Showing posts with label Baldur's Gate. Show all posts
Showing posts with label Baldur's Gate. Show all posts
Saturday, September 10, 2016
The Pigeon Street Society of Explorers and Specialists Session 7
09.04.16; Session Six; D&D 5e
Len as Argon, Human Wizard 3
Paul as Galillian, Elven Ranger 3
Scott as Derek, Human Paladin 3
Erik as Growll, Half-orc Bard 3
Rachel as Naga, Halfling Rogue 3
Jose as Iolas, Elven Wizard 3
The Night Market
Desperate to learn more about the mysterious necromancer plying her trade near Pigeon Street, the intrepid explorers visited the Night Market near their homes. They descended beneath the city streets to find a bizarre labyrinth of vendors and stalls. All manner of goods, both mundane and magical, were available.
Eventually, they located the Necromancer herself and had a productive discussion. She agreed to relocate her operations in light of the PCs finding it repugnant. Much more happened, but I am writing this months after the fact and my memory is hazy.
Subdued Dragon
The session culminated in a blistering assault on the Blue Dragon, the infamous smuggling ship that had supplied the necromancer with fresh corpses. The battle was fierce, with the captain and bosun fighting viciously before falling under the blade.
Saturday, September 3, 2016
The Pigeon Street Society of Explorers and Specialists Session 6
08.28.16; Session Six; D&D 5e
Len as Argon, Human Wizard 3
Paul as Galillian, Elven Ranger 3
Scott as Derek, Human Paladin 3
Erik as Growll, Half-orc Bard 2
Don't make me go, mama!
Play opened with a horrible spectacle on Pigeon Street. There's always a horrible spectacle on Pigeon Street. Pretty much every street in the Gate is a mess. This particular train wreck involved a group of sailors from the Blue Dragon negotiating for the services of a young man to serve as a cabin boy. (It was also insinuated that the ship's bosun had a special way of breaking in the cabin boys. Yikes.)
In light of the lad's spastic flailing and crying, the PCs stepped in. Tempers flared, but no pirates really wanted to draw steel over a cabin boy so they let the matter drop. Growll ended up taking the boy in and added him to the dirty flutist with who he currently lives.
Screw those guys.
After some deliberation, the party decided that they were - in fact - itching for some kind of dust up with the crew of the Blue Dragon, so they followed them to a tavern. Words were exchanged, threats made, a spell cast (Argon took down the bar maiden - 10 xps!) and the Watch called. No steel was drawn but it was coming.
Okay, now it's on. Kind of.
After the confrontation at the bar, the crew of the Blue Dragon decided to pay the PCs a visit. They wanted to send a clear message that they could get at the PCs in their beds, so it would be a good idea for the Pigeon Street do-gooders to mind their own business.
In each of the homes, small groups of buccaneers emerged from the cellars by way of the sewer. In most cases, it was just an exchange of obscenities. The pirates ultimately decided that beating a Paladin of Sune to a pulp in his own home was not the kind of karma they wanted.
Galillian and Argon took exception to the invasion and went weapons hot. Two pirates fell under the blade and Galillian eventually succumbed to wounds.
Okay, now we can kill.
Summoned to the spire by the gnomes who were remodeling it, they were taken to a hidden cellar level. In the cellar were locked vaults that contained a few magic items. While there, the PCs could hear screams echoing from the sewers nearby. The group investigated and soon found a small band of goblins violating human captives. The goblins had tunneled into the sewers from outside the city and wasted no time. A great and joyous battle ensued and soon the humanoids were slain.
XP Awards: 400 to each PC
Len as Argon, Human Wizard 3
Paul as Galillian, Elven Ranger 3
Scott as Derek, Human Paladin 3
Erik as Growll, Half-orc Bard 2
Don't make me go, mama!
Play opened with a horrible spectacle on Pigeon Street. There's always a horrible spectacle on Pigeon Street. Pretty much every street in the Gate is a mess. This particular train wreck involved a group of sailors from the Blue Dragon negotiating for the services of a young man to serve as a cabin boy. (It was also insinuated that the ship's bosun had a special way of breaking in the cabin boys. Yikes.)
