend
here
Brushes and other equipment are kept in a small storea5
themselves
such
subjected
to
freakish
occurrences,
room adjacenr to the monkeys sleeping quarters.
passersby inexplicably growing feathers in their hair, or
the sky turning from blue to orange and then back again.
HOOKS
One of the monkeys absconds with a valuable object
The endless Prank War and other jostling between
the Arcane Academy and the College of OracIes affects
he found in a clients chimney: The object was stolen
everyone here, leading to a fantastical atmosphere that
and the rhief promised it to a disreputabIe underworld
beggars belief. Even the most mundane event may have
figure -- Stavros Elrnond of Todson h p o r t s (location
M16).When he didnt deliver, Stavros had him killed.
otherworldly beginnings, and the high amount of magical
f i e PCs are tasked to find the murderer which may Iead
energies can turn a routine errand into a rollickmg, untethem, falsely, to the Chambers business (the object is in
thered adventure.
the tree where the monkeys sleep).
uliCn 111
)E K t ; p K l S A L
5t days of its rivaIry with the Colkge
?admaster of the Arcane Academy put
ol' Oracl
a plan irIIU muion to ensure That they could never supplant thi:successors of Larrus Gestia as the district's most
porent p,oliticalforce. He secretly commissioned the constructioii of various gates linked to other planes and hid
the actitation tnggcr in his study. If anyone ever row up
against 1-he Arcane Academy, he would trigger the gates
and a vairiety of creatures would come pouring through
to destn>y the city. The Headmaster died before passing
the knowledge onto his successor and those gates lay
. .until now,
Thrs adventure familiarizes the PCs with the various
hotspots in and around this district. The DM i s mcouraged to modify, expand, and change up the gate locations
to keep the players guessing. T h i s quest gets very serious
very quickly and can run the PCs ragged if they're not
careful.
The PCs are attending the Founder's Day Procession,
where all the wizards from the Ascane Academy dress in
their finest robes and parade around the district before
returning to the Testing Arena for some strange and
secrer ceremony.TO add a bit o f authenticity TO This year's
proceedings, the marshal of the parade borrowed an m i fact from the Museum. This artifact is, of course, one of
the triggers of the gates. As the parade marches past the
a shimmering blue
Chancellor's Manor (location W),
gate appears and a bevy of extraplanar monsters come
tumbling out.
After a quick battle with the creatures (in which the
PCs can participate), the marshal reads an inscription on
the side of the a d a c t and seais the gate. No sooner has
the gate shut but criers come running from all over thp
district KO report similar gates! The wizards break into
teams to combat and close the gates and the PCs are asked
to help a5 well. Once they have bearen back the monsters,
thev can recite the incantation (which the marsha1 gives
them'i, which wil1 presumably reseal the gate. The party is
assigned to the following gates:
T ~ Museum
E
(Iocahm K5): This seems to be the most
I o g i d choice for many PCS and it i s a good place for
informarion on the artifact. which started all the trouble.
Players that ran though The Field Trip before will get
a second chance hew except this time the monsters
are playing for keeps. Ex-Delvers can use what they've
learned the first time around, while those who have
donated items to the Museum might find themseIves
searching madly for those items in order 10 help rum the
tide. This segment should end with a nice fight near the
Restricted Collection. When they've closed the gate with
the incantation, they can do a little research on what the
artifact was and where the other gates are located.
lrlc
LVV
\ c w u r r w l c JWJ.
~ L I F L ~ L LL P L ~ L
~ ~ F L F ~ I Fa u c a u y IIIUII-
sters here should make the PCs Sweat a little bit. While
none of the beasts on display have broken free yet, their
presence puts everything on a timer. Can the party stop
the extraplanar monsters before they overwhelm the staff
and break the captive crearures free7The gate is, of course,
open in the habitat of one of the nastier creatures on display. Throw a creature with a CR one or two leveIs higher
than the party to push them around while they make the
incantation. If they can make it oiit without any major
casualties of their own or the beasts kept here, Matusiel
will reward them.
Apmnkeri Comer (locahon K19): The chaIlenge here is
rescuing the innocent shoppem and keeping the monsters
from destroying the market. The monsrers released here
seem to be more interested in smashing booths and causing havoc than acmaUy kiIling people. The PCs must act
carefully if they don't wish to harm any innocent bystanders here. The way they handle themselves in public will
affect their reputation in the district - and probably the
crty at Iasge, too - for a long time EO come. If they do a
good job on damage control and act llke a team, they are
haded as heroes. If they let monsters nin wild, show little
concern for nearby innocents, or take their time s e a h g
the gate, the public wiIl Iwk down upon them.
~ i i / / y \(Iocntion ~35):while there is a gate a t Sully's,
his contacts in the Humanoid District have taken it
upon themselves to use the chaos and strike a blow for
the oppressed humanoids in the city. They have raised
a defense around Sully's and actively protect the gate.
The PCs wiU have to face goblins and o m entrenched in
around a city block and then face the creature summoned
within, The humanoids are well armed with the best of
SulIy's dubious stock. SuUy curiously, is nowhere to be
found (he's taken a powder so that he may claim ignorance
later when the City Guard comes around).
The Fountain of Knowledge (location R13): This mission
is time-critical. The monsters sense the power of the
Fountain of Knowledge and wish to either claim it or
destroy it. If the PCs have been facing nameless, slathering
hordes, this is a good time to hit them with an inteuigent
monster that can think for itself. While the campus of
fhe College of Oracres stands wide open, a fight on open
ground can s d be made difficult by flying enemies and
the like.
The Tediag Arena (locutron K10): Befote the PCs can get
into the Arena to seal the final gate, they have to convince
the Qeans and the Headmaster to let them in. Gamlan
believes that the wards on the walls will contain whatever
comes through. Birt this gate gets bigger.. .and bigger.. .
and bigger.. . Finally, after some spirited debate, the PCs
are let inside with the marshal. At an appropriately dramatic moment, the marshal turns on them, revealing h m self as the descendant of the Headmaster n o w intent on
unleashing his ancestor's birthright a t Iast. A few monsters
yuy
V U L u1
L11L p
r LLllU
11L V K p l l J
LW J C L l l l l l l V l l
JIIICFII1II&
person.
Garrolan turns TO the only
people that he can trust. Ifthe PCs
have sided with the Academy in the past,
then he knows they can be relied upon. Ifthe PCs have
sided with the College or come from Garden Street, This
dustrates the depths of desperation to which Garrolan
has sunk. ~f they are apprehensive, he reminds them of
the destabilization that the Academy will go through If
he is force3 out as Headmaster; a power struggle would
canse no end of trouble for the school and for the district
as a whole. Indeed, Garrolan suspects that treachery from
within his mganization may have play& a role in his framing, and be needs agents uncorrupted by the Academy EO
solve the mystery. He tells them, however, to report their
finding directly to him. He will find &e suitable course of
action for rhe findings.
ulcl.
lllF
lllF
llLll&idd thief
LuLdLJiig
aLcp
named Kurro, who knew the slain gir1 and was Fxid to
pface the Headmasters Ring with the Izorpse. Th e Deans
were behind the whole thing, and haw! left a COI1voluted
1 1
path to follow. Kum was told that he COUlQ purchase the
ring a t the Hitmanoid Pawnshop (location B I 1, ~where
the original thief had sold it. The ring was actualIy s t d e n
by a pair of kobolds from Reinholds Municipal E1ogineers
(location B18), whose clerics needed it far castinj a spell.
The Deans permitted the koboIds to enter the :icademv
unobserved and then make off with the ring, t h us removing all suspicion from them. Once Reinholds E1ngineers
had compIeted their ritual, they sold the r i n g; ta the
Pawnshop, which the Deans were certain they would do.
Kurro found it as they said he would, and then simply
planted it next to the dead girls body.
The PCs may unravel the plot in any one of several ways.
Questioning students at the academy may reveal that a
pair of small beings were seen running from the academy on the night of the theft. Guards at Monsters Gate
mav have seen Kurros plant the ring thete and
remember it passing through the
gate earlier. The Pcs could
inrerview Angus Fell a t
the pawnshop to see if
the thief tried TO sell
anything rhere.
Whacever path
4L13L
they choose, it
exciting
climax,
rheir enemies and elect to tell the Deans what they know
and also aid in Garrolan's release. While he may suspect at
what has happened, he can't confirm it. I n the meantime,
the Oracles use their newfound PQhtiCaI clout to increase
their i d u e n c e over the Arcane Academy. Soon, the magic
coUege is just a minor subsidiary of the clerics' school, its
former potency now reduced to neatly nothing.
to protect
and defend
Addisan from
any accusations bv
the PCS.
P R A N K WARS #2:
..
r.
permission.
Each side has convinced their representative to be but
of the office for a while while the deed i s done. Each
side is into the building and on their way to the pertinent
books when they come across each other. A few words are
spoken, a few taunts are issued, and then the BRht com-
dZO
Encounter
1-2
3-5
6-7
8-9
10-11
12
Messenger
13-14
Pickpocket
15-1 6
Craftsmanpradesman
17-1 8
Merchant
19
20
Delvers
painters, cobblers, clothiers, and those who practice a vanety of other creativetrades. I f a person makes something
with his hands, whether mundane objects or
more artisticitems, he probably lives and
works in this district, especially if he
makes a Irving out of his craft.
The residents here take pride in the
unique identity, hisrory, and outlook
of their district. Sights and spectacks from the Artisans District
occur nowhere else in the city,
and those living in this area
are constantly reminded of
that. They are aIso proud oftheir predecessors countless accomplishments,
and many of
them strive to
surpass their
masters m d
spiritual forefathers great
achievements
by designing
and creating
mundane objects,
edifices, and works
of art they hope will
eithet become the
next craze or will outlive their own short
lifespan by countless
+ ,
*HEWORLQ'S
LARGST CITY
I
-
i,
\
1,
meet.
Many in the I:ity view the Artisans District as a good
pIace ro obtain I nundane items, works of art, and professional services aT fair prices, While some artists and aKisans offer discou nt prices on merchandise they create and
others provide f iigher quality goods or services at seemingly low costs, iin equal number charge higher prices for
the goods they Jfashion. The fine craftsmanship o f these
items, however, usuaUy compensates for their higher
ntirps
r'
. Similatlv., famous or especialIy skiiled masters may
charge more for their services than other masters oftheir
respective guilds simply because they offer something
many of their peers do not, such as unique designs, the
use of rare materials only they know how EO mold, or even
~
their Q W peculiar
and renowned signarures.
ART1SANS QISTREC
. , -*
I .
TA0 CAT1 0 N S
L I . THF SCULPTURF CjARDFN
r
.1
. -1
. v.
. i I.I
11
t ,.
m tne city it proviaes excellent pucllrc retarions ror me
Sculptors Guild and its members, who fr
place to meet potential patrons.
RESIDFNTS
A huge lawn dotted with countless intricate cawings o f Stone dominates the northwestern portion
o f the Artisans District. Athough no fence encloses
this stravge garden of sculptures, the carvings from
a rough barrier around the place. A large openkng
between the sculptures forms an entryway upon
the nortbwest side. Inside, wondrously constructed
carvings representing various humanoid and animal figu-es turn the place into a veritable maze.
These sculptures were ca5t in copper, bronze, and
other m?tals, chiseled from marble of different
types, and modeled from clay of dissimilar hues.
The moct impressive sculpted shapes sit upon a
wide dai ;of gray stone and tower above all others.
ACTIVlIT
I
I
HOOKS
I
One ofthe most impressive figures in the Sculpture
Garden stands close to the entrance. A massive edifice shaped in the form of a powerful dragon greets
every visitor who enters the place. A glossy varnish
it into an eerie and terrible visage; every shadowy
nook in the statue seems to hold a great mystery
or a potential threat.
..
ARTISANS DISTRICT
C O U ~t
m ~ msme me Delly
01
L3.
..
THF WATCHTOWERS
Following a localized earthquake that shakes this portion of the district, the ice mephits discover a hairline
crack within one of the walk of their prison. After much
labor, they make an opening wide enough for to escape.
Fearful of being imprisoned again, the mother ice R F S I DENTS
Each of these watchtowers was informally named after
wants to flee the city She orders her spawn
mephit 1110~
a guild that long ago adopted their g3rrisons as a gesto foollon~her rhrough the stfeets as she attempts to find
ture of thanks for their services. Today, the members of
a way out. But their anger remains unchecked, and they
dattack random passersby out of sheer spite.The PCs these guilds continue t~ buy drinks for the Guardsmen
stationed in these towers, and they frequentry toast their
find themselves squarely in the path of the wrathful and
health in the local inns and taverns a t the end of each shift.
desperate mephits. They can fight the creatures, but the
The westernmost of these rowers, called the Sculptors
mephits \vi11 fight to the death, as none of them want to
CoXumn, looms above the Sculpture Garden (location L1).
be imprisoned again. Alternately, if they bargain wirh
..
. r
4
I
,Y
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*-.
L*
&
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I*Y.LY.
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f IN
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r+rl
This artisan family specializes in designing and fashioning unique and intricare cutlery From a number of different materials for the citys soda1 elire. Among
the most renowned and sought after artisans in
the disrrict, the Ivorion family creates anything
from simple hoirsehold utensils to elaborate
decorative spoons and Ietter openers.
HOOKS
I-
ACIIWTT
.,..--..---
.-.--II
the ordeal?
r-,
from
coffers
filled with coins and jewels. The workshop and
store behind the family dwelling contains hundreds
of spoons, knives, and forks made of silver, gold,
ivory, and countless other materials. Valuable gems
adorn some of these items, which they sell to the
rich elite o f the city for stunning amounts o f money.
A set of luorion cutlery sells fer anywhere from 5 to
nearly SO ED, and the fine craftsmanship emotoved
increasesthe value f a r beyond that of t i e aw
materials alone. In addition Beilia carries a potr;on
I
I r..
r ..I
I
I
J
OJ eagfe s spienaor [Y aoses ien) ana wears a mantle
of spell resistance.
2sl
>LuIbc.u
alllrllala
aiiu
u-zautiiui L a p C a i i i c >
u~
car life?
Moribon Tvorion, Moribellek eldest soil, takes cafe of
running the family business. Recognized as a great artist
by many of his peers, Moribon is also a shrewd businessman. His npen ambition has a w e d him difficulty in the
past; he was once a prime suqpect in the disappearance of
an elf artisan who stole many clients from the Ivorions.
While the Citys Eyes investigation never proved that
CTIVIIT
Moribon w a s responsible, many in the district still believe
The only action That takes place here is fabrication of
that he killed the man and disposed of the body himself.
the familys signature goods. At any hour of the day, famThese rumors, however, never hurt the outstanding repuily members can be found in the workshop, poring over
tation of the Ivorions, nor the wondrous craftsmanship of
designs or carefully crafting a new set of plates. Visitors
Moribon and his many uncles and cousins.
are wekome to view the workshop -especially if theyre
OvaIar, Ihe youngest of the siblings, sewed in the Ciry
potential customers -but the h r i o n s do not appreciate
Guard, then set off TO travel the dobe in search of advenoutsiders at their residence. Unless one is known to the
ture, fame. and fortune. Now in his early folzies, he seems
family, or comes QII urgent business, they will not be percontent to live in the family dwelling and handle the
mitted inside the house.
security of the pr~mises.Many of the men working as his
HOOKS
guards served with him in the past.
An old enemy ofovalar finds his way to the Ivorion resAthough thev are not an aristocratic family, the
idence. With a group of well-armed thugs, he kidnaps
Ivorions great wealth allows them 10 be part of the citys
the
fighter as he returns from a night of merrymaking
political and financial elite. One of Moribelles dreams was
a t the Bardic Hall (location L28), and demands a ransom
to have her family ennobled, but the City Council persisof IO,QOO gp. The family hires the PCs to deliver the
tently ignores her requests, even though she has proven
ransom in exchange for Ordars life. &alars enemy,
her w~orthcountless times in the past. She suspects that
however, has no intention of leaving him alive. AU he
the enduring scandal anached to Moribons name and the
wants is money and revenge. WiIl rhe PCs survive the
stain on the familysreputation hurts their standing- but
ambush his thugs have planned for them? Will they be
not that the her self-promoting persistence irritates them.
able to find Ovalar in time to save him?
She secretly hopes that her daughters political anbitions
City officials, who secretly want to discredit B e h and
dmake this dream come true.
her famiiy, hire the Pcs to investigate Moribons past.
They claim ta have the weapon which he nsed to comMoribelle Ivorion: Expl6.
mit murder, as well as the name of a would-be witness.
Bellia Ivorion: Rogl2.
The officials give full access to anything the PCs require,
hoping that they will bring Moribon to jmtice and thus
M o r i b n Ivorion: Exp?3.
reopen the case against him. will the PCs r e a h e that
the murder weapon i s not the one actually used but
Ovalar Ivorion: Ftr7.
rather an item like it? Will they discover that the witlvorion Artisans (28): Expl-4.
nes5 is nothing but a fraud paid to lie under oath? rlso,
will they nirn against their employers, or dthey farce
Bodyguards (8): Ftr4.
Moribm into a false confession?
Servants (20):Corn1
;,
?TISANSDISTRICT
11X,,1,.1
-b,
~ 6RAF
. iATTR:
MASTER CHANDTlFR
f
I
This simple d w e l h g serves as both hcmse and workshop
in the Artisans District.
Prolific
An
s a smaIl store area
workshop,which inchde
of
takes p the first floor of
h e building. A small storeroom conta ining various dyes,
.... ....
,
.:
...
~
. .
I
HOOKS
Xaran: ExpS.
~ 8EINIFLLF'S
.
FINE QUILLS A N D
PARCHMFNT
K F S I D K N'l'S
--
.,
-, -- , -
I ., ,,
..
1 --=.
.. .
.-...--
ACTlVITY
Prices lor ink vials, parchment, paper, and scroll sheets
s
lip
vary from two times the prices in the ~ h y c r ' Handbook
'COten times higher, depending QII the qualiq craftsmanship, and ongin ofthe item in question. Finieue'salso offers
scroll cases of ivory, wood, and leather, a11 made by skilled
elven artisans from the city These sell for 1-1o gp.The price
of her quills starrs a t 1 g p apiece, but each lasts a long time.
The most expensive qullls she offers sell for 30 gp.
....
- '.a_
- X I
._
1' .
-7-
HOOKS
e
J
7
produces
must
be soId somewhere
within rown. If the PCS
agree, they first need to find the
poison, then iincover who manufactures it and how he
smuiggIes it into the city - a dangerous propsition at
besr.
Lg.
T l I F S O R V I R RFSIDFNCF
This estare- property of the wealthy Sorvir family looks quite O L I ~of pIace in the midst of the h i s a n s
District. Though not as large as some of the residences
found in the Nobles District, HQLWSorvir, as many call
it, remains an impressive sight. Its elaborate architecture
and wondrous windows belie its true value. The smaller
building besides the manor houses the servitors and mercenaries employed by the family.
I~F~SIIIFNTS
y Y . c . 7 r ~ " ~ ~ ~ l ~ grsing
,
a huge scandal.'The
Many members ot the Sorvir tarnfly, however, openlv
City
Councilor
claims
be
J
was
k
m
e
d
, and hires the PCs
question 1he wisdom of Sir Yasrnon, its elder. The venerout
the
culprit.
W
1
real
to
flush
bile
would 11ke
Sarvamon
able old man recently fell in love with B e h a Ivorion,
nothing
cc
more
than
see
his
discredited,
he had
*usin
a cunninq and ambitious woman hailing from a rich
d
e
with
to
nothing
the
incider
city
Who
the
it.
in
would
artisans' tiinily (see location L4). Despite the fact that
want
out
to
push
Yasmon
o
Sir
his
f
pohw
a
y
'
h
o
t
h
e
r
Rellia helps Sir Yasrnon on both the political and financial
cian
Artisans
Distri
f
r
o
m
the
he
A
angered
citizen
ct?
front (not to mention the facr that the old man has never
with his politics? Or perhaps even a colleague/rivaI
been happier) most Sorvirs believe that Belli3 lured the
from the City Council!
old man into a trap from which he might never emerge.
None ha\-e yet deduced what BeIlia hopes co gain from LIO. T H F I>AVIT~ONS
the relatinnship, and many in the family now cry for Sir
Yasmon to be replaced. His cousin, Sarvarnon, would like
A wide patch o f verdant land covered with 01
norhing more than to supplant the old man as the head of
50 s t a h takes up the easternmost portion d t h e
the family. None of the Sorvivir nobles, however, dare make
Artisans'
District. The crafts on display all come
a move as long as Sir Yasmon continues to represent the
vendors, displayed on simple tables lying
from
local
district on the City Council - a position that supports
the
air, small wooden cabinets opening
open
in
the family's standixg in the city.
on
one
side,
and
larger tents packed full crf goods
A contingent of hired blades guards the premises and
customers.
and
A
few permanent gazebcts made
many sen'antr; work a t the house as we& deaning, cookfrom
sturdy
woad
or stone can also k,e found
either
ing, caring for the horses, and tending to the family's
here.
every need. A guard keeps a vigil 24 hours a dav from the
five-storv tower of the main residence.
-1u
YCllLcl I Y L
LClL
.... .
"2'"
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- -_---- -*F
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+
,
. -.
The Pavilions attract visitors from all over the city. A good
number o f foreigners also come to the place a5 well. L h e
the more regular visitors, they shop for goods made by
some of the best artisans in the city Unlike other markets,
artists and artisans run the Pavilions, offering the goods
they make themselves rather than offering them through
a middle man.
While many artisans use the Pavilions to trade their
goods, not all of them do.The most famous craftsmen usually make 3 good Jiving without having to leave their shops
to drum up business. But not everyone in the Artisans
District is so skilled or famous. For most of them, setting
up shop here remains the fastest and most effective way to
meet potentid buyers. Among the general population of
the city, the Padions hold a reputation as a great place to
- '
.. .
HOOKS
"-9"
E
JourneymanArtisan (50): Exp5.
P--
I R L D ' S L A R G E S T CITY
..,
L*AyL
50 gp
I r n , ";%,*ntime
hC T I V I I T
PCs may use the Padions to seek out new contacts, to RES I J3 E N T S
Since its creation, many decades ago, the Grand Mural
find a bargain price on a piece of art, or to hire competent
became
a great tourists' attraction, but its continued
artisans to work on their projects. m e n from dawn until
existence
depends on the will of the many artists of the
dusk, rhe Pavilions attract a vast number of people every
Guild,
who freely give their time to keep it in
PahTerS'
day, and all sorts of individuals can be found here, from
During
the daytime, a handful o f artists work
good
shape.
city Guardsmen and local nobles to foreign barbarians
Mural
upon
Grand
the
while many city dwellers and
and merchants from other lands seeking to fill the hulls
foreigners
come
admire
the works uf their predecesto
of their trade vessels. Pickpockets and thieves view the
visit the place after nightfall.
those
who
sors,
are
but
rare
hvdions as the best place in &e district to acquire valuMembers
Civic
the
of
regularly p a d this area to
Guard
ables. The most experienced rogues, however, realize that
ensure
that
no
vandals
the
painting, which many conscar
many of the items sold at the Pavilions hold the signature
sider
the
most
impressive
piece
of art in the entire ciry
of their makers, whether from their special design or the
presence of an insignia of some son. Thus, some o f the
Painter (varies): Exp5.
items found a t the P a d o n s cannot be sold easily, or for
more than a fraction of their actual values. The Thieves
Spectator (Varies): Cornl.
Guild f ~ c u s e sits attention on buyers, who often carry
loose coins on their person,and most ofthe district's free- HOOKS
The images from the grand mural are shifting. Every
lance pickpockets follow their lead.
morning, some of the scenes have changed, ChataCterS
H OO KS
have disappeared, and new ones - mostly monstrous
e A group of guildsmen from theThieves Guild currently
humanoids - have taken their places. It is as though
operate5 at the Pavilions. Run by Fenita the Fortunate,
the history of the city, as painted upon the Grand Mural,
an experienced member of the Guild, they steal items of
was being altered. Who is changing the images? What
great quality and sell them to a handful of unscrupulous
devdry are they using?The City Council W ~ R Bto know,
craftsmen who mod$ and resell them. When the PCs
and so does the Painters Guild.The City's Eyes are f l ~ u n notice a young man s t e a h g a valuable statuette from
moxed; they are dearly out of their depth with this
one of the s t a h , they risk crossing one of the Thieves
incident. Both the Council and the Guild hire the PCs to
Guilds most reliable operations. If the PCs hVesFlgate,
discover the culprits -a group of wretched hobgoblin
they find out that there were several thefts of simiIar
sorcerers belonging to the Nailed Boots tribe (location
items in the past six months and the artisans of the
E23) in the Humanoid District. However, when the PCs
Pavilions would gladly pay them good money il they
find out that these sorcerers did not act Q U of
~ malice
could put a stop to these incidents. Do the PCs have
but rather to educate the population so they can eventiwhat ir takes to dismantle Fenita's group -and face the
ally be accepted in the city as other races are, what wiU
wrath of the Guild afterwards?
thy decide to do?
L I I . T H F CjRAND M U R A L
A magnificent and colorful paintirig covers a large
..... II \
,r * L *
3CLLIVII UI L r l c cd3lrrlli LILY W d l l . 1Xi'hile most of it
rlrCrr..
-:C.
..
- ..
-.
v
RESIDENTS.
AC'TIVITT
D e a h g almost exclusively with artisans in need of finanAnyone can scheduie an appointment with E n d an, but
cial backing, Terren Evralan the Moneylender Iives in
such meetings seldom take place a t his house. Iit least
this rich 2nd sumptuous house which he paid for with
three meetings are required before Ewalan agrees to lend
the high interest rates he charges his customers. Because
anyone a sum larger than 100 gp. For large amoiAnts of
of his merciless business tactics, Evralan unwittingly
money,he asks for goods he can keep as collateral;
won the animosity of many professionah working in
property --o----.
in the form of treasured works of art
the district. StdI, a lot of artisans continue ro deal with
Because of his constant deaXings, E m I a n also owns several
him, as nc other person openly offers to Iend money to
pieces of property in the city,all of which are for sale.
unrecognized craftsmen whose futute earnings potential
is questionabbre. Despite all his faults, Eyralan takes a lot H O O K S
A master from the Thieves Guild hires the PCs to take
of risks when lending money,but he has made successful
part in one of the most important burglaries amrnpted
bets over rhe years to have accumulated a small fortune.
in
recent years. Ifthe PCs accept, they are told, they can
Several mercenaries p a r d his palatial home. Garvon,
half of whatever the thieves find and may even be
take
an experienced soldier and perhaps the only real friend
to join theThieves Guild with the honorary rank
invited
Evralan has, keeps a watchful eye on the premises, hanof
experts
(dogs); if they refuse, the thieves do not reveal
dling everything from the hiring of guards and servants
them
to
the
location of the theft. Even if they accept,
to ensuring his boss' protection. Au of these people live
PCs
only
learn o f their target once they are a t the
the
within the manoria1 house.
Moneylenders' House. In truth, the PCs work for a man
Terren Evralan: Rogl3.
hired by Garvon to test the security of the premises. If
the PCs are caught, they are told the truth and paid for
Carvon One-Eye: Ftrl2.
their services. If they succeed, their employer reveals
ruse and asks them t o return the stolen goods, upon
the
Mercenaries (12): Ftl-5.
which time they will be handed a substantial reward for
Servants (15): Corn1-4.
their troubles. Ifthe PCs play their cards right, they can
help Garvun upgrade security and make a friend for life.
Evrahn may even call upon them at a later time with
The house o f the most well known rnoneylender in
helpful or lucrative offers.
the district contains over 5,000gp worth of various
- I-
-r
. I.'_IL ' _ _ I A - -
.I1
ettes, beautiful paintings and carvings, grand tapestries, fine cutlery, elegant decorative swords and
shields, 2nd a multitude of other wondrous items.
Evralan h e p s a sum of 10,000 gp in a locked chest
(succ~ssfulDC 25 Open Lock check to operI) hid-
,.
I...r
,rL:,
L I J . THE R O P E EAC'rORY
A duster o f four large buildings of dark gray stone
lies in the southeastern corner ofthe district. These
buildings are in poor shape, but many people come
and go within,
- * - - - - I - A -r..:4.:..
11
.L
L,
L- :U C l l I l l d C U I I L C U I C U L d V I L Y I I t L l l t W d l l UI 1113
l.JCdrOOm
'.
'
7
, -
***-I<\
*-A
L I Q C K J aIIU
cn..nr-l
3CVCIQI
----..-
c:--
FILLVUIILlllt:
l.-,.l,-
UVlJn3
A*--":L:--
UC>LllUlIfg
L 1 4 * T I I F PAINTERS CjUXLDHALL
This bulky, two-story high building contains little on
the outside to distinguish it from other structures
in the district. Inside, however, is quite a different
story. Hundreds of different images, each more
cotorful Than the last, cover the walls, doors, and
even the ceiling. Built in the southeastern area of
the Attiwns District, the interior o f this great house
looks more like a giant, three-dimensional canvas
where countless master artists worked together
to form a great tapestry of realistic and abstract
images merged together in an eerie, bright, and
fantastic form than an actual building. To add to
the confiision, panels of multicolored stained glass
cover every window of the building. Though at
first glance the bright colors and chaotic patterns
formed tmy the countless themes blended together
might w1em like a big jumble, the overall effect is
indeed q'iite striking, beautiful, and inspiring.
L__
. I
HOOKS
I--*,
I,.
e-
4
Masons Guild purchased the lot and the foundations from
them, and later commissioned the construction of large
dwelhgs. which would serve to house several families.
The Masons Guild now rents 48 small apartments for low
prices in these four great buildings. Thus, the Dreaming
Stars, as most people ROW call the place, offers comfortable lodgings at economical prices, but only ta those who
maintain good relations with the guild.
R FS 1I)E NTS
Almost half of the men and women who rent apartments
a t the Dreaming Stars belong to the Masons Guild, but
several artisans of other occupations also calI this place
home. h u n g and relatively poor celibate masons and
attisans take only a small portion of the accommodations avaiIable at the Dreaming Stars; most of the place's
residents live here with their families. Master Narab, a
middle-aged and highly reputed mason who fell on hard
times follrwing a crippling accident, resides in a modest
apartment a t the Dreaming Stars.I n exchange for collecting rhe rent and ensuring the upkeep of the building, he
Iives here for free and receives a reasonable stipend from
the Mason5 Guild.
Master Narab Expll.
Guildsmen (64):
Expl-4.
ACTrYEn
_
. . _
of
About three months ago, after almost a year of marriage, the young d e of Master Narab disappeared.
Being much younger than her husband, many a t the
Dreaming Stars suspect that she simply decided to
leave him - perhaps after realizing he had no money
or prospects - but Narab believes something terrible
happened to her. Filled with grief and worry, he desperately seeks clues to her disappearance. An old business acquaintance told him he saw his wife at the Lost
Lagoon Inn (location GI 2 ) a week earlier. With backing
from the Masons Guild, he hires the PCs to investigate.
will they uncover the woman's background as a cunning member of the Thieves Guild W ~ Otried to use
Narab to gain access ta the Masons Guild secrets and
riches, Will they find out that she now works to regain
the prestige she once had within her guild?Or has she
truly been kidnapped by forces which need the Maqons'
cooperation as part of some enigmatic plot?
>-
.A
.~
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T H E WORLD'S
LARGEST CITY
1.17. I I O U S F T R F F V H F I M
Four large two-story houses o f light gray stone form
an impressive! I " amid a large yard enclosed by a
simple red picket fence. Beautifully wrought stained
glass windows o f scarlet and purplish hues dot
the walls. Upon the pointed roofs o f black shingfe
stands two great gargoyles, each one keeping silent
vigil over the place. A massive basin lies in the
southeast corner ofthis well-kept plot; in the middle
.
r
I
J .
.,
r II
stanas a great Dronze smue OT a woman ciaa in T U I ~
armor and holding a large two-handed sword.
1
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7
ARTISANS
HOOKS
* Theoc recently purchased the diary ofa now-deaId cornpanion of his heroic grandmother. The book hint s ar the
location of the lost tomb ofIrianne, who never re.turned
from her last adventure. Theoc hires the PCs to accompany his daughter Irianna on a journey to this ancient
grave in the hopes that they mightbring back three a r t facts that belonged to their courageous ancestor: a pair
of arm greaves fashioned from iron and decorated with
silver roses; a magical helmet said to protect the mind
from magic; and a n enchanted full suit of plate armor.
Theoc Treevheim: A r i l 4
Theocin Treevheirn: Wiz8,
Orvoc Treevheim: Wk7.
DISTRICT
LT8. T H E
POSFRS RFSlDFNCF
ACTIVTTY
This old two-story building must have been beautiful once, but the place now obvi~uslyneeds repair.
Most of its windows remain closed with wooden
shutters all year round. The walls of the southern
wing hold several ancient frescos, now so faded
that they are barely noticeable.
R FS I 11E NTS
Portas Sorvfr, a grandson of the famous Sir Yasmon Sonrir
(see Iocation Lg), lives here with his family. Portas, who
enjoys the fortune o f his father, recently married and
purchased this ancient and somewhat decrepit mansion,
hoping to rekindle the splendor it once enjoyed. vrhile
his family pays for most of his needs, Portas warm to make
a name - and a srnd fortune - for himself Lacking
the talent to succeed as an artist, the young nobleman
nevertheIess wishes to be recognized as one of the citys
greatest artisans. He buys art from different artists in dire
need of money,signs his name upon the pieces, and takes
credit for their creation himself. He also displays his
work in his private art gallery on the first floor of this
house. Though he does not seem interested in selling any
of it, he gladly makes exceptions in the case of noble or
d u e n t i a l people interested in his art, hoping to one day
be acclaimed by a m e connoisseur.
or ROW, portaswife Mina, a young noblewoman from
the Treevheim family (see location LIT)believes her new
husband to be the artist he pretends KO be. She remains
unaware of the fact that he buys paintings and sculptures
from others and takes the credit for himself, and she still
believes he works several hours each day in his pnvate
..
....
- - ....
..
.
.. .7.
--
is forbidden to enter). HC l
onfidant, Sarelle, suspects t h
mts working for Portas and M
le
WCSL
Sarelle: Com4.
~ ~ ~ ~ v . C
4 f.7 -- & L n m
RFSl DENTS
ACTIV 11n.
Portas spends the bulk of his days in hi5 workshop pretendin!;t o work, and his nights seeking other artists to
help. ITiaintain his fapde. Anyone who demonstrates a
talent in painting, sculpting, or the like, and couId clearly
use a IittIe extra money, wll be greeted with intense interest. Initially, Portas wd speak to them under the auspices
of communing with a feeltow creative, but eventualIy, he
will offer to buy a n existing piece of art ur commission a
new one under the condition that he can pass it off as one
of his own. He will never make such an offer if there is
danger of anyone overhearing him.
Connoisseurs and patrons of the arts will receive an
egiralIy warm welcome, and Portas will eager display his
works in an effort TO impress them. He has convincing
stories worked up around each one of them, which he
plies with ruthless efficiency. Visitors who cannot help
him maintain his fraud are usually treated with pensive
politenew, and dismissed as quickly as possible.
HOOKS
band?
hd
silvery tone.
ht-.-m.-Y-+ac* h A - r t n r
LY9. D)ORIBAN A N D A Y Y U C I N I E S E :
MASTER M A S O N S
A R T I S A N S DISTRICT
a-
HOOKS
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hat looks like
a distance,
vv
n o k i n g but the dark blue coioratior1 of the huge
structure can be seen. Standing closer to it, howLI
r..
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ever, one nonces m e muitiruae QT nny' veins o f dark
purple upan the surface, which seerns made of a
rare type of marble. Barely perceptiblle gaps, starting some 30 feet above ground, dot the otherwise
...*tl,
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V C l l C L L Wd113. U I I C L I l t > W U L I l C Q > L >tUC, a large pair of
doors carved from the same materialI gives access
to the interior of the place.
2
A CT I v I
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.&
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nd
Ferted
7u-
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les.
ter
md
its
the
ide
ren
lor-
Lnd
the
rah
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A R T I S A N S DISTRICT
R S E 11 FNTS
11
Evram: Rogl6.
Uron: Rogl3.
HOOKS
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,
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HOOKS
rd
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b i w t t wdith driu
wiriuuws
LL- -L.
--I.1 -- - - mdKe m e :rrruCwrt.
- . . - . . one
o
-f
ARTISANS
DISTRICT
his person,
RFSIRFNTP
(Varies): Expl 0.
!&sons Guildhall
one seeking to employ
its members. It holds r
ThP
.-
R FB 1 I> F: N T S
\\
III
auuILI<III
LW
til> W U l l U l U W >
HFRONOCL,F BASS
A R A C H N I D TAILOR
Constructed with a stunning combination o f
mechanics and magic, Basss clockwork spider is
a one-of-a-kind creation whose price is inestimable.
It has two modes: active and inert. The first person
who touches it in its inert stage both activates it
and becomes i t s owner. The spider will obey a Y
command which the owner gives. Though it canntot
L---~ ~ -:*-.-.- , :.
-- - - - :-A:-.
I L C I T I ~ III 1 t 5 J ~ W SVI i r i i i i i i ridrrri, 11. rrivves quite
L ~ I I Y
quickly, and can follow complex orders to the letter.
Upon command, it create any piece of clothing its
owner wfshes - spun from any kind o f cloth from
burlap to silk and in any color or pattern specified
(if unspecified, it will use basic wool). It cannot
:Ar
r r o q t n Iifnrnr
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LZS. T H E ASSASSINS
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RESIDE?JTS
Y V
ACTIVTT1'
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The dwarf Markon and the elf Renfinielle, both experienced weaponsmiths, work together in this Fimple shop
to produce some o f the most wonderful arms and armor in
rhe land. sometimes, they hire wizards from the Academy
District to enchant some of the items they fashion, but
mosr of what they make serves decorative purposes only
and is not intended or combat. Kings and champions,
as well as rich nobles, merchants, and adventurers prize
these items, even though the great m:llority can only be
used to decorate a hall or the rop of a fireplace.
Altbough not a public institution, the k r n o r y relies
on the protection of the Civic Guard as we11 as several
experiencpd mercenaries, lest its small but highlyvaluable
inventory disappear in the dead of night. Because it often
supplies the city's military and political elire with m a z ing ceremonial armaments, the City CounciI ensures that
members of the City Guard keep a close eye on rhe place
a t a11 times.
R E S 1 n FN T S
..
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A--.-.-
uesigns
l*+l.*,l
IWCKEU
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IL
(DUIIT
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I S U C C ~ ~ ~ I U I
A C'rI v ITY
MI
R L D S LARG
iterling reputation throughout the city,
y the wealthiest famdies.The shop has
ning an eIaborate assembly operation
,
and similar elements. The rear of
for dol ~ ~,,,.hes,
the shc>p has a writing desk full of business notes, whde
the u~hper story contains a COZY kitchen and sleeping
quartel-S.
~
>pCll>. 1 1 1 > L T d U ,
31113 i U l l l l U
dllULYlC1
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LU g C L W l l r l L
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RESTDF N T S
F1,STEFTH VOLANTAS
W 0 N D R 0US I)0
To deterwkine a dolls abilities, roll on the table
T A T S
Rolf
E k t
T h c doll appears
frquids though
t h o u & its mouth
a ,m, e a r s t o drink frauids
10
ACTIVITY
The pixies spend day and night working on the dolls; their
tiny hands allow them to shape the limbs in exquisite
detail, and to create clothing as perfect as any full-sized
outfit. Volanta spends her time either catering to her
clients or attending one of the many parties to which she
HOOKS
The pixies break free of Volanta's enchantment, wreaking havoc on their former mistress. When they are ACTJVI'IY
Sari Juste mainly works for the Thieves Guild, helping to
througk with her, they turn their attention on the dolls'
case houses for theft. He normally makes two runs a t a
owners, making their lives miserable with an endless
given target; the first he undertakes in normal garb, with
series of cruel pranks. At least one of those harassed
a
wrapped hat which he is pretending to deliver. When
owners hires the PCs to get to the bottom ot+the matapproached,
he feigns being Iost WT unable to locate his
ter.
"destination.q
The second excursion he takes while wearOne of the doIls is accidentally created with the pixie
magic
cloak and boots, striving TO remain hidden
ing
his
ability to cloud minds. Whoever handles it with their
observes
while
he
his target fQT as long as he can. He uses
bare hand? must make a successful DC 15 Fortitude save
shadowing people: he appears as a
tactic
similar
while
a
or lose nE1 memory as per the pixies' memow loss ability.
once,
pretending
haberdasher
to trave1 to an address very
Volanta wears gloves when she handles a11 the dolls (she
the
He's
to
that a bright outfit, while
found
close
targets.
doesn't vish to accidentallv sully them) but. others may
atrention
him,
diverts
attention away from
drawing
to
not be 55 lu drv....
his face. Thereafter, when he follows them in his magic
cloak and boots, they are far less likely to norice him. The
L 2 8 , HABFRDASPTFR
method works surprisingly well, and San Juste has never
given his customers -his veal customers whom he insists
This neatly-kept shop sports a picture Q V:r~the door
meet him clothed in their finest in order to defer suspiA.-'--'
r
. .
. coc~irymom
aepininp
a man,s tnas. Inanging
the end
cion -any reason to complain.
of a cane The interior is decorated with a wide variH001CS
ety of hats and headgear, along with walking sticks,
The PCs are targeted by the Thieves' Guild for some
cloaks, and similar accouterments. All ofthe items
reason (perhaps a t the behest of a n enemy), and San
are expensive and of high quality; the hats are maI&
o f fine fabrics while the canes are all carved frc>rn
Juste is called upon to gather intelligence on them. He
gains entry to their place of residence by appearing to
rare andlor exotic wood. A sign above the counter
,
r
I I I.
-. ._.-..c.
deliver a hat to them, which he claims is a gift from a n
gives raIes Tor [rems ana aewery, ana a p a r ot miranonymous admirer. Later, when thev are robbed, the
rors, set LIPopposite each other, allow customers to
inspect tlie look o f the wares on their heads.
hat is left untouched - a clue, perhaps, about whu has
I.,
P I
robbed them.
L Z 9 . N O R D J K A R ' S S H O E STORF
RFSl DENTS
I
A high plaque o f brown marble, inscribed with
the image of a shoe, stands in front o f this large,
two-story, golden-hued wooden building with an
impressive stone colonnade.
This fancy-looking store sells decent shoes made of lcather and cloth, as well as some speciahed items difficult to
find anywhere else in the city, such as neatly carved [and
surprisingly comfortable) wooden clogs, fur-trimmed
moccasins made out of wyvern hide, and stylized sandals
laced to the ankIes with fine silk strips. A wide rack fded
illiUC D L U L C Ldll W F
le qualiryj because
1st pay a costly rent
!), owner of the lot
'ares. Still, the qual-
. .
RFS1,3e.,rs
HOOKS
'i
. -
. . .
*--
1
The inventory of Sorianne's Fine jewels rem: iins
under lock and key at all times. They total cwer
;- ..l~..I * - A
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i o nnn
I 0 , Y U U gp 111 V d t U C , dllU lllt: > d l C L U ~ l l d l I l l I LIlCIn
l~
is
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LU
DpFCIIIC V W l l F l
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rl
LL11LIICL
l l l d l t i U U W L 1 1U U W / O
possibie.
H UOKS
Tenda Oribelle: E x p l l .
Oriba Oriblle: Exp7.
6"
yy'*'
second .~OOT.
RFSI De&'cs
ACTTVTm
A'
THE WORLD'S LI
L 3 2 . T H E CARWFNTFRS7 GTJTLDHALT,
illy
L=6lpYLlLCl>
CrUZIUlIdU
IIdLUUL>
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ilea, a n a
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urt. Tor a
bmaii
ree, m e L a
. . V I L I I
lull
I h I U L C I I y L I d
UllY
L Y Y I - . .
, I
8"L.I.C
I-__.
ACTIVITY
Carpenters Guild as well as those wishing to hire carpenters for work. AT least two grand masters remain at the
Guildhall a t dl times. Twice each month, the Guild holds
a n assemhlv for all its members. During this time, the
grand masters inform the membership of all things pertaining t~ the business end of their craft, including new
development projects, possible empioyment opparruni-
Barkeep (SI:Com5.
__
TH WORLD'S
LARGEST CITY
S ~ Q C of
~ Sfood, ale, and wine abound a t the Sunken
-..-
c . : - ~ c ~ A I,AJ
,,an, (>ULLC331UI
~ ~ v
I
TllgdtC. R IVChCU L W I I C I
~n
cr .~n. n
~-,,
LJL L W WpClI
and entefiain-0a
fairly quiet
nost pan. As a
rowdy drunks
:r; the profits of
.n the Travelers
yUd.
District (see location G27), who partly own the place.
When he does, four bouncers accompany him.
Lv
YLUI.YI.
LUL....I
HOOKS
TJ34. AVBFRT
SHOEMAKER
R FS 1IJ F Y T S
7
Y
A venerable human artisan, Avbert has Iong been recognized as a mastet cobbler, but his own fellow guiIdsmen
still considered him an outsider. Though he always paid
his dues, Avbert never got along well with most other cobblers. Not only has he always been a n independent and
headstrong man, but Avbert has also been deaf and mute
since birth. Because of this, many of his fellow guildsmen
never rook the time to communicare with him; even so
A C I ' I V 1-17'
r1ooF;s
f!
RFSIDFNTS
HOOKS
. .:.,;j
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.
...
ESTS
-I
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s
n l l u ~ U U U J I I I L I I ,u1 V v I Y I L 1 1 La=%- L
l l F U I V L I I C I 3 CUUlU V F C V l l l F
important allies. Or, more simply, one olthe btothers, desperate and fearful, could approach the aLvventurets and beg
for theh help.
Regardless of the manner in which They get invoIved,
the PCS should recognize the brothers 35 the true victims
of this ordeal. While Murbek and N o r h might not be
saints, they are no M e r s either. In fact, they acted in selfdefense the night they killed two of Elmonds men and the
only crime they are guilty of i s robbing from thieves. As
the PCs discover the course af events that led to the present situation, they may begin to suspect that Ehonds men
were indeed not part of the Thieves Guild. They may even
decide 10 approach the districts Overseer of the Guild and
reveal to him that imposrors used the name and reputation
of his organization to scare a Few young men.
The PCs need to get to the bottom of the tale, profect the
brothers (perhaps even save Norbo from his quasi-rnorral
wounds), face Elmonds men as they discover the location
of the hiding brothers, and perhaps even dismantle his
organization. They can accomplish this with or without the
help of the Thieves Guild. !f the City Guard gets involved,
the PC3 may aIso try to recover the stolen jewels and
attempt to prove that Murbek and Norbo are only guilty
of stealing already stolen merchandise.?hey could then be
asked to speak on their behalf durmg their trial.
s f the PCs heIp dismantle Elmon& group, they may win
the friendship of the Thieves Guild. However, they may
also make a few enemies, as any surviving member of this
gang as well as anyone who had dealings with them might
hold a grudge against the heroes. If t . h ~PCs successfulIy
protect the brothers, they will makc friends and shes for
life. The brothers may pmve to be excellent sources of
information, and the entire farndy might even agree to
sell them goods a t a significant discount. Tenda OribeJle,
howevet, may insist that her sons leave the city, fearing
that it i s still too dangerous for her two youngest sons. if
they remain in the c i q she may ask the PCs to help her
refresh her inventory, and perhaps even recover rhe home
she might have sold during the ordeal.
TAW
L2:ARTISANS D I ~ T R IRANDOM
CT
dZO
ENCOUNTERS
Encounter
1-2
Ci,
3 -4
5
Art
Mt
6-8
Pickpocketphief
9-10
Cra Ftsrnan,Tradesman
Noble shopper
I 1 -1 2
13-76
Commoner shopper
17
18-19
Merchants
20
A s s a w n (see location
L25)
- --- I
. ii
-.. .. .
.
. -_ #
- -,
--
,.
-.
. -A'--
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LtLp
The Docks are among the oldest y v ' & L " " a
T h e n the peace accord was reached between the human,
dwarf, and elf factions long ago, construction began
around the Spire almost immediately. The temples, palaces, and even the small temporary hcjmes all required significant resources to consrmct. It qui'ckly became obvious
that transporting these materials ovemrland would take an
extensive amount of time, and that 2he fledgling outpost
a t the Spire would be vulnerable to CIm!dict, both internal
and ex3ernal. The result wax the has construction of a
rudimentary network of docks along the harbor. The first
of these formed the basis of rhe city 's Navy, but within a
.. __
__ _._,dent merchants and
,..__
wealthy individuals began constructing docks for their
personal use; they became the foundation for the city
discrict now known simply as the Docks.
Historically, the Docks have been home to the impoverished working class that cannof afford nicer accommodations in other portions of the city. Sailors and Iongshoremen constructed ramshackle housing so that they couid
have a place to call home afier a long day's work (or at least
to sleep off the excesses of a long day's wages).These small
clusters of buildings gradua'lly developed into neighborhoods, then shops began appearing to cater to the needs
of the occupants. Taverns came first, then other general
goods and sundries stores that could profit not only horn
the residents, but the much larger number of transients
who camr and departed with the ships that arrived every
day. Even in that earIy era, the city's business class realized
there was money to be made within the Docks, even if the
residents o f that region had little of their own.
Dozen5 of ships come and go on every day a t the Docks.
During the busier months ~fthe year, this number can
increase into the hundreds. The harbor's reputation and
relative proximity to major shipping lanes ensure that a
nevet ending stream o f merchants arrives FQ purchase,
sell, store, DT transfer goods. As a result, the district's
wider-than-normal streets are almost always clogged
with carts, most laden with an infinite variety of cargoes. To first-time visitors, the sights (and Iess favorably,
the srnelis) can be overwhelming. Giants carry colossal crates, carefully striding alongside hundreds of city
residents who seem oblivious to the monolithic laborers
above them. city Guardsmen patrol the district from rhe
ground, while their aerial camrades do the same atop
their winged mounts, avoiding the clogged streets and
keeping an eye OUK for the criminal activities (primarily
nocturnal) rhat have made the Docks so infamous. Ships
of every possible size and design, from majestic oceangoing gaIleons designed by elven shipwrighrs and bound
for faraway lands to the tiny, custom-built junks piloted
by halff ing fishermen, sit side by side in the largest, most
confusing network of piers and docks that the world has
ever seen. All in all, it can be quite a daunting sight for
newcomers, one that makes the other city districts seem
quiet and calm in comparison.
"k
..
%l*L
& L n L
U"CIR.3
IIL"1-1 I L u r y C-cLIac L I L I I Y I L J ,
~ I L I I " I I ~ ; I Ln L lIL&,JL
LOCATIONS
_ _ _ _ .-
- _ - _i.:--
__
rLA
L-
...
see it for the' first time. The hrst few stories are
constructed of gigantic stone blocks and resemble
nothing so much as a fortification. The upper levels are largely wood, and the craftsmanship is so
refined that they can only be ofeiverl construction.
Windows near the tower's peak are large enough
_.l A - - drtu
---ILL\ut.
occaGonal glint of something reflectide can be seen
in the sunlight, Civic Guardsmen stand sentry at the
tower's base, protecting each of the rour entrances
that coincide with the four compass points.
.r*<*t.+-*- * -
&-
T F I C ~tu
I
IUI L I I ~ C C
--*---L-..4-l-uL-
-1-
tu~wI o u i u e r ,
rriiri ~ I I V U ~ U
l ~
d W l U C V d i 1ClY VI I I I 3 ~ l L d I l ~ I l lilldl
mufX5 U W
not W5n I O
Erryl: E l f AriSJWiz6.
AFSIIIFNTS
In addition to the guards, the lower Tower levels are occupied by a large number of bureaucrats, who oversee the
collection of taxes and tariffs from a11 incoming and
outgoing vessels. The storage room in the basement is
also used ro secure the hrge amount of curren
ferred t o the City Treasury (Tocarion 13) at the end of
every day: Obviously, this transfer is well-protected.
The H.irbomaster and his personal staff, a
dozen or co bureaucrats (including citstoms offcials, accountants, and lawyers), and SO Civic
Chard sentries are found within the Tower at
any given point. There are usually a number of
merchant.; and guests in the Tower on a daily
basis, perhaps as many as three dozen at a time.
Merchantq kept waiting to speak to customs
officials and tax collectors are usually in an
exceedingIy foul mood.
Harbormaster Elwyn Aer is rarely seen
outside the Docks. While the position as the
Districts representative to the City Council
is technicafly his, no one remembers the last
time he attended a meeting. His duties in the
Docks, it seems, are far more important to him
than the political maneuverings of the City
Council. It may also be the case that he finds
it difficult to face the Chief Elder of the Elves,
the Elven Districrs representative, after having
been exiled from his homeland (see Quests section). Instead, he sends a PtQXy- a n exquisitely
beaunful elf woman named Erryl -to serve in
his stead. What relationship the two have, none
can say for certain. Theories that Erryl is Elwyns
d e , sister, or daughter are alI equaUy supported
among those who care about such things. Erryl
enjoys the political duties she has been assigned.
She is a skilled orator and a devastating opponent
in any debate. Although her demeanor suggests that she finds the trade plied in the
Docks disdainful, her sharp eyes miss
very little, and she can discuss virtually
anything happening within the district at
great length.
--
c
!
I
This large, well-built home is among the oldest mucmres in the harbor. IZ was the home of the district's
first Harbormaster, and passed on to each subsequent
Harbormaster until the current holder of t h a t position,
Ehwn, successfdv lobbied the City Council to let him
occiipy the Tower. After that, the house remained empty
for several decades until a gambler named Marchan won it
from Elwyn in a game of chance. Since that time, Marchan'?
family has maintained the mtate, even though they rarely
visit. The most frequent resident i s Marcbaris grandson, an
adventurer named AlIix (FM), who stays here in between
exursions out to the lands beyond the sea.
A C T 1 V 17Y
Only the most powerful and wealthy merchants and captains visit the Harbormaster's Tower. A few dozen assistmts remain at the docks, registering each new incoming
vessel and coUecting tanfs and taxes. Any newcomer or
departing traveler who experiences drfficulty with the
dock stafF may find themselves summoned 10 the Tower
to resolve it. knyone wishing to purchase additiona1 security for a partiCUhl~vaIuable cargo can arrange to store it
within the Tower's basemem. The price for this is equal to
1% of the merchandise's appraised value, with a minimum
of 1,000~p or a weelis storage. The Harhomaster has
been known to refuse particular cargoes in the past without any noticeable reason.
HOOKS
7
4
A merchant with a11 his assets committed to a particularlv valuable cargo has died in an accident, and
his merchandise is locked within the Harbarmasrer's
Tower. His relatives do not have the resoiirces to pay
the fee needed to release it, despite the fact rhat it would
pay for the fee a thousand times over il they could onlv
ger their hands a n it. The relatives ask the PCs to either
secure the cargo independently (a nearly impossible
task given the secunry in the Tower) or sponsor their
efforts to secure the cargo (which will require lengthy
meetings with the Harbormaster and hi5 bureaucrats)
in exchange for a fair share of the wealth.
The impossible ha4 happened: the Harbormaster's
Tower has been breached, and thousands of gp worth
of merchandise has been stolen. Elwyn is outraged, and
declare.; martial law throughout the Docks, a declaration well within his right in accorddan~ewith the citv
chaster A n y well-known adventurers in the district
(such a the PCs) will be taken into custody by the Citv
Guard and extensively questioned about their whereabouts at the time of the burgiary'rhe mthless PeTSeCUtion wiIl not end until the p r o p e q is recovered and the
culprits punished.
IIYLILIUL.
I L L
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Eirtltc shanks of m
mead and ale. Gian
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na L I V J L I Y
M7.
KARLA'S S U N D R l F S
T h i s small shop sells all mannerofgeneml goods and items
a t extreemply low prices (75% of those listed in the
-.
Unlike
mig.. t nee
many con artists, however, LobcIla is actually
quite kRowledgeable
about ddferent CUItures and their mvths
.
(Exp3) is extremeIy wellPlayer\ ~ n n d b o o k )Karla
liked,particularly among the poor who
can afford her prices. What no one
knows is that she gets her products
from a small band of thieves who
carefully steal in small
amounts from various
catgoes all throughout the district. I n
so doing, they avoid
attention from both
the City Guard and the
T H E DOCKS DISTRIC
in15
ACI I V l n
9.
--
- -. I -__- ,r .
..__ - ..- ___- head, and they have a writ horn rlie Harbormaster
L . r f i n r l a n
-11115111
yvaL
ne Hatmimasters lower (locanon MI). tC.enerauv5peaKing, however, the Civic Guard considers the Docks a
hard-nosed, unglamorous posting, and it i s rumored both
within their ranks and without that they often use assignment to this disrrict a punishment for those who have
been derelict in their duties. Whether this is true or not
is known only to the City Guard leadership, but it cannot
be denied that many Guardsmen stationed in the Docks
possess leqs than iIlustrious career records.
The district commander in the Docks i s Colonel Vandar
Sternshield. He is not alrogether happy with his post,
but realiw that someone must do the job, and if he were
ta leave, Inmeone less capable might be assigned here.
Colonel Sternshield has a Iiglit touch, and believes that
some degree of criminal activity is not only inevitable, but
necessary IO any civilized sociery. He does not tolerate vioIent crimes, however, and hunts rhose who commit such
acts with a frightening intensity.
Colonel Sternshield is assisted by six captains and
twelve lieutenants.
M I 3 . THF D I S T R I C T BRIG
Adjoining the City Guardhouse is the district brig, where
those arreqted by the Civic Guard can he detained until
they are either released or passed along to the Courts of
Law (localion F16) for further pretrial detention. For
the most part, the brig is used EO detain sailors who have
mn5urned too much alcohol and forgotten the basic rules
of living alongside Iandlubbers. k s might be expected,
the brig typically reeks of beer and fermented fruit and a
large number of unconscious drunks from all pons of call
occupy its various cells.
JL.
:.
HLS1JJt;N
1s
ACIIVITY
STRICT
lnreresr m rerurntng to ner samuy, no matter what pressures they bring to bear. The PCs can enter the story on
either side of the conflict, as agents of rhe father, hired
to bring the girl back to her family by any necessary
means; or hired be Eleanor to protecs the wishes (and,
it may be argued, the best interests) of one of her prized
emplovees.
M15. S A W M I L L
This r e h v e l y small mill is situated along a rocky section of the coast that is of little use to the acntal. function
of the Harbor. City statutes prevent the floating of logs
down the coast, as it creates an unattractive navigational
hazard. Irstead, flar barges sail from the north with harvested trees. The owner, an elderly woman named Elise
(Exp4), took over operation of the mill decades ago after
her husband passed away Her sons help her with the
business, and the lumber they produce is soId prirnanly
to the Shipwright's Guild (location 0 3 ) and to various
carpenter< throughout the city. Unknown to Elise, one
of her sons is more aggressively profit-oriented than her,
and has found ways zo cut costs that his mother would not
approve of"Certain work crews are harvesting wood from
nearby forests under the protections of powerful druids.
It is only a matCer of time before the druids discover
what is happening, and move to destroy the sawmill.
How much oftbe DO& suffers from their wrath as well
remains to be seen.
E"
nond. Those who wrve
y.-.,
him loyally are well rewarded for tlheir service. Those i ~ h ~
betray him never Iive to do so a sec+ondtime.
O".,IL
Y I I I Y
CvIILCII&O
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A L L
RFSIDFNTS
M I 6 . T O D S O N TMPORTS
ACTWITT
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i they were shiparge commercial
e confiscated. Or
n on behalf ofan
t in order to m w t
ess of why they
they will have to
order to retrieve
M P 9 . ANTTHTNq CJOFS
If Lady Eleanor's Diversions (location Mid) is the finest
brothel in the Docks,then Anything Goes is rhe one W i t h
the most questionablc practices. The name is not simply
a clever marketing scheme; it is the genuine attitude
of the manager and employees. The current manager is
Hagara (Comf, a fairly homely woman with a ruthless
sense of business. Hagara has assembIed a crew ofwomen
renowned not for their beauty, but ratht:r their permissive
nature. d a customer has the proper amount of money,
nothing is out of bounds at Anything Goes.
M20. T W F T d O N ~ S H O ~ F M FCjIrTTAn
N
$quarters for rhe
in charge, a curiDesten (RoglO),
ickpocket operamlI deliver their
a cut. He keeps
et, and allowing
the wrath of the
.-
irked beautifully,
Swarthy dockworkers swarm all over this nondescript building, coming and goirig through an
unusual number of doors. A mall fmced in courtyard adjacent to the building is filled with dust-covered crates o f varying colors and size;. The building
itself is rather small, squat, and plain, with no iden. . ..
- -.
I .
its purpose is the constant swarm of longshoremen
corning and going on assignment.
7,
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MT8.
EORCjOTTFN TRFASWRFS
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hand.
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M 2 1 , T H F DOCKS
coastline Of this district is C o mpletely
docks, leaving vinualJY length of coast
undeveloPed.Thevarious docks and Piers are CQristructed
in all different shes, accommodate everythingfrom a
one-manfishing boat totheIaWst shiPPingvessels. Even
can be accornmoda'ed here,
the largesr mi'ltav
and the docks house those parts of the city's Naly which
sailors) hermen,
On pamot
are nor
and bureaucrats crawl over every square inch oft1redocks.
nUmerouS supervising bodies - kom the
In fact,
Harbormaster's representatives TO officers from various
guilds - often squabble over petty matters fincluding
where certain types of
vessels are docked,
speak to the capwho has priority to
conceivabte
rain* and
piece Of
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M Z Z , DILApIDATFQ MANOR
--
--i
The men and women who make this place their home are
typically the lowest dregs of the citys inhabitants. They
are absdutely impovenshed and desperate for anything
they can get. Most will steal or even kill without hesitation, although there is an uneaqy honor system within the
house. If anyone steals from another, after all, evervthing
could quickly fall apart. To maintain order, those who
turn QTI Their fellows are quickly de& with. The curreiit
ranking resident is a disfigured amputee known simply
as Scars. While he has no probierns whatsoever with petty
theft and random violence in the city a t large, he does not
d e r a t e wch things within the estate. Although no one
knows it. Scars was once a Civic Guardsman who was
cashieFed for looking the other way while the obsceneky
wealthy merchants who frequented the district were
robbed or swindled. Once h e was expelled from the
service, Scars quickIy fell prey to the districts harsher
criminal.;, resulting in a face full of hideous scars and
a miwing a r m below the elbow on his Iefr side.
To say that rhere is nothing ofobvious valuewithin
the ruined house would be a gross understatement.
The trappings have been ravaged by time, use, and
the elements. There is little within the house that
consists of more than rotten wood, shattered stone,
ruined cloth, and scraps of banered, rusted metal. There
are, however, a few items buried beneath the house that
no living soul knows of. These items are the last remaining legacy of the houses last owner, an adventurer who
perished seeking one bst quest.
Scar: Ftrl /Rogl.
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124. T H F Z F F T O R R RUTNS
This building was obviously destroyed years ago.
The crumbled stone walls are still blackened from
fire, and strewn about in disarray. The bfasted rock
and earth is occasionally dotted with tiny white
flecks of ';tone that bear a disturbing resern blance
to bone. In the center o f the structure is a large,
wooden door that shows no sign of age or fire. It
IS tightly sealed, and does not appear to have been
disturbed in quite some time. The large steel ring
in its center is not rusted, but rt would take a significant feat o f strength to open.
1
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--
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in+t r 3 e c nlnha
, L C c I F ( p 4 , fi'"V"
A<
Y
This inconpruouslv
named establishment is the district's
a
only zheater of note. Sailors and their ill, are not notorious
for their love of drama, after all, and the district's citizens
who enjoy such things usually go to the Entertainment
7
trsnc ~ n rflnnr
rnlrl
l
C Y r Y ""yd,
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M 2 5 . T H E BAWDY P E N G U I N
l l V Y l
the DM.
ACTLVLTY
The Zeetora ruins are one of the ciry's most colorfu1
sources of legends and rumors. 'Despite reguIar patrols by
the Civic Guard keeping an eye on the place to keep the
foolish and unwary away, at least two or three times a year
a group of young adventurers from the city gains entrance
to the rums and attempt to locate the treasure that everyone believes is located within. Most never return, and
the few who do are either crippled or driven mad by the
experience. NO one ever emerges with any treasure, but
this does nothing to stem the rumors of its existence. The
city has ?argerproblems in the area and happily ignores
the ruins so long as it remains quiet.
IdlgC, > l d l K
U U l ! U l I l ~13 L U r l > L I l A L I C U Ut
IlCdVy
Helena: Ari3.
;-r
child.
FT27. T HE
B R I N F lPVORKS
This larj:e building is home
to a locilly favored brewery,
owned aiid operated by former
cmilnrc .iho turned their fervent love of cheap alcohol into
a profession. The chief brewer,
a middle-aged but enthusiasaaiIvkL.
I,
M Z 8 . ATA-HASSAN'S FX O T I C 5 0 O D S
EOR SAL OR T R A D F
No building in the entire district stands out quite
like this one. The domed top is unlike anything in
the Docks, and the spade-shaped windows lend
a sense o f the exotic to the entire building. The
doorwav is emblazoned with strange runes, and
the Interior smells strongly of incense and spice.
The rnrer chamber is filed with all manner of
strange items, from statues of multi-limbed creatures straight from a child's feverish nightmares,
to paintings of exotic beauties that steal the breath
o f all who look upon them. A variety of weapons
- ceremonial from the look of them - adorn
the walls alongside trophies o f animals few have
ever sew. Virtually nothing within this building
is farnil-ar, save for the glint o f excitement in the
proprietor's eye a t the thought of new customers.
Some things, it seems, transcend culture.
itable niche within the district by trafficking in materials that no one has
ever seen. Collectors, tourists, and
those with more money than sense
frequent his shop to ogle the new wonders that arrive each
day. f i e prices are reasonable, given the unique nature of
the goods, but the truth is that he makes most ofhis profit
from a trade that he does not advertise: rhe purchase and
resde of enchanted items.
Al-Hassan has innumerable contacts on hundreds of
different trade ships along dozens of d fferent routes that
circle the world. Many (though not all) of his contacts are
aware rhat A-Hassan pays well for new and interesting
magical icems, and go out of their way to acquire them so
that they can turn a profit during their next visit to the
city. AI-Hassan, in t u n , sells the items fer a substantd
profit; his primary customers are colIertors and adventurers in need of specific items to cornpierr?various quests. AlWassan does not advertise his trade, both because there are
rules and regulations regarding the salr of such items and
because he wishes to avoid the attention of business rivals
such as Quentin Whisper in the Gwernment District
(location 125).
AI-Harsan: Exp4SRog4JFtr2.
. -
>
T H E DOCKS DISTRICT
--e
ACTEVITT
M 3 O . T H F HARBORMASTFRS OLD
EORT
HOOKS
M Z 9 . THF SEAS B O U N T T
This small shop looks for all the world &e a small private home. and wauld likely be completely overlooked if
not for the merchants shingle hung above the door. The
shingle, while nor obtrusive, nevertheless draws much
In the citys first days when the Docks were little more
than a ramshackie assembly of piers where ships carrying
raw materials docked, the city readers constructed a fortress near the harbor for protection. Those were difficult
times, when pirate attacks were frequent and before the
various humanoid tribes had united and become a part
of the city. The Harbormasters tower had not been built,
and the citys other defenses were the fragile product of
still-wary eK, dwarf, and human factions. I n those days,
the fortress was seething with soldiers and the implements of war. The forts presence was largely considered
responsible for turning the tide against the frequent pirate
attacks that preyed on the raw material shipments back
then. Unfortunately, that was long age.
The fort has since fallen into disuse. Even before Elwyn
Aer became the new Harbormaster and constructed his
rower, the need for its protection had dwindled to nothing. With the threat of artack greatly diminished, the
districts guards could be berter used patrolling the streets
rather than remaining- cooped
- up within a n archaic stone
tomb, waiting for an attack that was not coming. For a
rime, the fort was used as storage,but even that cased to be
the case after awhile. There was taIk o f tearing the building down, but nothing ever came of it. Currently, the fort
has no official use.
%-
f
2
nuur1.3
- .,
ACTTVTTT
--.,
-
M 3 1 . SFWFR GAT
It is no surprise that a city as large as this one has to have
some form of sewer sysiem, however crude rt might be.
Most large buildings have a pipe where waste can be
deposited. These pipes lead to much larger pipes buried
beneath the streets that evenmally converge far south of
the city, deposiring a monumental ameunt of sewage into
a spectacularly unpleasant stretch of swampland that supports no natural forms of life wharsoever.
Other than the unbelievable amma that permeates the
area around the sewer gare, there is likewise a noticeable
aura of menace that radiates from the opening. Common
rumors hold that numerous monsrrow creatures dwell
amid the filth in the largest pipes, the very least of which
arc rats the size of large dogs and reptilian menaces such
as crocodiles and giant snakes. Although far less tempting
than other magnets throughout the city fOT young adventurers (such as the nearby Zeetora Rums; location M24),
there are nevertheless occasionally groups of people determined to seek excitement amid the creatures within the
sewers. Naturally, anyone interested in an advencrm amid
> V I L.
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!UTI d l U U I l U
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A C T l V 117
W34. TFMPTAF
OF THF SFA
--_1-
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uy
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M36.
ACTIVITt
FORTUNFS AND W I N D S
per the ~ o n s t c ~r n n u a l )manifests at that instant, lashing out b h d l y a t everything around it. Panic quickly
spreads throughout the neighborhood, and authorities
are summoned to deal with the matter. Is the manifestation a result of Cyruss mysrerious pasr, or do his RFSTDFNTS
teachings hold some modicum of tnirh that no one has
Fortunes and Winds is the creation of a former rogue
yet recoqnized? A concerned citizen alarmed by the
named M e h a , whose travels took her all across the world.
incidenr hires the PCs to find out.
During her adventures, she encountered all manner of
different games of chance. As a devotee of the luck godM 3 5 . SCHOLARS DFLICjHT
dess, hfelina found that gambling suited her philosophies
A riny, oft-Dverlooked shop on a n overlooked corner of 3
of the world quite well. Whether divine intervention was
less-traveled street, Scholars Delight is the districts onh
involved, or merely a n exceptional degree of s k d , Melina
bookstore. It was founded some years ago by an elderly
found that she excelled a t gambling, regardless of what
gentleman who believed he could make 3 fortune selling
form it took. Dice games, card games.. . it did not matter.
books to sadors so that they would have something to pass
hfelina delighted in them alI, and won a fortune one hunthe tine while a t sea. Alter all, what else was rhere to do?
dred times over in various porrs of call. Clearly favored by pr
Unfomnardv, the man had never served aboard a ship,
her goddess, M e h a took her profits and traveled to the
and was blissfully ignorant ofthe fact that most sailors are
greatest city in the world, where she could visit one of the
illiterate. His business scraped by on novelty alone for a
deitys major temples (the Temple of the Luck Goddess,
, ,:
. ,.
:
. .
..
. .... .
.. ,
...--...
L---
prumotc
__
Melina: Rog8.
[ ,
M e l m carries a +t short sward and a bug ofholding in which she tarries about 500 gp in personal
funds. 4er security guards all wear leather jerkins
(treat a s leather armor) beneath their clothes and
carry concealed daggers. The night's proceeds
-anywhere from 50-300 gp - are kept in a locked
box In Llelina's private chambers, secured with a
blast glvph of warding. The blast causes 4d8 points
ACTIVI'I7-
Fortune.. and Winds is an exceptionally popular nightspot, one of the busjest in the entire district. Those sailors
who are not content to celebrate their pay with drmk and
companionship usually find their way here for the thrill
that simple dice games in a crowded berth at sea do not
offer. Violence is kept to a minimum, since Melina and
her staff are able to spot potential problems very quickIy.
HOOKS
'7
"
~ 3 7m
. e BOARD
O E TOURISM
This smalI stone building sits near the harbor. The Board
of Tourism is charged bv the Harbormaster t o improve
the district's reputation among wealrhy visitors, many
of whom frequentlv pass through only en their way
horn their ship to a nicer section of town. In reality, the
board was cleated by a past Harbormaster long ago, and
the current arbormaster has no faith in or use for the
board. Truthfully, his distaste is well deserved. The twelve
members of rhe board (all Ari3) tend to fall within one
of two camps: the hopelessly naive and the ovenvhelmingly corrupt. The naive genuinely believe that they can
improve the disrrict's reputation by finding and sponsoring worthwhile small businesses and encouraging them
to improve their appearance and service. The c o m p t , on
the other hand, wilIingIy aid whoever puts money in their
pockets, completely countering any gcod that their more
we11 intentioned colleagues manage to 3chieve.They meet
here once a week to squabble, dnnk, and coIlect the fees
that kerp their meager operation running. .kt all other
times, the place is abandoned.
~ 3 8T.H F
MARITIMF OEEICFRS
GUTLD
The exterior of this butfding is painted a soothing
green, and decorated with a variet). of ornaments
that seem strangely out of place in this district.
Shutters, plaques, and ornamental doorknockers,
all with a noticeably naval theme, adorn the exterior. The main door is a thick, mahogany behemoth
nearly twice the width of a normal doorway. marked
with a plaque that identifies it as the Maritime
Officers Guild.
The guildhall's interior has the look of a luxurious study, with bookcases, comfort2 ble chars, and
boxes Q f tobacco all across the room. A privately
stocked bar holds several varieties o f local liquor.
Doorways lead off from the main rocm to a number
of smaller private rooms and a kitchen. One larger
room off o f the main room contairs a number o f
bizarre tokens taken from a thous;md voyages to
hundreds o f distant lands, and contains wondrous
items that most within the city have never seen.
.-.---I-
I
I
ACTIVITY
\ ,4\
W
\\
R FS I 13 E N T S
4
4
M39.
ALFXAS WARKHOUSF
Although the city has a warehouse district, there are many
merchants who do not traffic in shipments large enough
to warrant such a large storage facility. Many small com-
J
t:
dozens of mall, waIled in storagi: spaces with individual locks. Aexa rents these areas out for a very
reasonable rate, usually 3 sp per day. Because she
charges so little, she usually has a lot of business,
and thus turns a profit despite her low prices.
For security purposes, Mexa always has a bookkeeper (Expi) on hand to venfr who bas access
KOwhat lots, and several guards (Wart) to protect
againsr m y unlawful entries.
l(
i
// 'c
\1
M 4 O . SALTED STFFL
This oddly named building -s among the most
accessible weapon shops in the district, catering to the unique needs of sailors and officers
on board sea-going vessels. The owner, Jacob
many years aboard a ship and has
( E x p ~ )spent
,
seen first-hand the damage salt air can do to a
weapon. He specializes in restoring damaged
w e a p n s for extremely cheap prices (5 copper per weapon); he also sells the materials
to maintain weapons in s i i c h environments,
and sells standard weapors favored by shipgoing sorts. In addition, he cames a wide variety of more unusual naval weapons, including
harpoons and weighted nets. He charges the
standard rate for all weapons,but is preferred by
many sailors simply because of his experience
and familiarity with the sea.
M 4 1 . SURGJFON ANI)
RPOTHFCRRY
and w o r h g the docks 2 r e hazardous occuS&g
pations. Given the fequency with which accidents
occur, and with which violencp breaks out among
drunken sailors and dockworkers, it is no surprise
that a large portion of those who frequent the district are intimately familiar wi<h this small, stone
tolerated w k h h the Docks, but Burhs is never treated poorh,purely as a result of his association with Feeplebmin.
M 4 2 . T H F SWOPKFFPFRS
ASSOCIATION
This well maintained building is sturdily constructed from high quality wood that maintains a fine
sheen despjte the dingy appearance o f everything
else arourld it. It bears a passing resemblance to a
guildhall or inn, but is far more pleasing to the eye
than either. The doonvay bears a plaque proclafming the building a s the Shopkeeper's Association,
and is lccked and barred. A smaller notice near
the bell Indicates that the hall is for members only,
but a glance in the window reveals that it i s wellappointed, if not particularly opulent. Only t h e
main room I S visible, and it appears to be furnished
to facilitate meetings and discussions for the
various members. A small bar is present a5 well,
although no barkeep is in sight.
f i e furniture and trappings within the association'sheadquarters are roughly equivalent to what might be found in
+ I dagger t o defend himself. Other members present within the building will likely be carrying mundane daggers or perhaps a short sword, and purses
containing between 2-15 sp. Most of the association's funds are heid in the City Treasury (location
131, but a well-hidden lockbax (sucessful DC 20
Search check t o find) beneath the floorboar& in
Goodberry's chambers contains 400 gp.
ACTlVI'W
-i-.
I,
1:
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M45.
T H F SFASIDF M A R K F T
.. ..
.~-their ships to pick-up men (sometimes disguised under a
shipment of fish).
-0
HOOKS
~ 4 6 S. P. I R I T S
Ei SELLSWORDS
This tavern is notorious throughout the district as a major
gathering place for members of the hfercenaries Guild.
' h e majoritv of patrons are members m good standing,
and ofren congregate at the inn after amiiving back in town
folIowing the completion of a job. Drunken mercenaries
have a reputation for both violence and a willingness to
take on new jobs, so potential employers often fmqUenE
the tavern as well. Guild officials are reluctant to allow
.7%
t
T H E DOCKS DISTRICT
such contracts, however, since drunken mercenaries do
1
r. 1 1
nor. aiwavq
m x1 e m1 e most proriraoie
arrangements, nor
do they consider rhe porential dangers of their mission.
The price of food and drink at the tavern is 80% normal
for those in the Mercenaries Guild, 115% normal for all
others.
M47.
h
Q
r,
..
.I
4.
~
aining room are
ine eignr rapesrries in t t main
part of a matched set commissioned from a local
artist, and worth a total of 1,000 gp if sold together,
or 100 gp each if sold individually. The chairs are
worth 2 gp apiece, while the tables will fetch up to 5
gp i f a buyer can be found. The silveware is worth 5
sp per set, and there is enough for 50 customers.
A C T IY 1 nr
RESIDENTS
..
I
Portsrnan: Expb.
, . ...
-"
HOOK S
SI:me's fishing fleet is always on the lookout for advenhoping to make some money. Monster-hunting
eh-peditions can run the gamut from the lowest levels
(fi lching sahuagin eggs or landing giant fish) to the
hi];hest (the aboleth eye triumph cost more than anyon e is willing to admit). Teleporters and those with
aq'uatir abilities are highly prized Fees a-ce paid out
accrotd:ng to the level of danget and character contribution pay should correspond to the encounter level
in que:rion (see the Dungcon Marter's Guide), and be divvied up amongst both the PCs and any crew who goes
t l l lrers
with them.
* One of Postsman's snubbed would-be customers nkes
revenge by magically rejuvenating the main course. If
the PCs are in Mane's at the time, theywdl have to deal
with an enraged monster when simultaneously protecting the terrified customers.
One or the entrees has a valuable pearl in its gullet,
which the PCs discover during their meal. Portsman
wilI c h m ir if he finds out about it; can they smuggle it
out of rhe restaurant without being noticed?
7
.
I JESTS
~ e s i d e sthe obvious nautical elements, quests in this district tend to focus on the down and dirty: the gritty necessities of life in the Docks District, as well as the rough
nature of its residents. Sailors of every sort often play a
part in adventures here, and the huge number of arriving
and departing ships means that a new encounter is often
Just a gangplank away.
9 U I L T BY ASSOCIATION
For nearly two decades the Shopkeepers Association has
slowly expanded its influence throughout the Docks,
gradually adding more and more members axid i d u ence to the small coalition in h a p s of standing against
the criminal iiduences so prevalent within the dist*ict.
During that time, the men who f0undt.d the Association
have lost their way, and embraced the dark methods that
thev once struggled to protect o m another form.
The problems with the Shopkeepers Association begin
when a small number ofrelatively new hsinesses p i n the
group to avoid extoMion from the district's criminal elements. Unfortunately, the Association quickly turns out to
t3ke even more of thp businesses' profits thar the criminals
did, and before long the new businesses - a11 of which
are situated in a row along one parricular street - band
together and take the unprecedented action of going to
~ l U L ~ L l l U rdLKC1.
I1
Never ODP to turn away money or back down from a challenge, the cnme lord Stavros Elmond (see location M16)
agrees.
,I
A,.
WIIUX ~ I L C
urcy uric.
T H F BiRONZF G R Y P H O N
Everyone h e w s thar the Bwnzc Gryphon is one of the
city's great landmarks. The ship has been in the harbor for
as Iong, a< anyone can remember. Why it has been there
, .
". ,
_r_
All 0 1 U l l b W l l l I l h C l T l l V l d l L e C L LllC L b S
VCL
)'
111UL11, > d V C
t$lem
when E h y n stole it
and hid it away, the
incident brought the
noble houses of the
elves as close to outright war with each
other as they have
ever come.
Even so, EIwyn refused to return
the scepter or divulge its location. He did
write down the hiding place on this scroll,
and had it enchanted to prevent its discovery
SO long
- as the scrolI remamed sealed. E l y n
then gave it away, quickly losing track of it as
it changed hands among various trusted contacts.
Elwyn was exiled permanently, and it was only through
the good graces of his sister, then the Elven District! Clty
delegate, that he became Harbormaster.
COUM~I
The affair has since been largely forgotten among the
elves, in no small part due to the fact that the Aer took tare
r
of Eiwyn in a way that saved face for both them and the
Elesse. But now,Derres Ellesse, the heir to the current clan Elder, secret117 plots r5 restore the elven monarchy, with
himself as the ~ i n gIf. the PCs rerain possession of the
~
/i
S HTP OF DEATH
The sea offers many strange bounties that end up rand ~ d floating
y
in the harbor. Most of them are quickly
abserbed into the city by scavengers or the government,
depending upon i t s value. On occasion, however, something appears that no one wishes to claim. With the morning mists, a derelict ship dnfts into the harbor. Its make is
unfamiliar, and the flag it flies is unknown.When harbor
officials board it, they discover the crew are all dead, the
cause of death undetermined. while precautions are
saken, someone makes a mistake and soon the district is in
the grip of a terrible plague that threatens to ovenvheh
the entire ciq, leaving onIy death in its wake.
The quest begins when a strange ship is spotted drifttnp
on the horizon. When the ship continues to drift closer
to the Docks, the Harbormaster orders an investigation.
Many of his crews are dealing with an unfortunate collision involving three large vessels that occurred the
previous day, leaving him short handed and forced to hire
on additional crew to investigate the marter. The PCs,
together with the usual suspects from the Mercenaries'
Guild (and perhaps an investigative team from the City's
Eyes, location Fs),are among those he tasks. Using a small
vessel staffed by the Harbormaster's people, the PCs sail
alongside the ship and board it.
The ship is in a severe state of disrepair. It has obviously
been drifting for quite some time, and the entire crew
appears to be dead. Their corpses are desiccated, and in
some cases picked clean by scavengers. As the PCs explore
the ship, they discover a number of scwengers on board,
most notably a nest of stirges that have tnken up residence
in one of the cabins. The scavengers w i l have to be dealt
wieh before the ship can be exited safely The stirges, having drained the last corpse of all blood days ago, are very
hungry and particularly vicious.
Once the ship has been properly searched, the PCs will
discover she captain's log, which indicares that the crew
was on a mapping mission far south of norrnal shipping
lanes. There, they encountered an island, which they proceeded to explore. The island had no natives, but hostile
wildlife forced the crew ro flee. Shortly thereafter, several
crewmembers began to get sick, and the captain ordered
for them to make for land as rapidly as possible. There are
no further entries beyond that, although the ship's condition is adequate proof that the ship did not make it.
'"'*"."~'""U'CfY*
""6
".'%,.ILL"
L l l C
Ilal"YIIII,,aIcI
are simple rnatcers.There may be some concern over infectious disease, but generally such things are T I Q ~on the
minds of rough and tumble adventurers. Not long after
returning to the city, however- within a day or two a t the
mast -a representative from the Harbormaster comes by
to check in with the adventurers. He says nothing unusual,
but does not seem to have any specific reason for his visit.
Canny PCq may note that he seems uneasy, and is taking
stock of them carehlly as if inspecting them for some
reason. If pressed, the bureaucrat will nervously admit
that there have been some instances of illness among the
crew that investigated the ship, and that the Harbormaster
lYIJlC*U,
LlLC
UC>L
U t U I l C C uc3
is concerned.
While on board, one sailor suffered a bite from an insect
fitring around the vessel. f i e insect was one o f the last
of a hive o n board the ship, the rest having died off from
their naturally short hfespan. The illness that decimated
the crew was in facr an f i c t i o n brought on by the insect's T H F S F A LTONS
The seas bevond the city are vast, including many unchartbite. Once bitten, the A i c t e d gradually weaken as the
regions that are considered too dangerous to be traved
insect's larvae infiltrate their every major svstem, gradueled
safely. In one such place, an ancient school of sea
arly consuming them from within and resulting in the
lions
makes their home. Now, bemuse of tropical storms
host's death. Upon death, a swarm of insects exits through
smnge
fishing migrations, the sea lions have come
and
the orifices and the cycle continues. The man bitten on
into
the
harbor,
bringing violence and confusion in their
the hand a t the ship has already succumbed. Since he died
wake.
whiIe sleeping, rhe insects went unnoticed and bit several
The first signs that something unusual is afoot are the
other members of his crew before disappearing into the
rumors
on the street that the recent storms off the coast
city a t large.
the currents. This is not the case, of course,
have
changed
~na matter of days, most of the crew from the exploratobut
that
is
the storms have caused unusual migrait
true
ry vessel i~ dead, and dozens o f cases of the same sickness
with
local
fish populations. The ?.pes of fish
the
tions
spread throughout the district. Soon thereafter, reports
normally
in
the fishing boats each day at this
brought
by
begin to arrive of afflicted citizens in other districts.The
time
by other types that are not
gone,
of
year
are
replaced
Harbormaster, i t n w i h g to risk a total breakdown of law
arrive
several
due
to
in
the
area
for
months. There is little
and order in his district, declares a state of martial taw
r
e
d
effect
beyond
oddity
of
it
and it is soon forgotthe
all,
and brings the PCs, the only crew not to succumb, t o his
when
the
topic
of
the
ten
day moves on to something eke.
tower to discuss the rnarter. Althaugh no one realizes it,
The fishing remains good, and most are content with the
they have been spared only because they did not remain
situation. W h e n a few small fishing b a t s go missing, no
in close quarters with the rest of the crew after arriving
one immediately connects the two, as there is no reason
back at the Docks. Because they are not affiicted, the
do so. The storm that caused the migration is gone,
to
Harbormaster will treat them with suspicion, erroneously
and
there have been no pirate sightings in months. There
believing that they may have some insight into the plague,
is
reason to suspect fold pIay a t all, which makes the
no
or know a means to cure it that they are keeping to themsituation
all the more diEElcult for the harbor authodties
selves. The first, and possibly most arduous, task before the
to
unravel.
The Harbormaster has the Navy send Out a
characters will be to convince the Harbormaster of their
ships
TO search for the missing fishermen, and may
few
innocence. Once that is done, he wiU ask for their aid in
hire adventurers to participate in the effort if they are so
preventing the disease from destroying the city
inclined.
The searchers uncover some wreckage near the
Stopping the plague is a difficult prospect. The simplest
of
normal
edge
fishing waters, but no trace of the fisherapproach would be to return KO the uncharted island and
or
remains.
rheir
men
retrieve some of the local fruit that rhe animals eat that
A few days h e r , a number of dock workers disappear
causes the insecrs to avoid them. Of course, m05t PCs
during
the quiet night shift. All that remains are a few diswill not h we access to this information, although a druid
carded
weapons and a splarter of blood on the docks and
(such as r!ie Order of the Grove, location 19) might have
the
of whatever ships they were taken from. While
decks
a chance of determining it. In any event, finding the
the
missing
boats caused some alarm among the citizens
island, reaching it, and returning before the death to11
Docks,
of
the
the disappearance of armed guards and sailreaches an outrageous level would be vimally impossibIe.
,
6
I
[
[
~
f
,
I
\ULrUI
...
Y.
he firbormaster
ioned along the
ir several nights,
i g rhe populace
f a n outright riot.