In light of the lad's spastic flailing and crying, the PCs stepped in. Tempers flared, but no pirates really wanted to draw steel over a cabin boy so they let the matter drop. Growll ended up taking the boy in and added him to the dirty flutist with who he currently lives.Screw those guys.
After some deliberation, the party decided that they were - in fact - itching for some kind of dust up with the crew of the Blue Dragon, so they followed them to a tavern. Words were exchanged, threats made, a spell cast (Argon took down the bar maiden - 10 xps!) and the Watch called. No steel was drawn but it was coming.
Okay, now it's on. Kind of.
After the confrontation at the bar, the crew of the Blue Dragon decided to pay the PCs a visit. They wanted to send a clear message that they could get at the PCs in their beds, so it would be a good idea for the Pigeon Street do-gooders to mind their own business.
In each of the homes, small groups of buccaneers emerged from the cellars by way of the sewer. In most cases, it was just an exchange of obscenities. The pirates ultimately decided that beating a Paladin of Sune to a pulp in his own home was not the kind of karma they wanted.
Galillian and Argon took exception to the invasion and went weapons hot. Two pirates fell under the blade and Galillian eventually succumbed to wounds.
Okay, now we can kill.
Summoned to the spire by the gnomes who were remodeling it, they were taken to a hidden cellar level. In the cellar were locked vaults that contained a few magic items. While there, the PCs could hear screams echoing from the sewers nearby. The group investigated and soon found a small band of goblins violating human captives. The goblins had tunneled into the sewers from outside the city and wasted no time. A great and joyous battle ensued and soon the humanoids were slain. XP Awards: 400 to each PC
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms,
Pigeon Street
Saturday, August 27, 2016
The Pigeon Street Society of Explorers and Specialists Session 5
08.21.16; Session Five; D&D 5e
Len as Argon, Human Wizard 3
Paul as Galillian, Elven Ranger 3
Rachel as Naga, Halfling Rogue2
Jose as Iolas, Elven Wizard 2
You told me to go back to the beginning, so I have.
Play began with a trip back in time. It was a short trip, really. Just a month or so. A few of the characters were travelling south from Waterdeep on the Blue Dragon before ownership exchanged hands. Now that the infamous vessel is moored at the end of Piegon Street, I thought it might be a good idea to establish a link between the PCs and the ship.
When the PCs first met the crew it was not under ideal circumstances. A mutiny had taken place and the passengers (the PCs) were being set ashore. Once on terra firma, things were definitely not good. An inhospitable shore awaited them. It was a place where skeletal pirates from a doomed raid were damned to repeat their assault nightly under the baneful watch of a statue of Umberlee. Was she furious that the pirates were such worthless followers or was she mad that the pirates dared to attack a village that worshiped her? Or both?
Aquatic pirates were hacked, a creepy dryad was met and the halfling was nearly pounded into jelly when she shot an arrow at the dryad. They also met a creepy human child who clapped and cheered as they group battled the undead. The weird kid smells like chlorine and has wings, so yeah. The wilds of Forgotten Realms are bizarre.
Talk to the hand.
We then flashed forward to where we left last session. A giant's severed hand was rampaging down the street in a desperate bid to reach Argon's home where a stolen set of surgical tools were hidden. The hand did not get far as the party was able to subdue it quite easily. The party did some tracking an realized the hand emerged from the bay. Iolas put the hand it a tank filled with formaldehyde and added it to his ship's inventory.
Although necromancy isn't necessarily illegal (what is legal and illegal depends on a number of factors), the group are concerned that the wizard lives locally and is plotting who knows what. I imagine that there is a brisk market for people wanting to have pets, loved ones and loyal servants reanimated. Creepy as heck, but perhaps common.
When momma's not happy, no one's happy.
So the crazy rat lady next door to Argon tried to chop his door down in the middle of the night with an axe. She had a bunch more rats with her and she looked to be quite rat-like herself. Were-rats are such a nuisance! The rat mother and rat brood stormed into Argon's home and soon there was a grand melee in the open area behind the PC's homes. Rat mother absorbed a crazy amount of damage before scampering off. Her rat children were splattered.