4 more and more
e course of about
duty,perhaps the
i they miere hired
progress.The sea
;and only taking
they can unquesion, one or more
Trey may live, but
3cean.
providships in question
ching for several
le sea lions could
e and are driven
-.
..._
.
.
.
.
..
.. _--_-, the ships to bait
.
__.
._- , ._.
them. The battle is difficult, and many sailors perish in the
fight, but in the end a large number of sea lions are killed
and the ships return to the district in muted rriurnph. The
citizens cf the Docks rejoice, beIieving the matter to be
over. Unfortunately for them. they are wrong.
The sep lion pack i s far, far larger than any that has been
encountered before. Even those sailors familia* with sea
lions moirld be shocked at how large this parricular pack
is, and now that they have been hurt, they long for vengeance.In the middle ofthe night, the remaining sea lions,
numbering in the dozens, swarm the shores a t the Docks
and begir kilIing everything they find, driven into a frenzy
the likes of which no one has ever seen. By the time a general alarm is raised, dozens of people are alreadv dead, and
the alarm is TOO late to save dozens more. The beasts are
unable ro venture too far inland, remaining within sight
1 rangers,
d20
Encounter
1-2
3-4
Thief
Messenger
6-7
Sailor
Maritime officer
9-1d
Longshoreman
11
Smugglers
12-1 3
14
Teamster
1s
Tourist/Pilgrim
16
Customs oficer
17
Beggar
18
Fisherman
19
Customs Officer
20
Courtesan
_.
WAR E H 0 W S E D1 STR I CT
M A P S E C T I O N N:
W A R E H O U S E DISTRI
FRVIEW
It may lack the moody glamor of the the Lamplighter
District, rhe Government Districts intoxicating air of
power, ar the fervent piety of the Spire District, but what
the Warehouse District does have is the guts and bowels
of the cims economy - both legal and illicit. It is gritty
and grimv (even more so than the neighboring Docks
Distnct), The streets lined with modest residences, weaveTs and coopers shops, teamsters offices and raverns where
respectable folk would
not (or should not) dare
/
to set foot. But the city
could not live without the
activity t h a t goes
here.
Three of the citys important craft m d made guilds
are located here. f i e vast
warehouws for which the
district is named provide
temporan havens for the
vast quantities of commercial merchandise that
pass into and out of the
ciry. Along the shore at
;
.
. .
d
P
W i N D M ILLS
-,
The windmills in this district are primarily used forgrinding grain, both imported and from the many farms that
ring the L:iry into flour. They are located along h e coast
to take advantage of rhe southern winds that blow in
from the ocean. Both the dwarves and the humans claim
credit for inventing the windmill, though some ancient
sources Fay they were invented by the elves. No matter
who invmtcd rhe technology it has been widely adopted
__-
CRFMTN.4T,S TN THE W A R F H O U S F
DISTRICT
STRFFT gANCjS
:.
qs
Smugglers bring goods into the city that are iIlegal, either
- .-.. ...because they are banned by law or because their. vwnrr5
have not paid the official tariffs. No matter how an item
becomes contraband, itis ptafitable to take it into or out
of the city without being detected. Slaves, exotic poisons,
certain magic items and weapons are forbidden by longstanding c i t y laws ot temporary edjcts of the City Council.
And almost everything imported into the city bas a t least
a small tariff placed upon it, with staple foods being one
o f the few exceptions. So smugglers have a wide choice of
goods from which to make their living, and most specidize in one or two product categories.
Finished goods, such as carpets, furniture or clothing,
are among he most commonly smuggled goods as they
are valuable in their own right and they have higher tariffs to protect the citys guilds that produce these items.
Smuggling TO avoid tariffs is seen, except by the guilds,
as a relatively victimless crime and is usually is not pussued as vigorously as it could be. There are usually five
or six crackdowns on tariff-dodging smuggling each year
just to reassure the city government and the guilds that
something is being done to dealwith smuggling problem.
Imported items thar do not have the official tariff seal or
paperwork TO show that the appropriate moneys have
been paid are Iiable to be seized and eventually resold so
that the city can recoup the cost of enforcement. If there
is a guild in the city associated with the itern sold, they
receive 10% of the sale price to ease the harm that the
black matket does to their members.
The trade in forbidden items is much more dangerous,
as being caughr with sirch contraband is punishable by
death. The smugglers who deal in such goods are therefore ruthless in maintaining secrecy, and they are often
members of doomsday cults, secret ui7ard cabal or revolutionary factions t h are alreadv risking death. The Civic
Guard focuses most of their anti-smuggling efforts against
these sorts of smugglers as they are a danger to the city on
so many levels.
SYNDICATES
*< t
. -
i- i.
'
_._."
. . ~ -_.. ~ "-_- .- -_----------I-.
---- - ". -- ---n
the Stavers towards greater criminal activity. He i s a stocky
fellow with a scar on his left cheek, his hair is black and
worn short and his eyes and dark and guarded.
The only permanent resident of the guildhall is the
caretaker, a retired dwarf cooper by the name of Tolder
Rockrib. He is almost entirely deaf, which makes it quite
easy or him to ignore the Stavers'mischief, when they are
present.
Coopers Guild Master (varies): Expl 0.
Journeyman(varies): Exp5.
RFSIDFNTS
R F S I D E h-TS
Paul AInadcus
Radox was a
cIever chilo wnu
Ioved puzzles, and a5
he came of age he had
his heart set on entering
the Arcane Academy. When his
father died suddenly, however, he
became apprentice to a cooper, needing
to learn a proper trade that could support his
family. Radox almosr failed his apprenticeship until he realized that he could treat it a11
as an intricate puzzle, from then on, his progress tQ
journeyman and then master was assured. He is one
of the youngest masters ever in the Coopers Gudd
and he bas an ego to match his talents. Radox is also
a self-taught wizard. He is good enough to create
an occasional wandrous items, and he assiduousIv coUectS tomes of arcane knowledge.
Twin sisters Candice and Camille Trades
serve him as apprentices.Thereare few wamen
among the cityS coopers, bur Radox saw that
they had a talent with woodworking and
they have not disappointed him.They
are slender and attractive, and onIy
their calloused hands reveal their
hard-working nature. Candice
weam her hair in a single braid
while Camille wears hers in TWO,
otherwise there are nearly identical, and they Iove to cnnfuse those who do no know them.
LockjawCoop was a member of the Stavers gang who
had the bad luck to have his jaw shameTed in a fight with
the Boxers. It never quite healed properly; plow it looks
swollen and he speaks only with difficulty. ne i s a hard
worker, though, sa h d o x took him OR and he has made it
to journeyman under Radoxs tutelage. He avoids outsiders, Fhruwing himself into his work. HF is a big, muscled
man, who wears his dark hair short but shaggy in the hope
that i-t dbalance his face.
Radox has six other apprentices.W e is a very demandmg
master and many ofthe apprentices who Iack the ambition
that Radox expects are transferred to other masters, Radox
has two other journeymen, who are used to his ways I<e
also has a cook and a housekeeper on staff.
3
N J . R A D O X S CASKS A N D
BOXFS
1
\
ULockiaw"COOO:Exo31Ftr2.
I
ACTIVITY
?,:;
W A R E H Q W S E DISTRICT
N+. ARGOLSE'S SWRPLUS CjOODS
Given its 5ire, this shop seems to have a very small
front roan and a very large back room, the con,
,
.
r
.
rems
or u'nlcn are Kept. from
puDlic view. In tact, the
back r o o r i seems to take up about three-quarters of
the build nfs foor space and the cornmunicatinq
door wit! h;e front room i 5 always kept shut an;
locked (s~ccessfulDC30 Open Lock check to pic1<
I . .. .
_
A L - . I _ _ -I-I
1~1.n T I W gepuugt. w [ ~ O O Q Slies scamrea around
the front room, most of it sitting in faded or dusty
packagiv::. A sign with the establishment's name
sits abow the front door, but otherwise the exterior
seems acdly reluctant to draw attention t o itself.
r
I , .
..
;i
'
. 1
m5e mmor operanons to kee,pthe whole running They are '
ro
also ruthless and will klu in co Idblood ariyone who becoxn es
me
a seriousthreat to t h e i r organi;cation, or v
to the secret oftheir lycanthrc
ness contacts with the other c
the R a r ~would nor mind e qmding their operations thev
have no wish to fight a war to do SO.rfthe opportunity presents itself, they d expand; othenvise they a x happy with
what they have. However, tho^ ,.__ yyI..y ._,_l
end up as a rat-chewed corpse in an alleyway.
Druids are a part of Rattus Rex, though not nemlv to
the extent that their origin myth states. The rogue druids
who associate with the syndicate are not pure dtf knders
of the wilderness, but priests of an ancient cult off a d o d s
and animal-ancestor spirits. Any rat, or mouse or 1bat is a
potential spy for Rams Rex and very few can keep iisecret
in this district from the rats and their masters. The druids,
known as the Sator within the organization, act a5 SIpymast e r ~and assassins oflast resort.
VorsaUy Argolse is a wererat, hke all who lead Rattus
Rex. He is also relatively young for one who bollds that
position. H e is not as rooted in traditional criminal enterprises as most of his predecessors, and he wishes to see
the syndicate expand and divetslfy its d u e n c e in the city
through more subtle means. To that end, he has ovwseen
the acquisition of three grain ships and a windinil1 in
recent months (and the irony of a rat owning grair1 ships
does not escape him) by the syndicate's proxies. Arg:else is
wilIing to take financial risks with the syndicate's funds,
trusting in his merchant slulls to see his way to s'uccess,
but he prefers to avoid putting his operations a t risk
through direct exposure to blatantly criminal activity. He
ira trr a
i s a very level-headed man, ahin a crisis and pol,,,
fault, all of which conceals a ruthIess mind for business.
Gonrath Ravam also spends a good deal of time at
Argolse's establishment, although he remains in the back
room and never shows his face to the public. As the Ieader
of the Sator and master of the ancestor cult of the three
families, he holds rhe tide of Master of the Night. While
he defers to Argolse as his superior in the syndicate
hierarchy, h v a m has his own vision fer the future. He is
surreptitiously protecting and supporting the Ebon Lotus
Society and other dark groups, hoping to spur them into
an insurrection that wlll tear dawn the existing religions
in the city and allow him to impose Rattus Rex's ancient
animal-ancestor cults as the center of worship. H e has
also been making alliances with some of the tribal groups
within the Humanoid District (such as Cruelty; see location B24) as possible allies in shaping this new world.
Anastasia Telots, a lower-level operative in the syndicate, also uses Argose's back room as a base of operations.
Known as h n a r o those in the farnhes, she-is a cold
blooded killer, a seductress and spy- Highly ambitious, she
has her eye fixed on higher rank within the organization.
Unknown to hgalse, she has been building her own paraIlel network of spies and agents within the syndicate in
'
I
'
I
'
,
Manual.
check to notice).
ACFIVITI
-'-*
street operatives, and trusted lieutenants t o an up-andcoming member of this important ~:riminalorganhaor end up in the bay with weights around their
ankles.
N5.
ZAUBFR'S BARRFL W O R K S H O P
~ b i workshop
s
is a fairly new addition to the Coopers
Guild, founded by a pair of dwarven brothen who originally come from a dwarven settlement outside the city.
The Zauber Brothers (Dwarf Exp5) art: experts in a new
technique that involves making barrels lined with tin.
The Navy is very interested in the possibility of using
these barrels for long duration patrols, and some vininers
are experimenting with aging theirwines in a tin barrel to
mod& the flavor. The Zauber brother!: worry ceaselessly
about competitors stealing their unique and valuable
trade secrets, so the Coopers Guild has agreed to keep a
close eye on the Zauber workshop.
N 6 . TFAMSTFRS ~ U T L D H A L L
[
A solid, low-slung stone building that has obviously been expanded several times over the years,
. - .. .. .
the leamiters Guildhall 1s about a:; glamorous a s
the tradesmen that it serves. The inferior features a
large, but spare meeting hall, plain and functional
I
ust do SO through
)-date registry of
all of its members. The Guild screens prcrspective employers as to the nature of the job that the,yre offering,and
o is right for the
charge.
I
"
_
_
.
L
h&.-.,
"
_.__
.
.-
7
..
I
H001iS
N 7 . CORBUSR'FR'S I I F A W
TRANS 1)0 RT
- i
TR I CT
L ~ ~ ~M ~ Cu E W d U S IMU i y p i u ~uiiman. using
intermediaries referred to him by Oswald Antarax (location B3), !le was abIe to contact a tribe of ogres living in
the wildewess outside the city and persuaded several of
them to r r v a more settled existence and do honest work
for steady pay.
So fat, the experiment has worked reasonably well.
It hasnt made great profits for Corbusher, but it hasnt
backfired disastrousiy on him, either. The ogres have
proven cmperative so far, and ifthey arent always ecstatic
about their lot, neither are they plotting insurrection
against him. Prwently Corbushers main worry is that hi5
experimert has set off a controversy with (and within)
the Teamsters Guild (location N7) about whether or not
he and hi: employees are entitled to Guild membership.
Mostly, it; a definitional question: Are the ogres teamsters, or beasts of burden? But these are also rumblings
that a humanoid race ought not be allowed outside the
Humanoid District like thx, and Corbusher has even
heard rumors that the G d d views him as a threat that
needs to t r eliminated by any means, peacefirl or violent.
Lw
LIIULLI
ACT1 v I 79
IYIII.
3UL11
IIAUTJI N q
This establis1
unloading ships thnr
cannot mana
move Food from the
shore to the t
is illicit. h o i
District as 91
Handling spt
the prying e)
tise, won fios
course - U S I
value of the g
uses the four
arranged in a square as their symbol. Once the experts a t
Solitaire have applied their skilIs KO a particular cargo, any
Search check to find hidden items in that cargo must be
made a t a -10 penalty
N I O . 5 L F N A COOKS HOUSE
This unassuming house at the end of an obsckrre street
belongs to one the citvs most skilled smugglers, GIena
Cook (Brd3/Rog2). A professional messenger and sometimes adventurer, Cook supplements her legitimate
income by smuggling small valuable items, such as jewelry or books. Rarely, she d l bring in a magic item or two,
but nothing Ikkety to attract attenrion like a weapon. She
likes traveling with groups ofadventurers, as they usually
distract attention from her. Cook is of average height with
dark auburn hair and blue-green eyes. She favors expertly
made studded leather (treat as masterwork studded leather) and her primary weapon is a short sword, which she
generally will not use unless forced t o do so.
Cook keeps her hot in a large comparrment under the
floor (successful DC25 Search Or Spot check to no~icr!the
trap door). She has 1,000g p in sacks, and a scatwring of
smuggled goods with a retad value of 500 gp. h a n g these
items is a n interesting-loolung book that she once picked
up. It is in fact, a manual of quickness of achon +I, and she
still does not understand i t s true nature.
c
,.-
--
E R S GUTLDHALL
.J
,<
I.
neuver his rival Sir Deramus Propp (see Iocation E9) for
the dismcts Council sear, and did not assume that role
until Propp retired. But nevertheless, he has dways been a
skilled politician who was willing 10 wield the economic
power ol the Weavers Guild to maintain its position in the
city In his old age, Kirelaw h35 begun dipping into seeing
rhreats to his position and his Guild from every shadow.
But he remains a first-rate political mind with a web of
contacts and favors owned throughout the city.
Morson Rock is Kirelaws personal assistant and body-mard. An orphan whom the KireIaws took in as an infant,
Rock was raised in Kirefaws household and he is quite
devoted TO the old fellow. Quiet but observant, he is often
underestimated as Kireiawslackey, but thanks to his mentors trust and his own narive cunning, he bas become an
LUG
~
W
~F d V C
~L d
buuulldil
a l e pruression-
_- -..-.
le city for the ZVeavct-c
Guild have been infested with a :mange insect that onlv
hatches once the shipment arr ives in the city These
insects have
sting and eat ultiples of their own
bodv weight before dying. The Ciiild hires the PCS to
fsnd out who is causing these itifestations and why,
travehg Out Of the
to the 'Out re of raw plant fiber,
if necessary.
shipmentOf
foreign clOl th has been seized by
the Navy from a pirate ship. The ;ale of the cloth will
depres5 prices for important members of the Weavers
Guild. Momon Rock, working through intetmedianes,
hires the PCs to ensure the cioth never makes it into
circulation in the city
I
~ . I w
"""y
'L6
-1
L 1
+a
+a
I
z
1
7
W A R E HO U SE D I STR I CT
est in weavingapart n o m addmg the Weavers Guild to her
power base, has allowed the quality EOslip.
The shop employs five masters (Exps), all of whose
ancestors dso worked for the Kirelaws, fourteen journeymen (ET+), and ten apprentices (Expf).
Aside from bolts of cloth, the only treasure here is 300
s p in p e t q cash kept in an unlocked cashbox.
WALL
~ 1 5KTRFLAW
.
.<
I
This grard residence is a gothic rnasterpiecl Qf
dark stone with multiple turrets and high wind W 5
with blacl iron bars {arhstccally shaped to look ike
ivy) proteyting them. Decoratwe gargoyles leer over
the main entrance and are scattered across the
rest o f th? building, glaring out at the encroaching
district.
The intprior is richly decorated in an antique style,
.
I .
.
ever).: ning I S new; tne anacnronrstrc rurnisnlngs
are an arempt to convince visitors that the famlly
is, i d e e < , venerable. The intenor i s decorated in
dark wood and brass fittings, the furniture is dark
wood ant. velvet. Portraits of famous members o f
the Kierlaw family hang everywhere, and it is said
that their gaze ~ O I I O W Syou wherever you go in the
house.
I
DM
r -:-
RLDS LAF
w family members in reslaence consist
older 1,mihers
N l 6 . TIIF; TANCjLFD T H R E A D
, I
I,
o fice
Nl7.
A c w VIT-
,.
. .
The Civic Guard considers the Warehouse District irnportant enough to appoint a junior colonel to command it.
Sir Jorge Claude Renauh is 3 career Guardsman, having
joined at the age of sixreen follorvlng an argument with
, subsequently disowned him.Twenty
his nobIe f ~ t h e rwho
of his 27 vears of service have been in the Warehouse
District, arid he knows it like a native. Sir Jorge see that
s m u g g h p is a natural pan of Iife here and thus, tends to
ovetlook riuch of if, considering that it only really hurts
the purses of merchants a n d orher ambitious commoners.
What he d 3es nor tolerate is smuggling of magic, slaves 01
weapons, which he sees a t threats to peace and order, as
well as being highly immoral.
He has w o captains to help him as immediate snbordinates. Captain Kerneresh Emeraldblade, his secondin-cornmad, worked as a mercenary before coming to
the city. C'rn her first day in town, she lulled two men
in a tavern brawl. However, Captain Emeraldblade was
fortunate i n her choice of legal counsel, and her attorney
- ..
..
.. -
u-----
c-
a d Hound
CIU
care.
Colonel Sir jarge Claude Renault: Ftr6Jbri5.
Captain Kemeresh Emeraldblade: E l f FtrSIRog5.
Captain tondalian Stronghelm: Dwarf FtrS/Exp4.
G T I V I TY
~-
TlOOKS
,r'
'
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. .
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. .
. .
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"C
tCIPTLfPD
r i n c
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I
%
,*r, P V r L l n n P nni
it,
l l E P,
>
higher.
I
TI-IF, S H I P S O f TIIF T W R F F E I K S
The current ships, captains and crew are:
Black Star, Captain Horse (Rag4/Ftr3)
with seventeen crew.
a Blood Tide, Captain Firewick (&rd5/Rog3)
with 21 crew.
Cnasher, Captain Irontooth (Bbn8)
with eighteen crew.
Red Dagger, Captain Valreis (FtrlO)
with 27 crew.
Sea King, Captain "Queenie" Reeti (SorS)
with 24 crew.
* Tigershark, Captain Spitsbergen (Ftr7)
with 22 crew.
dFiu
wriu
rid5
rigrit
3wiiowirig
C T ~ W
r i i r r i , driu wuir,
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L*-
&rrnr,.rl
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..^Id
I L YUU 1 1 2 UL IICCU VI
a 3LIatl
1 4 0 0 KS
Someone, or something, i s picking off members of -he Three Fins and leaving their mutilated
corpses behind. Asking the Civic Guard for help is
obviousy imprudent, so the Find hire the PCs to help
them find the killer.
Valreis is stepping up his campaign to start a gang war.
).le, or Corbee or Rik, hires the PCs to delivet a gift to
a rival svndicate leader. The gift is a carefully packed
large jug ofnim. Inside the jug is the preserved head of
the riva syndicate leaders loved one. The gang leader
will certainly try to kill the messengers unless they talk
really f
m....
The PC5, looking rough, are offered a place in one of
the newly forming crews. All they have to do is heIp
the new crew bloody one of the established crews in a
fight to move how tough they are.
N l l 9 . H O N E S T RD)OT,PHUS USFII)
WFAPQNRT
Adolphus shop is a surprisingly cheerful two-story
half-timbered building painted in bright red and
yellow. Tt e front windows are barred but display an
impresshe collection o f unusual and exotic weapons. The 3ainted sign over the door shows a design
made of daggers under the name Adolphus
in gothic lettering. The door to the shop is thick
iron-bourd oak with a heavy crossbow bolt deeply
irnbedderl in the top.
The strjres interior is decorated with flags and
martial b inners. Racks and cases of weapons tine
the walls There are all manner o f weapons here,
many unlisual ~n Some way: etched or engraved
blades, c ecorated hilts, constructed of unusual
material. They include a wooden sword edged with
sharks t-eth, a two-bladed sword with copper
inlaid wa y blades, a matched pair o f hand crossbows wit1 mother of pearl grips, and a bastard
sword o6 black stone with runes etched along the
blade.
RESIDENTS
T H E WOI
Beyond the weal3ons themselves, some o f which
are very valuable , Adolphu5 has a t least 500 gp on
hand, from whic k he pays customers who sell to
him. After a good run o f sales, however, hi5 cashbox
can bit :!,OOO gp or more.
AcrTvIm
--
yt""
.y.y,,
mium. \Todd the PCs buy them for him for R small fee?
But wh77 does this "collector" redly want the weapons?
Is he plmning a murder or some other heinous deed?
LA-
IL A I Y F
'YY'yb'UY
".,LA
CL'U'bC
111111
L,
L Y l 1 . l
1 I L L Y " " I R
VI luIl-lL-YLI
This unattractive little establishment serves as the headquarters fbr Harrison Mire's legal a n d illegal business
ventures.
l l l l l C
holding.
ACTIVITT
K K VI
Newmarket Warehouse was an ambitious project, a massive warehouse on two levels. It floundered on two things:
infighting among the partners who financed the project
and a sudden, unexpected, downtuurn in trade. The partnership h k c up amidst endless bickering. Ownership
of the wnrchouse has been in a legal limbo ever since, as
the heirr: of the onginal partners conrinue their contest
for contrd ofthe bui1ding.This does not mean it is unoccupied, however, as sqriarters moved i n within rnoiiths of
it dosing and they have never left. Instead, a whole community has evolved within the building, complete wirh
shops. Irving quarters and even a tavern. The Guard have
been deried legal entry into the building whiIe the court
case wends its painful way through the legal system. So
they do rot bother to patrol it, instead Ieaving the inhabitants of the building to fend for themselves - and to be
honest, t l e Civic Guard are well glad to be rid of responsibhty I has become known as the Night Market, a milight plat e where odd things are bought and sold, and no
question.: aTe asked. I t is a place with its own laws, where
someone can vanish into the citys underworld
! -
RFSTDFKTS
advertised.
The Night Market has about 300 people that live there
permanently, with a transient popularion adding another
100-200,depending on the time ofthe year (cold weather
tends to raise- the population as folk sptk shelter).
s a broken comb
mmemmg ~ O S Tmust ne ~ o u n apeI
,
of great sentimental value inadvt itly rhroum orit
by a servant, or a family banner, L ~:hed
. . away bv a n
errant gust of wind. There is no better place in1 the city
ro start looking for such item then the Night Bdarket.
The altruistic daughter
noble fami ly has It:ft home
wilhout warning -"to help the poor: the noti:she left
behind said. Could she have been foolish erlough to
venture inro the Night Marker) Her p :irents ar.e frantic
and hires the PCs ta find her.
:. 1:
I
THE WORLDS LARGEST CI
<
-.
V23. T R F R E A P F R TAVERN
The Renper has as its sign a badly battered and
weathered figurehead o f the Grim Reaper mounted
over thc door. The building itself is a small converted warehouse, built back when small warehouses
were rnxe economical. It has a single level made
o f brick and a slate roof. The heavy doors are still
solid and the only light from outside comes through
the sky1 ghts. The furniture is made o f heavy wood,
though scarred from use and marked with an occasional burn.
The basement is accessed through a set o f trap
doors concealed behind kegs of ate. The original
basemeqt, used to keep things cool, has been haphazard:, expanded. It is shored by timber scavenged
from any source available, including pieces of ships
masts, JarreFr and even a battered wardrobe. The
fighting pit is dug sunk further down into the earth
and lined with rocks and brick. It is a rough oval 25
feet Ion;. A railing circles the pit to give the audience so nething to lean on a s they watch the show.
+-t
Clovis: Brb7.
Servers (24):Corn1.
Fight Handlers (2-4): Expl.
RFSIDEYFS
.-
W A R E H 0 U S E D IST R I CT
The tave-m cashbox usually h a s around 500 sp in
.. . . I L .
.I
b
..11.7i1n. . e rtlat
. .
. .
money i s tn m e oasemenr, in a nuge
iron chert: (successful DC 18, Open Lock check to
open) ccntaining 3,000 gp used for prize purses
and garniling payouts.
SOR
.
'.
*"
I .
, ... ... ,
.
,
ACTIVITY
The Civic Guard turns a blind eye to the Reaper and its
fighting pit. The fights are quite illegal, but Jiggs insures
that anyone who goes in does so of their own free will (or
is so drurk as not to know the difference) and that the
Guardsmrn who patsol this area receive free drinks. Jiggs
has mansqed to persuade the Guard p a d s who come
that it is b t t e r that such a place exist to attract the violent
element tr) one place, rather then have them roaming the
Streets bo7 hering others.
Half the week, the pit is given over to animal fights,
usually between dogs. The admission fee is 1 gp, and six
to eight fi :hts take place in a night. Tt is a rough sport and
the dogs ivolved do not last long The prize for winning
the most dog fights of the night i s a purse of5 gp, IO gp if
of the profits
the winni-ig dog survived. Valreis takes 10%
of the dog fights, but he rarely watches them.
The pit fights are usually held every other night. The
price of a h i s s i o n to watch these fights is a f l a t s gp. A
typical niFht has three tQfour matches, each lasting until
one fighter surrenders (though these do occasionally end
in the death of one of the fighters). A purse of 50 gp is
offered to the winner of each match. One night per week,
there is the special fight card with five or six matches
happenin# over the course of the evening, a t least one of
which i s to the death. The purse for the death matches i q
2.50 gp,On that night, J i g s may present fights between
captured animals or monsters and inte!ligenK beings.
Aside from the purses offered to the winning fighter,
every march incites massive amounts of betting among
the spectatots.The house takes a 5% cut out ofany betting
payout over 20 gp, for the p r i d e g e of gambling here. I t
is a good place to win, or lose, a great deal of money very
quickly. Tjggs pays Valreis 20% of the profits of the pit
fights, both door fees arid gambling profits, and Valreis
often stops in to watch them, especiaUy on nights with
fights to h e death.
HOOKS
.
,
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... .
... . .
..
._
, ,-
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upstairs.
~nown
as a place where dock workers. teamsren and sailors come to share a drink, the Sh$s Cat i s a faitly ruugh
and tumble place. It is a good place to drop by to pick up
the latest n e w and nimors working their way through
the seaside districts and the food is good too. The Ship's
Cat serves a good nut brown ale, a good selection of fish
dishes, and a tnily exceUent sausage pie. It also bas a surprisingly good wine cellar That is rarely used.
...
, ,. - -..
R E S I13 F N '
I
3
r.
L F I W L V V P I ILLlll
W I E J L C 11F A C L W V T I C U d 1 1 W
Bosko: Ftr8.
Karra: Exp6.
Stafr (8): Coml ,
founded by painter
ShPvaugn van Rijn as a n artists colony a place for aspiring artists to meet, live and work in a less commercia1 and
competitive atmocphere than that o f f e r d by the Artisans
District. He purchased a derelict warehouse with the
proceeds of several major comrnission~and converted
the interior into a melange of snrdio space, living quarters
and gaIlery n t a s .
The inns cash box contains 100 gp. The wine cellar
r .
t
I
I I
1
,.I
BFS I D FN T S
Though an
ACTIVITY
111 I l l > 5 K I l \
a> 8 S C U l p L U t VI
Illtl L W l l t l L i l V t l Ib
&.
f i e r e are four to seven other artists living in the
Coilectiw and a staff of five who take care of cooking and
cleaning. The security detail numbers twenty mercenaries, with s i x on duty at any time.
Shwaugn van Rijn: Brd71Exp7
Nador Crucible: Dwarf Ex@.
Zarah Elsinore: Half-elf Sor6.
Other Artists (12): Exp2.
Cideon Class: Ftr3JRog3.
buying zupplies.
115 c j u ~ ~ W
, uA K K H U U S ~ ~ ; N2n. pASHAL1UKt:'S WARFTJOUSF OE
uses this warehouse to store raw mate- WON E R S !
lld13< W v L u, Iluup-,, sealant, as well as finished products. It
is 3 we U maintained wooden building decorated with the
tne exrerior OT mis Duttoing i s ciao in yeriow D ~ C K
seal of the Coopers Guild. The guards hired to protect the
and t h e tops o f the walls have broken pottery
buildirtg (eight on duty at any given time; all war23 are
shards set into the mortar as a deter-ent to thieves.
also wt:I1 tramed as fire fighters and have access to buckThe window are covered by magically hardened
ets, sanId ind a speciaIIy equipped wagon.
brass bars marked with sigils and wards. The
brick around the doors and windo,,vs are further
N 2 7 . IcIOORFLAND'S WARFROUSF
inscribed with strange runes. The door to the office
Like m any warehouse owners, d u n Mooreland rents out
is polished ebony bound with brass and bears the
his wairhouse to those who need large amounts of warinscription, " Pas hadu keRs Warehouse o f Wonders"
age space. such as merchants. Space in the warehouse can
in flowing script.
be had bv the week or month. Mooreland onIy provides
. .
Part afthe interior o f t h e warehouse is given over
m m m a l securiry - four guards per shift (War2) - so
to living quarters for Pashaduke and his guards.
keeping highly valuable merchandise here is not recornThe reception area is quite opulent, with multiple
mended.
carpets on the floors and silk hangrqgs, low furniture of expensive dark wood and a fine tea service
for guests. Whenever Pashaduke has cause to
worry about the security o f his warfhouse, he will
cast guards and wards over it, and the windows and
doors already have their own magical protections.
His private force of security guards are trained to
use the effects o f the magical defenses to their best
'
advantage.
I
Pashaduke's is the transshipment point for a l l bulk magical supplies destined for the Arcane Academy (location
K2) as well as other, more exotic, items. For those who
use a great deal of spell components or who manufacture
magical irems, Pashaduke's is the place to shop, from eye
of newt and powdered demon horn to alchemical sjlver
and adamantium, all is available from Pzshaduke's.
RESTDENTS
Pashaduke is an odd one in a city full of odd fok- a wizard from a distant land, yet with an air ofnobiliry around
him. There are many mrnor~about his past, as his name is
obviouslv made-up. Some say that he once was a tyrannical wizard-king who was overthrown and had to flee his
realm, others that he was cursed by a j;enie never to be
able to return to his home. Other rumors about him are
even stranger. Pashaduke does nothing TO dispel them; in
fact, he seems to enjoy adding to them. What is provable
is that he is very wealthy and well ccpnnected. He has
many friends a t the Arcane Academy, a r d he occasionally
guest-lectures there.
widdy knowledgeable on diverse subjects, chaming, and inscrutably exotic is Pashaduke. He is not a
humble man and he loves KO display hi#;magical powers.
"It is my onEp vanity," he says, not a little disingenuously.
Pashaduke dresses the part of the foreign wizard to the
hilt, preferring richly embroidered silk robes, a crimson
Ln>uauimc LUILIECI
c i i i p i w y > LIILCC
turban set with a ruby (value 100 gp), heavy gold rings on
members
and
hires
dean
of the team
all of his fingets and shoes with Long cuding roes. He bas
basis.
dark skin, flashing green eyes, and black hair along with a
curling black beard
Pashaduke: Wizl4.
W e k e e ~ as pet tiger, Raja, whom he occasiondv walks,
but usuary leaves to guard the warehouse. Raja is heavRaja: 12-HD half-bronze dragon large tiger, as per
ily built, even for a tiger, IO feet Iong and weighing in
the Monster Manual
at a thowand pounds of muscle. Its jaws seem slightly
Amir: Ftr8.
overlarge and his eyes speak of greater interligence than a
normal cat.
Amirs Guards (12): Ftr4.
It is a little known fact, but rumored, that Pashaduke
consorts *vi& smugders of magical items. This is true,
Blow and Swirl: Small air elementals, as PE!r the
and it is also known to the City Guard and the Arcane
Monster Manual.
Academy Almost all of the magic items that Pashaduke
Servants {3): Cornl.
helps smslggle are minor - low Ievel scmIJs, weak
wands, potions. They are things of M e consequence,
but the Academy has successfully lobbied for stiff t a n f f s
Assume that Pashadukes has 40,000gp W O ~
(even bans) on importarion of such items to protect the
magic rterns, raw material and spell compon
economic interests of local wizards. But when it comes to
on hand at any time. The exact composition of
items that they themselves need to buy, well, they have
trove is left to the DMs discretion.
reserwtions about turning to Pashaduke, who can get
it for them for cheaper than if they were to buv it from
one of their local peers. hshaduke informs the Guard
if he believes that the buyer has criminal (or a t least, ACrVVITt
If Pashaduke is not here, the business door will be
mischievcus) purposes in mind. However, he uses this
Iocked
(successful DC 20 Open Lock check to pick) and
harmlesssmuggling as a cover for sm~gglingbanned and
locked.
If he is, a servant will see the visitor in and
arcane
forbidden theological texts to members of the College of
will
Pashaduke
meet with them over tea. Unless it is a
Oracles (Iication KI) and that, is turn,is used to mask
business
that
involves more than 1,000gp, he will
deal
the smuggling of the occasional unusual magical item for
them
politely
redirect
to whoever else can heIp them.
a select bbiyer - about whose purposes Pashaduke has
little concern, as long as he i s paid in full.
HOOKS
Amir is the commander of Pashadukes private guards.
* One of Pashadukes shipments arrived broken, and the
He is a skilled soldier, apparently from the same hornemagic mixtures within spontaneously evolved into
land as hit employer. He k cur^ and efficient, hUy conversomething dangerous and hungry. It has already eaten
sant with rhe defenses of the warehouse. He tends to distwo of his guards and he needs it deair with. He wdl pay
trust anyone whom he does not know terribly well. Amir
well to have it killed. Or it may have escaped into the
dresses precisely In fine chainmail (Treat as masterwork
sewers and Pashaduke does not want to be blamed for
chainmail under an embroidered surcoat, and he wears
any trouble it might cause. He hire5 the PCs to hunt the
a wirnitar and dagger along with a combined quiver and
creanire down (returning the body to him, of course).
bowcase fnr his short composite bow. h i r has sun-dark0 Pashaduke has several valuable shipments, all of which
ened skin and his black hair is shot through with grey but
must be delivered immediately! He hires the PCs to
neatly trimmed, and his grey eves watch everything.
guard one or more of them.
Six ofAmirs guards wllE be on duly a t any one time (ten
A quest for a rare magical component brings the PCs to
or more wrIl be on duty during major deliveries and transPashaduke. He indeed has it, but he requires something
fers). Like h i r , they are from pashadukeshomeland, and
valuable in exchange. This could turn into the classic
also Lke him, they are equipped with scimitar, dagger and
situation where each person they go ro has the item
a short composite bow, with mail and a light steel shield
needed, but they want yet another item in exchange.
for ProteCTiOn.
Alternately, hshadtlke ceuId require a s e n i c e from
Two small air elementals (whom Pashaduke affecthem in return for the thing that they seek.
tion calls BIow and Swirl) are bound to watch the roof
for intruders. They are friendly and playful hut alert.
fQccasionaIly they send gusts 01dust or sea spray [when
they can cxch it) a t passers by.
-! - :
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,
,
11111 d1"UI
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subordinates 'CUwhatever
trouble they may get into without a second thought.
sign aDove me
'
R E M mwrs
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sacnfice their
".L
W A R E H O U S E DISTRICT
I
1
Sholon Creel wears a chain shirt. He carrres a bastard swc-d a s his primary melee weapon and masterwork ongbow as hi5 primary missile weapon.
The warf house guards wear sttldded leather armor
and carr. clubs as their primary weapon. The ofice
cashbox has 500-600gp in m i n and considerably
more in letters of credit. The wines and liquors in
the ware louse are worth 4,000gp all together. BUS
none of .he bottles are exceptionally valuable.
II OOKS
~ 3 0 WAZRFHOUSF:
.
WATCHMEN
OEPTCF
Most of .'his simple stone building building i s very
utititariar in its layout. There is a fireplace, where
the Watchmen to warm themselves between shifts,
a small a m o r y where the their weapons ate stored,
and an arlministrative area for processing and filing
reports. -he Captain's private ofice, on the other
hand, is cry nicely appointed with wood paneling,
a big derk and a large map o f the dlstrict on one
wall.
This builcing serves as headquarters fOr the Warehouse
Watchmen, the disnict's ragtag army of private security
guards.
R t:S 1 E)
NT9
-',
.7
-I:-
-.-,
-.
the Watchmen
as a clubhouse,
Ibling for petry
racks discipline
I
-PY
Robarts gener-
no
i
quaIiffca-
to speak of;
an enny-Ievel
ntllrer is sure
ieet them. f i e
:s are modest
N 3 I . WEAVERS q U I E D
WARFHOUSF
The Weavers Guild uses this warehouse to store goods
in the process of shipment and to stockpile raw materials against shortages.The building is made of stone with
interior divisions ofbrick, ir is designed IO be as protected
against fire as the bidder couId manage. Each of the sforage areas has a bin of fine sand and shovels in case a small
fire srarts, it can be stamped our quickly
* r d - r a L ~ , n ~ fai r t i n e v e
W ~ I F I I " U 3 C "W,IL.I;I
even expected
from the Watchmen. They
are more a deterrent and a
fire watch then a proper security force. So, as long a5 voir make your
rounds at some point and do nor allow a
warehouse to burn down, they wilI probably
keep you on. It also provides a good excuse
for PCS to wander atound the district with a
vague oficial sanction.
L
m n n t h a i v ,h- u
r ~anr~
r An
cn
RLLp L111.11
uJ "1,
ut:criios~iviiii 15
N 3 4 * STRATTON'S
WJNIIMiLL
N33. LlL'YWHTTF*S W I N D M I L L
Lilywhites Windmill was recentIy sold to the Argolse
Family (to cover the gambling debrs of the former owner,
or so it ic rumored) and it has been extensively refurbished. With new whitewash for the extenor building
and the vanes have been repainted in green and white,
the build] ng fairly glows in the morning sun. It is one of
the most efficient mills in the city and the new ownem
even give rows (daiiy, starting a t noon, and 1 cp per head)
to show ir off.
Lilywhite's Windmill ha5 thus become rather a tourist
atrraction in its own right, so it is now run with dracunian efficiency and well paid {if hard driven) workers
in neat uniforms. The success of the new Ldywhire's has
prompted other windmills to try and emulate its success
by improving their performance as well.
Y . L Y I F " . L
Yon: Exp8.
Assistants (4): Exp4.
ACTIVI'IY
HOOKS
TheTernpIe Windma of the Goddess of Compassion provides comfort, healing, guidance and fresh water to the
people of the Watehouse District. This windmill has been
converted into a pumping station, p u h g water in from
the bay and sunning it through a pair of magical sieves
which, in effect, cast pur& drink upon the water, makmg
it pure and drinkable. There are two fountains, worshipers
of the goddess of compassion are given preference ;It one,
while the other follows a normal queue system.
The cult of the goddess of compassion is a modestly
poprilar religion of abstraction, a popular secondary religion for the sick, or those with ailing Ioved ones. Its main
temple is in the Spire District.
RFSIDFNTS
--
en.
There are TWO lesser priests and four lay staff that come
in from the local community to help with the chores
around rhe temple, such as cleaning and cooking. The
hostel can sleep up to 30 pilgrims without being excessively crowded, bur there are rarely more then ten visiting here; they are generally foreigners :irrived by see and
looking to stay the night on their way from the Docks.
'I
HOOKS
Lyy*. r y . y - " - .
Once rhe new box i s obtained, i t needs KJbe delivered.
of COIITSP, the exchange wiU nor go smoothly. The client
is a memher of thc Ebon Lotus Society (see location N32)
and In? needs to tie up loose ends -by killing the courier
and er-e*1..onc eIse invoived.
L U l U
LlllY
.MU,*
Y",.
Y l
S'FO R M A N $3 S p F
A savage storm has washed over the civ. Most of the
windmills in the district are closed for repairs. The streets
T
..._-
_
I
-
d20
1-2
3-5
6-7
ENCOUNTERS
Encounter
CIVICGuard patrol
Thieves/ Pickpocket
Mcssenger
8.9
Smuggler
10.1 1
Craftsrnan/Tradesman
12
13-14
15-1 6
17-18
19-20
(see location
NX)
Merchant
Teamsters, transporting cargo
--
_
I
.,,
---
.,
the Navy, a duster of fancy houses reserved for naval offcers and their families, a tall lighthouse that alerts incoming sea vecsels from rhe south that they are approaching a
coast, and a great Naval Base (location 0 2 0 ) to house and
tions, a number of small businesses flourish. Private residences, most of them Qf great qualiry and design, make u p
the remainder of the district.
. ..,
7
A magnificent,
,
.-
4
t
Y
1-
s
F.
0
w u u i g c w l s iiianc
uy
IIVJL
v,u V I ~ i i U
cL J L L
~
o
~ V ~ U I U L W I ~ .
N A V A L DiSTRICT
ACTIV 1'11'
0.2.THE SHIPYARD
This colossal facility holds many huge drydocks
made out o f thick and sturdy wood, and takes up
most of the southeastern porti~fio f the distria.
Most of these docks at any given time are occupied
with repairing ships, both military and civilian.
Other drydocks hold unfinished ships still under
construction. Hundreds of shipwrights work here
during all hours of day and night, making the place
bustle with sound and activity. During the night,
the strong beacon emerging from the Lighthouse
to the south illuminates the Shipyard, thus allowing
the shipbuilders to work in the best conditions they
could hope for.
d repair m h
"-,
*xi
THEWORL
..+ - ., - - -
--
cunenth, Master Onus B e h u e , a rich and proud member of the Shiprights G d d and a cousin of Sir Harnish
Bellevue (location E I ~ ) ,runs the place. Master Otius
enjoys his position as the Shipyard's administrator. The
position not only gives him steady money and prestige, but most hportantlv it bestows
power over the members of the
Shipwrights Gudd as well as over
all ship owners who need to use the citv 5 only drydock
facility. Orius, who in his youth failed to graduate from
the Naval Academy -a horrendous faniily scandal a t the
time - now enjoys making naval officers who need to
use his docks squirm. He remains a cunning and calculating man. He also TealiLes the imporrance of the city's
Navy, which, after all protects the seas around one of the
most important and lucrative POKS in the world. Thus he
makes sure that repairs on the most important warships
are done quickly and efficiently, despite the faCF that he
almost a h a y s puts Navy officers through the wringer
beforehand.
A dozen masters from the Shipwrights Guild help
Qrius run the Shipyard. These men and women work
with a t least 40 experts and as many apprentices per eight
hour shift as they can handle, as well as with over 50
unskilled Iaborers.
Orius Bellwue: Ari 7JExpJ.
Master Shipbuilders (12): ExplO.
the Ship.;ard.They must meet either Orius Bellenre himself OK on? of the masters working for him, who nsually
put their frames and request on a waiting list. Depending
on the Sh.pyards schedule, the PCs reputation, and the
amount 0.-money they are prepared to offer, work can
start within 24 hours or sevcral months. All those dearing with ( x i u s and the other master shipbuilders must
be patient. charming, and ready to pay bribes, lest their
request be put on the backburner.
HOC) KS
and a great meeting hall where expert and master guildsmen gather each month. The second holds small private
apartments that Guild members can rent, as well a5 large
workshops used to plan and design new vessels. Masters
also occasionally use some of these workshops to teach
less experienced members ofrhe Guild.
R F S I I3F NTS
Ptolemy Hyrus, a venerable master shipwright, was
recently appointed as head of the conclave of eight grand
masters leading the Shipwsights Guild. He believes he can
make the organization - already one of the richest and
most powerful in the city -even more affhenr. Receentlvy
he tried to become the Naval District representative a t the
City Council, but he was beaten by his cornperitor m d
fellow guddsman, Narisek Oliveskin (location 0 2 5 ) . This
rivalry stirred a11 sorts of trouble within the Shipwrights
Guild, but despite rumom suggesting otherwise, Oliveskin
vowed nor to challenge or intervene with Hyrus Leadership of the Guild itself.
In addition, the Guildhalls are constantly alive with the
activities of many dozens of shipwrights: masters, apprentices, and everyone in between.
Great Grand Master Ptolerny Hyrus: Exp14.
Grand Master Shipwrights (7): Expl5.
Master Shipwrights (20): Expl 0.
The mai? Guildhall of the Shipwrights Guild contains m;ny tomes o f knowledge, all pertaining to
the building and maintenance ofsea vessels. While
most V C ~ U M ~ Sare recent, some ancient tomes
may f ? t c i several hundred gp if sold t o the proper
buyer. Within the ofices o f t h e Guilds Great Grand
Master, a small locked room called the Treasury
(successful DC 30 Open Lock check to breach)
holds over 10,000 gp in assorted coins, jewels, and
gernstores. in addition, Hyrus the Old carries a rod
ofalertnrss. The golden head o f the rod - the highest symbol of the Guilds authority - ir shaped in
the form of an ancient trireme.
A CII VITT
04. T H F SFANFRY
This large but simple stone buildinl; faces a wide
avenue and the high promontory beyond. It holds
no special designs save for a small wooden sign
hanging in front of it, depicting the iriage o f a large
bean, with a steaming pot behind it.
ACTTVIII
..
05. THE
LOD~F
P
- ,
L:
x_-
HFSIDF N T S
--i
Niranelle: Rog6.
Felder Avram: Ex@.
Residents (Varies): Cornl-3.
The Lodge's tenants are mQ5tly honest working
folk, but few have much t o their nm3me.However,
NiranelFe owns a masterwork rapier. a masterwork
suit of d u m chinmarl, and a total o f 80 gp - SOUvenirs from her adventuring days - which she
keeps in a large unlocked chest at the foot o f her
bed.
ACT I Y I'm
Activity here is minimal. While a few workers have families who go about various chores here during the day, the
majority spend all oftheir time at the Shipyard,returning
". ...
serifs
. L
I
,
*"'C"L"',,
"'6'7"Y"'b
Z L V Y <
The last three shipments of lumber coming from a f oreign lungdom never reached the Shipyard's DepositcIry.
In fact, a n investigation revealed that the merch;1731
wagons never even came close to the city Becarise
the lumber is of the highest quality (and thus us
in the making of the most impressive war galle)
the Shipwrights Guild needs ro recover it. It hi
the PCS to travel to the foreign kingdom, where they
discover that the lumber wagons and their crews were
stolen and abducted by a small but powerfui rebel force
demanding that the monarch abdicate. Will the PCs be
able to meet peacefully with these rebels? What will
they ask for in exchange for the wagons and the men
they kidnapped?
_I
07. T H E
RESIDENTS
'"""'&
HOOKS
to Rakeeth
""I,
HOUSE OE CjLASS
~
___
aKS
08.
EIRBALAS F J N F F U R ~ - F T U R F AND
WOODWORK
Two identical and perfectly square two-story buildings of varnished pinewood stand out from the
surrounding area. Many intricate carvings cover
the walls of both structures. Most are abstract,
but some represent people and edifices of various
kinds. In front o f these buildings, a large wooden
panel tied upon a horizontal pole with silvery chains
reads, Firbalas Fine Furniture anc Woodwork.
NAVAL DISTRICT'
they provided to their patrons, who are mainIy wealthy
Experienced Sellers (4): Com3.
commoners and nobility. The family uses the first floor
. - ... .
. ..
Ianual.
Guard Dogs (4): As per the Mom
of the westernmost building to sell its goods. All SOITS of
furniture and small wooden decorations fill the clean and I
inviting shop. The second floor of the store holds small
Furniture and woodwork of the highest qiuality can
cabinets, lriw chairs and tables, and beautiful carvings.
be found a t Firbala's store. The prices statf at twice
These hig'dy prized items are the store's masteiworks;
that charged for typical items oftheir kind, up to ten
tirnpq
rnnw
only rich parmns visit the second floor of the establish. - -. Thp
...- familv'q
-.
-... i t s hold a
- .....I - nrivate
-I-f-..---- anatlrnpr
ment and r he prices for the objects on display are at !east
locked iron box (successful DC 1 5 01pen lock check
en times that of the business' other wares. The first floor
to pick) with 675 gp and a large Earnet worth 80 gp.
of the easiernmost building serves as both a workshop
Orion wears a golden ring worth 55 gp and a silier
and a stor:pe rooom for raw materials, where the ?%balas
necklace worth 20 gp. His wife Porra wears pearl
craft their goods. No one can visit this shop, which is filled
earrings and matching necktace and bracelet worth
with unfinished wooden objecrs and piles of sawdust. The
a total of 500 gp.
second !i~orof this structure houses the
family's private apartments.
.I"
RES1 D F N T S
Orion Firbda
owns and operates this simple
workshop with his
d e %rra and their
three daughters, Orlyn,
Asvyn, anr Sorlyn. Orlon,
one o f the most d u e n t i a l
and respected members of
the Carpenters Guild, has
made a name for himselfwith
the original, stylish, and highly
comfortable wooden furniture he
builds. Four g u a r d dogs, kept in the
family's private chambers during the day,
protect the furniture and woodwork store at night. The store
hues a number o f commoner^
to help Pcrra sell The goods
it offers. Orlan also hires a
number 01 apprentice woodworkers tu help him and his
daughters with the more menial
tasks.
Orlon Firbala: Expl4.
Porra Firbala: Expll .
Apprentice Woodworkers
(5): Exp'
1 -
I-
"
HOOKS
This establishment, tun by the young t:lf scribe and mapmaker Nuraniah, sells all sorts of regional maps, worlds
maps, road outlines, precise elevation graphs, and m r
charts perfect for navigation. Emplwing a number of
human and elf scribes -charged with copying Nuraniah5
wonderfully designed maps so she can offer them to
multiple patrons - the smalI and hi$ly reputed shop
ACTJVTV
._
Built from dark blue stone, this simple but well -ke pt
house faces the sumptuous Officers Q u a l.ter (location 017) to the north. An elaborate brcmze sign
Fn the shape of a straight razor, bearing tll e words,
The Razors Edge, dangles from a poll attached to
the second story of the building.
This smalI but clean barber shop is favored by many officers in the Navy and Aerial Gmrd.
RESTne y-rs
A G TTV ITT
- .
w-
Among the most notable officers living in this neighborhwd is 4drniral Quirinal Narvinon, now retired. Most
of his ppers consider him a true hero, who PTOVed time
and time again that he would wikngly p v e up his life to
protect the city for which he cares. The majority of those
who serred under him harbor a great respect for the man,
and remain loyal to him, even in his retirement. Thus,
NarvinoiTs voice still weighs in the Navy even though
he has long since left active duty behind him. A dozen
officers, most af them now admirals or captains a t the
twilight of their careers, frequently visit him. Narvinon
offers them wise kunsel. He lives with his
w&&
son, Virinion, a n a w~- Captain himself, Virinionk wife,
and their children. Virinion's daughter, Makara, recently
graduated from the Navd Academy and currently holds
the rank of ensign. Her superiors consider her to be one
of the most b r h n t new officers currently serving in the
Navy, and not just on the basis of her family ties.
the CarIius family, hails from the noblliry (they are distant
cousins of the Bdevues, a distinguished familv with close
ties to the Navy; location E12). AdmiraI Barilios C a r h s
and his brothers aarrien and Erralius, bsth captains in the
Navy, all Jive with their spouse and children in sumptuous
houses. While Damien and Erralius capiain ships, Admiral
Carlius works a t the command center at the Naval Base.
One of the Lord Admiraps most trusted advisors, he has
long played a major role in district po'itics. His sense of
jUSKiCe and fair play won the trust and support of many
officers. Several Navy men believe he w d become the
next Lord Admiral.
The lieutenants who nin the illegal smugghg ring
(see loation 0 2 4 also live in this neighborhood. Some
of them have young families while others srill live with
their parents (either retired or active Navy officers themselves).
Captai n4.
Captain Virinion Narvinon: Ftrl OJCaptainZ.
Ensign Makara Narvinon: Ftr 4JKogl.
Admiral Barilios Carlius: Pall 6.
Captain Darrien Carlius: Ftr8/Brcl4.
Captain Erralius Carlius: PallO.
to another part
of towq - ar
perhap: even to
another locality
almger'ier'
O I Z . TX(F NAVAL
ACATS F MY
WkLIIIII,
1'Ul
C V I I L I I I ~ C I I LVI
IYOV).
111C11
111
U1C33
.,
...,....
.
..:
- -
y ...
,, ...
"..,
.,.....,,..-
&,-
less b o o ' s on hfstbry, languages, philosophy, navigation, ctiences, tactical warfare, and a number
-I _IIL__- L ' - - r -A
h - - A .
R A :
1
-L..
.
11.U I wrier >UUJCCE>a w u r i a ar rne ncaaerny. narnirai
5ophuriih wears a suit of +4 e b e n chainmail and a
_I
l - - l .
-I-.-
on their Vank in the service) and students (depending on +eir family background) may carry a magic
item or two, the power and nature o f which i s up
to the D!1.
L
AC'I'IVITY
orm o f a two dimensiona1 ham, iportin'g the wortIs, "The Rotund Rump,"
hangs from a pole in fron t o f this large establishmen-t.The wide two-story tmilding is painted bright
r
rea,I sranoing OM. from
t he other more discrete
71
1.
This restaurant sells evewhing but fish and seafood, making i~ a favorite of sailors and maritime officers simply
because it offers a nice alternative CQ their typical menu.
Serving large portions a t reasonable prices as well as cheap
beer and wine, the establishment also attracts many local
workers; shipwrights, Wall Guardsmen, and even Aerial
Guardsmen and Navy personnel also frequent the place on
a regular basis. Because of its close proximity to the Naval
Academy, some students also come to the place for a meal,
a drink, or entertainment.
Because of its clientele, who tend to drink hard and
argue loudly the local civilians prefer to avoid the place.
Though brawls occasionalEy break out between its patrons
during the evening (inter-service rivalries being what
they are), peace and tranqudity reigns over the esrablishment during the daytime. Few locals understand why the
Rotund Rump mansforms from a quiet restaurant into 3
rowdy tavern every time the sun sers.
Classes are held year round, and most new students are
simply torsed into the coursework and expected to keep RFSIDFNTS
up. Graduation ceremonies are held every spring, and visThe Karilyn family (location G22) owns the establishment;
they let Jooachim M a s sun the place for them, Under his
iting captnins will often appear in the weeks and months
beforehand to keep a n eye on promising voung students.
management, the Rotund Rump has became one o f the
I f called upon, just about everyone here is capable of
most popular- and lucrative -in the district. ErIas hires
defending himself, and an atlack on the Academy wilI
a number of expert cooks,barkeeps, and waiters alI year
invite a hrce, concentrated reprisal.
round. He pays them well - and because they are mostly
lower class, they have few complaints - but asks many
HQOKS
hours of labor out of them. He also relies on a handful
A group of young students from the Academv form a
ofbouncers to keep an eye on the more rowdy clientele.
secret society, called "the Defenders," and take it upon
They seldom htervene in a brawl, however. Instead,they
themselves to uphold what they call ancient tradition.
simply ensure that no furniture or other valuables get
They hunt down humanoids and punish them with torbroken.
ture ant! humiliation. Many citizens of the city view the
JoachimErlas: Rog7.
group'^ acaions as misguided, but some believe that the
Defenders can help cleanse the citv ofa humanoid presBarkeeps, Cooks, and Waiters (19): Corn1 -4.
ence. The fact that the members of this gang study at the
Acaderr y is wen known - since they leave a small pin,
Bouncers (4): Ftr4.
found m every academician's uniform,with their victims. Arting in the name of preserving public order, the
1l i t LUlll U U A U1 L l l C L U l U I l U RUlRltJ I I U t U l dppIUAICity CounciI asks the PCs to pose as new students a t rhe
Acadewy and infiltrate the group in order to discover
mately 100 gp in assorted coins. Erlas, who lives
in modest accommodations on the second floor,
and exrose its leaders.
hides a jeweled masterwork short sword worth 800
gp and five t7 arrows in a chest under his bed. He
carries a pouch with 72 sp.
015. XANATHIUS
BODY TFIACJFS
. ?
,-. .
=-
0x4.THE
EORTUNFTELLFRS HOUSE
NAVAL DISTRICT
*;-
'
-I
the tat
Obvio..
I~
_I~..
attractive, establishments and dwelt ngs ofthe district. d closer look at this building suggests t h a t it
might fall into ruin^ soon.
_ _
NAVAL
ahandonet! edifice, mainly because their previous cornplaints to [he City Council did not compel city officials to
force its pmprietors to sell or renovare the place.
,nfpqr
- ....
. . . hemming
.... .._, .
.-_.ation
P
- - - - - - - - - -. - . - miohm
of vermin. Words - ancI wrirten proof - that d i e
~
H FSI 11 t:v r - 5
Carl: Rog6.
DISTRICT
--.--&:--
017. T H E
LADY O F TFFFSEA
Kuvil: Rog3/Ftr2.
Lashnis: Rog3/Rgrl.
.I
.I
ACTIVITT
Ul l l l t 3 r d d I l l d L L l S d I l U l l l U Z l V I LUU11315 d L I U
I I I t IUdVY,
ULlL
1Ullg
dg,U I l l <
PIAL.
W d S bUlU 1U d
glUUp U L
businessmen. Over the past 30 years, ,3 variety of establishments occupied the building: a jewelers workshop,
an alchemists laboratory, a food market, and a dozen
others. None ever had any success, and most closed their
doors only a few months after they opened. About six
months ago, the place was sold TO its current proprietor,
Tornas Jerichius: a retired Navy captain who remembered
the good oId days of the officers mess, when he and his
brother captains had a place they could call their own.
He despised sharing space with the more egalitarian
Maritime Officers Guild (location M38), and resolved to
establish a similar place reserved solely for the citys Navy.
He opened an excrusive tavern catering to higl-ranlung
members of the Navy and officers of the Aerial Guard.
In honor of the ancient estabIishment, and in order to
make the Aerial Guardsmen feel welcome, he named the
pIace the Officers Nesr. For the first time in decades, the
place has become a popular -albeir extremely e x c h i v e
-establishment.
ACTTVTT7
018. THE
OEEICFBS* NEST
, ,
ing structure.
>q
ACTIVITY
istance.
is gazjl
StanIui lg dL LIIT: .=dern edge of the Naval Base, this
magni ficent statue represents Jerome Kordanus, a great
hero o f olden days. Legends of AdmiraX Kordanus aboimd,
and a11 residents of the district (as well as most sailors
and N a w personnel) know
many of them well. In
his tinae, Kordanus sailed
*
L A -.
Lllc
seas in search of
adventure, fame, and fortune. He found all of these
things, and when he
rerurned to the
r,
HOOKS
A disgruntled and
crazy-looking old beggar approaches the
Pcs. ITor the sum of 1
gold coin, he says he c m
reveal to them the location of
Admiral Kordanus' remains.
r
with sornt: patience and a
Few more gold coins, the PCs
can even ejxort a map from
the beggar, who may also reveal that
his brother once journeyed to the
cryptic tomb, on a small, isolated,
and uncharted island many miles off
the city's coast. H the PCs follow the
beggar's insmctions, they uncover the
island and rhc wrecked ship of the b r d
Admiral. They also find an immortal sorcerer who turned Qrdanus and his crew
into mindless undead. While the sorcerer and
mosr of his monsters can be defeated through
normal means, only Kordanus' magical saber
can pnt the Lord Admiral corest.
*
Tb
'
uri+h 3
r
u h l s r L ~ n r h n gnri
.T,L,,
Y E U L , ,
Y . . C I I " I
u 1 1 -
I d
--"--
n FS1IJ F NTS
At least 600 officers and sailors of the Navy can be found
detai Is.
...
- ,.
,,
-
,
I
.. .
---*
HOOKS
0 2 1 . T H F L O R D ADMTRALS
RFSTFSFNCF
A bulky but magnificent four-story bui ding made of
dark blue stone, shaped i n a massive U, stands
in the middle o f the Naval Base. In front d i t , tall
poles hotd the flags o f each ship in the Navy, a 5
well as a standard (twice a5 big as th: others) representing a green sea serpent coiled around a black
anchor - the Navys insignia.
In the midst of the Naval Base, the house of the Lord
Admiral stands our from the simpler barracks and offices.
Since The foundation of the Base, each successive Lord
Admiral has lived in this beautiful, sumptuous, and heavdy fortifkd d w e h g . It more than fits the dignity of its
primary resident, and is easily the equal of the mansions
of the Nobles District. The Lord Admirals Residence also
serves as his personal offices, and the Admirals and other
officers who work a t the Naval Base frequently meet him
here. A great hall, where balls and soirees are somerimes
held for Navy officers, dominates the first floor of the fortified residence. Several small meeting rooms, as well a5
offices reserved to the Lord Admirals aides, compose the
second floor. A large war room filled with maps and charts
where the Lord Admiral does most of his work, takes up
most of the third floor of the house. In case of emergency,
this chamber serves as backup headquarters, where highranking officers can plot mategy. Thc Lord Admirals
private chambers -designed to house a Iarge family and
its household staff -make up the fourtl and last floor of
this lavish dwelling.
NAVAL DlSTRIC
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knows
Rog9.
J-
&
5
K\
ACTIVin
v--
THEW01
:zinnia hired has finally given her the
The smuggler 01
name o,-thepirate captain who allegedly killed her chilr i
.1
1 I
1 .
I . 1
name 01
me snip
nr o m wnicn
dren. He also pro.viaea tne
h e ,operates as well as rhe most probable location of his
sec ret Ease and the name of several port cities he frequfmtly visits with hi? crew. Ensign Virka, on behalf of
Or:inni.1, approaches the PCs and asks them to find this
pir;ite and bring back his head. This is not ?Jaw busilies,s. she expIains, but a private matter of the Thurkun
fanlily. She offers them a substantial sum of money and,
if t 'hey Jccept, gives them a l l the information the merchamt provided (she may also accompany them on their
jou me!-). IVhile rhe secret pirate's base was long abandorled, it remains rigged with many traps. The best wnv
for the PCs to track
the
0 2 2 . T H F ARCHFKS' OU'I'LF-:T
A large, three-story high building 3 f rosy stone
faces the easternmost avenue of the district and
the landbreak beyond. Though in good shape,
the worn stone of the edifice suggest its old age.
An oversized but delicately carved wooden arrow
planted into the ground in front oftt-e place reads,
"The Archers' Outlet," written in both common and
elven.
'3
....
. ih,-A,
I
c:
2
_.--
.,-
otters them halt the amount the item will terch. In older
Master Lvinial's success depends on three Things: the
to
complete their mission, however. the PCs I:n w r joutgood quality of the feathers he buvc in bulk from differney
to a losr ruin some distance outside the cit explore
ent merchants in the Aviarv (location Ls);the light wood
it,
and
- ifthe information provided by LyrirtiaI is cothe gets from various carefiiuy-chosen wholesalers; and
rect
uncover the spellbook in the midst of:I series of
his almost exclusive contract with the Navy and Aerial
and
traps
monstrous guardians.
Guard. While obraining raw materials to produce a r r o w
Having
up in the Elven Disrrict, I;yrin>ial knows
grown
*
from other suppliers might not be a5 difficult as getting a
the
D
i
m V d e i (location P11) by re&putation,
fletcher
highly profitable contract from another source, Lyrinid
of tradecrafr rhat have tnade him
secrets
and
envies
the
trusts the merchants of the Aviary to sell him feathers he
He
hires
famous.
the
PCs to spy on ValIei :Lnd Iearn
can work with. Should he lose the favor of the Navy or
those secrets by any necessary means.
Aerial Griard, he would lose a good percentage of his husiness. When he S C I J S ~ Q either of these groups, he does so at 0 2 3 . THF; PHTSICIANS' H A L T ,
discount prices,but what h e Ioses in profit upon a single
A square building made of dark gray stone, seemmgIy
item he epsilv makes u p with bulk saleq.
one of the oldest in the city, sits a t the end o f this smaIl
row of structiires. I t harbors no special markings and,
Lyriniak Elf Rogll.
although large, it seems no bigger than moqt dwellings
Journeyman Fletchers (5): Exp5.
in the area. An unofficial grouping of physicians, sages,
healers, embalmers, and other men and women interested
Workers (20): Com2.
in a scientific study of the human body (Exp-i~)uses it
as a meeting place. They arc led by Akor the Learned
(Exp14),a talented healer frequently called upon by the
Hundreds of bundles of arrows can be found in
men of the Navy and Aerial Guard posted in the district.
the workshop of the Archers' Outlet. In the small
Members of this informal gathering share knowledge
storefrort, dozens o f masterwork arrows and sevand swap books, scrolls, and other documents pertaineral mundane types of bows can be purchased.
Lyrinial cwns two masterwork longbows and three
ing to a scientific approach of human (and demi-human)
masterwork composite longbows, all made by his
anatomy. They share rheir thoughts as well as the results
of their experiences and studies to the benefit of those of
father. He does not wish to sell these items, and
their group, from tomes on the functioning of the lungs
thus keeps them in his private apartments. H e carto nicks on how to best set a broken bone. Some circles,
ries a tl 'ongsword, a + I longbow, and 10 +2 arrows.
however, regard them as quacks, charlatans, or dreamers,
Lyrinial's personal fortune, a sum o f 625 gp, lies
so members of rhe group rarely admit that they belong to
the hidden bottom o f a locked chest (DC 1 5 Open
it, simply because they fear the repercussions. In addition,
Lock check to ptck) filled with elegant clothing in
they often use odious sources to obtain cadavers for their
his bed chamber.
research, notably Ohvender Siles (see location D12). Aside
from mundane furniture, the only items ofinterest in the
Physicians' Hall are a couple of books on the science of
A CTIVITT
the humanoid body, which include many diagrams and
Anvone who wishes t~ purchase arrows can come to the
healing techniques.
Archers' outlet, which opens at dawn and closes a t dusk.
Prices of regular arrows are 10% higher than average,
while masterwork items Tell for 25% above the cost of OZL#..LANDBXFAK
An extenqive berth o f hard-packed dirt, caIled the
typical items. Twice each week, members of the Aerial
Landbreak, mns along the eastern edge of the drstrfct,
Guard and the Navy atrive to pick up stocks of arrows.
forming a n artificial palisade that separates thr Naval
Yards from its neighboring district. Put up Iargely at the
llOOKS
instigation of the N a v y and wealthy ship owners who
* A rich noble commissioned a special magical bow from
wanted to protect the Naval Base, the Naval Academy, and
,Master Lvrinial. Though not a n expen b o y e r , Lvrinial
the Shipyard, the Landbreak shields this part of the city
could not refuse the work. Not only would it be highly
from possible encroachments by the wetlands to the east.
profitable but is would also provide him with new
Although the wetlands never actually floods over into
contact? in the city's noble circles. If he plays his cards
normally dry areas, the fear s t d l exists. It is also possible,
right, he may even develop a new niche market and
thus tnllv make a name for himself. To ensure that the
however, that those who care about the Landbreak harbor
resentment against the elves living in rhe wetlands and
item he produces is powerhl enough, he hires the PCs
wish to separate them from the rest of the city a5 much
to fetch a potent spellbook believed to hold the secrets
as possible.
of producing bows that can newer miss their targets. J.f
the P G agree to do this while he works on the bow, he
- I.
,--.--.;:--
- -
___
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a:
ci
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-
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=-
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A secret chamber in the residence's basement (successful DC 25 Search check to find) holds the family's fortune: 8,000 gp worth of coins, jewelry, gemstones, and art works from famous artists of olden
times. Narisek carries a potion of bull's strength (4
doses) and a pouch with 200 gp. HI: wears a gold
ring with the insignia of the ShiFwrights Guild
{worth 50 gp, but four times as much to any shipwright belonging to the Guild) and an ivory bracelet
o f splendid make (worth 150 gp).
1
A s r r a l l but spectacular looking house o f white
stone stands out amidst the usually darker buildings o f h e districi. Facing a wide paved avenue,
and fealuring a large private backyard that runs
along th? edge oftke Landbreak, the house features
two Tiriiature fortified towers protrudrng from
the otherwise ff at roof. A heavily-armored warrior
stands guard upon each one.
...
,-
, .
RFSID:NTS
'
\,
NAVAL DISTRICT
0 2 6 . S M W ~ C ~ L F R SIIFADQURRTERS
-r
.
nainaer I
The goods stashed in the Smugglers Headquarters
Ferniah
vary from one week to the next, as they usually stay
1 011).
here only for a short while before resale. The place
gal Base
.holds
. . anywhere trom -IUU
+.^
+ * _ gp to I , W U gp worm or
- where
stolen merchandise. Most of these small jewels,
selling
gemstones, and works of art are hidden under
floorboards (successful DC 25 Search check to find
loose floorboards). Captain Firehair carries a +3
battleaxe and wears a platinum ring worth 175 gp.
Captain Silverbrow wears a neckhce offres movement and fights with a pair of masterwurk daggers.
She also has a potion o f mage armor (3 doses).
I
..
ACII
.. ..
.. .
.-.
^
,.
v 1r-f
HOOKS
. ,- -.
.-..
?.-e
,
RESIDENTS
1 SUMU I C ' L C U B I C ,
WIUL~I
dlluwru
r i m [u serire xrom me
Sander A d i a n : Rog51Ftr4.
Retired Sailors (21): Ftr3-5.
~~~-
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~Iv.I"I
, the hoper of
;Y A N ~ I I In
uncovering whom he works for and why. Will A r v i l ian
spot the PCs and send thug:s from the Thieves Guild
after rhemp Will the PCs' in\alvt:merit make an ene my
. mirian
J . .
1
.I
of the Thieves Guild? Sinct= the. uucumenis
sells to the Guild are nor v i t aI, how will the P c s punish
the oId shipbuilder?
I
018. THE
ACTIVI'!"
y y
HOUSE OE
6
I
IUII
U ~ L U L C111:
L c a u i n
1113
u w c ~ i u i ~
Zirak Rog9.
Safronia: Brd 7.
Experienced Croupiers (12): Rog4.
Dog, Expert Thieves (I d3): Rog6.
.J\CTTVITI'
'
029. T H F
q R A T N MFRCEIXNT'S
HQTTSF
This sumptuous-looking house is m d e of dean beige
stone adorned with colonnades of dark green marble.
Sennachirus mbil (EXPI I) lives ir this magnificent
house. The grain merchant has made a fortune in the last
three years, importing all sorts of much-needed foodstuffs
into the city he mlIs home. Orbil decided to settle in the
Naval District, where h e grew up and where his late father
served as a Nan1 officer. He new lives in this sumptuous
residence with his young wife CarilieUe (tlri5), whose
family owns vas7 plots of agriculmml lands near a neighboring town. It was because of his marriage to Latibelle
that &bil became a rich man. Canbelle, however, is a
sickly woman, and Orbil, who t r d y tokes his d e , tends to
hFr every need. He has even hired 20 servants [Comf-3)
- a large staff for a small famiiy and a house of that size
- TO care for her when he must leavt: town on business.
Ubril's home holds many riches, notably tapesrries, stuffed
animal trophies, and several paintings of renowned artists
The famih also
(each worth between 100 gp and 500 q).
keeps 750 gp in a small safe, hidden in the secret hasemenr ofthe house, where stores of salted foods, caskets of
wines, and simple weapons are stashed, in case the family
needs them. The safe requires a successful I)C 17 Open
Lock check to crack. Orbil carries a pohon ~f cham person
(2 doses) and a pouch with 5 5 gp.
NAVAL DISTRIC
M o NFY LF:NDF RS
sH op
1I
.,
.<
1
1
.
1
.
Dusiness Caters to nch and poor allke; his Pap
ienrring
high, but very flexible, and hes one ojIthe few estahli
ments i n the city willing tu dole out CIinency from ot
L ~ L S
lands. He keeps a heaithy mixture of ~ C L ~ ~ L I L ~31
dressed half-orc leg-breakers on hand to ensure th,
his interests are iooked after,
RFSTDF,NTS
I * ,
ACTTVISY
The PCs enter the Three in the Hole to conduct some business.. . only to find a robbery in
thieves quickly flee,and a breathless Flatnose thanks them for their efforts. When
hes had a chance to calm down, he mentions that
(3 f ! the thieves seemed to have no interest in his coinf,f, fl,
age; rather, they seemed to be preparing to dig
holes in the walls ...
Three in the Hole made a sizable loan to Sir
Brevin Lime (see location E7), and the profligate
young noble has ROW fallen behind in his payments.
Fhtnose knew that loaning money to Sir Brevin was
a risk,and thaf the L i m e family is now a shadow of
[&{!A
$>
r-m.
k ~ ~ r ~ ~ - J
.--:
c
n I 1 1 ~ g I I J A I L r l I l3 L
ablaze. Tf pr
cease, and thq7 would each fetch 300 gp each on the
open market.
____
__..___.2,
Y
..
UdCK L U
ne
h
The Navd District is dominated by the rnilii
.~.-,
y.
the traditions of honor and self-respect which
Quests which take place in this district tend to focus mote
on the noble aspects Qf naval service - the courage, the
bravery the proud traditions which define the city's Naw
-rather than then earthier tones of advenrutes set in the
more uncouth Docks District.
.4 c'r Iv
rn
. ..
-,
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r*c-4uyY4LccI-.
,A,&
.
L
n the first place. Confronting the mages might
the C]
'I task, considering that they hide in their magibeat
cal ly prurected quarters, but PCs can learn DoriTius' name
from any of them.
If the Pcs find Doritius, wha operates in one of the
majoc port cities of one of the neighboring kingdoms,
they can easily convince him (through intimidation or
bribe ry) IO describe his employer (he does not know his
namf Fe gives such an accurate description that the
PCS (-an, though some investigating of their own, idem*
Lord Karibar - m e of the king's most trusted aides. If
attempt to confront him, however, the assassins
stalking Yaribar murder h before he can reveal anything to them. If the PCs act quickly, they can follow the
assassins' trad and perhaps even discover the true culprit
behind the ordeal (not many would be able to afford the
vast amoiints of money involved in the affair). The king's
brother hired the assassins, but only their master knows
that.
If the TICSbelieve that either Doritius or the king'sadvisor is responsible for planning the affair, the king w3its
several months and then initiates some other scheme to
weaken t+e cityk Navy.If the PCs realize that the king or
his broth-r was responsible and confront either of them,
or any of the kings high-ranking dignitaries, they risk
causing a diplomatic incident. The king does not hesitate
to send his soldiers after the PCs and orders their h p r i s U L l U L"
1v111
a).
"
I
L11L VLY&CY
lll."
La.?&
WGupLlrI 2pGbrurlLuLrun.
n c
LIll
MARINE
Marines serve aboard the city's naval vessels. They have
extensive training in special weapons and tacrics, and are
as llkely to be found descending from the sea as raiders as
boarding an enemy ship. They are experts in both armed
and unarmed combat. They are elite warriors, the seaborne varinnt of the most ferocious land-based soldiers.
RFQWIREM BNTS
Alignment: any.
Hit Dice: d l 0.
CLASS SKILLS
The marine's class s k d s (and the key ability for each skill)
are Balance (Dex), Concentcation (Con), Craft (Wis),
Intimidate (Cha), Jump (SIT),Listen (Wis), Sense Motive
(Wis),Spor (Wis), Swim (Str), and Use Rope (Dex).See the
Player3 Handbook for skill descriptions.
C:r.Ass FEATURES
All of the following are the cIass features of the marine:
Weapon and Armor Proficiency: Marines are
proficient with all simple and martial weapons,
light armor, medium armor, and shields. Note
that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump,Move SllentTy, Pick Pockets, and
Tumble. Also, Swim checks suffer a -1 penalty for
every 5 pounds of armor and equipment carried.
lrnproved Unarmed Strike: At 1st level, maTines
receive the Improved Unarmed Strike feat.
Amphibious Assault: At 1 st level, marines are
experts in amphibious warfare. When attacking
a target from the water or onboard a ship, they
automatically receive a surprise round before
corn bat.
choice.
lllc
Fire and Forget: Starting a t 31,
,,,
first round of combat, if he ha5 a loaded light
crossbow or hand-crossbow, as a free action Il e
can draw and fire that weapon at his highest,attack
bonus. After firing, he drops his ranged weap on,
lC.Ll,
lllyl
-I
Fort
Ref
will
Save
-
Save
- -.-
Save
- -.-
Smial
-r--
--
t1
+Z
+2
20
+2
+3
+3
+O
+3
+3
+3
+?
+4
+4
+4
+?
Weapon Expert
Spearhead
Am phibrous Assautt
Weapon Specialization
t5
+4
+4
+6
+5
+5
+l
+2
+7
+5
+5
+2
Ferocious
+%
+6
+6
+2
Weapon Master
t9
+10
+6
t6
+3
+7
+7
t3
Weapon Expert
(d?
small weapons)
10
CA PTA I N
An agile thinker, an analytiul mind, a penchant for strategy and tactics, superior leadership, and an inspirational
spirit -these are the qualities that all ship's capTains possess. Few have the temeriry and mental faculties t o join
their ranks, but those who q u a w are universally respecr-
"'*I
ed and vilued a4 the strategic b
naval force. Trained in the arts of strategy combat, and
naval wa-fare, captains are uneqr.iivocdly respected.
RC-RVVIIL
"I
L L 1 1 L 1 L 1 1 1
I
_
R E Q U I R F MKN'I'S
R u m TKEORMATION
~ A M C
The capt.nnis class skiIls (and the key a b h y for each skill)
are: Balance (Dex), Craft (\Vis), Tntuit Direction (Wis),
Know-ldge (all skills taken individtdv) (Int),Perform
(Cha), Profession (Wis). See the Player's Handhook for skdl
descriptions.
-----
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....I
"_
y y , y , k
., ."r".. -. ......._<<.
Saw
Save
Will
Save
tO
tO
t2
Special
Cunning Plans
+1
+O
+O
+3
Mrdivational Speech
42
+1
t3
Legendary Leadership
+3
+I
+1
+1
+4
Mzster Planner
t3
cl
+1
t4
St.ategyofLegend
T H F R F R l R L GIJRRDSMAN
Aerial guardsman are masters of the winged mounts
which the city uses to keep watch over its southern flank.
Jn Some aspects, they're like any orher cavalrymen, but
theit. unique mining has readied them for rhe rigors of
mounted aerial combat.
RE Q 1J I RE.M F YTS
To become a n aerial guardsman, a chxacter must meet
the following requirements.
Base Attack Bonus: +5
Animal Empathy: 6 ranks.
Hela/: 6 ranks.
Ride: 8 ranks.
A/ignment: Any.
LL,C
LIF-llCil ~ ; l l ' r l U = , I L I Q I 1
avurcy
IVI
and
Inspired Honemanship: At
'F st level, the aerial guardsman
establishes an almost empathic
bond with his mount. H e
must spend a t least one week
of game time with his partkular
mount: feeding it, caring for it, and
establishing a bond with it. Thereafter,
when making Animal Empathy, Heal, or
Ride checks with the bonded creature, the aerial
guardsman gains a +2 competence bonus. The
aerial guardsman can also teach his mount up
to three one-word verbal commands, which
it will instantly obey. In addition to the week
needed to bond with the animal, the aerial
guardsman must spend one week training his
mount for each one-word command he wishes to
teach it, An aerial guardsman cannot band with
more than three mounts at any one time, and all
bonded mounts must be of the same species
(hippogriff, griffon, or pegasus).
Improved Mounted Archery: The aerial
guardsman feels more at home atop a
hippogriff or pegasus than with his feet
on the ground. At 2nd level, when making
a double move while atop a winged
mount, he has no penalty t o his attack.
When bis mount runs (or more accurately,
flies a t quadruple speed), he suffers only a -2
penalty to hit. With his Mounted Archey Feat, the
aerial guardsman normally has a -2 penalty to
hit when his mounts makes double move
and a -4 penalty when his mount rum.
Furious Fire: Aerial guardsmen depend
on the bow a s their primary weapon.
,a",= "'5'
111%
".zlllll
Base
Level
Attack
+1
+Z
"Y..."*IIII..I.
Fort
Save
Ref
Save
Will
Save
12
+3
+O
+O
+O
tQ
Special
Inspired Horsemanship
Improved Mounted
Archery
+3
+3
+1
+1
+4
+4
+1
+l
+5
+4
+1
cl
Ferocious Charge
Furtous Fire
rr
TABLE
0.4NAVALD i s ~ ~ iRANDOM
EHcowrms
dZO
Encounter
1-2
3-4
5-6
Navy officers
7-8
9-10
1 1-12
Messenger
13
14-15
Pickpocket
16-17
Tradesrnen/Craftsrnen
18-19
Shipwright
20
Sm wggler
the
district
more or less
into
neatly
quadrants, and
each quadrant is
dominated by a
particularly large
and ancient tree with a particularly large residence built
among its branches - the
great boles they are called,
and each ofthe four houses the senior members of
one of the elves four great
I I
t 1
ANU THK
ci'i-r
The
T H E POUR FRMMll.lt:S
7f
the ElesTe, the Corine, the Nerise and the Aer. In the
days of the ancient kingdom, the E k e clearly held the
most prestige, as every king since the beginning of Their
recorded history had come from the House of Elesse.
The fclunding of the city aborished the old arrangements, however, folding three ancient kingdoms into a
single pclitiral entity.The elves responded by reorganizing
thernseh.es from a monarchy to an oligarchy, with the four
most pmminent noble clans sharing responsibility for
governing their district. Their influence remains strong
enough so that the common folk by and large accept this
arrangement without complaint; in fact, it gives them a
comforting sense of continuity with their past.
The Elesse are still the most venerable of the noble
families - a fact of which they never cease reminding
anyone who seems to wed reminding. All of the rulers of
the origjnai elven krngdorn that fought with the dwarves
and humans in the great b a d e over the Spire came from
the H o u v of Elesse. The reorganization of the elven mling class a t the founding of the city took them down more
than a nriTch, but that has never stopped the generations
of Elesse that have come and gone since then from seeing
themseh.es as the only "naturap aristocrats among the
cityk elves, the other families being little more than glorified commoners. Thev kept most of the old elven king-
- Y . . Y I - - , . ~ -L.ll.ll.
_~.-.._.I~.~~ J
b"'
power and wealth at court, as the Elesse kings found
themselves more and more dependent on the Aer's share
oftaxes t o keep the kingdom solvent. Politely, but p d g ingly, the monarchy granted the family noble status,
creating the House of Aer. The Aer have never lost their
gift for commerce, and the elves' integration into t h city
~
has only helped them down through the ages, creating a
never-ending stteam of moneymaking opportunities for
them to exploir. They have only gotten wealthier with
Y . I . ~ L Y Y .
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tc
The noble houses also exert influence thrortgh the dkrribution ofgoods and coin, which they hoard in storage areas
sealed by magic in underwater caves or the boles of mangrove trees (see locations PIS and Pw). These exotic faciiities also contain emergency supplies, such as preserved
food, arms and curative magic items. In a time of crisis, the
nobles believe that thev can use thew mnriltPS hribes to
ISTRICT
impomant aecisions regaming governance or me
Elven District are made by the Council of Elders, which
consists of the leading member, or Elder, of each of the
four noble famdies. The position of Elder within each
family is passed along by lineal descent, from the Elder
to his or her first-born child on the death or retirement of
the former. The EIders meet regularly in the Hall of the
Elements :see location P3) to debate and vote. One Elder
holds the tide of Chief Elder, and he has the privilege of
presiding DVef the debates and casting two votes, so that
the Council will never be deadlocked on any question
before them (all matters are decided by a simple majority).
The role ofChief Elder rotares among the noble houses, so
that each will have it for twenty years a t a time. Ifa Chief
Elder dies in office or is otherwise unable to continue in
that role, his successor as Elder of that clan d serve out
the remainder of the term.The ChiefElder also represents
the Ehen District on the City Councd. Ileea Nerise, Elder
of the H o x e of Nerise (see location P22), is the current
Chief Elder.
The elves havenL much in the wav of a civil service
to carry oat the Elders decisions, however. There is the
Chamberlain of the H d of Elements and his SKaff, and
thats really about it. Instead, once a course of action has
been set, the Elders decide amongst themselves which of
them will assume responsibility for a certain project and
devolve responsibility onto their retainers and aIlies. The
process is not terribly different from the C i t y Councils
habit of clDmmissioning nobles ro assume responsibility
for civic projects.
T H E FLVFY L F q I O N
i w
TONS
PI.
NORTH 5ARRISON
'
..
I-
The I,egiicin troopers who guard the border are chosen for
their skill a t the longbow -not a tall order, since these are
elves, dres all, but even so, all sentries are regularly tested
for tEie strength and accuracy of their shot. In addition,
one troorer in each pair (or one of the four a t each pair of
roadside posts) has a t least one level of sorcerer. Each carries a lonsbow and a short sword as his primary weapon,
but tlle sentries wear no armor. They have standing orders
not to fi$t intruders unless they have dear and overwheI:minj; tactical superiority; their job is to keep watch
and raise che alarm if there is a crisis.
Wi th the command structure of the Legion as flat as it
is, nc1 o m reallv leads the North Garrison sentries. Each
Sentrv is simply expected to understand his duty and act
accordingly, using his own initiative when necessary.
HCbwever, the North Garrison does keep a small suite of
admi nistrative offices inthe North Pier. Here, Commander
Virin a h e r keeps track of the duty assignments and takes
care IIf al' of the Garrison's logistical matters. A11 sentries
report to her before going out to their posts, to hear the
latest ntws and receive any special instructions that might
be nec e s s q T h e y must also report to her for debriefing as
they igo o+$duty
Wld e cIornmander h e r holds high rank in the Legion,
she t5 als3 the youngest and most junior officer at that
level. As such, she feels the weight of her duties more than
most of her colleagues woutd in that position, and she
the Garrison
p~
worries endlessly about how ~ I i p - u wirhin
WOUll1 reflect e n her professional standing. She has therefore :acquired a reputation as something of hard driver
within her command, forcing her soldiers to take extra
arche r). practice every month and practice tactical d r d s
far inore often than their colleagues in the West Garrison.
The tesul: of her insecurity, however, is thar her rroopers
are a sure bet not to panic in the execution of their duties.
Ironil:alIv, she is also inclined to help them concea1 any
mista kes gt indiscretioils that they might commit, aftaid
that t hey would only Teff ect poorly on her leadership.
lomrnander Virina Laerr Elf Ftr9.
;entry (20): Elf FtR.
pa.
the North Pier, houses the soidiers of the Legion currently on x t i v e duty. The large structure in the middle
i s the Command Headquarters, where the senior officers
oveTsee the Legion's affairs. The trumpet outside the front
entrance i s the Legion's cal1 fa arms; it is sounded whenever the soldiers need to muster.
-I
nncitinnk
.
1
W E N DISTRICT
But her job makes her something of an oddbail within
the Legion, as it regularly takes her outside of the district, for rneenngs a t the Gate House (location F3) with
the Wall ~ u a mstart. Her naugnty aemeanor (sne is a
daughter of the House of Elesse, after A)also wins her
few friends within the Legion - or outside of it, either,
the Legioq general s t a f f whisper that Commander of the
Walls General Kothrad Granite dislikes her intensely
More iwnortantly, she and Proconsul C o r k certainly
dislike each other, in part because of family rivalry, and i n
part because their personalities clash. There is a corner in
Commaniler EIesds proud sou1 where she believes that
she should be Proconsul, tradition be damned -is it also
not tradition that the Elesse should lead the elves?
Staff Lieurenant Deves Ler is a young officer who
always serms to receive the task of leading the Proconsuls
bodyguard. Historically, no one officer or section has gotten this duty on a consistent basis; che assignments were
always handed out as needed to whomever happened to
be available at the time. But Proconsul Corine has taken a
shine IO staff Lieutenant Ler and there are those QIY staff
(including Ler himself) who think that the PTQCOMI~
considers him a protege. Let, in turn, usually chooses
19 Section as the bodyguard detail, but for no reason
other than superstition; he considers nineteen his lucky
number. I n fact, the Proconsul i s cultivating the absolute
loyalry of a junior stdf officer in case he will ever need
the help of someone inside the Legion in covering up his
I
I
I
spear as melr seconoary weapon. Sorcerers wear
no armor and carry a quarterstaff: 1 5 their primary
ith 1.7 n
ntinnc
weapon. They may be equipped w,...
r-+.minor or medium wondrous items,
wands,
SCTO~~S
,
depending on level and the DMs discretion. All
staff lieutenants carry a + 1 tongsword and wear ehen
chain armor. They atso carry a minor wondrous
item of the DMs choice. Unless specified otherwise, commanders wear +3 chainmail, but they
are allowed considerable leeway in their choice of
primary weapon. As DM, you may equtp a Legion
commander with any one-handed melee or ranged
martial weapon with bonuses and special abilities
totaling +3. They also carry a medium wondrous
item of the DMs choice.
Commander Noria Elesse carries a +2 flaming
scimitar. She also carries a horn of blasting. She
claims that both are heirlooms o f the House of
Eiesse. Commander Liala Ves carries a +2 orc bane
longbow and wears bracers of a m o r +3. Proonsul
Corine wears a +2 rnvulnerability breastplate and
a +2 blrnding shie/d, the later being the traditional
totem of his rank. His primary weapon is a +3 keen
longsword. H e also wears a ring ofprotection +3.
I
-1
-L
""I
L1111.2L
III
L I 1 L
L I V L I I
Lcgu"7b
a2
HOOKS
yci
Y gI d H I 3 l I I C ~
uld3LIc ~ ~ C L ~ V d
(iiut uutib
leads.
FLEMFNTS
--ELVEN
ine importance or me MIII ot me tiements to the citys
elves should not be underestimated, either on the practical or symbolic level. It serves as their military nerve
center, but also as their seat of government and their
main public meeting place. They enact important religious rituaIs here. Culmral events, such as concerts, plays
and bardic recitations, are staged here. In addition, the
sym'oolic value of its location and decorations is taken for
granted by every elf (the compass points stress its value as
the center of their homeland, and the c o m of arms drive
home the Drimacy of the noble clans). It is called the Hall
of the Elements not because it has any connection to the
EIernental Planes, but because the elves fancy it
as a alace where thev can commune with
three of the four elements: the air above
them, and water and earth immediately
below. If the elves were, by some
calamiry, denied the use of the
Hall of the Elements, their community would become a body
without a head.
DISTRIC
the chairs for the Council of Elders so that the sun would
shine in everyone's eyes except for the Elder of the &rise.
But a t the same time, he is keenly aware that he owes both
of his careers to the House of Nerise.
It is all the more important that the Chamberlain
remain impartial becau5e he is also enmsted with care of
the storage areas (locations Pis and P19) that
are earmarked as communal, belonging
to the Council of Elders as a whole,
rather than an indimdual nobIe
house. These caches conrain the
tax revenues collected on behalf
of the Council of Elders, as well
R FS I D F WI'S
f i e Hau of the
Elements has a
es.
whose duties
st&,
are to operate the
hoists and attend to
routine maintenance
during times when
no visitors are eqected.
There are 64 workers in
..
.~
..
.
"
-_
=&
-I
-.
--
-_
-_
- _ -.
-.
.--
".
i n e ciaers
J.
There
no treasure to speak of here, except for
a cache of twelve water breathing potions that the
Charnbtdain keeps in his o f i c e , in case he needs
to cbecc on the underwater storage areas a t location P15.
11,
'
A C T I VI T1-
llctc
W ~ I ~ Ir lI x
p4. W E S T
CjARRTSON
RFSlnFNTS
ACTJVl7-f
..... ...,.
p6.
.. ,
.. .,
.'
.
NORTH PIER
9 R F A T BOLF OE T H E
CORINF
The structures that make up thfs treetop estate are
painted bright white and trimmed with silver leaf.
The household s t a f f keep it very neat and sparkling
clean, giving the residence a stern, commanding
presence. A wooden disc 10 feet in diameter hangs
from the balcony; tt bears the Corine coat of arms
- a fongsword and longbow crossed, superimposed against the silhouette o f a mangrove tree.
The interior is decorated with portraits and relics
of Corines past, almost all of them testaments to
their history of martial glory. The central hall ofthe
residence is a military museum, full of arms and
armor borne by famous Corines, battie standards
(both friendly and captured from the enemy), and
other such mementos.
7'
1..
p7. THE
r
A
THE WORL
&-<
. .
Y1S
j
-I
YUIS
i a u i e ~cieu waz
UCXL
uy yuuirgrr
u~uiiitlib
aiiu m i t l r b
Feel free KO substitute levels of fighter for levels of aristocrat with any of the adult Corine relatives,but leave them
at least two levels daristocrat.
--
p8.
VAFLLF TOURS A N D
FNTFRTRINMENT
This large willow overlooks a patch of ground that
louks very much like an extension of the West Pier.
Stones f i l l in the marshy ground near the waters
edge, making it passable to foot traffic, and three
handsome gondolas are moored here. This is,
however, private property - a large sign reading,
Welcome to Vaelle Tours and Entertainment i s
.
. . .
le to
ACl
The Laassis offer rhree basic FOUT packages that they can vary
according to the tastes and desires of each boatload of clients. The most basic, which lasts only a csuple of hours and
costs 10 gp per head, takes customers on a quick water tour
of the district, proceeding down the east-west water z&,
past the Hall of Elements (location P3) out to the eastern
edge and back. The Lassis wiU spice things up, however, by
arranging for a bard to spontaneoudv appeas in a tree by the
waters edge to serenade the tourists with traditional elven
songs as they float by.
Their moderately-priced tour, which COSTS 40 gp per head,
lasts from morning to late afternoon anc includes landings
to take in some typicafdices ofeIven He and tourist spots.
It includes visits to the craft Market (location P9) and the
Ehen Fok Arts Theater flotation PIO) for proper doses of
authentic elven cdture (as wella$ an opportunit): to spend
some money at the market).
The most expensive tour, a t 100 gp per head, includes an
overnight stay a t an inn and all of the fcatures included in
the two lower-priced packages. In addition, however, the
Lassis \vi11 throw in visits to major landmarks, such as The
Dndds Grove (location P25) and the Grnple of the FOUT
Points (location 22). In addition, the k s s i s will happily customhe the tour accordingto the groupsparticular interests,
spending more time on whatever the clients seqriest.
1
d
p9.
C R A F T MARKFT
elven.
RFSTD ENTS
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Ibe House 01 Aer suspects that the cram guilds are trying to woo the artisans into rebelling against the Aers
control of the market. They hire the PCs to spy on the
market (disguised a s tourists, if the PCs are non-elves).
Unknownst to anyone, a cursed semi-precious stone has
been set into one of the items on sale here. The exact
item is up to the DM5 discretion, and the nature of the
curse may be seiected from the D u n p n Mastcrs Guide.
The PCs become involved eirher when one of them
buys the item in question, or when the market artisans
hire them to hvesngate how the curwd gem could have
gorten into their raw materials suppli; after an unhappy
customer returned it.
ELVEN DISTRICT
HOOKS
One o f the repertory company is heartily tired of performing here and wishes to try her luck in the city at
large, 01-perhaps somewhere outside the c i v But she is
under s long-rem contract to VelTorms and she knows
that he will never let her out of it. Furthermore, she i s
afraid of what he would to to her if he knew that she
was Thinking of leaving his employ. She asks the PCs to
smuggle her out o f the Ehen District.
PTI.
D I O N VALLFT, FLETCHER
sawdust.
Dion ValIei is anything but a simple carpenter. He is
the most accomplished fletcher in rhe Hven District,
so respected by his peers that many of them would
extend that description to cover the entire city. H e is
rhe Elven Legions main supplier of arrows ( a lucrative
trade, indeed). He also produces a unique series of finely
crafted, non-magical arrows that incorporate secrets of
craft known only to him.
RFSIDFNTS
1 clans.
h
As a craftsman of no small repute, he has helped I e Aer
in their trading ventures, drawing potentia1 suppIiers and
customersto the EIven District; in return, he reliesi on the
Aer to bel? him maintain his customer base and reputation, and to ease hi5 way with his raw m a t e d suippiiets
(especidy after he has Iost his temper with them), He also
cufrivated a strange, t e q but enduring friendsh ip with
the equally prickly Commander Noria Elesse (see 11ocat ion
Pz)when she supmvised procurement for the Legion. She
is one of the very few for whom VaIlei would do a favor
without question.
Mario ~ a l l e is
i a conscientious and skilled craftsman in
his own right, even if his devotion ro fletching does not
rise to his fathers obsessive level. He serves his father
well as chief apprentice and bears his temper as he always
has, WiKh a sigh and B shrug. However, he knows nothing
of the techniques that make his fathers distinctive work
unique. Instead, the elderVallei relies on him to supervise
production of the common arrows that he sells in bulk to
the Legion. Matio holds out hope, however, that somcday
his father w d rake him aside and pass on that valuable
knowledge, as in spite of everything he intends FOfollow
him in the trade.
VaUei employs three other apprentices besides his son,
and twenty workers.
s
in munThe Vallei shop does the vast bulk of i ~ trade
dane arrows, which it makes in large quantity for the
Legion and sells to private customers under the umbrella
that the prestige o f Dions reputation provides. They also
make masterwork arrows, which they sell at the usual
price.
Dim Valleis pride and joy, however, are &Tee types of
~ ~ T Q Wthat
S he and he alone knows how to make. Thev are
all non-magical;even though they may replicare the effects
of certain magic amws, their benefits are the result of his
consummate skill. and intense attention to detail. One type
of arrow, designed for pinpoint accuracy, allows the firer to
make the attack as if he has the feat Precise Shot, even if he
does not.They sell for 20 gp for a quiver of 20.
Another type ofarrow, heavier than normal and designed
for greater penetrating power a t the expense of accuracy,
grants a +I enhancement damage bonus and adds +i to
the threat range of the bow being used (so that a longbow
would have a threat range of 19-20, for example), but at
the expense of a -2 attack penalty These cost 100 g p for a
quiver.
The third we of arrow is dightly curved, so that a
skded archer may use them to hit targets using less than
total cover. If fired by an attacket with the feats Precise
Shot or Far Shot at a target benefithg from partial cover,
the targets cover benefit is halved (if it is a +4 bonus to
AC, the arrow makes it a +I bonus to AC, e t t ) . They do
not allow an attacker to target a creature in total cover,
however. These cost 50 ~p for a quiver.
_
l
_
ACTIVITY
---
SA L F L I EAMiL-Y B U W T F R
This modest shop is set amongst tke branches of
a large mangrove. Racks o f longbow5 decorate the
outside, and some o f them are of slightly unconventional design. During business hours, skilled
craftsmen scurry about, a5 one would expect from
a successful business of this type. B u t there is also
a curiously cryptic feel to the premises, as if sornething is missing from the picture, something that
remains hidden from public view.
ELVEN DISTRICT
he has never married
and has n e children of his own), and when the time is
right he will hand her all decision-making power over the
business and happily confine himself to c r a h g bows.
Later, he will also teach her the secrets techniques that his
he leatne? from his father and grandfather.
i s grooming her as his successor (as
1.
!A
. ..
7
0
I
_
A cr I v 1TY
~~
ELVEN DISTRfCT
.
r. :1.
. .1
rarniiies,
rney own, ar me very least, a minority stake
1
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.
in
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Feel free to Fubstirure levels
c.
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.
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p16. UNDERWATER
MYSTERY
f
k
HOOKS
pT7. T H E
FLFSSF
This large treetop residence lacks the ostentation o f
the Great Bole ofthe Aer (location P13) or the grave
piety o f the Great Bole o f the Nerise (location PZI),
but somehow it captures the dignity o f the family
that once ruled over the elves as kings. I t s structures are painted bright white and kept in ErnrnacuGate condition, down to the ornamental moldings
painted in gold leaf and the thin marble columns
that flank the main entrance. A polished hardwood
disk 10 feet in diameter hangs from the balcony; it
bears the ]esse coat of arms - a mangrove tree
with a gold crown above it.
The interior i s decorated with furnishings and
heirlooms from the old royal palace of the &en
kingdom. The most important artifacts are on display in the great hall, where the ancient throne o f
the elven kings sits, reserved for U W by the Elder of
the House of Elesse.
RFSIDFNTS
Even those who oppose them cannot help but regard the
Elesse with a certain awe. After all, they are literally the
descendants of kings, and the ancient history of the elves
of this region is filled with their great deeds and testaments to their majesq The problem is that, as a general
rule, members of the House of Elesse ate a little too eager
to rub this fact in everyone elses face;. That is why there
are those who oppose them in the first place. In this new,
(slightly) more egalitarian age of the elves, the former generals, priests and merchants who once served the Elesse
LllC l l Y Y
L11-ll
LrjUCrl3, 411w
LIIFY
L F l l U L V L C 3 C 1 1 L L l l d l LllC l r l l l l -
I
I
IIIJt>K3
confid entially.
A frinner confidant of Derres Elesse is threatening to
gQ Imblic (or a t Jeast to the other noble families with
Derres monarchial ambitions. Derres hires the PCs to
LA
,,,,ig this one-time fnend back to the Great Bole by
any necessary means for some friendly persuasion by
the EIesse heir.
* In exchange for his patronage, Derres EIesse asks the
PCs tr? retrieve a scrolI that, the last he knows, is in the
possession of E h y n Aer, the citys Harbormaster (see
location MI).This hook is, of course, the !ihp side of
the quest involving Harbormaster k e r described in the
Quests section of The Do& district chapter (p. 492),
with the PCs acting in place of the elven ambassadors
described therein.
9
ness.
Tiar Elerse keeps his work and home in close proximity here, virtually in the shadow of the Great Bole of the
House of Elesse (location PIT). When business is good
(and it u d l y is), his drydocks are filled with gondolas in
various Etates of completion. During the day, lumber and
tools lie scattered about, although Tiar and his assistants
are careful t o clean up before they knock off work.
RESIDFN
--
rs
boot.
Tiar Elesse thinks he has spotted shadowy figures lurking at night near his shipyard. He has no idea who they
are, but he fears that they have sabotage or theft in
mind. He hires the PCs to keep watch and investigate,
figuring that whoever it is night be scared off by the
Legion (he wants to trap them and find our what theyre
1.
about instead).
Evar Elesse fears that his distant cousin Vohn is plotcing to defame him so that he can supplant Eva1 as heir
to the family business. Evar decides to launch a preemptive strike as Vobn Ieaves on a trip abroad, assigned
by Tiar to investigate stories of an excellent source of
hardwood in a foreign land. h a t hires the PCs to traiI
Vohn and either uncover evidence of his treachery or
h e him into a compromising situation,so that Evar
can blackmail him into swearing off any claim to Tiars
Iegacy.
PT9. STORACjF
BOLFS
HOOKS
a successful
Spot check (DC IO) reveals another patron trying to
observe them from a discreer distance. If they Choose to
do nothing about it, this mysterious figure will f d o w
them out when they leave.
While the PCs are in the dining room, a successful
Listen check (DC 10) reveals bits :snd pieces of conversation fmm a nearby table. The pawns in question
dont look terribly out of place for th: inn (or die Elven
District in general) but the fragmeits make it sound
rather like they are plotting to assassinate the Elder of
one of the noble families.
pm. W
..?
_-
NFRTSF;
xNN
E E ~ T WTLLOW
N ~
The House of Nerise maintain the least ostentatious residence of the four elven noble families. It is not that they
are poor -by any objective standard, they have wealth
befitting an aristocratic family But piety is also part of
their public image, and they have always worried that
ostentation would lose them the respect of the common
folk.
r h r , . ~ l u r , .'.I~
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A tall steeple, built in imitation o f the Spire, rises
from the middle of this treetop complex and marks
it as a ternpte of the main elven religious sect,
Lady of the Heavens. The buildings here house the
priests quarters and the temples administrative
offices. The House of Nerises coat o f arms and the
holy symbol of Lady of the Heavens hang over the
main ertrance. The Temples main public space is
a large &form inlaid mth four silver arrows, one
each pcinting to true north, south, east and west.
5
I
ELVEN DISTRICT
I
t
1
. 1.
ana mere are moments aurrng nrs sermons m a t tnev fin~'
a little unnerving.
The priests of the Temple go about UIl a m e d , wear:ing
only the forest-green cassock of their ordt!rand their se
l.+,,,l+,,,
L1lc u I d I I c ~ I I
symbol -a rree wirh a s p k e rising above .L*
contrast to their easy-going brethren a t the Temple cd the
Sky, the priests here affect a certain dignity, and they are
not as free, either with the public or with each other.
1
.. .
--
-I
y.23. 1H E:
p.25.
1earrsc r11r g l w c
Ilavtl
always ucru
6.
I_
LA.c
DFVFRS? BARFRY
bakers shop is nonetheless one of the
i s unawnning
st famous bakeries in the Elven District. Many generans ago. the Devers family developed a recipe -which
nains *t closely-held trade secret to this day - for a
baked gmd that gives a modest, but noticeable endurance
bmst to whoever eats it. The Devers-cake, as they calI it,
is popular among &en travelers, as well as those who
lust have a busy daily schedule, in spite of its high price.
Master baker Ehs Devers (ElfExp8) carries on the family
tradition and makes a good limng off of it.
The Devers-cake is not a pure grain product, but 3
mixture sf bread, preserved h i t and rare herbs that
the elves have known since ancient times, but which
remain largely unfamiIiar to other races. It is not a magic
item, simply a high-quality mundane item with unusual
benefits. One serving Df Devers-cake gives a creature of
Medium size OT smaller a +I akhemicd Constirution
bonus for a period of four hours afrer consumption. Large
cseariires must eat two servings to get this effect, however.
Huge creatures must eat four servings; Gargantuan eight
servings; Colossal twenty servings. Devers-cake has no
effect on Constructs, incorporeal beings, outsiders, plants
or undead. Because of their monopoly on the recipe, the
Devers have always been able to command a premium
price for rhis item; a single serving costs 5 gp.
Elis Devers keeps a cash box with 100 gp and 500 sp in
it behind the shop counter.
HOOKS
-1
-
1JESTS
To outsiders, life in the Elven District oftcn appears manguil, its unchanging w3ys and traditions wrapped in an
exotic cIoak and hidden by intention from the rest of the
city But for PCs who want to stick their noses into the
elvesbusiness, these is enough tension and potential COIF
flict r o h g behind that placid masque to catch them up.
111e C I I U I C h I
JuLficyulg
tu1
suprcrlldcy Y e l w c r l I
IllC L U U L
outside
5 ambions.
He V g 0
suPPrters 1 advance
mind if e does so
and he
Of his dreamt-of
b gentle Or
persuasion+
who signs on
as his henchman at t his point
will find hirnselfwirh subtle
dmy work to do and receive
in return wild promises of
standing at the right hand
of the new elven kmg.
_
I
I .
I
.-
BY T H E S O D D F S S
Divisions within the cIergy of Lady of the Heavcns (and
by extension, the Howe of Netise) creatr: the potential
Encounter
1-2
Pickpocket
4-5
Messenger
6-7
Elven noble
9-11
Elven tradesmanJcraftsrnan
12-14
Tourist
15-16
Elven Bard
17-18
Druid
19-20
APPENDIX: N P C STATS
A P P E N D I X : N P C STA;
As YOU have no doubt noticed by Ilow, f i r world<
h u g e s t City has no stat blocks for indivi dual NPCs. That
is because we made a conscious decision to save space for
more story-oriented content and more eri n i e s . The Woddr
Largest City has a huge NPC populaition, after all (the
City being the worIds largest, you know), and stating out every non-player charact er in Sull might
. .
zhirig else.
...
'
light MpOUIIdS.
hst.rsions: Masterwork heavy mace, mastenvork light
crossbow 300 gp. Or: 900 gp total value.
LFVFL 3
CR 2; HD 266-2; hp 8;Init +i;
Spd 30 ft.; AC 11, touch
Grp
; +1; Atk +2 melee
11, flat-footed IO; Base Atk +I
(1d~/x2,heavy mace) or +2 ranged (IdS/I 9-20/~2,Lght
crosslmw);FuIl Atk +2 melee (1dsjx2, heavy mace) or +2
ranged (1d8/19-20/~2,hghr crossbow); SA -; SQ -;
Save Fort -1, Ref +1, Will +S; Str 10,Dex 12, Con 8,Int 13,
Wis 15,Cha 14.
skills and R a t s ( l 5 / 1 ) : Concentration +3, Heal +3,
Knowledge (arcana) +4, KnowIedge (religion) +4,
SpeIlcraft +4; Combat Casting.
Ad+ S;lelIs Prepared (4/2; suvc DC 12 + spell Iwel): 0 -cuw
mmo7 wrmnd5, ddect magic, Irght, read magic; 1st -bless, CUTE
light wounds.
Ibssesnmw Masterwork heavy mace, masterwork Iight
<
x2, heavy mace) or +2 ranged (ld8/19-20/~2, hghf crossbow); FUII Atk +2 melee (Zd&/x2,heavy nace) or +2 ranged
(ldH/19-20/~2, light crossbow); SA -; SQ -; Save Fort
+e, Ref +2,Win +5;S t r IO, Dex 12, Cor1 8, Int 13, Wis IS,
Cha 14.
TlFVFL 4
CR4; H D 4 6 - 4 ; hp 13; Init +I; Spd !Oft.; AC 11,touch
11, flat-footed io; Base Atk +2;Grp +2; P.tk +3 melee (ids/
x2, heavy mace) or +3 ranged (ld8/19-20/~2, light crossbw);Full Atk +3meIee (1 d8/S, heavy mace) or +3 ranged
(ld8/19-20/~& light crossbow); SA -; SQ-;
Save Fort
t 13, wis 16,
+O, Ref +2, Will +7;Str 10, Dex 12, Con 8,h
Cha 14.
skills and Fmtz (21/2): Concentration +s, Heal +5,
KnowIedge (arcana)+5,Knowledge (re1iI;ion) +5,Spellcraft
+5; Combat Casting, Dodge.
Ad@ SpeIEr hepared ( 4 / 3 / 1 ; save DC 13 + spell h e n : 0
-cuw minor uwnds, detect magic, light, read magi^ 1st blesq, cure Iight wounds, sleep; 2nd -cure modemte wounds.
Possessions: Masterwork heaw mace, masterwork light
crossbow, 2,700gp. Or: 3,300 gp total va ue.
LFVFL
LEVEL
{1UO/
3t\
-,
JV-,
3 d V C rU11
+I, Ref +?. Will +R; S t r io, Dex 12, Con 8,Int 13,wis 16,
KnowEedge (arcana) +IO, k o u
Cha 14.
Spellcraft +8; Combat Casting, Do
SklIls nnd Feats (27/3): Concentration +6, Heal +6,
Focus (heavy mace).
KnowledFe (arcam) +6, bowledge (religion)+h, Spellcraft
Adtppt Spell< Prepared (4/4/3/1; save DC 23 + s p 4 1 l m d ~
+7;Combat Casting, Dodge, Mobility.
o -cure minor wounds, detert mag~c,light, read mi
Adept 5x31s Wpared ( 4 / 3 / 2 ; save Dc 13 .c spell leuel): o
- bless, CUElight wounds, detect evil, sleep; 2nd --cure mwor wounds, detect mugtc, light, read mapE; 1st
mudcmfc wounds, web; 3rd -cure SCYIOMS wounds.
- bless, c rre light wozcnds, sleep; 2nd - md, CUR moderate
Possewons: +I heavy mare, masterwork light crDSSbUW.
wounds.
pink Ioun done, 1,400gp. Or: 12,000gp total value.
Possesstorts: Masterwork heavy mace, masterwork light
LFYFT, 1 0
crossbow, 5,000 gp. Or:5,600 gp total value.
CR 10; HD 10d6-7; bp 31; h i t +1; Spd 30 ft.; AC 11,
LFVFL
touch 11,flat-footed 10; Base Atk +s; Grp t5;Atk +I6 melee
C R 7 ; J-! D 7d6-7; h p 20; Init +1; Spd 30 ft.; AC 11, touch
(Idg+rJx2, heavy mace) or +6 ranged (ldS+I/l9-2o/x2,
Iight crossbow); Full Atk +6 melee (ld8+l/x2, heay I i l d L e J
11,flat-footed 10; Base Ark +3; Grp +3;Atk +4 melee (Ids/
or +b ranged (lds+l/l9-20/~2, light crossbow); SA -, SQ
x2,heavy mace) or +4 ranged (IdS/l9-20/~2, light cross-; Save Fort +3, Ref +4,Will +lo; Str IO, Dex 12, C Q 8 ~
bow); Full Atk +4 melee (Id8/d, heavy mace)or +4ranged
(id8/19-?0/x2, light crossbow); SA -; SQ-;
Save Fort
(lo), Int 14, Wis 16,Cha 14.
+1, Ref +3, Will +8; Str 10, Dex 12, Con 8,Int 13, Wis 16,
skills and ~ m t r(42/4): Concentration +IO, Heal +9,
Cha 14.
Knowledge (arcana) +IO, Knowledge (religion) +IO,
S k i h and Feats ( 3 0 / 3 ) : Concentrarion +7, Heal + 6 ,
SpeIlcrafr + 10; Combat Gasring, Dodge, Mobility, Weapon
Knowledge (arcana)+7, Knowledge (religion)-1.7,Spellcraft
Focus (heavy mace).
Adept Spells Prepared ( 4 / 4 / 3 / t ; save DC f 3 + spell level).
4-7; Combnt Casting, Dodge, Mobility
Adept S d s h p a m d (4/4/3; suwe DC 13 + spell led): 0
0 -cure rnrnor wounds, detecf mupc, light, read magrc; 1st
- bless, cure light wounds, detect wiF, slccp; 2nd - a d , cure
-mrc
minor wounds, detect magic, light, read mapr; 1st
; - aid, cum
- bless, c i w e Eight wounds, detect evil, ~ l q 2nd
moderate wounds, IUP& 3rd -CUT senoui wounds.
loun !itone,
moderate irounds, web.
Passesrm15: +1 heavy mace, +1 hght C T O S S ~ O ~pnk
V,
hssescions: Masterwork heavy mace, masterwork light
3,400gp. O r 16,000 gp total value.
crossbow, 6,600 gp. Or: 7,200 gp total value.
LEVEL
LFVFL 8
CR 8; E D 8 d 6 7 ; hp 2%Init +1; Spd 30 h.;AC 11,touch
Grp +4; Atk +5 melee (Ids/
11, flat-footed 10;Base A& 4;
~ 2 heavy
,
mace) or t.5 ranged (Id8/19-20/~2, light crossbow); Full Atk +s melee (ids& heavy mace)or +s ranged
(ld8/19-20/~2, light crossbow); SA -; SQ--;
Save Fort
+2, Ref +3. Wdl+9; Str 10,Dex 12, Con 8 (lo), Int 14,Wis
16,Cha 14.
xr
LFVFL 12
CR 12;HD 12d6-7; hp 38; Xnit +5; Spd 30 ft.; AC 11,
touch 11,flat-footed 10;Base Atk +6; Crp +6;Ark +8 melee
(ldS+2/x2, heavy mace) or +8 ranged (ld8+2/19-20/~2,
light c~oossbow);FulI Atk c8/+3 melee (168+2/x2, heavy
mace) or +8/+3 ranged (Id8+2/19-20/~2, Ilght crossbow);
SA -; SQ--; Save Fort +4,Ref +5, Will +11, Str 10,Dex
,ARGEST CITY
I A
I 2 , Con F (IO), Int 14, Wis 17,Cha 17.
skill<n*td Feats (50/5): Concenrration +13, Heal + I f ,
LFVFL 13
CR 13; HI1 13d6-7; hp 41; Init +5; Spd 30 ft.; AC 2 1 ,
t ~ u c hI 1, flat-footed 10; Base Atk +6; Grp i 6 ; Atk +8 melee
(1d8+2/x2, heaw mace) or +8 ranged (ldS+2/19-20/~2,
light crossbow); Full Atk +8/+3 melee (ld8+2/x2, heavy
mace) or -8/+3 ranged (2 d8+2/19-20/~2, light crossbow);
SA -; SQ-;
Save Fort +4, Ref +5, W d +TI; Str 10, Dex
12, Con 8 (IO),
Int 14,Wis 17, Cha 14.
S h k avd Feats ( 5 4 / 5 ) : Concentration +13, Heal +12,
LEVEL
14
LEVEL 16
CR 16; M D 1 d - 7 ; hp 52; Init +5;5:pd 30 ft.; AC 11,
touch 11, flat-footed 10; Base Atk +8; Gsp +8; Atk +IO
melee (ld8+2/x2, heavy mace) or +io rznged (1d8+2/2920/x2, light crossbow); Full ktk +10/+5 melee (1d~+2/x2,
heavy mace) or +10/+5 ranged ( td8+:?/19-20/~2, light
Save Fort +5, Ref +6, Wdl +Id;
crossbow); SA -; SQ-;
Str 10, Dex 12, Con 8 (IO), Int 14, Wis 18,Cha 14.
ShUs and F d s (66/6): Concentration +17,Heal +13,
Knowledge (arcana) +16, Knowledge (religion) + l 6 ,
Spellcraft +16; Combat Casting, Dodge, Improved
Initiative, Magical Aptitude, Mobiliq, Weapon Focus
(heavy mace).
Adept Spplfs Prepared (4/4/4/4/Z; save EC 14 + srell level):
o -cclire minor wouplds, defect magic, light, wnd magic; 1st
- bless, CUE light wounds, detecl ml, sleep; 2nd - aid, cat:
grace, cure rnodemte wounds, web; 3rd - rire S P ~ O U Swounds,
lightning bolt, TCWIOUE curse, remuve diaau; 4th -ctire C ~ ~ K U I
trlounds, minor creahon.
u , rom done,
Possessions:+2 heavy mace, +? hght c r o ~ s b c ~pink
52,400 gp. Or: 77,000 gp total value.
17
I
I
I5
r i i , rtmwr:CUPJU,X U ~ U U awase;
4tn -cure cnrmr
E
uvunds, n i ~ ~ cufatron;
5th - m i s e dend.
or
t2 heavy mace, +2 light cmsshotu, prnk houri stone,
POSSCSSI~JW
75,400 g ~ "Or: 1 QU,OOO g p total value.
iigvrirring
LFVFL
~1
18
TAFVFT,
I9
Cha 14.
SkilEs nnd A a t r (78/7): Concentration +19, Heal
t17, Knowledge (arcanaj +IS, Knowledge (religion)
+IS, Spellcraft +IS; Combat Casting, Dodge, Improved
Initiative, Magical Aptitude, Mobhty, Spring Attack,
Weapon Fillcus (heavy mace).
i):
Adept Spells Prrpured ( 4 / 4 / 4 / 4 / 3 / 2 ; suvc DC 14 -t s p d h
0 -mw minor wounds, detect magrc, light, mad magrc; 1st
- bless, cure light wounds, detect evil, sleep; 2nd - md,
cut's p c c , cuw moderate wounds, web; 3rd - cure sm011s tc~oundc,Iigghtning bolt, remme curse, vemouc drsense;
4th - cuw cntrcd wounds, r n t n o ~crcatron, t u d offire;
5th - heal, raise dead.
P o w s < r o w +2 hcatq mace, +2 light crosrbow, pink Ioun
done, 145, $00 gp. Or: 170,OQQgp rotd value.
LFVFT, 2 0
CR 20' HD 20dh-7; hp 66; h i t +5; Spd 30 ft.; AC 11,
touch 11. flat-footed 10;Base Atk +IO; Grp +IO; Atk +12
melee (1d~+2/x2,heavy mace) or +I
2 ranged (1d8+2/1420/x2, light crossbow); Full Atk +12/+7 melee ( I ~ R + ? / x z ,
heavy mace) or +12/t 7 ranged ( I d8+2/19-20/~2, light
(architecture and engineering) +2, KrowIedge (geography) +2, Knowledge (history) +2, :howledge (local)
+2, Knowledge (nature) +2, howledge (nobility and rovalty) +3, Knowledge (rehgion) +2,
Listen +3, Perform (dance)+3, Perform (oratory) i 4 , Ride +2, Sense Motive +$, Spot +3,
Swim +I; Negotiator.
Possessions: Masterwork dagger, 1,700 gp.
Or: 2,000 g p totd value.
; 3Q ft.; AC $1,
!;pd
8; hp 17; Init +I
touch 11, flat-footed 10;Base Ark +?; Grp +I; Atk +2
melee (ld&l/14--20/x2, dagger);Full Ark +2 melee (164Sat e Fort +I
, +2,
Ref
I/19-20/~2,dagger); SA -; SQ-;
Will +s;Str 8, Dex 12, Con IO, Int 13, Wis 14,Cha 15.
skills and Feats (30/2): Appraise +4,Bb rff +3, Diplomacy
+6, Disguise +3, Forgery +2, Gather Inforination +3, Handle
Animal +3, Intimidate +3, Knowledge (architecture and
engineering) +2, Knodedge (geography) +2, Knowledge
(history) +2, Knowledge (local) +2, Kr owledge (nature)
+2, Knowledge (nobility and royalty) +6 Knowledge (reli@on) +2, Listen 43, Perform (dance) 4-3,Perform (oratory)
+5,Ride 4-3,Sense Motive +5,Spot +3, Swim +I;Negotiator,
Skill Focus (Knowledge (nobility and royalty)).
Possessions: Masterwork dagger, 2,200 gp. Or: 2,500 g p
total value.
APPENDI
'
(1d6
gp.
~IIIIy~-y
Swim +I;
(oratory) +7, Ride +4, Sense Motive +5,Spot 4,
Negotiator, Persuasive, SkilI Focus (Knowledge (nobility
and royalty)).
bssesnons: + I dagm, ring of profertion +I, 2 potions of cure
serious wounds, 1,400gp. Or 7,200 g p total value.
LFVFL 5
CR 5;HD 5d8; hp 26; h i t +l; Spd 30 ft.; AC 12, touch LEVEL 8
12, flat-footed 11; Base Atk +3; Grp +2;Atk +3 melee (Id&
CR 8 ; HD sd8; hp 39; h i t +1;Spd 30 ft.; AC 12,touch
1/19-20/12, dagger); Full Atk +3 melee (ld+1/19-20/~2,
12, flae-fomed 11; Base Atk +6; Grp +5; Atk +6 melee (Id&
dagger); S A -; SQ-; Save Fort +I,Fkf+Z,Wdl+6; Str 8,
1/i 9-20Jx2, dagger); Full Atk +6/+1 melee (ld4--1/19-20/
Dex 12,Con 10,Int 13,Wis 14, Cha 16.
x2,dagger); SA-; SQ-; Save Fort +2, Ref+3, Will +8;Str
8, Dex 12, Con 10,Int 14,Wis 14, Cha 16.
S k i h and Feats ( 4 0 / 2 ) : Appraise 4, Bluff +5, Diplomacy
+8,Disguice 4,Forgery+2,Gather Information +4, Handle
ski115 and Feuts (56/3): Appraise +5, Bluff +7, Diplomacy
h i m a 1 +4, Intimidate +4, Knowledge (architecture and
+8,Disguise +4, Forgery +3, Gather Xnfomation +6, Handle
Animal +4, Inrimidate +6, Knowledge (architecture and
engineering) +3, Knowledge (geography) +3, Knowledge
(local) +3, Knowledge (narure)
,
(history) ~ 3 Knowledge
engineering) +S , Knowledge (geography) +s, Knowledge
+3, Knowledge (nobility and royalty) +6, Knowledge (reli(history) +6, Knowledge (local) +5, Knowledge (nature) +4,
gion) +3, Listen +3, Perform (dance) 4,
KnowIedge (nobiliry and royalty) M, Knowledge (religion)
Perform (oratory)
+6, Ride +4,Sense Motive +5, S p o t 4 , Swim +l;
Negotiator,
+5, Listen +5, Perform (dance) c6, &form (oratory)+7,
Skill Focus (Knowledge (nobiliry and royalty)).
Ride +4, Sense Motive +5, Spot 4-5, Swim +I; Negotiator,
1 , Persuasive, Skdl Focus (Knowledge (nobdity and royalty)).
Possessions: Masterwork dagger, nng of protection +I
hssessions: +I dager, ring of protechon + I, 2 potions of cuw
potion of cnre moderate wounds, 1,700 gp. Or: 4,300gp total
swims wounds, 3,600 gp. Or: 9,400 g p total value.
value.
LFVFL
(5
LFVFL
LFVI3J,
11
C IC 11; HD Ilds;h p 53;Init +I;Spd 30 ft.;AC 13, touch
13, flat-footed 12; Base Atk +8; Grp c7; Atk +8 m e k e
(1d~1/1*>-20/x2, dagger); Full Ark +8/+3 melee ( 1 d+
Save Fort +3, Ref M,
1/19-20/~2, dagger); SA -; SQ--;
Will +9; Ttr 8, Dex 12, Con 10, Inr 14, Wis 14, Cha it;.
skills mid Fcnts (74/4):Appraise +5, Bluff +12, Diplomacy
+13, Disguise +8, Forgery +5, Gather Information +IO,
Handle Animal +8, Inrimidate +7, Knowledge (archirecrure and engineering) +5, Knowledge (geogtaphy)
+5, Knowledge (history) +6, Knowledge (local) +5,
T,FVFT, v2
--
aIvN.
Possessfons:+2 dagger, nng ofprofccfion F3, c i d e t of, pwunsion, 2 @ions ofcure serious wounds, 2,70C gp.Or: 35,000 gp
total value.
L E V E L 14
CR 14; HD 14d8;hp 66; Init +3 ; Spd 30 ft.; AC 14,touch
14, flat-footed 13; Base Atk +Io; Grp +9; Atk +12 meke
( I d k I / l 9 - 2 0 / ~ 2 , dagger); Full Atk +1?/+7 melee (Id+
1/19-20/~2, dagger); SA -; SQ-;
SaLe Fort +4, Ref +5,
Will +11; Str 8, Dex 12, Con 10, Int 15, Wis 14,Cha 16.
Skills and rents ( 9 2 /S) : Appraise +9, Bluff +14,Diplomacy
+16, Disguise +9, Forgery +6, Gather Information +IO,
Handle Animal +8, Intimidate +7,Knowledge (architecture and engineering) +7, Knowkdge (geography)
4 6 , h o w l e d g e (history) +7, Knowledge (local) + 6 ,
Knowledge (nature) +7, Knowledge (nobility and royalty)
til, Knowledge (retigion) +6, Listen +5, Perform (dance)
!Sense Motive +7,
+IO, Perform (oratory) +13, Ride 4,
Spot +5,Swim +2; Negotiaror, Persuasive, Run, Skill Focus
(Diplomacy), skill FQCUS(Knowledge 4 nobdity and roy-
alty)).
CR 12;HI3 12d8; h p 57; Init +1;Spd 30 ft.; AC 13, touch
~osscsraons:+3 dagger, nng of protection --j,
circlut of p e r m 13, flat-footed 12; Base Atk +9; Grp +8; Atk +10 melee
sron, 2 potions of cure senot(s wourrdr, 2,700 gp. Or:45,000 gp
( Z d 4 - - ~ / 1 ~ - 2 ~ /dagger);
~2,
Full Atk +10/+5 melee (id+
total value.
1 /I9-20/~2, dagger); SA -; SQ-;
Save Fort +4, Ref +5,
Will +IO; Str 8, Dex 1 2 , Con IO, h t 15, Wis 14,Cha 16.
LEVEL 15
ShrSIs and Feats ( R o / ~ ) : Appraise +5, Bluff +P2, Diplomacy
CK 15; HD I5dS; hp 71;Init +l;Spd 3 3 ft.; AC 15,touch
+I&, Disguise +9, Forgery 4-6, Gather Information +la,
15, flat-footed 14; Base Ark +I; Grp +lo; Atk +13 melee
&ndle ~ n i m a+s,
l Intimidate +7, Knowledge (architecture
(Id&i/i?-20/x2,
dagger); Full Atk ~13/+8/+5melee
andengineering)+5,Knowledge (geography)+6,Knowledge
(ld&I/19-20/~2, dagger); SA -; SQ -; Save Fort +5,
+ 6 , Knowledge (nature)
(history) t7, howledge fld)
Ref +6, Will + 1 1 ; Str 8,Dex 12, Con 1 0 , h t IS,Wis 14, Cha
+5, Knowledge ( n o b h y and royalty) +11, Knowledge
16.
(religion) +6, Listen +s,Perform (dance) +9, Perfom (oraskills and F a d s (98/6): Appraise +9, B h l f + l 4 , Diplomacy
tory) +12,Ride 4,
Sense Motive i 7 , Spot +5,Swim +2;
+I&,Disguise +9, Forgery 4, Gather Information + I O ,
Negotiator, Permasive, Run, S k d Focr~s(DipIomacy), Skill
Handle Animal +E, Intimidate t7, Knowledge (archiFocus (Knowledge (nobility and royalty).
tecture and engineering) +7, Knowlr dge (geography)
(lfl+l/lY--ZUJxZ,
16.
Handle Animal +8, Intimidate +7, Knowledge (architecture and engineering) +8, Knowledge (geography)
t7, Knowledge (history) + j O, Knowledge (local) +7,
Knowledge (nature) +8, Knowledge (nobility and rovalty) +14, Knowledge (religion) +8, Listen +7, Perform
(dance) ---lo, Perform (oratory) +16, Ride +6, Sense
Motive +itSpot +7,Swim +2; Negotiator, Persuasive,
Run, Skill Focus (Diplomacy), Skill Focus {Perform (oraSkill Focus (Knowledge (nobilicty and royalty)).
VJY)),
Fowrsions: +4 dagger, nng of puotecf~on4,circlet of penuasion, 2 potrrns sf cure renous tcvunds, 2 potions oftonpes, 5,200
gp Or: 77.000 g p total value.
LFVFL
fit;
A
111
1v
I7
>I
..,
\**LyLv.,,
L",
1 L Y I " I I I C U
'
8
\luLar,
W ~ T ~ L W W J ,I
T
,,
LEVEL 2 0
uu
-3
IIICITC f L U L L
LFVFL
CR 20; I1D 20d8;hp 93; Init +1; Spd 30 ft.;AC 16, touch
CR 3; HD 3d12+3; hp 28; h i t +2; Spd 30 ft.; AC 17,
touch 12, ff at-footed 17; Base Atk +3; Grp +5; Atk +6 melee
16,flat-footed 15; Base Atk +Is; Grp +I+ Atk +19 melee
(ld12+2/x3, greataxe) QT +5 ranged (ld8+2/x3, composite
(ld&l/l?-20/x2, dagger); Full Atk +19/+14/+9 melee
longbow), Full Atk +h melee (Id 12+2/x3,greataxe) or +5
(1d+1/13-20/~~, dagger); SA -; SQ -; Save Fort +6,
Ref+7, will +13; S t r 9, Dex 12, Con I O , Xnt 16, Wis 14, Cha
ranged (ld8+2/x3, composite longbow); SA -; S Q fast
16.
movement, illiteracy, rage IJday, trap sense +I, uncanny
dodge; Save Fort +4,Ref +3, Will t2;S t r 15,Dex 14,Con
Shillsand Fcats (133/7): Appraise +I 2, SluEf+lb,Diplomacy
13, Int 10,Wis 12,Cha 8.
+I6, Disguise +12, Forgery + l o , Gafher Information
Shills and Feutr (24/2): Climb +3, Intimidate +4, Jump +4,
+16, Handle Animal +IO, Intimidate +IO, b o d e d g e
Listen +4,Ride +4,Spot +4, SuMval+4, Swim +4; ClFave,
(architecture and engineering) M, wowledge (geograPower Attack.
phy) +9, Knowledge (history) +IO, Knowledge (local) +9,
~orscsrrons:Masterworkbreastplate, masterwork greataxe,
Knowledgr (nature) +8, Knowledge (nobility and royalty)
composite longbow (+2 Str bonus), 20 arrows, 1,500gp. Or:
+14, Knowledge (religion) +9, Listen +8, Perform (dance)
2,500gp total value.
+IO, Perform (oratory) +16, Ride +8, Sense Motive +IO,
Spot t8,Swim i 5 ; Negotiator, Persuasive, Run, Ski11 Focus
LFVFT, 4
(Diplomacv), Ski11Focus (Gather Information),Skill Focus
CR 4; ML3 4 1 2 4 ; hp 35; Init +1; Spd 30 ft.; AC 17,
(Perform inratory)), Skill Focus (Knowledge (nobility and
Crp +7, Atk 4-8melee
touch 12, ff at-footed 17; Base Atk
roY&N.
(ld12+3/x3, greataxe) or +6 ranged (ld8+3/x3, composite
Possessions: +S dagger, nng of protection +5, ~ n ofg vegcnlongbow); Full Atk +8 melee (ld12+3/x3, greataxe) or +6
emtion, ciuclet of persuasion, 2 potions of cure S E ~ O Uwounds,
S
2
(Id8+3/x3, composite longbow); SA -; S Q faSK
ranged
potions oftongues, 22,200 gp.Or: 220,000gp total value.
movement, iheracy, rage 2/dav, trap sense +I, uncanny
dodge; Save Fort +5, Ref -1-3,Will +2; Str 16, Dex 14, Con
13, Int 10, Wis 12, Cha 8.
~ktllcand R a t s (28/23: Climb +5,Intimidate 4-5,Jump4-5,
TJFVFL I
Listen +5, Ride t.5, Spot +4, Survival +5,Swim +5; Cleave,
CR 1; HD 1d12+1; hp 13; ln it +2; Spd 30 fr.; AC 16,
Power Attack.
touch 12, flat-footed 16;Base Atk +I; Grp +3; Atk +4 melee
Possessions: Masterwork breastplate, masterwork greataxe,
(1d12+2/x3, greataxe) or +3 ranged (ld8+2/x3, composite
composite longbow (+3 Str bonus), 20 arrows, 2,200 g p Or:
longbow); Full Atk +4 melee (ld12+2/x3, greataxe) or +3
3.300 g p total value.
ranged (ldR+Z/x3, composite longbow); SA -; S Q fasr
movement. illiteracy, rage i/day; Save Fort +3, Ref+2, Will
LFVFL
+f; Sts 15,Dex 14, Con 13, Int 10,Wis 12,Cha 8.
CR 5; H n 5d12+5; hp 43; h i t +2; Spd 30 ft.; AC 18,
SkiIlr and Feats ( i b / l ) :Climb +3, Intimidate +3, Jump +4,
t Q l l C h 12, flat-footed 18; Base Atk +5;Grp +8;Atk +9 melee
Listen +3, Ride +4,Spot +2, Survival +3, Swim +3; Power
(fd12+3/x3, greataxe) or +7 ranged (ld8+3/x3, composite
Attack.
longbow); Full Atk +9 melee (Id12+3/x3, greataxe) or +?
Porrcssiovs: Masterwork scale mail, masterwork greataxe,
ranged (ld8+3/x3, composite longbow); SA -; S Q fast
composite longbow (+2 Str bonus), 20 arrows. Or: 900 gp
movement, diteracy, improved uncanny dodge, rage 2J
total value.
day, trap sense +I;Save Fort +5,Ref+?l,Will +aStr 16,Dex
14, Con 13, Int IO,Wis 12, Cha 8.
LFVFL 1
skills and Feats (32/2): Climb $5,Intimidate +6, Jump +5,
CR 2; I-TD 2d12+2; hp 21; Init +2; Spd 30 ft.;AC 17,
Listen +s, Ride 4-5, Spot +s, Survival +5,Swim +S; Cleave,
touch 12, fat-footed 17; Base Atk +2;Grp +4; Atk +5 melee
Power Attack.
(ld12+2/x3, gteataxe) or +4 ranged (ld8+2/x3, composite
++
I
1
'-
--$&
LFVFL 1 2
CR 12; HD 12d12+24; hp 107; Init +2; Spd 30 ft.; AC 22,
touch 12, qat-footed 22; Base Atk +12; G t p +15;Atk +16
_.
14
Attack.
",\I,.,
V E L 16
CR 16,HD 16d12+32;hp 141; Init +2;Spd 30 ft.; AC 24,
uch 14, flat-footed 24; Base Atk +16;Grp +20; Atk +25
d e e ( ?di2+8/x3, greataxe) or +20 ranged (Id8+6/x3,
W I I U
I l G l L ,
\,
",
Y,.
Y l y L l Y
I Y ,
Y L Y I .
\"'**'Y'Y',*".-*'.'51
LFVFL 17
CR 17; H D 1Jd12+34;h p 149;Init +; Spd 30 ft.; AC 26,
touch 14,ffat-footed 26; Base Atk +17;Grp +22; Atk +27
melee (ld12+9/x3, greataxe) or +21 ranged (ld8+6/x3,
composite longbow); Full Atk +27/+22/+17,/+12 melee
(ld12+9/x3, greataxe) or +21/+16/+11/t6 ranged (Id8+6/
x3, composite longbow); SA -; SQ damage reduction
4/-,
fast movement, greater rage, illiteracy, improved
uncanny dodge, indomitable wdl, rage TJday,tireless rage,
trap sense +5; Save Fort +12,Ref +7,P7d +6; Str 18 (20),
Dex 14,Con 14,Int 10,Wis 12,Cka 8.
skills and ~ c u t r(80J6): Climb +9,Craft ( h o r s m i t h i n g )
+4, Craft (Weaponsmithing) +6, Handle Animal +9,
Intimidate +io, Jump +9, Listen +9, Ride +9, Spot +8,
Survival +9, Swim +9; Cleave, Dodge, Great Cleave,
Mobility, Power Atrack, Weapon FQCUS(Greataxe).
Possessions: i 4 breastplate, amuld ofnafuml a m o r +3, nng of
Iongbm (4
X Ccomporife
,
~ t bonus),
r
protection +2, +4 ~ Y E R ~ R +2
guuntkts o f o p p m e r + 2 , 2 0 arrows, 2,600 gp. Or: 100,000 gp
total value.
APPENDIX:NPC STATS
'
ri
..
-+*c
^. -. ,
. .
+s,
LFVFL 2 0
C R 20; WD 20d12+40;hp 175;Init +2; Spd 30 ft.; AC 29,
touch 16, &footed 29; Base Atk +20;Grp +27; Atk +32
melee (Id1 2+11/19-20 x3, greataxe) or +26 ranged (Id8+7/
x3,compwite longbow); Full Atk +32/+27/+22/+17 meIee
(1di2+11,' 9-20 x3, greataxe) or +26/+21/+16/+11 ranged
(Id8+7/x?, composite longbow); SA -; SQdamage reduction 5/-, Cast movement, greater rage, illiteracy, improved
uncanny d d g e , indomitable wdl, mighty rage, rage 6/day,
tireless r3p, trap sense +6;Save Fort +14,Ref +9, Will +7;
S t r 19 (251, Dex 14 (16), Con 34, Int 10,Wis 12, Cha 8.
-> .
-.
--
I:
.,
,
"'"yl'"
CR 3; H D 3d6+3; hp 16;Iniz +Spd
I; 30 ft.; AC 14,touch
t 14,Wis
F ~ t+2,
t Ref +5,Will +3; Str IO,Dex 13,Con 12,h
11, flat-fijoted 13; Base Atk $2; Grp +2; Ark +3 melee
8 , Cha 16.
lld6/18- 2 0 / x 2 , rapier) or +4 ranged (1ds/19-20Jx2,light
skills and Feats ( 4 8 / 2 ) : Bluff +6, Concentration +4,
cros5Eou); Full Atk +3 melee (ld6/18-20/~2,rapier) or
Decipher Script +4,Diplomacy +6, G h e r Information
+4 ranged (ld8/19-20/~2, Iight crossbow); SA -; S Q
+7, Hide +4, Knowledge (history) +5, Move silently $4,
bardic knowledge +s, bardic music 3jday (countersong,
Perform
(comedy) +8, Perform (percwsion instruments)
fascinate. inspire competence, inspire courage (+I)); Save
+8, Perform (string instruments) +8, Sense Motive +6,
Fort+2, Ref 4,Will +2;Str 10,Dex 13,Con 12,Int 14, Wis
Sleight of Hand +4, Spellcraft +6, Use Magic Device +5;
8,Cha 15.
Dodge, SkilI Focus (Perform).
skdls m d Feats ( 3 6 / 2 ) : Bluff +3, Concentration +4,
Bard Sp~lls Known (3/4/2; save 13C 13 t spd levpl): 0
Decipher Script 4-4, Diplomacy 4,
Gather Information
- dptpct magic, flaw, know direction, lullnby, mrssugc, sum+6, Hide t2,Knowledge (history) +5, Move Silently +2,
mon instrument, 1st -charm pmon, wuse, vemwe !ear, d e n t
Perform (comedv) +7,Perform (percussiun instruments)
irnagr; 2nd - alter wIf, dctect thoughts, m8rdrrechon.
+7,Perfcrm (string instruments) +J, Sense Motive +3 ,
Possessions: Masterwork studded leather, amuIet qf nahtml
Sleight cf f i n d +4,speltcraft +6, Use Magic Device +3;
m n o +~I , masterwork rapier, rnasterwcrrk light crossbow,
Dodge, Skill Focus (Perform).
1,400gp. O r 4,300gp total value.
~ save UC 12 + spell level): 0 -detect
Bard Spells K M O I U
(3/2;
rnagtc, flure, know drrectron, lullaby, message, summon instru- LEVEL 6
ment; 1sr -charm perron, removefear, silent image.
CR 6 ; H D 6d6+6;h p 29; Init +I;Spd i;O ft.; AC 15, touch
Possessions: Masterwork srudded leather, rnastenvork
11, flat-footed 14; Base Atk +4;Grp 4-4; Atk +s melee
rapiet, masterwork Iight crossbow, 1,500gp. Os:2,500g p
Iight
(ld6/18-20/~2,rapier) wr +6 ranged (1&3/19-20/~2,
total value.
crossbow); FulI Atk + S rneIee (ld6/18-20/~2,rapier) or
SQ
c6 ranged (ld8/19-20/~2, light crossbow); SA -,
L;FVFT,
music
(countersong,
6
/
d
a
y
basdic
bardic
knowledge
+8,
CR 4;I< 0 4d6+4;hp 20; Init +I;5pd 30 ft.;AC 14,rouch
fascinate, inspire competence, inspire 'lourage (+I)), sug11, flat-hoted 13; Rase Atk +3; Grp +3; Atk +4 melee
gestion; Save Fort +3, Ref 4,Will +4;5tr 10,Ilex 13,Con
(ld6/i8- 20/x2,rapier) or +S ranged (1 d8/19-20/~2, light
12,Int 14,Wis 8,Cha 16.
crossbow); Full Atk +4 mehe (ld6/18-20/~2,rapier) or
Skills and Feats (54/3): Bluff +6, Concentration +4,
+S ranged (Id8/19-20/~2, light crossbow); SA -; SQ
Script +4, DDipIornacy +6, Gather Jnfomation
Decipher
bardic knowledge +6, bardic music 4Jday (countersong,
Hide
+4, Knowledge (history) +5, Move Silently +4,
+7,
fascinate, inspire competence, inspire courage (+I)); Save
Perform (comedy) +IO, Perform (percurision instrurnenrs)
ForZ+2,Kef+5, will +3; S a IO, Dex 133Con 12,Int 14,Wis
+lo,Perform (string instruments) +io, Sense Motive +6,
8 , Cha 16.
Sleight of Hand 4, Spellcraft +6, Use Magic Device +5;
Skills m d cuts (42/2): Shff +6, Concentration +4,
Dodge, Mobility, Skill Focus (Perform).
Decipher Script +4, Diplomacy +5, Gather ldormarion
Bard Spells Known ( 3 / 4 / 3 ; save DC 13 + spell leuel): 0
+7, Hide +3, Knowledge (hkrory) +5,Move Silently +3,
defect magic, flare, know directson, lullaby, message, sumPerform (comedy} +8, Perform (percussion instruments)
mon
i n h m c n t ; 1st -c h a m person, e n w , remoue fmr, silent
+8, Perform (string instruments) +8, Sense Motive +3,
mag?;
2nd -alter self, detcct thoughts, misdirection.
Sleight cf Hand +4, SpeIlcraft +6, Use Magic Device +5;
Possessions:
Masterwork studded l e a t h q amulet of natural
Dodge, Skill Focus (Perform).
masterwork
+I,
ramor
rapier, mastenvtlrk light crossbow,
Grad ,Cpells Known { 3 / 3 / 1 , raw DC 13 + spell h
l):
0
Or:
gp
total
value.
gp.
2,500
5,600
-detect magx, f l n n , know dimtion, lullaby, rnessagc, sum'Y.,crllurc,
L""'y"'"""",
'Y'uyLLc
I "Y'U&'
A,,,
"U.
TAFVFT, 5
CR 5; HD 5d4+5;hp 25; Init +I; Spd 30 ft.; k C 15,touch
11, flat-footed 14: Base A& +3; Grp +3; Atk +4 melee
(1&/18-20/~2, rapier) or +s ranged (Ids/l9-20/~2,light
-I,
TJFVFT, 7
C R 7;HD 7d6+7;hp 34;Init +I;Spd 110 ft.; AC 15,touch
11, flat-footed 14; Base Atk 4s; Grp +5; Atk +6 melee
(ld6/18-20/~2,rapier) or +7 ranged (ld8/19-20/~2,light
crossbow); Full Atk +6 melee (ld6/1$-20/x2, rapier) or
i 7 ranged (ld8/?9-20/~2, Iight crosFbow); SA -;
SQ
bardic knowledge +9, bardic music 7/ day (countersong,
fascinate, inspire competence, inspire iourage (+I))? suggestion; Save Fort +3, Ref +6, W d 4;
I t r 10, Dex 13, Con
32, Int 14,Wis 8,Cha 16.
LFVFL
Fvln
x
ulr r 4 c t A b L A . , L a u , .
I / - & .
/ \
LVFL TI
CR z I . W D lld6+11; hp sz Init +5; Spd 30 ft.; AC 16,
touch 11, ff ar-footed 15; Base Atk +8; Grp +8; Atk +9
melee (fd6/18-20/~2, rapier) or +IO ranged (ld8/19-20/
x2,light crossbow); Full Atk +9/+4melee (ld6/18-20/~2,
mpier) or +tO/5 ranged (ld8/19-20/~2, light crossbow);
SA -; SQ bardic knowledge +13, bardic music 11/
day (countersong, fascinate, inspire competence, inspire
courage :+2), inspire greatness), suggestion; Save Fort +4,
Ref+s, Wi!l+6; Str 10, Dex 13,Con 12, Int 14, Wis 8, Cha
17 (19).
Skills and e& (84/4): Bluff +8, Concentration +6,
Decipher Script +7,Diplomacy +s, Gather Information
+S, Hide +6, h o w k d g e (history) +6, Move Sdently
+6,Perform (comedy) +14, Perform (percussion instruments) +14, perform (string instruments) +14, Sense
Possessions.Amulet o f n ~ f i annor
d
+2, bmcen of armor +3, masterwork rapier, masterwork
light crossbow, cloak of Charisma +2. O r 21,000gp
total value.
LFVFL I 2
CR 12; RD 12d6+12;hp 56;Init +s; Spd 30 ft.;AC 17,
touch 12,flat-footed 16;Base Atk +9; Grp +9; Atk +lo melee
(id6+1/18-20/~2,rapier) or +IZ rangtad ( l d 8 / 1 9 - 2 0 / ~ 2 ,
A k +10/+5 melee (Id6+l/i8-20/d,
light C K O S ~ ~ Q WEulI
);
rapier) OT +12/+6 ranged (Zd8/19--20/~2, iight crossbow);
SA -; SQ bardic knowledge +I
+, music 12Jday
bardic
(countersong, fascinate, inspire competence, inspire courage (+2), inspire greatness, song of freedom), suggestion;
Save Fort +5, Ref +9, Will +7; Str 10, Dex 13, Con 12, Int
14, Wis 8, Cha 18 (20).
skills and Feats (90/5): B h f f 49, Concentration +6,
Decipher script +7,Diplomacy tl0, Gather Information
+9, Hide +6, Knowledge (history) +6, Move Silently +6,
Perform (comedy) +16, Perform (percussion instruments)
+I&, Perform (string instruments) +16, Sense Motive
+IO, Sleight of Hand +4, Spellcraft +9, Use Magic Device
+9; Dodge, Improved Initiative, Moblity, Skill Focus
(Perform),Weapon Focus (rapier).
Bard Spelts Knotvn (3/5/4/4/3; save DC IS + s p d level): 0
-detect magtc, flare, know dimtzon, lullah, message, summon instrument; 1st -dm-m person, erase, m o v e f m ~ ,
silent image; 2nd - alter self, dctert thoughts, inwiribtliky,
misdfrectron; 3rd -con,hsion,glibness, haqte, sculpt sound; 4th
-greater invrsihdity, legend lore, modtJy rqernory.
Passe<sions:Amulct of nahrml umor +2, bracers of a m m +3,
ring of protection +3, *I mprer, masterwork light crossbow,
cloak of Chansma +2, 2,400 gp. or 27,401 gp total value.
LFvL
13
LFVFL
'4
I
r
value.
value.
CT,FRZ_C1S
LVFL 1
CR 1; !D ld8+2; hp 10; Init -I; Spd 70 ft.; AC 17,
touch 9, fllat-footed 17; Base Ark +o; Grp tl; Atk +2 melee
(ld8+l/x2,morningstar) or -Iranged (Ids /19-20/x2,
light cros&ow); Full Atk +2 melee (ld8+1/x2, merningstar) or-1 ranged (id8/19-20/~2, light crossbow); SA turn
undead 4jclay; SQ--; Save Fort 4,ReE+I, WiIl+4; Stt 13,
Dex 8,Con 14,Int 1 0 , W s 15,Cha 12.
Skills and Feats (S/f): Concentration +3, Diplomacy +2,
Heal 4,
Knowledge (religion) +2, Knowledge (the planes)
I;
Reflexes.
+I,Spellcraft +Lightning
C h i c S ~ e hPrepared (3/3; save DC 12 + spdl he!): 0
-detect rnngic, guidancc, light; 1 s t -bless, CUE light wounds,
ranchap?.
LFVFL
valcle.
LEV1,
cR
J K I ~ ~unu
>
rwn
[IO/si:
LFVFL
LFVFL
-.,.., "... -r-- -:R 11. HD 11d8+22; hp 75; Init -1; Spd 30 ft.; AC 22,
ich 10, flat-footed 22; Base Ark +8; Grp +9; Atk +11
,lee (ld8+1/x2, morningstar) or +7 ranged (ld8/19-20/
LFVFY,
,....I_
u -r----
13
LFVFL I 2
CR 12. H a 12d8+24; hp 81; h i t -I; Spd 30 ft.; AC 23,
touch 10, flat-footed 23; Base Atk +9; Crp +IO; Atk +I2
melee (ldt?+l/x2, morningstar) or +8 ranged (1d8/19-20/
crossbow); Full Atk +12/+7 melee (1d8+1/x2,
~ 2 light
,
morningstar) or t8/+3 ranged (id8/19-20/~2, light crossbow); SA rum undead 4/day; SQ-; Save Fort + I O , Ref +5,
WilI +13; Str 13,Dex 8, Con 24, Jnt 10, Wis 18 (20), Cha
12.
LEVEL 14
CR 14;H D 14d8+28;h p 94;h i t -1; Spd 30 ft.; AC 24,
touch %I, flat-footed 24; Base Atk +IO: Grp + T I ; Atk + I 3
-- -
at
meIee (Id8+I/d, morningstar) or +IO ranged (1d8/19light crossbow); Full Atk +13/+8 melee (lds+l/
d
XZ, morningstar) or +10/+5 ranged (l~lS/19-20/~2,
light
crossbow); SA turn iindead 4Jd3y; SQ--;
Save Fort +1I,
Ref +6, Will +15; Str 13, Dex 8 (lQ),Con 14, Int 10, Wis 18
( 2 2 ) , Cha 12.
shills and Aatr (34/5): Concentration +I 1, Diplomacy
4,Heal +IO, Knowledge (religion) 4, Knowledge (the
planes) +3, Spellcrafi +I
I ; Brew Potion, ZmprovedTurning,
20/x2,
LVIUUUC
, gentre ,
opr11 ( r ~ LnU W I ~ ~ U M I I ~ L L ~ u i mcmvwns, cure moarmre W D U H ~ S
wounds), W h p o n Focus (morningstar).
person, lesser resforahon, shield Other, sile
Clem Sydb Prepavd (6/8/8/4/6/5/S/3;
save DC 16 + spell
and water, cure senous wound?, cure se
kvcl): 0 - dttect maec, detcct poison, gutdance, light, read
hght, dispel magic, magac circle against t Y n yrr+lc,,
L,
m a p , resistance; 1st - bless, cure light wounds (2), detect
dead; 4th - cure critical wounds ( 2 ) ,spell tmmunae, i
ml, d m w r fauou, entropic shield, mapc M W G ~ U ~sanrtua$;
,
5th - atonement, mass CUT light wounds, hallow, r n ~
2nd -aucury, calm emotions, cure moderate woundsk, gentle
sending, spell resistance"",true seeing, 6th - anhmagi
repose, hold person, lcsserrcstomtion, sheid other, silence; 3rd banahment, heal, h m e s ' feast, muss cure moderate t
create food ond water, cuw serious wounds*, cure senm wottnds,
7th -mass cure serious wounds, regencratc*, resuwectt
daylight, d l s p l magic, magc crrcle against evil, p v c r , speak
-holy aura, mass cure cntical wounds'.
with deud. 4th - cure crrtical ufounds (z), speIl rmmuntty*,
* Domain spell. Domains: Healing (cast healing
tongues; 5th -atonement, muss CUYP light wounds, TUISP dead,
at +I caster level), Protection (protective ward gr:
rending, ~ r E resistance",
l
true seeing; 6th - antimagic field*,
resistance bonus on next save, ijday).
banishmen I. heal, heroes'fmst, muss cure moderate wounds; 7th
Possessions: +~,fuIl
plate, + Iheavy steel shield, amulet I
- mass cut? serious wounds, vgenerute*, resurrectron.
ral U ~ O +I,
T ring ofprotectton +I, masterwork morni
light crossbow, gloves of mxterrty +2, penapt uj wrsa
* Domain spell. Domains: Healing (cast healing spells
at +I caster level), Protection (protective ward grants +5
30,000gp. O r 59,000g p total value.
resistance bonus en next save, l/day).
Powsssons: +I f.11 plate, +I heavy stcel rhwld, amulet of nab- LEVEL 16
CR 16; HD 16d8332; hp 107; Inir -1; Spd 30 ft.;
rul am^^ + 1, nng ofprot~rtion+I, masterwork morningstar,
touch
'1, flat-'mted 26; Base At' +12; G v +13; A
light cross~ow,gloves of Dextenb +2, periapt of ~yrrsdomc ; ~ ,
melee
(I
d8+1/d, morningstar) or + I 2 ranged (Ids/
16,000 gp Or: 45,000 gp total value.
x2, light crossbow); Full Atk +l5/+10/+5 melee (.
LEVEL 1 5
x2, mornhgstar) or +12/+7/+2 1
(ld8/19-20/K
CR 15; t D 15d8+30;hp 101;Init -1; Spd 30 ft.;
AC 24, touch 11, flat-footed 24; Base Atk +
1;I
Grp
+12; Atk +I4melee (1ds+l/x2, morningstar) or +TI
\
ranged (1 d8/19-20/~2, light crossbow); Full Atk
+t4/+9/+4 meIee (1d8+i/x2, morningA
star) or +I 1 /+6/+I ranged (ld8/19-20/
\
x2, light rsossbow); SA turn undead
4/day; SQ -; Save Fort +?I,
Ref 4-7,W d
+Is; Str 33.Dex 8 (IO), Con 14, Int 1 0 , Wis
NIIFAFD~
LI~LLLllulh
DiplomaaJ +4, Heal +lo, 'Knowledge (religion) 4, Knowledge (the planes) +3, Spellcraft
+12;Brew Potion, Empower Spell (mass GUT smO M S wound,), Improved Turning, Lightning
Reffexes, Maximize Spell (mars cure
moderate wounds), Weapon Focus
(morningstar).
Cleric Spells firpared
( 6 / 8 / 8 / 7 '6/6/5/3/2;
m e
DC
16
detecf
+ spell Itvd):
magrc, detect
A 6
r4
JdFVT, 7
CR 17; H D 17d8+34;hp 114; Jnit -1, Spd 30 ft.; AC 26,
much 11, flat-footed 26; Base Atk +12; Grp +13; Atk + I S
melee { I d S + l / d , morningstar) or +I2ranged (1$8/19-20/
x2,light crossbow);EuUAtk +15/+10/+ imelee (ld8+1/x2,
morningstar) or +12/+7/+2 ranged (ldS/19-20/~2, Iight
crossbow); SA turn undead 4/day; SQ-;
Save Fort +12,
Ref +7, W d +17; Str 13,Dex 8 (IO), Con 14,Int 10,Wis 19
+s, Heal
LFWL Ji3
CR 18: H D lSd8+36;hp 120;Init -1; Spd 30 ft.;AC 26,
touch 11, !hat-footed 26; Base Ark +i3; Grp
Ark +16
melee (IdS+l/x2,morningstar) or +13 ranged (ldS/19-20/
x2,light cmssbow); Full Atk +16/+11/+6 melee (Id8+l,/x2,
mornings7ar) or +13/+8/+3 ranged (ld8/19-2Q/x2, light
crossbow'. SA turn undead 4/dav; S Q -; Save Fort +13,
Ref+S, Vi11 +18; S t r 13, Dex 8 (IO), Con 14, Int 10, Wis 19
(251, Cha I 2.
C
spiir
wepared ( 6 / y a / s i 7 ~ 7 / 6 / 4 / ~ ~ / 4sa,
L F V F L 19
CR 19; 1113 19d8+38; hp 127; Init -3; Spd 30 ft.;AC 26,
touch 11, flat-footed 26; Base Atk +I+;Grp +15;Atk +i7
melee (IdX+l/x2, morningstar)or+14 ranged (fd8/19-20/
x2,light crossbow);Full Atk +17/+12/+7 melee (ld8+l/x2,
morningstar) or +14/+9/+4 ranged (ld8/19-20/~2,light
crosshw) SA turn undead $/day; SQ-; Save Fort +13,
Ref +8,Will +18; S t r 13, Dex 8 (TO),Con 14, Int 10,Wis 14
(251, Cha ' 2 .
skills and Feats (44/7): Concentration +i 3, Diplomacy
+s, Heal 212, Knowledge (religion) +5, Knowledge (the
planes) + 4 , Spellcraft +13; Brew Potion, Empower Spell
(mass C U E setaous wounds), Empower Spell (mass heal),
Improved Turning, Lightning Reflexes, Maximize Spell
(muss cure moderate wounds), Weapon Focus (morningstar}.
J?lea!lilg
1
l ~
(cd>l I l ~ d U l SpCLL>
e, 1Jday).
:avy steei shreld, amulet o f n a b
+ I ,masterwork morningstar,
mnty +2, pwrapt of Wisdom +6,
ita1 value.
1
FRS
L I ~ VWLJ
AL..L.u*I*.
',ALLY'
,,,u.-.y
I , Y L Y L C L L
1,
LIYICJ,,IYII
LFVFL JO
LEVEE
I3
h- c
C
I
/j;init
Base
me
,AL,y
-,
LLyy,,
club); SA -; SQ-;
Save Fort +7, Ref +5, Wifl+6; Str IS,
De x IO, Con 15,Int 13, Wis 12, Cha IO.
5:kills and Feats (44/6): Climb +5, Craft (job activity)
+7,Handle Animal +5, Heal 4, Jump +5, Listen +6,
Profession Gob) +16, Ride +6, Spot +6, SurvivaI +5, Swim
+S, Use Rope +6; Animal Affinity, Athletic, Endurance,
Self-Suficient, Toughness X L
Possessrons: Club, 15 x (5d4)gp. Or: 300 g p total value.
LFVFC 16
CR 16; R D 16d4+32; hp 79; Init +O; Spd 30 ft.; AC 10,
touch io. flat-footed 10; Base Atk +8; Grp + i f ; Atk +11
melee (ld6+3/x2, club); FulI Atk +ll/+6 melee (1d6+3/
~ 2club);
,
SA-; SQ-;
Save Fort +7,Ref+5, W d +6; Str
16,Dex 10, Con 15, Int 13, Wis 12, Cha 10.
Skills and h a t s (57/6): Climb +6, Craft Qob acrivity)
+8, Handle Animal +5, Heal +5, Jump +6, Listen +h,
Profession Qob) +16, Ride +6, Spot +6, Survival i 5 , Swim
+6, Use Rope +6; Anima1 Affinity, Athletic, Endurance,
Self-Sufficient,"Soughness ~ 2 .
Posscssrons: Club, 16 x (5d4)gp. O r 320 g p
total value.
---
LK I/;HLJ1/a4+54; np ~ 4init
; tu; bpa JU rr.; AL io,
touch IO, flat-footed IO;Base Atk +8; Grp +11; Atk +11
melee (ld6+3/d, club); Full Atk +11/+6 melee (ld6+3/x2,
club); SA -; SQ-; Save Fort +7,Ref +5,Will +@ Str 16,
Dex 10,Con 15,tnt 13, Wis 12, Cha 10.
Skills and Feats (60/6):Climb +6, Crafi (job activity) +8,
Handle Animal +s, Heal +s, Jump +6, Listen +7,Profession
Gob) +17, Ride +6,Spat t7,Survival+5, Swim +6, Use Rope
+6; A n i m a l Afhnity, Athletic, Endusanw, Self-sufficient,
Toughness x2.
Possessions: Club, 17 x (5d4)gp. Or 340 gp total value.
LEVEL 18
CR 18; h-ID l8d4+36; hp 91; Init +o; Spd 30 ft.; AC IO,
touch lo, fiat-footed 10;Base Atk +9; Grp +I& Atk + I 2
melee (ld6+3/x2,club); Full Ark +12/+7 melee (2d6+3/x2,
club); SA -; SQ-; Save Fort +8, Ref + 6 , Will +7; S t r 16,
Dex 10,Con 15,Int 13, Wis 12, Cha 1Q.
skills and Feats (63/7): Climb t.7, Craf bob activity) +8,
Handle Animal +5,H e a l +5,Jump+7, Listen +7, Profession
(job) +17,f i d e +6, Spot +7,Survival +5,Swim +7, Use Rope
+6; Anima! Affinity, Athletic, Endurance, Self-Sufficient,
Toughnessx3.
Possessions: Club, 18 x (5d4)gp. O r 360 g p total value.
L G V t L ly
-....." -,.-
\ + A ,
A,.
Y Y * . I . , * I L . Y *
LFVFL 2
CR 2; HD 2dS; hp 14; Init +2; Spd 30 ft.; AC 17, touch
12, flat-footed 15; Base Ark +1; Grp +1; Ad: +2 melee
1
I
~.
I.
1
~
>&"?
7-
''
>*a
-cure
LFVFL (5
CR 5;E D 5ds; hp 31; h i t +2; Spd 30 fr.; AC 17,touch 12,
flat-footed 15; Base Atk t.3; Grp +3; Atk +6 melee (ld6/182Qjx2, scimitar) or +6 ranged (ld4/x2, sling); Full Atk
melee (1&/18-20/~2, scimitar) or +6 ranged (1d4/x2,
. t ~
_-+
.Q
LEVEL 6
CR 6 ; HD 6d8; hp 36; Init +2; Spd
Weapon Focus ( s h g ) .
d
h r d Spells h p ~ ? r r . (5/4/4/3;
w e DC 1; ispell level):
o -cure minor wounds, guidance, know direction, mendmg,
purify food and dnnk;1st -charm animal, detect mares and
pits, entangle, speak with animals; 2nd -bulls strength, hold
animo!, snmmon natures ally IT, owls w d o m ; 3rd - plant
growth, speak with plants, water breathmg.
Possessions: +I hide amor, heavy wooden shield, masterwork scimitar, masterwork s h g , 3,400 gp. Or:5,600 gp
total value.
LEVEL
m-m d i w0 .
LFVFT,
CR S; HI3 8d8;hp 47; Init +2; Spd 30 f:.; AC 20, touch 13,
ffat-footed 28; Base Atk +6; Grp +6; Ark +9 melee (id6/i820Jx2, scimitar) or +lo ranged (ld4/x2, sling); Full Atk
+9/+4 melee (ld6/18-20/~2, Scimitar) or +IO/+S ranged
(ld4/x2, s h g ) ; SA -; SQ animal companion (devotion,
evasion, Lnk, share spells), resist natures lure, trackless
step, wild empathy, wild shape 3/day ILarge), woodland
Wdl+9;Str 3 0, Dex 14, Con 7 3,
stride; Save Fort +7,Ref 4,
Int 12,Wis 17,Cha 8.
Skills and &uts (55/3): Concentration i-Y, Handle Animal
+6, Knowledge (nature) +lo, Listen +7,Ride +6, Spellcraft
t.9, Spot + J , Survival +12, Swim +6;T r d , Weapon Finesse,
Weapon Focus (sling).
Druid Spells Prepared (6/5/4/4/2; save IIC 13 + spell lad):
o -cure minor wounds, guidance, knmu direction, rnmding
pullfy food and drink, resistance; 1st -c h a m animal, detect
snares and pits, entangle, goodbew, spenh w i t h animals; 2nd
-buIlS stwngth, hold animal, summon nutwes nlly rr, owls
u w h ~3rd
; - plant growth, s p m k with ylonts, spike growth,
wata breathins 4th -rommand plants, rustingpsp.
Possessons: +I hide armor, +I heavy wcodtn shield, ring of
protechon +I,masterwork scimitar, mastcnvork sling, 3,400
gp. O r 9,400 gp total value.
LFYFT,
CR 9; HI3 9 d ~hp
; 53;Init +2; Spd 30 fi .; AC 20, touch 13,
flat-footed 18; Base Atk +6; Grp +6; A& -9 melee (1 d6/182@/x2, scimitar) or +IO ranged (ld4/xt, sling); Full Atk
+9/+4 melce (1 dh/l8-2O/x2, scimitar) or +10/+5 ranged
(ld4/x2,sling); SA -; SQ animal companion (devotion,
evasion, Iink, multiattack, share spells), :rsist natures lure,
trackless srep, venom immunity, wild ernpathy,wild shape
+7, Ref +s,Will
3/day (Large), woodland stride; Save
+9; Str 10, Dex 14,Con 13, Int 12, W i s 17,Cha 8.
Skills andFmts (60/4): Concentration +.O,Handle Animal
+6, Knowledge (nature) +i 0,Listen +7,fide +6, Spellcraft
+IO, Spor +7, Survival 4-14,
Swim +7;N:ttural Spell, Track,
Weapon Finesse, Weapon Focus (sling).
Druid Spds &pared (6/S/5/4/2/T;save DC 11 + spell h e ! ) :
o -cure minm wounds, guidance, knav direction, rnmdig,
punfy food and drink, rer~stance;ist -&arm
animal, detcct
mares and pits, entangle, goodbemy, speak with animals; 2nd
- Eullrrtmngth, hold animal, soften earth and stone, summon
. .
LEVL IO
plant^, s f i h
wth
s h e,Id, amtllct of
natural u m o r +I, ring ofprotectton +I, mastenvork scimitar,
masterwork sling, pcnapt of wisdom + ~ , ~ , Q o o or: 21,000
gp total value.
I.
LEVEL 12
CR 12; HD 12d8; hp 69; h i t +2; Spd 30 ft.; AC 21, touch
13, flat-footed 19; Base Atk +9; Grp +g; Atk +12 melee
(Id6+1/18-20/~2,
scimitar) or +13 ranged (1d4/x2, slmgl;
Full Atk +12/+7 melee (1d6+1/18-20/~2,scimitar) or
+13/+8 ranged (ld4/xZ, s h g ) ; SA -; SQ animal cornpanion (devotion, evasion, Bnk, muhiattack, share spells),
resist natures lure, trackless step, venom immunity,d d
empathy, wild shape +/day (Large, plant, Thv), woodland
stride; Save FQIX+9, Ref +6, W f i +13; Str 10,Dex 14,Con
13, Int 12,wis 18 (201,Cha 8.
skills and F d r (75/5):Concentration +12,Handlehima1
+9, Knowledge (nature) +13, Listen tg, Ride 49, Spellcrafi
+12, spot +9, S U M v a l +16, swim +9;
Natural Spell, Run, Track, Weapon
Finesse, Weapon Focus (sling).
D T U ~ ~spells
Preyarcd
( 4 / 7 / 5 / 5 / 4 / 4 / 2 ; save DC I5 4 spell Id):
o --cure minor W O M ~ ~ Sgtridana,
,
know
rY
~ A E Sm
; a
of natuml Q
- - ,-
- -
---
ofFotection +I,+1 scimitar, masterwork ding, ppnapt of Wisdom +2, 19,500 gp. Or: 35,000 gp
total value.
~ O +I,
Y nng
14
(sling).
DruTd Spells Prepared ( 6 / 7 / 6 / 5 / 5 / 4 / 2 / 1 ; sum DC IS +
spell leuel,: o -cure minor wounds, guidance, know drrect m , mending, p
nrrrfyfood and dnnk, resistance; IS^ -c h a m
anrmal, ditect m a w and pits, entangle, goodberry, longstrrder,
pducrflame, speak with animals; 2nd -bulls strength, hold
antmal, soften earth and stone, s p i h climb, ~urnrnonnature>
ally 11, owls wisdom; 3rd -greater magic fang, pIant growth,
speak tuitli plants, qvke p w f h , water breathing 4th - air
walk, blight, command plants, rusting grasp, summon nature;
ally IIr; 5th -commune with nature, control winds, free
s h d e , ival! of thorns; 6th - - f i r e seeds, h e o a k ; 7th -copttrol
uvathcr.
(sling).
total value.
->
LFVFL 15
CR 15; !3D I5d8; hp 86;Init +2; Spd 30 ft.; AC 23, touch
., ,I,..
5 ,
~ w i r m u (~I C, I C L L ~WTLS unu ~ 1 ~ unmne
13, flat-footed 21; Base Ark +If; Grp +if; Atk + I 4 melee
(ld6+1/1F-20/~2,
scimitar) or +15 ranged (Id4/x2, sling);
F d Atk -I 14/+9/+4 melee (ld6+1/28-20/~2, scimitar) or
+15/+10/+5 ranged (ld4/x2,ding); SA -; SQ a thousand
faces, animal companion (devorion, evasion, improved
evasion, 1 Ink, mulriattack, share spells), resist natures
lure, timeess body,trackless step, venom immunity, A d
empathy, wild shape S/day (Huge,Large, planr, Tiny),
woodlanJ stride; Save Fort +IO, Ref + J , Wdl +IS; Str io,
Dex 14, Con 13, ht 12,Wis 18 (22), Cha 8.
Skills und Feats (YO/@: Concentration +14, Handle
Animal +I 0, Knowledge Inantre) +is, Listen +12,Ride +lo,
Spellcraft +14,Spot +12, Survival t19,Suim +lo; Dodge,
Natural SFCll, Run, Track, Weapon Finesse, Weapon Focus
LVEL
(sling).
CR 17;HD 17d8; hp 97;lnit +2; Spd 30 h.; AC 25, touch
Druid 5 p d s Prepared ( 6 / / 7 / 6 / S / 5 / 4 / 2 / 1 ; save DC 16 +
14, flat-footed 23; Base Atk +12; Grp +I$
Ark +16 melee
s p d Iwell. 0 -cure minor wounds, guidance, know direc(ld6+2/1%20/~2, scimitar) or +16 ranged (Id41x2, sling);
tion, mmnding, p u ~ $ y f ~and
~ d drrnk, renrtance; 1st -c h a m
F d Atk +26/+11/+6 melee (ld6+2/18-20/x2, scimitar) or
animal, drtcct maws and pits, mtangle, goodberry, longstrider,
+16/+11/+6 ranged (ld4/x2, s h g ) ; SA -; SQa thousand
produccflnw, speak with animals; 2nd -bull3 strength, delay
faces, animal companion (devotion, evasion, improved
poison, hol E animal, sofien eadh and s h e , sprder climb, sumevasion, link, rnultiattack, share spelh), resist natures
mon nutun% ally JI, owls wisdom; 3rd - greater m a p fang,
lure, timeless body, trackless step, venom immunity, wild
neutmlize p s o n , plant g r o ~ r t hspeak
with plants, spike growth,
,
empathy, wild shape 5/day (elemental i/day, Huge, Large,
water breathsng, 4th - u i ~ walk, blight, command plants, rustplant, Tiny), woodland snide; Save Fort ti I, Ref +7, Will
~ n g g r a qsmnmon
~,
natures ally IV; sth -rall lightning storm,
t17;Str 10,Dex 14, Con 13,Int 12, Wis 19 (25), Cha 8.
commune rtrlth nature, control winds, free * d e , wall of thorns;
skiIls and b a t s (ICQ6): Concentration +I&, Handle
6th -firr seeds, liveoak, muve ea&, tmnsport ma plants; 7th
Animal +lo,Knowledge (narure) +17,Listen +14, Ride +to,
- control weather, twansmute metal t e wood; 8th -control
+22, Swim +io; Dodge,
Spellcraft + f b , Spot + ~ 4Survival
,
plants.
Natural Speu, Run,Track, Weapon Finesse, Weapon Focus
heavy wooden shield, amulet
Possesszow +2 hide amor, +I
I(Sh1.
of nahml J ~ Q +2,
T nng of protection +I,+I scimitar, masterDmid Spds Frepawd (6/7/7/7/h/5/5/4/2/a;SRWE DC 17
work sling, penapf ofvOisdm +4,29,500 gp.Or: 59,000gp
+ spd level): o -cure minor tuoundr, gutdance, know diwcu,,L,fivu,w,,h7
total value.
LFVFTA 18
CR 16; HD 16d8; hp 91; Init +2; Spd 30 ft.; AC 24, touch
14, flat-footed 22; Base Atk +I?; Grp +I?;
Atk + I 6 melee
(1 d6+2/fF-20,/~2, scimitar) or +16 ranged (id4/x2, sling);
Full Atk + 16/+11/+6 mefee (Pd6+2/18-20/~2, scimitar) or
+16/+11j+6 ranged (Id4/x2, sling) SA -; SQa thousand
faces, animal cornpanion (devotion, evasion, improved
evasion, link, rnultiattack, share spells), resist natures
lure, timeless body, trackIess step, venom immunity, wild
empathy. wild shape 5/day {elemental f/day, Huge, Large,
plant, Tinv), woodand snide; Save Fort +11, Ref +7,Will
+16; Str 18, Dex 14, Con 13,Tnt 12, Wis 19 (zs),Cha 8.
SkiIIs ond Feuts ( S S / 6 ) : Concenmtion +t6, Handle
Animal + 1 0, Knowledge (nature) +I 5, Listen +I 2, Ride +IO,
Spelkraft +16, Spot +12, SurvivaI +20, Swim +lo; Dodge,
Natural S r d , Run, Track, Weapon Finesse, Weapon Focus
bk).
r ham
hon, mending, pur$ food and drink, rrsistuncr; ~ s animal, detect maws and pitr, entangh, goodbemy, Iongstnder,
produce flame, spenk with nnimalr; 2nd - bulls Ftrengh, dclay
poison, hold animal, soften earth and stone, spider climb, summon natuves ally rI, owls wrsdm; 3rd - dominate animal,
gwuter magrc fang, neutralize poison, plant growth, speak t u t h
plants, spike p i i d h , water breathing, 4th - air s d h , blight,
command plants, reincarnate, rusting gmsp, summon natuwr
; -d lightning s t o m , commiine with nnhrre,
ally r ~ 5th
control winds,tree stnde, wall ofthorns; 6th -fm seeds, hveoah, mwc earth, stone tell, transpod via plants; 7th - contmf
weather, nimmon natures allv WT, transmute metal to wood,
~ ~ earthquake; 9th - s t o m of
t r u e seeing; 8th -C Q H plants,
vengeance.
Possessions: +2 hide amor, +2 heavy wooden shiald, amulet
of natural amor +2, nng. of. protection
+I, +2 scimitar, masterwotk sling, periapt of Wisdom +6,41,000gp. Or 100,QOO gp
total d u e .
A -
&>
r,'
T
FE$
L I I h
-t s p d l 1wel): o -cure
,
knmv direcminor u ~ n d spidunce,
D 18ds; hp 102; Init +2; Spd 30 ft.;AC 27, much
-&arm
tmn,
mending,
purrfv
and
food
drink,
resistance;
1st
.ed 25;Base Atk +13; Grp +13; Atk +I7 melee
5num
entangle,
gooodbeny,
nnimal,
detect
longshder,
piis,
and
20Jx2, scimitar) or +17 ranged (1d4/x2, s h g k
produceflame, speak wrth animals; 2nd - i d ' s stwngth, dclay
7/+12/+7 melee (ld6+2/18-20/~2, scimitar) or
puwn~,hold animal, soften earth and stme spider climb, sumSQa thousand
' ranged (ld4/x2, s h g ) ; SA -;
mon natuw'r aIIy rI, owl's wisdom; 3rd - domrnate animal,
ial companion (devotion, evasion, improved
p
a t e r magic fang, neutralm poison, plant growth, speak with
evasion, link, multiattack, share spells), resist naturek lure,
plants,
spike grotuth, water breathing 4th - air walk, blight,
timeless Eo dy, trackless step, venom immuniry, wild empaphntr, reincarnate, rusting grasp, wmmon nahm'r
command
thy,wiId qhape ajday (elemental Zjday, Huge, Large, plant,
ally
rv;
-call Iightning storm, commwte with nahtre, con5th
Ref +8,W d +18; S t r
Tiny), woocIland stride; Save Fort +Iz,
insect
wrnds,
plague, b e stnde, wall of thorns; 6th -fire
trol
10, Dex 14, Con 13, Int 12, Wis 19 (25), Cha 8.
earth, stone tell, transpout via plants; 7th
w
d
~
,
1iiieoal;
move
o
n
,
cbrlls
".>.*.
..,, d Feats (105/7): Concentration +is, Handle
- control w e a h , creeping doom, summon nature's ally VII,
Animal +IO, KnowIedge (nature) +18, Listen +14, f i d e
transmufe metal to tc~ood,true seelng 8th - animal shapes,
+IO, Spellcraft +IS, Spot +14,Survival +22, Swim +IO;
contml plants, carthquahe; 9th - elemmfal stvam, sromt of
Dodge, Mobility, Natural Spell, Run, Track, Weapon
ucngeancc, summon nature's ally JX.
Finesse, Weapon Fwus (sling).
Possessions: +3 hrde a m o r , +rC heavy wooden shield, amulet
Mrd Spells Repred (6/7/7/7/6/5/5/4/3/2; save DC I7
of natuml amor -1-2,nng ofprotection +2, +Z scimitar, master+ spell leut,/): o -cure minor wounds, guidance, know direcwork sling, perrapt of Wisdom +h, 94,000 gp. Or: 170,000 gp
tion, mending, punk food and dnnk,resistance; 1st -c h a m
total
value.
animul, dftect snares m d pits, entangle, goodbeny, Iongstndrr,
prndufflame, speak wilh animals; 2nd -btrll'r strength, dday LFVFL 2 0
poison, hold animal, soften earth and stone, spider climb, sumCR 20;H D zOd8;hp 113;h i t +2;Spd 30 ft.; AC 27, touch
mon mature's ally IT, owl's wisdom; 3rd - dominate a n i m ~ l , 14,flat-footed 25; Base Atk +Is; Gsp +IS; Atk +YI
melee
greater mngc fang, neutralize poison, p h t growth, speak with
(1 d6+2/18-20/~2, scimitar) or + I 4 rangpd (1d4/x2, sling);
plants, spike growth, water brenthmg, 4th - air walk, blight,
Full Atk +19/+14/+9 melee (ld6+2/1R-:Q/x2, scimitar) or
command plants, remcamate, rustmg grasp, summon nature's
+19/+14/+9ranged (ld4/x2, sling); SA -; sQa thousand
ally IV;5th -call lightning stom, commune with nature,
faces, animal companion (devotion, evasion, improved
control winds, tree strrde, wall of thorns; 6th -fIw seeds, h e o evasion, link, muhiattack, share spell?), resist nature's
ak, move rarth, stone tell, transport via plants; 7th - control
lure, timeless body, trackless srep, venom immunity,wild
wenthev, siimmm nature's ally WT, transmute metal to wood,
empathy, wild shape a/day (elemental 3/day, Huge, Huge
h e rering 8th -anima1 shapes, control plants, earthquake;
elemental, Large, plant, Tiny), woodland stride; Save Fort
9th - s t o r m of umgeance, summon n a t u d ally 1X
+13, Ref+& WdI +20; S t t IO, Dex 14, Con 13, Int 12, Wis
h s s e s s i m s : +3 hide armor, +4 heavy wooden shield, nmulet
20 /26), Cha 8.
of natural a m o r +2, nng @fp&Gfion+2, +2 scimitar, masterskills and Feats (i15/7): Concentration +is, Handle
work ding, periapt of Wisdom +.6,54,000
gp. O r 130,000gp
Animal +TI, Knowledge nature)+^, Listen +16, Ride +11,
total value.
Spellcraft +18,Spot +96, Survival +24, Swim +fI; Dodge,
Natural Spell, Run, Track, Weapon Finesse,
Mobility,
LEVFL 19
(sling).
Weapon
Focus
CR 19; H D 19d8; hp Tog; h i t +2; Spd 30 ft.; AC 27,
Druid
Spells
Prepared
( 6 / 7 / 7 / 7 / 7 / 6 / 5 / . ~ / 5 / ; save DC i8
touch 14, flat-footed 25; Base Atk +I+ Grp +14; Atk +IS
level):
-cure
o
sp~ll
rnino~
wounds, gnldance, know drrer+
melee (ld6+2/18-20/~2, scimitar) or + I 8 ranged (Id41
and
,bod
wristmce; 1st -cham
tion,
punfi
mending,
drmk,
d,
sling), Full Atk +18/+13/+6 melee (fd6+2/18-2@/~2,
animal,
detect
snam
and
goodbewy, longstndlder,
entangle,
pits,
scimitar) or +i8/+13/+8 ranged (ld4/x2, s h g ) ; SA -; SQ
produce
flume,
-hull's strength,
speak
animals;
with
2nd
a thousand faces, animal companion (devotion, evasion,
stone,
delay
poison,
soften
hold
animal,
and
s p h climb,
earth
improved evasion, h k , multkmck, share spells), resist
nnture's
ally
summon
otvlj tmsdom; 3rd - dominate aniTI,
nature's lure, timeless body, trackless step, venom immumal, greater magic fang, neutralize porson, plant gmwth, speak
nity, wild empathy, wild shape $'day (elemental Zjday,
with plants, spike gravth, water breathing 4th - air walk,
Huge, Large, plant, Tiny), woodIand stride; Save Fort +I?,
blight,
command plants (2), runcamate, rucmggmsp, summon
Ref +8, K d +18; Str 10,Dex 14,Con 13, Int 12, Wis 19
ally rv; 5th -cull lightning storm, commune wsth
nature's
(25), Cha S.
control
nufuw,
wands, insect pIague, tree stride, wall of thorns;
Skills and Feats (1PO/7): Concentration +IS, Handle
E
-fire seeds, liveoak, ~ O V earth,
6th
ston? tell, transport via
Animal +IO, Knowledge (nature) +20, Listen +15, Ride
-cont~ol
plants;
7th
weather,
creeping
doori,
summon naturek
+IO, spellcraft +Is, Spot +IS, Survival +22, Swim +II;
ally
WT,
transmute
metal
to
wood,
true
seeing,
8th -anima!
Dodge, Aiobility, Natural Spell, Run, Track, Weapon
shapes,
contvd
plants,
earthquake,
whirlwinc',
word
ofwcnll; 9th
Finesse, Weapon Focus ( s h g ) .
4
- wrneni,it
s w a m , mm
Q]
rx, sympnt!1y.
Fosrersiovs: + 3 hide amor, 4-4 heavy woodm shwld, amulet
of natural iirmor +2, nng of protechon +z,+2 scimtav, masterwork sling, periapt of Wisdom +6, 144,000 gp. Or: 220,000 g p
total value.
LVL I
LFVFL 5
CR 1;ID Id&;hp 6;Init +I;Spd 30ft.; AC 13, touch 11,
CR 5;HD 5d6;hp 16;Init + I ; Spd 30fc.;AC 13,touch 11,
flat-footed 12; Base Atk +O; Grp -1; Atk -1 melee (Id6-2/
flat-footed 12;Base Atk +3; Grp +2; Atk +3 meler (9d6-1/
x2, light mace); Full Ark -1 melee (1d6-1/~2, light mace);
x2, light mace); Full Atk +3 melee (ld&-l/x2, light mace);
I,4;S a 8,Dex 12,
Will
SA -; SQ -; Save Fort +O, Ref +
SA -; SQ--; Save Fort +I,Ref +2,W d +6; Str E:,Dexl2,
Con 1 0, Ynt 14,Wis IS,Cha 13.
Con IO, Int 14,Wis 15,Cha 14.
Skills and Feats (64/2):Appraise +8,Bhdf+7, CrafF (wreer
Skills and Feats (3?J1):Appraise +5,Bluff+2,Craft (career
activity) tb, Decipher Script +4, Diplomacy +6, Gather
activity) +IO, Decipher Script +6, Diplomacy +;7, Gather
Information +3, Knowledge (field of expertise) +6, Listen
Information +7,Knowledge (field of expertise) +ILO, Listen
+5, Profesqion (career) +6, Search +3, Sense Motive +6,
Spot t.4; Negotiator.
Possessions: Light mace, leather armor, 900 gp. Or: 900 g p
total value,
LFVFL 2
CR 2; HD 2db; hp 8; Init +I; Spd TO ft.; AC 23, touch 11,
flat-footed 12; Base Atk +I; Grp +o;Atk +o melee (ld6-I/
XZ, light mace); Full Atk +O melee (ld6-%/xI,light mace);
SA -; SQ -; Save Fort +O, Ref +I,Will +5; Sa 8,Dex 12,
-I
armor,
LFVFL 3
CR 3; i?l n 3d6; hp 11; h i t +I;Spd 30 ft.;AC 13,touch 1I,
Atk
I;+1 melee (3d6-Ij
flat-footed 12; Base Atk +2; Grp +
d,
light mace); Full Atk +1 melee (ld6-1/x2, light mace);
SA -; SQ -; Save Fort +I, Ref +2, Will +S;Str 8,Dex 12,
Con 10, I n t 14,Wk 15,Cha $3.
SktIIs and Feats (45/2):Appraise +8, Bluff +4, Craft (career
activity) 28, Decipher Script +6, Diplomacy t.6, Gather
Information +5, Knowledge (field of expertise) +8,Listen
+5, Profession (career) +8, Search +4,Sense Motive +8,
Spot +5; Diligent, Negotiator.
p o w s s i o w : Light mace, masterwork leather armor, I
potion ofcaqles ykndor, 1,900 gp. Or: 2,500gp total value.
LFVFL 4
CR4;H D 4d6; hp 13;Init +i; Spd 3Oft.; AC 13,touch 11,
flat-footec- 12; Base Atk +3; Grp +2;Atk 4-3 melee (i d6-1/
XZ, light mace); Full Atk -5-3 melee (ld6-1Jx2, light mace);
SA -; SQ-;
Save Fort +1, Ref +2, Wi!l+6; Str 8,Dex 12,
Con 10,Int 14,Wis 15, Cha 14.
I
r-
11
LFYFL
TdFYFL IO
CR IO;HD 10d6;hp 28; h i t +I; Spd 30 fi.;AC 14, touch
ff at-footed 13; Base Atk +7; Grp 4;Atk +7 melee
(ld6-1Jx2, Iight mace); Full Atk +7/+2 melee (3d6-1/~2,
light mace); SA -; SQ-; Save Fort +3, Ref +4, Will +
2;I
Str 8, Dex 12, Con 10,Int 14, Mis 16, Cha 14.
SkilEs and Feats (1@/4): Appraise +l,3, Bluff +9, Craft
(career activity) +14,Decipher Script +!?, Diplomacy +IS,
Gather Information +7, Knowledge (field of expertise)
+14, Listen +I 1 , Profession (career) +is,Search +g, Sense
Motive 4 1 , Spot +ll; Alertness, Diligent, Xron W a ,
11,
Negotiator.
leather
Possessions: +I light mace, +
I
amrv, I potion of eagle's
splendor, I potron of OWIS msdom, ringofmmnd shielding, 3,340
gp. Os: 16,QOO gp total value.
LFVFT, L 1
CR 1 I; FID 11d6;hp 31;Init +I; Spd 30 fi.; AC 14,touch
11, fiat-footed 13; Base Atk +8; Grp -1-7,
Atk 4 8 melee
(ld&-l/x2, light mace); Fu11 Atk +8/+3 melee ( l d & l / d ,
light mace); SA -; SQ-;
Save Fort +3 Ref 4,W d +12;
Str 8 , Dex 12,Con 10, Int 14,wis 16, Cl! a 14.
~~
APPENDIX:NPC STATS
LFVFL 1 a
I; 30 ft.; AC 14,touch
CR 12;HD IZd6; hp 33; Init +Spd
11, flat-footed 13; Base
I
I
-..
-.-7
Str 8,Dex 12, Con IO, h t 24, Wis 17, Cha 14.
shills and Feats ( i 2 0 / ~ ) :Appraise t12, Sluff +IO, Craft
(career activity) i 1 6 , Decipher Script +lo,Diplomacy +15, T,FVFL
Gather Information + I O , Knowledge (field of expertise)
CR 16;HD 16d6; hp 43; Init +5;Spd 30 ft.; AC 16, touch
+16,Listen +11, Profession (career) +17, Search +8,Sense
11, flat-footed 15; Base Atk +12;Grp +11; Atk +14 melee
Motive +13, Spot +11; Alertness, Diligent, Iron Wdl,
(Zd6-1/x2, hght mace); Full Atk +14/+9/+4melee (ld6-Ij
Lightning Reflexes, Negotiator.
x2, light mace); SA -; SQ-; Save Fort +5, Ref +8, Will
Poswsims: +I light mace, +iIeafher armor, I potron of eagle's
+16; Str 8 , Dex 12, Con fo, Int 14, Wis 18, Cha 14.
splendor, i potion of md's wzsdom, nng of mind shieldmg,
skills und Feats (152/6): Appraise +12, Bluff +11,Craft
14,340 gp. Or: 27,000 g p total value.
(career activity) 420, Decipher Script +12, DipIomacy
+ i 7 , Gather Information +13, h o w l e d g e (field of experLEVEL 33
tise) +20, Listen t.14,Profession (career) +22, Search +lo,
CR 13; HD 13d6; hp 36; h i t +I; Spd 30ft.;AC 15, touch
Sense Motive +14,Spot +Is;Alertness, Dhgent, Improved
11, flat-footed 14; Base Ark +9; Grp +8; Ark +Io melee
Iron Will, Lightning Reflexes, Negotiator.
Initiative,
(ld6-I/x2. light mace); Full Atk +10/+5 melee ( I d G I j s ,
Possessions:
+3 light mace, +3 EeathPr amor, I potion ofeagle's
light mace); SA-; SQ-; Save Fort +4, Ref+7, Wdl+13;
splendor,
of owl's msdom, ring of mind shielding,
I
potion
Str 8,Dex 12, Con IO, Int 14, Wis 17,Cha 1.4.
21,340 gp.or: 77,000gp total vahe.
skiElr uvd h t s (12R/s):Appraise +12, Sluff +io, Craft
(career acrivity) +IS, Decipher Script +IO, Diplornary 4-15, LEVEL
II
,Knowledge (field of expertise)
Carher Informarion +
CR 17; HD 1;rds; hp 46; Init +5; Spd 30 fc.; AC 16, tcmch
+is,Listen +12, Profession (career) +19,Search +8,Sense
11, flar-footed 15; Base Atk +i2; Crp + f l ; Atk +14 melee
Motive +13, Spot +3 1; A l e m e s s , Diligent, Iron W d ,
(ldb-I/x2, light mace); Full Atk +14/+9/+4 melee (ld6-1/
Lightning Reflexes, Negotiatur.
Save Fort + 5 , Ref +$, Will
x2, light mace); SA -; SQ--;
Possesmiis: +2 light mace, 42 kuther a m o r , 1 potion ofeaglc's
+16; Srr 8,Dex 12, Con 10, Int 14, Wis 18,Cha 14.
splmdor, I phon of owl's wisdom, ring of mind shielding,
S k i h and Buts (160/6): Appraise +12, Bluff +lCraft
l,
12,340gp. Or: 35,000 gp total value.
(career activity) +E, Decipher S c r i p +12, Diploinacy
16
I7
LFVFT,
14
+17,Gather Information t i 3 , Knowledge (field of expertise) +22, Listen +16, Profession (career) +24, Search +IO,
Sense Motive +14, Spot +IS; Alertness, Diligent, Improved
Initiative, Iron Will, Lightning Reflexes, Negotiator.
Posscwonr: +3 light mme, +3 lcnther armor, 1 potion of eagle's
sylendor, 1 potion of owl's wisdom, ring of mind chieldsng,
44,340gp. Or: 100,000 gp total value.
*----,
-,
<
,-.
WYLYYY,.,,
-..
I"
IIICLLC
urLLLL2
uIIw
lculi
",.
UluuV
T7, blalL
r.zLtJgldrsmirhinp)
LFVFL
;;
LFVFL
-,
-"
IEST
[), Tmproved
(longsword),
+I Eongrword,
,1value.
)d 30 ft.; AC LEVFZ I1
2t-p c13; Atk
- +IZ ranged
Atk +16/+11
2/+7 ranged
S Q -; Save
4,Int 10, Wis
iorsmithing)
+3, LraR (weaponsmrthing) + 3 , Hiandie hima1 +4,
Intimidate +4, Jump +5, Ride +4, Spot +3, Swim +5;
LEVEL I 1
CR 12; HD 12d10+243 hp 94;Init t5; Spd 30 ft.; AC
25, touch 12, flat-footed 24; Base Aik +12; Grp +16;
Atk +20 melee (ld&+l0/17-20/~2, longsword) or + I 4
ranged (Id10+1/19-20/~2,heavy crossbow); Full Atk
+20/+15/+10 melee (1 d8+3O / i S - 2 0 / ~ 2 , longsword) or
+14/+9/+4ranged (ld10+1/19-20/~2, heavy crossbow);
SA -; SQ -; Save Fort +IO, Ref +5, Wi!1+5; Srr 18, Dex
13,Con 14,Int 10, Wis 12,Cha 8.
skds and Feats (30/fZ): Climb *6, Crafi (krmorsmithing)
Handle Animal +4,
+4, Craft (Weaponsmithing) 4,
Spot +4, Swim +5;Cleave,
Inrimidare +4, Jump +6, Ride 4-4,
Dodge, Great Cleave, Greater Weapon Focus (longsword),
Greater Weapon Specialization (longFword), Improved
Critical (longsword), Improved Initiative, Mobility, Power
Attack, Spring Attack, Weapon Focus (longsword),Weapon
Specialization (longsword).
~ossersionr:+2 f.11 plate, +i
heavy steel s,~icM,nng ofpTotection +I, +2 Eongswurd, +I heavy crossbow, 9,500gp. O r 27,000
gp total value.
LEVEL
13
CR 13; HD 13d10+26; hp
LFVFL I+
CR 14; HID 14d10+28; hp 109; Init +5; Spd 30 ft.;
AC 27, toitch 12, flat-footed 26; Base Atk +14; Grp +18;
Atk +22 melee (IdR+Z0/17-20/~2, longsword) or +I 6
Ln
IU,
.nu
AC 30, touch 1
Atk +25 melee
ranged (Idlo+:
+25/+2O/+ 15/+1
or + 2 9/+ 1 4/+9/bow); SA -; SC
Dex 13,Con 14,
5 k t h and Feeat:
+5, Craft (Me;
Intimidate +5,Ji
Combat Reflew
Focus (hngsu
{longsword), In
Iniriative, Iron
Attack, SpringA
T5
Intimidate +5,Jump +6, Ride +4,Spot +5, Swim +6; Cleave, LFVFL 18
Combat Reflexes, Dodge, Great Cleave, Greater Weapon
CR 18; HD lSd10+36; hp 139; Init +5; Spd 30 15.;
Focus (longsword), Greater Weapon Specialization
AC 32, touch 13, flat-footed 31; Ease Atk t18; Grp +23;
(longsword), Improved Critical (longsword), Improved
Atk +29 melee (ldS+lT/lT-20/~2, longsword) or +21
Initiative, Lightning Reflexes, Mobility, Power Attack,
ranged (ld10+2/19-20/~2, heavy crossbow); Full Atk
Spring Attack, Weapon Focus (longsword), Weapon
+29/+24/+l9/+14 melee (Ids+l3/17-20/~2, bngsword)
Specializat on (longsword).
or +2~/+16/+11/+6ranged (Id1 0+2/19-20/~2,heavy
Possesstor?r: +2 Fill plate, +2 heavy dcrl shield, amuld ~ , f crossbow); SA -; SQ -; Save Fort +13, Ref t.9, W a +9;
natuvul m v o r +2, nng o f p f e c f m +I, +3 longsword, +T heavy
Str 19 (22), Dex 33, Con 14,Int 10, Wis 12, Cha 8.
crossbow, 21,500 gp.Or: 59,000 gp total value.
SkilIs and Feats (42/27): Climb +8,Craft (Armorsrnithmg)
1
Animal +5,
Intimidate +5,jump +7, Ride +5,Spot +5, Swim +8; Cleave,
--r---
LEVEL T
CR i; HI3 Id8+i; h p 9; h i t +I;Spd 30 ft.;AC 13,touch
13,flat-footed 12; Base Atk +o;Grp +z;.4tk +2 or +3 melee
(Id6+2/~2, unarmed strike or ld6+2/x2, kama) or +I
ranged (ld4+2/x2, sling); Full Atk +2 or +3 melee (ld6+2/
LEVEL 1 9
x2, unarmed strike or ld6+2/x2, kama) or + I ranged
C R 10; HD 19d10+39; hp 166; Jnit 4-5;Spd 30 ft.;
(ld4+2/x2, sling); SA flurry of blows, unarmed strike; S Q
AC 32, touch 13, flat-footed 31; Base Atk +19; Grp t26;
-; Save Fort +3, Ref+3, Will +4;Str 14, Dex 13, Con 12, Int
Atk +32 melee (ld8+15/17-20/~2, longsword) or +22
IO, Wis 15, Cha 8.
ranged IdlO+2/l9-20/~2,heaw crossbow); Fir11 Atk
Skills and Feats (16/2): Balance +4, C h b +3, Escape
+32/+27,+22/+1? melee (Id 8+ 15/17-2O/x2, longsword)
Artist -1-2,Hide +3, Jump +2, Listen +3, Move Sdendy +2,
or +22/+17/+12/+7 ranged (ld10+2/19-20/~2, heavy
Spot +3 , Swim +3, Tumble +4; Dodge, Improved Unarmed
crossbow); SA -; SQ -; Save F Q +14,
~ Ref t9,Will +9;
Strike, Stunning Fist.
Str 19 (25), Dex 13, Con 14 (16), Int IO, Wis 12,Cha 8.
Possessions: Masterwork kama, sling, 550 gp. O r 900 gp
r
Ski1 Is n nd ~ m t(44/17):
Climb +lo,C& (Armorsmithing)
total
value.
+6, Craft (Weaponsrnirhing) +6, Handle Animal +5,
Ride c5, Spot +5, Swim til; LEVEL 2
Intimidate t.5, Jump +IO,
Cleave, Combat Reflexes, Dodge, Great Cleave, Greater
CR 2; H D 2d8+2;hp 14; h i t +l; Spd $0ft.;AC 13,touch
Weapon Focus(hgsword), Greater Weapon Specialization
13, flat-footed 12; Base Atk +I; Grp +3;.4tk +3 or +4 meIee
(longsword), Improved Critical (longsword), Improved
(Id1;+2/x2, unarmed stnke or ld6+2/x2, kama) or +2
Initiative, ~ r o nWill, Leadership, Lightning Reflexes,
ranged (ld4+2/x2, sling); Full Atk +3 or +4 melee (1d6+2/
Mobility Point Blank shot, Power Atcack, Spring Attack,
x2, unarmed strike OT ld6+2/x2, karna) or +2 ranged
Weapon FOCUS (longsword),Weapon Specialization (long(1d4+2/x2, sling); SA ff urry of blows, unarmed stnke; SQ
SWQrd).
evasion; Save Fort +4, Ref +4, W d +5;S h 14, Dex 13, Con
hswssionr: +4 fdl plate, t3 heavy steel shield, arnulcf uf
12, Int 10, Wis 15, Cha 8.
natuml umur +z,rrng of p i c c h o n + 2 , 4 Iongsworrl, +2 heavy
Skrllr and Feats (aO/4): Balance +4,Climb +3, Escape Artist
of Giant strength +6, pink Ioun stone,52,500 gp.
C T O S S ~ O I Vbelt
,
+2, Hide +3, Jrunp +2, Knowledge (arcana) tl, Knowledge
Or.I 70,000 g p total value.
(religion) +1, Listen +3, Move Sirentry +2, Sense Morive
+4,Spot +3, Swim +3,Tumble c4; Cornb~tReflexes, Dodge,
LEVEL a 0
Unarmed Smke, Mobhy, Siunning Fist.
Improved
C R 20; HD 20d10+42; hp 175; Init +5; Spd 30 fi.;
Possessions:
Masterwork kama, s h g , 1,650 gp. Or: 2,000
AC 34, much 15, flat-footed 33; Base Atk +20; Gtp +28;
g
p
value.
total
,
or +23
k k t34 melee ( l d 8 + 1 6 / ~ ~ - 2 0 / x 2 longsword)
1
~,
ranged ! I ~ T O + ~ / I Y - ~ ~ / X heavy
crossbow); Full Atk
--
\
i
LFVFL 3
CR 3; HD 3d8+3; hp 20; h i t +I; Spd 40 ft.; AC 13, touch
13, flat-footed 12; Base Atk +2; Grp +4;.4tk +4 or +6 melee
(~d6+2/x2,unarmed srrike or ld6+3/x2, kama) or 4-4
ranged (ld4+2/x2, s h g ) ; hull Atk +4 0-+b melee (id6+2/
x2, unarmed stnke or 1d6+3/d, kama) or +4 ranged
(ld4+2/x2, sling); SA flurry of blows, unarmed strike; SQ
evasion, still mind; Save Fort +4,Ref -14Will
, +5; Srr 14,
Dex 13, Con 12, Int 10, Wis 25, Cha a.
SkrElsand~eats~24/5):Balance+4,Clim~~+3,Concentration
+2, Diplomacy +2, Escape Atxist +2, Hide c3, Jump +2,
Knowledge (arcana) +,I Knowledge (reIigion) +I, Listen
+3, Move SdentIy +2, Sense Motive 4,Spot +3, Swim +3,
_ - _ _ -,.,.
4
sling, 2,000 gt
CR 4; 'tlD 4d8+4; hp 25; Init +2; Spd 40 ft.; AC 14,
touch 14, flat-footed 12; Base Ark +s; Grp +5; Atk +5 or LFYFL 7
+7 melee (1d8+2/x2,unarmed smke or Id6+3/x2, kama)
CR 7;HD 7'd8+7; hp 42; Init +2; Spd 50 ft.; AC 17, much
or +6 ranged (ld4+2/x2, sling); Full Atk +5 or +7 melee
16, ff at-fmted 15; Base Atk +5;Grp +7;Atk +8 or +9 melee
(1ds+2/x2 unarmed xtnke or 1d6+3/x2, kama) or +6
(ld8+2/x2, u named strike or ld6+3/x2, karna) or +8
ranged (1d4+2/x2,sling); SA flurry of blows, KI s t r h
ranged (id4+:>/x2, sling); Full Ark +8 or +9 melee (1d8+2/
(magic), manned strlke; SQ evasion, slow fall 20 ft., s t l l l
XZ, unarmed strike or ld6+3/x2, kama) or +8 ranged
mind; Saw Fort +5,Ref +6, W d +6; Sts 14,Dex 14,Con 12,
(~d4+2/x2,shmg); SA ffurry of blows, Kt strike (magic),
Inr 10, Wic 25, Cha 8.
W 30 ft.,
unarmed stril:e; SQevasion, purity of body, ~ O fall
SkiIFsan&Feats( 28/5): Balance +6,Climb +3,Concentration
StilI mind, wlioleness of body; Save FOK +7, Ref +8, Will
+2, Diplomacy +2, Escape Artist +4, Hide c4, J u m p +3,
+8; S t r 14,De:~ 1 4Con
, iZ,Int 10,Wis 15,Cha 8 .
- 1
- ~ i i r n+ 5~,
, /,-I.*\
m
Knowledge (arcana) +1, Knowledge (religion) +I, Listen
Shills and .tears
\ + U / { J Balance +/,
c3, Move SiIently +3, Sense Morive +4, Spot +3, Swim 4-3,
Concentration t3, Diplomacy +2, Escape f i s t +5, Hide
Tumble +6. Combat Reflexes, Dodge, Improved Unarmed
is, Jump+s, Knowledge (arcana) +3, Knowledge (religion)
Strlke, Mobility, Stunnhg Fist, Weapon Focus (kama).
4-3,Listen t3,Move Silently +T, Sense Motive +4, Spot +5,
Possessloris: +I kama, masterwork sling, 650 gp. a:3,300
Swim +3,Tumble +7;Combat Reflexes, Dodge, Improved
g p total value.
Disarm, Improved Unarmed Stnke, Mobiliq Stunning
Fist,
Weapon FQCLIS(kama), Weapon Focm (unarmed
LEVEL 5
l _ _ "
l r G Y G L
-1.
LEVEL
strike).
strike).
Possessions: Bracers of armor +I, nng of protectmn +I, + I
kuma, masterwork sling, 1,500 gp. Or: 7,200gp toral
value.
+9,Will +io; Str 14, Dex 14,Con 12, Int 10,Wis 16,Cha
8.
-.
--
---
/
/
_+
--------
-m--A
---
- ----
-.--
----
-/-I
IJ F V F L IO
CR 10;HD lodS+lo; hp 58; h i t +2; Spd 60 ft.; AC 20,
touch 18,flat-footed 18; Base Ark 4-7; Grp +9;Atk +IO or
+T2 melee (ld10+2/19-20/~2, unarmed strlke or Id6+4/
I
ranged (Zd4+3/x2,sling); Full Afk +i0/+5
XZ, kama) or +O
OT +I 2/+7 melee (id3 Ot2/19-20/~2,-Inarmed smke or
ld6+4/x2, kama) or +10/+5 ranged {1&+3/jr2, sling); SA
flurry of blows, K Estrike (lawful, magic), unarmed strlke;
SQevasion, improved evasion, purity cf body, slow fall 50
Et.,Stdl mind, wholeness ofbody; Save Fort +R, Ref+9, W d
+IO; Srs 14,Dex 14, Con 12, Int 10,Wi: 16,Cha 8.
Skillsand&eats (52/8):Bahnce +9,Climb 4-5,Concentration
+4,Diplomacy +3, Escape Artist +5, Hide -1.5, Jump +5,
Knowledge (arcana) +4,Knowledge (religion) +4, Listen
+4, Move Silently +3, Sense Motive +5.Spot +6, Swim +s,
Tumble +9;Combat Reflexes, Dodge, h p r o v e d Critical
(unarmed strike), Improved Disarm, Improved Unarmed
Strike, Mobility, Stunning Fist, Weapon Focus (kama),
Weapon Focus (unarmed strike).
nduia) UI
LEVEL 1 1
CR 11; YD Iid8+11; hp 64;Init
-13
idiigcu ~ r u r r - r , n +J
T J V L
I U L ~
36-4/
+14/+9 melee (2d6+2/19-20/~2,una
rry of
XI, kama) or + ~ 3 / + 8ranged (ld4+4/x
abunblows, Ki strike (lawful,magic),unar-..
danE step, diamond body, diamond soul, evasion, improved
evasion, purity of body, slow fall 60 ft., sdE mind, yrTholeness of body; Save Fort t9,Ref +IO, Will + t i ;Str 14-, Dex
15,Con 12,Int 10, Wis 16, Cha 8.
shills and Feats (64/9): Balance +9, Climk +6,
Concentration +4, Diplomacy +3, Escape Artist +7, Hide
+6, Jump +6, Knowledge (arcana)+4, Knowledge (rehigion)
4,Listen +5,MQWSilently +6, Sense Motive +6, SQot +7,
Swim +6, Tumble +9; Combat Reflexes, Dodge, Improved
Critical (unarmed strike), Improved Disarm, Improved
Grapple, Improved Unarmed Strike, Mobility, Smnning
Fist, Weapon Focus (kama), Weapon Focus (unarmed
I
'5
(-
".
of body, slow fall 70 ft., stif1 mind,whoIew e Fort +IO, Ref +22, Will +13; Str 14,Ilex
!, Int 10,Wis 16 (18),Cha 8.
Feats (72/10): Balance +IO, Climb +6,
+5, Qiplomacy +4, Escape Artist +8, Hide
Knowledge (armna) +6, Knowledge (relin +8, Move Silently +7, Sense Motive +7,
i-6, Tumble +lo; Combat Reflexes, Dodge,
ical (kama), Improved Critical (unarmed
7ed Disarm, Improved Grapple, Improved
:e, Mobility, Stunning Fist, Weapon Focus
n FOCUS (unarmed strike).
mulet of natural a m o r + 1, bmcprs Of Umor +3,
'1 +I, c3 kama, +2 sling, gloves of DcKfrnt)' +2,
m +2,11,000 gp. Or: 59,000 gp rota! value.
LEVEL
16
LFVFL
I8
17
APPENDIX:
NPC
STATS
.
LFVFL
LEVEL 2 0
C R 20; R D 20d8+22; hp 133; h i t +6; Spd 90 ft.; AC
33, touch 27, flat-footed 27; Base Atk +15; Grp +22; Atk
+19 or +2+ meIee (2d10+3/19-20/~2, unarmed strike or
Id6*8/19-20/~2, kama) OT +23 ranged (ld4+5/x2, sling);
Full Atk +19/+14/t9 or +24/+19/+14melee (2d10+3/1920Jx2, unmned strike OT ld6+8/19-20/~2, kama) or
+23/+18/+13 ranged (1d4+5/x2, s h g ) ; SA flurry ofblows,
LFVFL I
CR I; HD I d l m i ; hp 1 1 ; h i t -1; Spd 30
9, flat-footed 17; Base Atk
+l;Grp +3; A\tk +4 melee (Id8+2/19-20/~2,
longsword or +o ranged ( 3 d8/x3, longbow);
Full Atk t4 melee (ld8+2/19-20/~2, longsword) or +O
SA smite evil ?/day; SQaura of -,
ranged ( i d 4 , / ~ 3longbow);
,
good, deterf w7l;Save Fort +3, Ref
8, Con 12, Tnr IO,Wis 13, Cha IS.
S h h anr'Fcuts ( P / I ) : Concentration +3, Diplomacy
+3, HandJe Animal +3, Heal +3, KnowIedge (religion) +I, Smse Motive 42; Weapon Focus (Iongsword).
ft.;AC 17,much
?,50@
g p total value.
LFVlEl, 4
CI2 4; KD 4d10+4;hp 30; Init -I; Spd 30 ft.; AC 19,
touch 9, flat-footed 19;Base Atk 4;Grp +6; Ark +7 melee
(ids+2/19-20/&, longsword) or +4 ranged (Id8/x3, tongbow); Full Atk +7 melee (1ds+2/19-20/~2, longsword) or
+4 f;mged (1d8/x3, longbow); SA smite evil i/dap turn
undt:ad S/dav; S Q a u r a of courage, aura of good, detect cud,
rlfwi,
.,le grace, divine health, lay on hands; Save Fort +7,Ref
yII
+2, W a +5;Str 14,Dex 8, Con 12, Int 10,wi3 14, Cha 15.
LFVFL 5
CR 5; HD 5d10+5; hp 37; Init -1; ,Spd 30 ft.; AC 19,
touch 9, flat-footed 19;Base Atk +5; G y +7;Ark +8 melee
(ld8+2/19-20/~2, longsword) or +5 ranged (lds/x3, longbow); Full Atk +8 melee (ld8+2/19-20/~2,longsword) or
+5 ranged (id~/x3,longbow); SA smite evil zjday, turn
undead SJdaY; SQaura of courage, aura of good, detect evil,
divine grace, divine health, lay on hands, special mount
(empathic link, improved evasion, share saving throws,
share spells); Save Fort +7,Kef +2, Will
Str 14, Dex 8,
Con 12,Int IO,Wis 14,Cha 15.
Shills and Ruts (l6/2): Concentration +3, Dipbmacy +3,
Handle Animal +3, Heal +-+, Knowledge (nobility and royalty) +I, Knowledge (religion) 4-4, Ridt. +3, Sense Motive
+3; hproved Turning, Weapon Focus (longsword).
Paladm SpeIFs hepared (I; save DC 12 + spell level): 1st
7 6 ;
-bless.
Possearms: M l plate, masterwork heavy steel shield,
masterwork longsword, masterwork longbow, 3,300 gp.
Or: 4,300gp total value.
LFVFL
LFVFL 7
CR 7; H D 7d10+7; hp
i
I I
-?
1
1
I
1
G i1
@i
.A
L_
I E WORLD'S LARGEST C I T Y
__
sword).
Pulndirt Spek m a r e d ( 1 / 2 / 2 ; suw DC 12 + spell !cud): 1st
3rd -praver.
PQSWSWTS:
42 full plate, +I heavy steel shield, nng of protectrorr +I, +2 Inrzgsword, masterwork longbow, doak of
Chnnsmr~+2,6,500gp. or:27,000 g p total value.
TXVFL
13
., ---- ., ,-,,.
Skrh and Feats (34/5): Concentration +6, Diplomacy +6,
Handle Animal +7,Kea! +6, KnowIedge (nobiIiry and m y alty) +3, Knowledge (religion) 46, Ride +6, Sense Motive
c6; Improved Critical (longsword), Imprwed Turning,
Mounted Combat, Ride by Attack, Wmpon FKUS (longsword).
a
r
e
d (3/2/1; save DC 12 + spell Ieud): 1st
Paladin spells m
-bless, cure light wounds, magic weapon; 2nd -shield ather,
zone oftmth; 3rd -prayer.
Posscss~ons:+2 f i l l plate, +Z heuvy steel chwld, nng ofpmtect10n +I, +3 longnvord, +I longbow, c h b OJ charisma +2, 9,500
gp. Or: 45,000 gp total value.
LEVEL
I5
.,.,
" _"".<.,, *
", Y l y L v l ' n a L y
+8, Hand:e Animal +9, Heal +6, Knowledge (nobility
and rovalm) +5,Knowledge (religion) +6, Ride +8, Sense
,>Y,
u
,
.
Y " I . L . * I L * U L I " I I
LVFL
'7
dlLIlc3 UIIW
Ltl(l>
f+U/
0).
LVllCClIlldllUll
+a+ U l ~ l O l l l d L Y-6.
Handle Animal +9, Heal +6, Knowledge (nobilrty and rovalty) +5, Knowledge (religion) +6, Ride +8, Seiise Motive
+6; Improved Critical (longsword), Irnprovei?I
Turning.
Mounred Combat, Ride by Attack, Spirited Charge,
Weapon FOCUS(longsword).
I
I
THEWORL
..
LEVEL 1 8
CR 18 HD 18$10+18; hp 121; h i t -1; Spd 30 ft.; AC
30, touch 11, flat-footed 30; Rase Atk +28; Gtp +20; Atk
+25 meire (ld&+7/19-20/~2,longsword) or +18 ranged
(ld8+l/x3, longbow); Full Atk +25/+20/+15/+10 melee
(168+7/19-20/~2, longsword) or + I x/+I 3/+#/+3 ranged
(id8+i/x3, longbow); SA smite e d 4/day, turn undead
8/day SQaura of courage, aura of good, d&ct mI, divine
grace, dizine beatth, lay on hands, remove disease week,
special mount (command creatures of same kind, empathic
link, improved evasion, improved speed, share saving
throws, share speus, spell resistance); Save Fort +17, Ref
+IO,Wilt +13; S t r 14, Dex 8,Con 22, Int 10,Wis 14, Cha
18 (20).
Sk~lEs tmd k u t s (42/7): Concentration +8, Diplomacy
t8, Handle Anima! +9, Heal +6, KnowIedge (nobility
and rovalty) +5, Knowledge (religion) +8, Ride +8, Sense
MOtiVe +6; Improved Critical (hgsword), Improved
Turning, Mounted Combat, Ride by htack, Spirited
Charge, Trample, Weapon Focus (longsword).
Pahdtt! Spells Repared ( 4 / 3 / 2 / l ; save DC 12 + spell h d ) :
1st - bkrs, bksF water, cum light tcmmds, mafic wedyon; 2nd
- remme paralysis, shield other, zone of tmtJ2;3rd - rnngic
circle ngarnst evil, prayer, 4th -cure wriour wounds.
~ossess~onr:
4 f u I I plate, +4 heavy steel s h i ~ l da, m ~ kotf n a b ral armor +I, nng ofprotection +2, +S long~ttrod,+ I longbow,
cloak ~f Chansmo +2,30,500gp. Or: 130,000 g p total value.
1 -
.,..,..., ......
, ,, , ,. YY..-.,I..AI.-\ ..
-T-----J
+IO, HandIe Animal +TI, Heal +7, Kcowledge (nobility
and mvalty) +5, Knowledge (religion) +s,Ride t ~ Sense
,
Motive +3; Improved Critical (long:word), Improved
Turning, Mounted Combat, Ride by Attack, Spirited
Charge,Trample, Weapon Focus (longsword).
Madin Spells Prepared ( 4 / 4 / 3 / 2 ; save 13C 22 + spell level):
Isr -bless, bless tunter, mw light u~ounds,mugx weapon;
2nd - eagles rplmdor, r m m e paralysis, rhield othw, ZQW of
tmtk; 3rd -magic circle against nnl, prayr, remove curse; 4th
- cum SenOUS wounds, holy SIUOrd.
-7
Posresmnc: +4 Jur!plate, +4 hmvy sterl s h i M , amulet ot namrul amor I, nng of pratechon +2, +5 longsword, +2 longbow,
cloak of Chnrrsmo i6,#,500 gp. Or:170,000gp total value.
LFVFL 2 0
CR 20; 140 20d10+20; hp 134, h i t -1; Spd 30 fr.; AC
30, touch 11, flat-footed 30; Base Atk +20; Grp +2$ Atk
+27 meIee (ld8+7/19-20/xZY longsword) or +?i ranged
(ld8+2/x3, longbow); Full Atk +27/+22/+17/+12 melee
(ld8+7/19-20/~2, longsword) or +21/+16/+11/+6 ranged
(ld8+2/x3,longbow); SA ?mite evil S/day, turn undead
io/day; SQ aura of courage, aura of good, detect EUSI, divine
grace, divine health, lay on hands, remove disease SJweek,
special moiim (command creatures of same k m d , empathic
link, imprnved evasion, improved speed, share saving
throws, share s p e k , spell resistance); Save Fort +20, Ref
+12, will -15; SZr 14,Dex 8,Con 12,Int IO, Wis 14,Cha 19
LFVFL
(25).
LEVEL I
-I
+4, Search 1, spot +3, Survival 4,Swim +3, Use Rope +4;
LFVFL 2
CB 2; HID 2d84-2; h p 15; h i r +2;Spd 30 ft.; AC 15,Touch
12, flat-footed 13; Base
+b
melee
- Longstrider.
-.I
'i
Cha 8.
Skills und reeats (48J5): Climb +3, Concentration 44,Craft
(bnwmaking) +3, 'Handle Animal +a, Heal +3, Hide +5,
Jump +4, Knowledge (geography) +3, b o w l e d g e (nature)
+5, Listen +4, Move Silentlv +5, Ride t6, Search +4,
Spot +4,Survival +4,Swim +4, Use Fhpe +5; Endurance,
Track, TWOWeapon Fighting, Weapon Focus (longsword),
Weapon Focus (short sword).
R m p Spdls Yrcpaved (1; snvc UC 11 1 spell level): 0
12,
Longstrider.
LEVEL
..
i
/
I:
LF,VF;b
I'
LEVEL 5
CR 5;H D 5d8+5;hp 31; h i t +3; Spd 30 ft.; AC 17, touch
13, flat-footed 14; Base Atk +5; Grp 4.7; Atk i 9 melee
(id8+2J 19-20jx2, longswordj or +x ranged ( t d8+2/x3,
composm longbow); Full Atk +9 melee (1d8+2/1920/x2, longsword), or +7 melee (id8+2/19-2~/~2,
Iong-
CR7;HD7dP+7;hp42;Initt3,Spd 3@ft.;AC17,touch
1 3 , flat-footed 14; Rase Atk +7;Grp +9; Atk +I1 melee
( 1 d~+3/13-20/x2, longsword) QT tll ranged (1d8+3/x3,
composite longbow); Full Atk +11/+6 melee (ld8+3/19z&'x~, Iongsword); or +9/+4 melee (ld8+3/19-2@/X2,
longsword) and +9/+4 melee (Id6+2/17-2O/X2, short
sword); or .t 11/+6 ranged (ld8+3/X3, composite Iongbow);
SA -; SQanimal companion (evasion, link, share spells),
favored Pnemy elves +2, favored enemy humans 4,
wiId
empathy, woodland strid?, Save Fort -6, Ref +8,Will +3;
Ftr 14, QPK 16, Con 7 3. Iiit 10,W s 12, Cha 8.
01yiii>
urf I n u n
{OW/ I ) .
Longstrid6.r.
Posseravw + I rtuddcd lenther, + I Fongswoni, masterwork
Short 5Wclrd, +I COWIpQSik lOTlgb0lU (4-2 sh), 900 gp. O K 7,200
gp total va I we.
LFVFL
JJFVFL 10
C R 10;HD 1Od8+ 10;hp 59;h i t +3;Spd TO ft.;AC 11
14, flat-footed 14;Base Atk +io; Grp +12; Atk +14
(ld8+3/17-20/~2, longsword) or +I6 ranged (Id&+,/ A,,
composite longbow); Full Atk c l 4/+9 melee (ld3+3/1720/X2, longsword); or +12/+7 melee (Id8+3/17-20/X2,
longsword) and +12/+7 melee (ld6+3/19-2O/X2, short
sword); or +16/+11 ranged (ld8+3/x3, composite longbow); SA -; S Q animal cornpanion (evasion, link, share
spells), evasion, favored enemy dwarves +2, favored enemy
elves +z,favored enemy humans +6, swift tracker, wild
empathy, woodland stride; Save Fort +H, Ref + i 1, Will +4;
Str 14, Dex 17 (ly), Con 13, Int IO, Wis 12, Cha 8.
S h i h and Fmts (78/8): Climb +6, Concentration +6, Craft
(bowmalung) +7, Handle Animal +7, Heal +3 , Hide +7,
Jump +6, Knowledge (geography) +6, Knowledge (nature)
+8, Listen +4, Move Silently +7, Ride +IO, Search +4,
Spot +4,Survival +6, Swim +6, Use Rope +7; Endurance,
h p r o v e d Critical (longsword), h p r o v e d Two Weapon
Fighting, Point Hank Shot, Tmck, Two Weapon Fighting,
Weapon Eocus (longsword), Weapon Focus (short sword).
Ranger Spells h p a r c d (2/P: save DC 11 + spell kid): 0
-Jump, Longstrider; 1st -Snare.
Porrcsrions: +I s i d e d leather, +I longsword, +I short sword,
+I compo<rtt.h g h o w (+Z Sir), glover sfDexterity +2,4,000 gp.
Or: 16,000 gQ total value.
LFVFL q
CR 9;HD 9d8+9; hp 53;h i t +3; Spd 30 ft.; AC 37, touch
13, flat-footed 1% Base Ark +9; Grp + T i ; Atk +I3 melee
(ld8+3/17-20/X2, longsword) or +I 4 ranged (%d8+3Jx3,
composite longbow); Full Ark +13/+8 melee (ld8+3/1720Jx2, longsword); or + I 1/+6 melee (ld8+3/17-20/X2,
longsword) and +ii/+b melee (1 d6+3/24-2Q/~2, short
composite longbow);
sword); or +14/+9ranged (id8+3/~3,
SA -; SQ animal companion (evasion, link, share spells),
evasion, fivored enemy elves +2, favored enemy humans
+4, swift tracker, wild empathy, woodland stride; Save Forr
+7, Ref +?. W d +4; Sir 14, Dex 17, Con 13, Int IO,Wis 12,
Cha 8.
Skills 611:1Feats (72/$): Climb +5, Concentration +6, Craft
(bowmaking) +7,HandIe Animal 4, Heal t3, Hide 4.6,
Jump +6, b o w l e d g e (geography) +4,&owIedge (nature)
+6, Listen +4,Move Silently t6, Ride +8, Search 4,
++
IIIC~CCiiuDttli/--Lu/nr,
WIUIL
~ W U K U ) ,ur
+~>/+in/trj
17
LFVFL 16
CR 16; HD 16d8+16; hp 92; Init +5;Spd 30 ft.; AC
23, touch 16, flat-footed i 8 ; Base Atk c16;Grp +20;
+23 melee (ld8+6/17-20/X2, longsword) or i 24 ranged (lds+6/X3, co----- ite longbow); Full Atk +23/+18/+
melee (ld8+6/17-20/X2, longsw
or +21/+1 hJ+i i/+6 melee (Id8+6
Ark
2 0 / ~ 2Ionqsword)
,
and +21/+16/+1
short
melee (ld6+6/17--2U/X2,
sword); or +24/+19/+14/+9 ranged
(ld8+6/X3. composite 1ongbow);
SA-; SQanimaI companion (devotion, evasion, link, share spells),
camouflage, evasion, favored enemy
dwarves +,: favored enemy elves +2,
favored enemy haIflings +2, favored
enemy humans +8,s v d t tracker, wild
empathy, woodland stride; Save Fort
+ I T , Ref +15, Will +7; Str 14 (I$),Dex
P9 (21),Con 13, Int IO, Wis 12 (I+),
Cha 8.
SklIES all i Feats (Il4/jll): climb +8,
Concentrarion +8,crafi (bowmaking)
+9, Handh Animal +9, Heal +8, Hide
+9, Jump +8, KnowIedge (geography,
t8, h o w e d g e (nan~re)+I@, Listen +9,
Move Silfntly +9, Ride +12, Search +S
Spot +9, ;urvlval +7, Swim +8, Use R01
+12; Endurance, GreaterTwo Weapon Figh ....,
L~AILIU
-7,
L u L i L c i i L i a t i u i i TO,
I,FVFL
18
19
. ..
..
LFVFL 2 0
CR 20; HD 20d8+20; hp 114; Init +7; Spd 30 ft.; AC
26, touch 18, flat-footed 19; Base Attk +20; Grp +24;
Lwcr,
,, . . .. -...... - _.
, - ,
+3&; SQ evasion, trap sense +2, trapfinding, uncanny
dodgy; Save Fort +3, Ref +8, WiIl+2; Str 12, Dex 16,Con
23, I n t 14, Wis 10, Cha 8.
Skills and fet'eatr (90/3): Appraise +2, Balance +7, Bht?f
+4, Cbmb +3, Craft (trapmaking) +3, Decipher Script +3,
Y
e.;
APPEND~X:
NPC STAT
LLFYFL q
CR 9; D 9d6+9;hp 43;Init +7; Spd 30 ft.; AC 19, touch
13, flat-footed 16; Base Atk +6; Grp +7;Ark +IO melee
(i&+2/19-20/~2, short sword) or +eo ranged (ld6+1/x3,
shortbow', Full Atk +10/+5 melee (ld6+2/19-20/~2, short
sword) or +10/+5 ranged (ld6+1/x3, shortbow); SA sneak
roved uncanny
iy dodge; Save
dodge, trap sense +3, trapfinding,
.:on 13,Int 14,
Fort t4, Ref +lo, W a +3; S t r 12, LLWis IO, Cha 8.
skillc and h u t s (130/4): Appraise +4, Ba lance +9, Sluff
+4, Climb +4,Craft (trapmaking) +4, Deci pher Script -1-6,
Diplomacy t.2, Disable Device +7, Disguise +7, Escape
Artist +7, Forgery +5, Gather Informatio:n +4, Hide +9,
Intimidate +2, Jump +4,Knowledge (1oicall 4, Listen
i 6 , Move Sdently +9, Open Lock +9, Se arch +6, Sense
Motive +4, Sleight of Hand +8, Spot +6, SuTim +3, Tumble
+9, Use Magic Device +5,Use h p e 1-6;DCbdge, Improved
Initiative, Point Blank Shot, Weapon Finesse.
Possessions: t2 buckIer, bracers of armor 4-2,)Ing ofprot~ction
shortbow, 1,000 gp. Or:16,000 g p total
+I, + I short sword, +I
value.
LEVEL 1.2
CR I 2; HD 12d6+12; hp 56; Init +9;Spd 30 ft.; AC 22,
touch 16, flat-footed 17; Base Atk +9; Grp +lo; Atk +15
melee (ld6+2/19-20/~2, short sword) or +IS ranged
L t V t l r J+
cnppiing
ist, sneak anack +sd6; SQ evasion, 6
improved uncanny dodge, map senst
uncanny dodge; Save Fort +6, Ref +15,T
19 (21), Can 13, Int 14, Wis 10,Cha 8.
ulLIu
Skills nnd Fmts (190/6): Ajymise +7, uffldllcc
+7,Climb +8, Craft (trapmaking) +7,Decipher Script +8,
Diplomacy +4, Disable Device +S, Disguise 4, Escape
Artist +12, Forgery +7, Gather Information t6,Hide +13,
Intimidate t4, Jump +6, Knowledge (loml) +6, Usten
+8, Move Silently +13, Open Lock +13, Search +8, Scnse
Motive +8,Sleight of kknd +11,Spot +8, h i m +7,Turnble
+%I,Use Magic Device +8,Use ROpe+lI; Dodge, I m pwed
n
.
.
Initiative, kiobiliry, Point Bhnk shot, Shot on the AUH,
Weapon Finesse.
fissewnn<: Amtrlcf of n a f w u l armor +I, bracers o j a m o r
+ 4 , nng o f pmtectron +2, +2 short sword, +I shortbow, glavps of
n~xleiity
+2, 36,000 gp. Or: 77,000 gp total value.
( * a b + i f m , snorroow); >t\
'7
15
16
'
LFVFL
I
\
RCP=R F RS
19
-1
I
!
a0
r
i
sa
-daze, detect magx, flare, m a g hand, read magic; ist -pmtecfton .born evil, sIccp.
Poss~rsions:Hakpear, masterwork light crossbow, 1,650
gp. Or: 2,000 gp total vahre.
LFVFT,
=
o
,wrcercr
L ~ p ~ nriulh'ri
~t'
-daw.
{DID,
MVL
WL
IL
3yrri
ti-
rtvt-~l.
LFVEL 4
CR 4; F D +d+t* hp IS; h i t +2; Spd 30 ft.;AC 13,touch
12, flat-footed 11; Base Atk +2; Grp +1; Atk +1 melee
(1d&l/x3, halfspear) or +5 ranged (ld8/14-20/~2, light
crossbow-'; Full Atk +1 melee (ldGl/x3, ha&pear) or
+5 ranged (ld8/19-20/~2, hghr crossbow); SA -; S Q
familiar (,\Zertness, deliver touch s p e h , empathic link,
improved evasion, share spells); Save Fort +2, Ref +3,Will
+5;Str 8, Dex 14, Con 13,Int 10,Wis 12,Cha 16.
skills m i d Feats (14/2): Concentration +3, Diplomacy +4,
KnowIedge (arcana) +4,Listen +2, Spellcraft +4; Greater
spell Penetration, Spell Penetration.
Smcwer Spells Known ( 6 / 7 / 4 ; save DC 13 + spell h d ) : 0
- daze, detect magic, j u r e , muge hand, mmuge, read muqc;
1st -fcatherfull, pwtectron fmm wd, s h p ; 2nd - hypnotic
pattern.
Possesaona Bracers of a m o r +I, halfspear, mastenvork
light crosqbow, 950 gp. Or: 3,300gp total value.
LEVFL 5
CR 5; ZtD 5d4+5;hp 19;Init +2;Spd 30 ft.; AC 13,touch
22, flat-footed 11; Base Ark +2; Grp +I; Atk +I melee
(I&-I/x~. halfspear) or +5 ranged (Id8/19-20/~2,light
crossbow ; Full Atk +I melee (IdGl/x3, halfspear) or
LEVEL
,
I
1
1
- .
3RLDS LARGEST C l T Y
e-
(6/:
SpeIbj K ~ O I \ W
mark , daze, detect magic, pore, mage firand, message,
rcnd map:; 1st - color spa!I, featherfull, yotechon from m1,
slccp; 2nd - h:Vpnohc patter71,pyrotechnics; 3rd -claii-audimceJc1airvoyunr:e.
Possrssions: B:rucefi of awnor +I, halfspear, masterwork
light crossbow,4,300 gp. c: 5,600 gp total value.
SPYC
__I
LVL 7
CR 7;HD 7d[4+7; hp 26; Init f2; Spd 30 ft.; AC 14, touch
I 3, flat-footed 12; Base Atk +3; Erp +2; Atk 4-2 melee
(Id4-1Jx3, ha1fspear) or +6 ranged (Id8/19-20/~2, light
. . . ....
lr -~
8, Dex 14, Con 13, Int 10,Wis 12,Cha 17.
skills a l t d eats (24/4): Bluff +3, Concentration +5,
Diplomacv +4, Knowledge (arcana) 4,Listen +4, Spellcraft
+6, Sense Motive +2, Spot 4;
Alertness, Craft Wand,
I ,
LFVFT, IO
CR 10: HD 10d4+10;hp 37; Init +2; Spd
15, touch 13, flat-footed 13;Base Atk +s; Grp
30
ft.; AC
t.4; Atk +4
total value
LFYFI, 11
CR 11; HD lld4+11; hp 40, Init +2; Spd 30 ft.; AC
16, touch 13, flat-footed 1% Base Atk +5;Grp i 4 ; Atk +4
melee (id4--1/x3, halkpear) or +S ranged (ld8/19-2U/x2,
light croshow); Full Atk +4 melee ( l d 6 i J x 3 , halfspear)
or +8 ranged (1d8/19-20/~2, light crossbow); SA -; SQ
familiar (Alertness, deliver touch speus, empathic link,
improved evasion, share spells, speak with animals of its
kmd, speak with master, spell resistance); Saw Fort +4,Ref
+5,Wdl +P; Str 8 , Dex 14, Con 13, Int 10,Wis 12, Cha 17.
skills raid Fmtr (28/4): Bluff +3, Concentrarion +7,
Diplomam +4, Knowledge (arcana} +4,Listen +4,Spellcraft
+8, Sense Motive +2, Spot +4; Alertness, craft wand,
Greater Spell Penemanon, Spe I1 Penetration.
3VTCtTW
JprLl> h r l w w r l
/7/7/7/h/l
(0,
LFVFT, 1.2
CR 12; H D 12d4+12; hp 44; Init +6; Spd 30 ft.; AC 17,
touch 14, flat-footed 25;Base ntk +6;Grp +5;Atk +5melee
(ld&l/x3, halfspear) or +9 ranged (1d8/19-20/~2, light
crossbow); Full Atk +sJ+omelee (id-SlJx3,halfspear} or
+9/+4 ranged (ld8/19-20/~2,hght crossbow); SA -; SQ
familiar (Alertness, deliver touch spells, empathic link,
improved evasion, share spells, speak with animals o f its
kind, speak with master, speU resistance); Save Fort +5,
Ref t-6, Will +9;Str a, Dex 14,Con 13, Int 10,Wis 12, Cha
1s (20).
Conceiitration +8,
Skills and Feats (3015): Bluff -1-5,
Diplomacy +6, Knowledge (arcana) +4, Listen 4,
Spellcraft +9, Sense Motive +2, spot A; AhTneSs, crdt
Wand, Greater spell Penetmtion, Improved Initiative,
8peI1 Penetration.
Sorcerer ~pelEsKnown (6/8/7/7/7/6/3; suve DC 35 + spell
Iwel): a -prcane mwk, daze, aeScct magc, flow, ghost sound,
m a p hand, message, read magic>touch o f f a t r p ; 1st - color
sprrly, Jeatherfail, protechon fwm ml, sleep, v~ntnloqussm;2nd
- blur, daze monster, hypnotic pattern, pyrotechnics, t n r h d
hitkozls laughter, 3rd -blink, clairuudtence/cla~rv9.ance, fly
phantom steed; 4th -enmokon, hallucinatv twrmn, phnnt a m d killer, 5th -dream, feeblmind; 6th -mas< suggestion.
Possessions: Amulet ofnahml a m o r +1, bracers of armor +2,
nng of protechon +1,halfspear, masterwork light crossbow,
cloak of Chansma +2, 9,700gp. Or: 27,000 ~p total value.
LFVFL 'J
CR 13; HD 13d4.t.13; hp 47; Init +6; Spd 30 ft.; AC 18,
touch 14, flat-footed 16; Base Atk +6; Grp +5;Atk +6 melee
(1d4/x3, hdfspear) or +9 ranged (1dgJi9-10/~2,light
crossbow); Full Atk +&'+I melee (ld4/x3, halfspear) or
+9/+4 ranged {ldS/19-20/x2, light crossbow); SA -; SQ
faamili ar (Alertness, deliver touch spells, empathic link,
improved evasion, scry on familiar, share spells, speak
with animals of its kind, speak with master, spell resistance); Save Fort +5,Ref +$, W 8 +9,Str 8, Dex 14, Con 13,
Int 10,Wis 12, Cha 1 8 (20).
Skifh and F d s (32/5): Bhrff +5, Concentration +&,
Diplomacy +6, Knowledge (arcana) +4, Listen +4,
SpeUcraft +?, Sense Motive +3, Spot +4; Alertness, Craft
Wand, Greater Spell Penetration, Improved Initiative,
Spell Penetration.
--
LFVFL
I5
- .
WORLD'S LARGEST C I T Y
an1
hn
son, dream, feeblemind, pernstrnt imqr; 6th -ryrbitr, gm'J
qursf, ma55 suggestion; JTh -ethPnul ],zunt, Irmitd IdJlSh,
phasr door, 8th -nnhpathv, st intillding pattern,
runburst; 9th -astml pvo~ertron,Pthcmlncss.
Possessions: Aruukt of natural
amor +z,bmccrs of AWYN +5, ring of protection +2, +I halfspear, masterwork light
crossbow, cloak o,fChmrma +6, gloves of
D F ~ t c n t ~ +88,000
2,
si. Or: 170,000 g p
total value.
LEVEL 2 0
'"'
?' '
'57
9''
d level):
-arEaPIP
daze* ddedmfl$c*
flure, ghost
sound, m a p hand, message, read magic, touch offahgue; 1st color spray, featherfd, pro tectronfrom m E, sleep, venin Ioqrrism;
2nd - blur, daze monster, hypnotic pattern, pyrotechnics,
d 30 ft.; AC 17,tortch
Y
"
Y..
htk t8 or +8 rnelcr
(ld12+3/x3, greataxe or ld4+2/x2, spiked gauntlet); T:ull
Ark +8 or +8 melee (ld12+3/x3, gr 'eaTaR or 1 d 4 + 2 / ~ ,
spiked gauntlet); SA-; SQ--; Save Fort s6,Ref +3, Wdl
+2; S t r 15, Dex 24, Con 14,Int 8 , Wis 12, Cha IO.
skills and Feats (e/?): Climb +3, Handle h i m a 1 +I,
Intimidate +3, Jump +3, Ride +3, Swim +3; Cleave, Power
Attack.
~orscsr~ons:
+ I peataxe, masterwork 5:piked gauntlet, masterwork chain mail, 850 gp. Or: 4,300g p total value.
I L u
~a I - L w w L c u
TXVFI,
LFVFL
r m w ,7
C R J , HD 7d8+11;hp46; Init+2; Spd 3Oft.;AC 18,rouch
12, flat-footed 16; Base Atk +7; Grp +9; Atk +lo or +lo
rneIee (ld12+3/x3, greataxe or 3d4+3/x2, sprked gauntlet);
F U I ~Ark +10/+5 or +10/+5 melee (ld12+3/x3, greatahe or
Id4+3/x2, spiked gauntlet); SA -; S Q -; Save Fort +7,
Ref +4,Will +3; Str 15,Dex 14, Con 14, Int 8, Wis 12, Cha
10.
Skills and Feats (10/3): Climb +3, Handle Animal +2,
Intimidate +4, Jump +3, Ride +3, Swim +3; CIeave, Great
Cleave, Power Attack.
Possrssions: +I greataxel + I spiked gmintlet, +I chain mad,
450 gp. or:7,200 gp Kotd value.
LFVFL
LEVEL 2
value.
r m w , 8
t
-
..
~
np m;
LK 15; HLJ15aa+~s;
touch
fix-footed
inn
+L; apa
JU
n.; AL
IY,
17; Base
-;
Y I
-.
LFVFL IO
CR 10: H D 1QdSt17;hp 65; Init +1; spd 30 ft.; AC 18, LEVEE 14
CR 14; HI3 14d8+25; hp 91; Init +2; Spd 30 ft.; AC 19,
touch 12, flat-footed 16; Base Ark +lo; Grp +13; htk +I5
touch 12, flat-footed 17; Base Atk i 1 4 ; Grp +17; Atk +20
or +I4 melee (ldl2+S/x3, greataxe or ld4+4/x2,spiked
gauntlet:; Fur1 Atk +15/+10 01+14/+9melee (ldl2+5/x3,
greataxe or ld4+4/x2, sprked gauntlet); SA -;
Save Fort +9,Ref+5, Will +4; Str 16,Dex 14, Con 14, Int 8 ,
V(Ji5 12, Cha 10.
skills m d ~ e a t 5(13/4): Climb +4, Handle Animal +3,
Intimidate +5, Jump 4, Ride +4, Swim +4; Cleave, Great
Cleave, Improved Bull Rush, Power Attack.
~ossersionr:+2 p a t a m , +I spiked gauntlet, + I chain mad,
3,250 gp. Or: 16,000gp Total value.
Sa-;
LFVFL I1
1s
++
>
>.*
--
IPC STATS
._
-_
LFVFL '7
CR 17; !3D 17d8+33;hp 113;Init +2; Spd 30 fi.; AC 21,
touch 12. flat-footed 19; Base Atk +17;Grp +20; Atk +ZS
or +24 mrlee (ld12+8/x3, greataxe or Id4+7/xZ, spiked
gauntlet). Full Ark +25/+20/+15/+10 or +24/+-19/+14/+9
melee (ld12+8/x3,greataxe or ld4+7/x2, splked gundet);
SA -; SQ -; Save FOK+13, Ref +7, W d +6; Str 16, Dex
14, Con I+,, Int 8,Wis 12,Cha IO.
skills avd Feats (XI/@: Climb +5, Handle Animal +4,
Intimidatr +8, Jump +5, Ride +5, Swim
Cleave,
Endurancp, Grear Cleave, Improved Bull Rush, Improved
Overrun, ?ower Attack.
Possesstons: +5 p a t a x e , +4 spiked gauntlet, +4 cham mall,
250 gp. Or: 100,000 g p total vdne.
++
TJFVFL 18
CR 18; H D 18&+36; hp 120; Init +2; Spd 30 ft.; AC 22,
touch 22, flat-footed 20; Base Atk +18;Grp +21; Atk +26
or +26 melee (ld12+8/x3, greataxe or 1$4+8/x2, spiked
gauntlet); E d Atk +26/+21/+16/+11 or +26/+21/+16/+11
melee {id1 2+8/x3, greataxe or ld4+8/x2, spiked gamdet);
SA-; SQ -; Save Fort +14,Ref i 8 , Wiu +7;
Str 16, Ue.i 34, Con 16, Int 8, Wis 12,Cha
10.
TAFVFL 19
CR 19; HD 19d8+39; hp 128, h i t +2;
Spd 30 ft.; AC 22, touch 12, fiat-footed
20; Base Atk +19; Grp +22; Atk t27 or +27
melee (Id 12+8/x3, greataxe or ld&8/x2,
splked gauntlet); F d l Atk t27/+22/+17/+12
or +27/+12/+17/+12 melee (ld12+8/x3,
greataxe or ld4+8/x2, spiked gauntletk SA
-; S Q -. Save Fort +14, Ref +8, WiII +7;
Sa 16, neu 14, Con 16, Int 8 , Mi5 12,Cha
10.
?%
SA -; SQ-;
Save Fort +15, Ref +8, Will +7; Str 16, Dex
14, Con 17, Int 8 , Wis 12, Ch,a 10.
Skills and Feats (?3/7): Climb +5, Handle Animal +5,
Intimidate +9,Jump+S,Ride t5,Swim +5; Cleave, Diehard,
Endurance, Great Cleave, Improved gull Rush, Improved
Overrun, Power Amack.
Possessions: +5 weataxe, +5 spiked gauntlet, +5 rhmn marl,
93,250 gp. or:220,000 gp total value.
LEVEL I
CR 1; H D Id4-tI; hp 5; h i t +2; Spd 30 ft.; AC 12, touch
12, flat-footed 10; Base Atk +@ Grp +o; Ark +o meIee
(id6/id6/~2,quarterstaff) or +2 ranged (1 d4/3 9-2c)/x2,
hand crossbow); Full Atk +O melee (l&/idt;/x2, quarterstaff) m +2 ranged (1 d4/19-20/~2, hand crossbow);SA -;
TH WOlRLDS LARGEST C
LA*
L A
p-777
p--
+-
---
SQ-< S I V Fort
~ +1, Ref +2,W d +3; S t r 10,Ilex 24,Con
mafic weapon, shield, shocking grasp, sirmmon monster 1,
a.
4644-4;
hp 16; Lnit +2; 5pd 30 tt.; AC 13, touch
Combat Casting, Greater SpeU Focus {conjuratloni, x r m e
flat-footed 11; Base Atk +z; Grp +2; Atk +2 melee
Scroll, Spell Focus (conjuration), Widen Spell (frwlT a l l ) .
(Id&/ld6iu2, quarkrstaff) or t.5 ranged (ld4/19-20/~2,
Wizard Spells P r e p a d ( 4 / 4 / 4 / ~save
; DC 13 + spell level): o
hand cro+bow); Full Ark +2 melee (1d6/1&/x2, quarter- acid splash, mage hand, ray offrost, read r n a ~ c 1st
; -- 1dLlfstaff) or +s ranged (164/19-20/~2, hand crossbow);SA-;
1;
2nd
missile
(21,
tifv,
d arhners,
magic
summon
monster
Sa1.e Fofl+2,Ref +3, Will +5;Str IO,Dex 14,Con 13,
SQ-;
Melfs
RTYOW, scorching ruv 3rd --frrebal I , Isghtknock,
acid
Int 16, Wj, 12,cha 8.
ning bolt, summon monster TJI.
Shilb avd Feats ( 3 5 / 3 ) : Concentration +IO, Decipher
spells; 1 s t - hrning hands, ,identify
Spellbook: o --all
Scripr +lo Knowledge (ascana)+20, Spellcraft +IT;Combat
magic
missile,
magic
urerrpon,
shield, summon monster I , unseen
Casting, Scribe ScroLl, Spell Focus (conjuration).
sewant;
- darkness, knock, Me!f:s acid IIWUW, stwching
2nd
Wizard YpelEs Prcpnred (4/4!3; saw DC 13 + spell Fevel): o
~ ; --fireball, lightning bolt, 5immon
my, nimmon S ~ V U Y 3rd
wad
- acid s p h h , mage hand, my ~ f b
~Wf ~,L ; 1st -Idenmonster
1
1
1
.
tify, magic wissile (2), summon rnonst~r6 2nd -knock, Meifs
Possessions: Bracers of armor +i,quarterst&, masterwork
acid arrow, scorching my.
hand
crossbow, three 100gp pearls, 4,000 gp. Or: 5,600 gp
Spellboob. o -all spells; 1st - idenhfv, magic missile,
value.
total
mngc iueaoan, shield, shocking grarp, ljummon monster 1,
unseen 5 e r t ~ l ;2nd - dnrkness, knock, Melfs acrd AWOW, LFVFL
scorching my.
C R 7;H D 7d4+73 hp 26; Init +2; Spd 30 15.;
AC 14, touch
Poveswm: Bracers of a m o r +I, quarterstaff, masterwork
13, flat-footed 12; Base Atk +3; Grp +3; litk +3 melee
hand crossbow, three l o o p pearls, 650 gp. Or: 3,300 gp
(ld6/ld6/x2, quarterstaff) or +6 ranged (ld4/14-20/~2,
total value.
hand crossbow); Full Atk +3 meIee (1d6/1d6/dj quarterstaff)
or +6 ranged (1 d4/19-20/~2, hand cmssbow).; SA -;
LFVFL 5
SQ-;
Save Fort +3, Ref +4, W f i +6; Str I O , Dex 14,Con 13,
; 19; Init +2;Spd 30 ft.; AC 13, touch
CR 5; HD ~ d 4 + 5hp
16,
Wis
Xnt
12, Cha 8.
12, flat-footed 11; Base Atk +2; Grp t.2; Atk +2 melee
Fenfs (50,s): Concenaation +14, Decipher
Skills
and
(ld6/ld6,~2,quarterstaff) or +5 ranged (ld4/19-20/~2,
Knowledge (arcam) +14, Spellcraft +15;
+13,
Scripr
hand crosbow); F d Atk +2 melee (ld6/Id6/x2, quarterCasting,
Greater Spell Focus (conjuration), Scribe
Combat
staff) or +: ranged (ld4/19-20/~2, hand crossbow);SA-;
ScroU,
Spell
Focus
(conjuration), Widen Spell (fireball).
SQ-;
Save Fort +2, Ref +3,Will +5;S t t 10, Dex 14, Con 13,
Wzaud
Prepared
( 4 / 5 / 4 / 3 / 1 ; saw DC 13 + spell
Spells
Znt 16, wic 12, Cha 8.
QfffOSt, Rad
1st
lFVP!): 0 -aCld splash, mUgC hand,
skrlIs nnd Feats (40/4): Concentration +II, Decipher
-burning
~dentifv,
hands,
mupc
(2),
monster
missile
mmmm
Script +?1, Knowledge (arcana) +I& Spellcraft +12;
I; 2nd - dadmess, knock, Melfs acd m o w , scorch~ngmy;
Combat Casting, Scribe ScrolI, Spell Focus (conjuration),
Irghtning bolt, rumman monster 111; 4th - v e
3rd -$reball,
Widen Spell (fiueball).
storm.
Wizard spells &pared (4/4/3/2; save nc 13 + spell level): o
Spellbook: o -aU spells; 1st - burning hands, tderififr,
t , magic; 1st -den-acid splash, m a p hand, my ~ f J v o ~read
magic
rnzssile, magc weapon, shield, summon monster J, ~mseccn
S M W I ~ monster4
O ~
2nd - knock,Melfs
tify, mapc rnrssile (9,
2nd - darkness, knock, Meifs acid a m v , scorching
sewanh
acid AWOW, mrChing ray 3rd -fireball, lightning bolt.
my,
sicmrm; 3rd -fireball, lightning bolt, wmmon
rtrmmon
Spcllbook. o -all spells; 1 s t - idenfrfy, magic missile,
- ice storm, rtoneslzm.
111;
monstu
4th
mngic tveenpn, shield, shocking grasp, summon wtonsirr 1,
Possessions:
Aracers
of amor +i, nng ofprotcction +I,quarterunseen senjmt; 2nd - darkness, knock, Me& acid a m ,
s~&, masterwork hand crossbow, three IOOgp pearls, 3,600
scorching mi; 3rd -fireball, lightning bolt.
gp. O r 7,200 gp total value.
quarterstaff,
masterwork
FossessionF: Brarcvr o f a m m +I
,
LK 4;H !
L
.. . .
12,
LEVEL
-I
LEVFL
Tv
APPENDIX:
MPC
STATS
J,FVFL 12
nng of protection +I, quarterstaff, mas,terwork hand ctoossCR 12; I-ID 12d4-ti2;hp #; Init +2; Spd 30 ft.; AC 17,
bow, headband of intellect +2, three IOO g p pearls, 9,400 gp
touch 13, flat-footed 15; Base Ark +L$ Grp +6;Atk +6 melee
(ld6/ld6/u2, quarterstaff) or +9 ranged (ld4/19-2@/~2, Or 27,000g p total value.
hand croskbow); Full Atk t6/+1 melee (ld6/ld6/x2, quarterstaff) or +9/+4 ranged (ld4/19-20/~2, hand crossbow); LEVEL 13
CR 13; HD 13d4+13;hp 47; Init t 2; Spd 30 ft.; AC 18,
SA -; SQ -; Save Fort +S,Ref +6,Will +9;Str 10,Dex 14,
Atk +T melee
1Grp 4;
touch 14, flat-footed 16; Ease Atk
Con 13, Int 18 1/20),Wis 12,Cha 8.
ranged
(1d4/19-20/
+9
or
(1d6+1/1d6+1/x2,
quarterstaff)
Skills arid Feats (105/8): Concentration +22, Decipher
XZ, hand crossbow); Full Atk +7/+2 nidee (Id6+1/ld6+1/
Script +Z?,Gather Information +4,h o w l e d g e (arcana)
x2, quarterstaff) or +9/+4 ranged (.I d4/19-20/~2, hand
+23, Listen +9, Sleight of Hand +3, Spellcraft +22, Spot
crossbow);SA -; SQ-;
Save h - t +5,Ref +6, Will +9; Sa
+9;Augmrnt Summoning, Combat Casting, Greater Spell
10,
Int
18
(201,Wis 12, Cha 8.
14,
13,
Con
Dex
Focus (copjuratian), Maximize SpeIl (lightning bolt), Scribe
and
(212/88):
Concentration t-24, Decipher
Feats
skills
Scroll,Spe!l Focus (conjumtion), Spell Penetration, Widen
Script
Infomation
+4, Knowledge (arcana)
+24,
Gather
Spell C f r ~ b d l ) .
+24, Listen +9, Sleight of f i n d +3, Spellcraft +w, spot
wizard 5pek Prepared ( 4 / 6 / 5 / 5 / 4 / 4 / 2 ; suue DC 15 t spdl
+9; Augment Summoning, Combat Casting, Greater
level): o -acid splash, mage hand, my offwst, read magtc;
Spell Focus (conjuration), Maximize Spell ( h g h i n g bolt),
1st - buniing hands, identtfy (21, m a p missile (2), summon
Scribe Scrall, Spell Focus (conjuration), Spell Penetration,
monster t 2nd -darkness, knock, Metfsacid uwow (2), scorchWiden
Spell (frrebd).
W
ing ruv 3rd --fiwball(2), lightning bolt (2),~ M M ~ O monsfer
m
a
d s p d s P r e p a d (4/6/s/s/s/4/z/r; 5 m e nc 15 + spell
4th - ice s t m (21, stonerkin, S M ~ T W I monster Iv; 5th
splash, mage hand, my of frost, read mnpc;
o
--acid
level):
- cone $ cold, teleport, summon monrtcr V; 6th - chain
1 s t -burning hands, idenhfy (2), magc misszle (z), sumIrghtnlng, sllmmon monrtcr VI,
mon monster I; 2nd -darkness, knock, McIfs acid RWOUJ (2),
SpeFlb0~4 u -all spells; 1st - burning hands, identify,
scorching my,3rd --firrbaII (2)>lightning bolt (23, summon
mupc rnI5SlIE, rnagtc weapon, shield, summon monstfl I,UnSEeH
monster 111; 4th --fear, S E E s t m (2), doneskin, summon
servant; 2nd - darkness, knock, Melfs acid UJTDU, scorching
rnonder IV; 5th - cone of rold, feleport, summon monsttw V;
ray, summ~nswam; 3rd -$mbaII, hghtmng bolt, summon
6th - c h i n lightning, summon monster VI; 7th -delayed
monster IJF 4th -jeavs~ c se t o m , stoneskm, summon monster
blnst fireball.
IV; 5th - rfoudktll, tunc of cold, summon monster V,tetepout;
bghtnmg, circle of death, disintegrate, summon
6th -chain
monster VI.
+e
+
.
.;--
!LD'S LARGEST t
WIZUTU > [ J ~ I & > rrqiu ruu
LEVEL
14
{ r / e/ 3 ) J J J f r f 21 c,
wuc
U L 12 f y
t t
15
L"K
rwy
{L,,
,IU
-)l'rV"'E
,L,,
JtSrPM'!
(hrebali).
Wznrd > p d s Prepamd ( 4 / 6 / 6 / 5 / 5 / 5 / 4 / 3 / 2 : save UC 16 +
spell level): I I -acid s p h h , m a p hand, ray offrosf, rcad magic
1st -burving hands, identrfv (x),mapc misvle (21, summon
monctpr I; 2nd -dnrhne5s, knock, Mdfk R C anow
~
( 2 ) ,scorch-
..___
I
.(. .
!
I
'
I
1-11
PO6
imon
eath,
rater
snster
mor
land
hree
2 23,
idee
-20/
6+1/
hand
2; S a
--- -
.
I
,I
>
cI
pher
,,,:ana)
t32,Listen +14,Sleight of Hand +i2, spellcraft t32, Spot
+14; Augment Summoning, Combat Casting, Craft Sfaff,
Forge Ring, Greater Spell Focus (conjuration), Greater LEVEL 19
CR 19; HD 19d4+19; hp 68; h i t 4-3; Spd 3Q ft.; AC 23,
Sped Penetration, Maximize Spell (Irghtning bolt), Scribe
touch f 5,flat-footed 20; Base Atk +9;Grp +9;Atk c10 melee
Scroll, Spell FQCUS(conjuration), Spell PenetratEon,Widen
(ld6+1/1d6+1/x2, quarterst&) ~f +I3 ranged (1d4/19-20/
SpeIl (fireball).
d,hand crossbow); F d l A& +10/+5 melee (ld6+1/ld6+1/
;
Wtzard Spells Prepared ( 4 / 6 / S / 4 / 5 / ~ / J s / 4 / 3 / 2 suvc
DC 17
x2, quarterst& or +i3/+8 ranged {Id4/29-20/~2, hand
+ qdl kid):o -actd splash, muge hand, my of h s t , yead
crossbow); SA-; SQ-;
Save Fort +7,Ref +9,W d +12;S t r
m u ~ c ;j s t -burning hands, thentify ( 2 ) , magic missile ( 2 ) ,
10, Dex 14 (16), Con 13, Jnt 19 (25), Wk 12,Cha 8.
1; 2nd -darkness, knock, Melfs acid u m u ~
S I ~ ~ ~ monst~r
Q T I
J c , l F L T.,L,
uakILcI
IIYYLIYGIIIYII
. *_,
_..-
~ -. _ _", , "."
..."",",_.~.,
.".
LEVEL
a0
,D'S LARGEST C I T l
Gm-
--
,.
-.
~-
-+t:- . '
-
2.
The License T h i s License applies t o any Open Game Content that Contains a
notice indi-atmg that the Open Game Content may only be Used under and i n
terms st ttis Lbcense. You m u s t affix such a notice to any O p e n t a m e Content
thar you L'se No terms may be added to or subtracted f r o m this License
except as described by the License itself No other terms or conditions may
be aopltpd io any Open Game Content distributed u s i n g this License
Mier and Acceptance: By Using the O p e n Came Content You indicate Your
acceptance of the t e r m s of thrs License.
4.
5.
6.
Notice ofCicense
9.
10. Copy o f t h i s License:You MUST inctude a copy of this Ihcense wtth every copy
ofthe O p e n C a m e Content You Distribute
11. Use ofconhibutor Credits: You may not market or adwrtise t h e Open G a m e
Contenr uslng the name o f any Contributor unless You have written permrssion f r o m the Contributor to do so
12. Inability to Comply: I f it =I, impossible f o r You to comp y with any ofthe terms
of this License wrth respect t o zome or all of !he Opeii t a m e Content due to
statute. judicial order, or governmental regulatlon the1 You may not Use any
Open Game Material so affected
13. Prrnination: This License will terminate aulomatical y rf You fail t o comply
with all terms herein and fail to cure such breach WI hin 30 days o f becom.
ing aware of the breach. All sublicenses shall suwiwe the t e r m i l a t i o n of t h i s
License.
14. Reformation: If any provisron o f t h i s License is held t o be vnenforceabte, such
provision shall b e reformed only t o the extent necesrary t o m a h it enforce
abte.
n R O n I I C T InFNTTTk'
Thp follwing,,'n,i
are hcrebv de-;ignatpd a? PrPduII Ident1.y rn accordarce
w t h Secmn 1 (e) or the Open Came License version 1 Oa Any and all Alderac
Entertainment Group logos, identlfylng marks and traded ess. including ail Alderac
Entertainment Gmup Inc, product and product Irne names including but no? Ihmt e d to Dungeons. Evil, Dragons. Undrad. War, Monster. CCddr, Mercenaries, Mag,<.
Good. Toolbox, Feats, Wilds. Relics. Empare. Guilds and Sccrets: m y elements Or
game setting. including but no? limited to capitdircd names. namps of arufacts
spell name%,characters. mu n tr i c s , creatures. geographi: locations, godshstoric
events. magc items. orgamrationr. secret societies or I c p d s : any and all storits.
storytinet, plots, tkemattc eltments, and dialogue, any and a!! arhvork, symbols.
designs depictions,ilturtra'i~ns, maps and cartography, Irtenesses. pests. logor.
symbols or graphiF designs, except such elements that already appcar i n the d2O
System Reference DMument (e g Melf or Mordenksinenl and are already OCC by
virtue ~Fappearingthere Thc above Product ldtntifl is not Open Came Content
8.
In Regions A through P. all rules for new races, classes feats, magic spells, magic
Items. NPCs, weapons, new use.. for skills, and rituals wtth the exception of name
i d c n t i y as established I n Product Identity
use of Spelli. Magic lwm5. and Artifacts as Open Game Content It 1s the clear
and expressed intcnt oFAlderac Entprtainment Group, Inc i.= add all game mechan
ics rnuotving spcll e4e& magic item ?Peds. and anrfart effects contained I A thrs
d u m e to the canon o i Open Came Centcnt for use pursuant to the Open Game
~ i c e n s eby future Open Came publishers Some spcll names magtc rtems and ani
facts contain Product Identnty, a s designated abve, and tlwt destgnation remains.
LECjAL STUEF
Dungeons and D r a p n s @ and Wizards o f t h e b a s t @ are trademarks ofwizards
of the Coast, and are used ~ r raccordance with the Open Came and t 2 0 Ltunser
'd20 and the 'dZO Systcm' logo are Trademarks ownpd by Wizards o f the toast
and are used according t o the terms o f the dZ0 System L e n s c version 1 Oa 4 mpy
of this License can be found a t w w z r r d s cem
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