Franklin the pony, Fenway the pig and Pete the raven even got in on the action and curb stomped a dire rat. On Pigeon Street if you don't start none, there won't be none. Pigeon Street por vida, ese.
An investigation of the crazy rat lady's house led to a series of secret passages beneath the houses. It's kind of a nifty underground lair complete with a revolting chamber where the rat lady conceived and gave birth to her brood. The group also found some nice doilies and a recipe book for baking laxative filled pastries.
All in all another fine session. Iolas has decided he wasn't to locate the Night Market where secrets and arcane items are traded. It also appears there may be a collision between the PCs and the crew of the Blue Dragon. Since the rat lady got away, she may be back with friends.
XPs: 300 to all.
Len as Argon, Human Wizard 3
Paul as Galillian, Elven Ranger 3
Rachel as Naga, Halfling Rogue2
Jose as Iolas, Elven Wizard 2
You told me to go back to the beginning, so I have.
Play began with a trip back in time. It was a short trip, really. Just a month or so. A few of the characters were travelling south from Waterdeep on the Blue Dragon before ownership exchanged hands. Now that the infamous vessel is moored at the end of Piegon Street, I thought it might be a good idea to establish a link between the PCs and the ship.
When the PCs first met the crew it was not under ideal circumstances. A mutiny had taken place and the passengers (the PCs) were being set ashore. Once on terra firma, things were definitely not good. An inhospitable shore awaited them. It was a place where skeletal pirates from a doomed raid were damned to repeat their assault nightly under the baneful watch of a statue of Umberlee. Was she furious that the pirates were such worthless followers or was she mad that the pirates dared to attack a village that worshiped her? Or both?
Aquatic pirates were hacked, a creepy dryad was met and the halfling was nearly pounded into jelly when she shot an arrow at the dryad. They also met a creepy human child who clapped and cheered as they group battled the undead. The weird kid smells like chlorine and has wings, so yeah. The wilds of Forgotten Realms are bizarre.
Talk to the hand.
We then flashed forward to where we left last session. A giant's severed hand was rampaging down the street in a desperate bid to reach Argon's home where a stolen set of surgical tools were hidden. The hand did not get far as the party was able to subdue it quite easily. The party did some tracking an realized the hand emerged from the bay. Iolas put the hand it a tank filled with formaldehyde and added it to his ship's inventory.
Although necromancy isn't necessarily illegal (what is legal and illegal depends on a number of factors), the group are concerned that the wizard lives locally and is plotting who knows what. I imagine that there is a brisk market for people wanting to have pets, loved ones and loyal servants reanimated. Creepy as heck, but perhaps common.
When momma's not happy, no one's happy.
So the crazy rat lady next door to Argon tried to chop his door down in the middle of the night with an axe. She had a bunch more rats with her and she looked to be quite rat-like herself. Were-rats are such a nuisance! The rat mother and rat brood stormed into Argon's home and soon there was a grand melee in the open area behind the PC's homes. Rat mother absorbed a crazy amount of damage before scampering off. Her rat children were splattered.
Franklin the pony, Fenway the pig and Pete the raven even got in on the action and curb stomped a dire rat. On Pigeon Street if you don't start none, there won't be none. Pigeon Street por vida, ese.
An investigation of the crazy rat lady's house led to a series of secret passages beneath the houses. It's kind of a nifty underground lair complete with a revolting chamber where the rat lady conceived and gave birth to her brood. The group also found some nice doilies and a recipe book for baking laxative filled pastries. All in all another fine session. Iolas has decided he wasn't to locate the Night Market where secrets and arcane items are traded. It also appears there may be a collision between the PCs and the crew of the Blue Dragon. Since the rat lady got away, she may be back with friends.
XPs: 300 to all.
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms,
Pigeon Street
Saturday, August 20, 2016
The Pigeon Street Society of Explorers and Specialists Session 4
08.14.16; Session Four; D&D 5e
Len as Argon, Human Wizard 2
Scott as Derek Stormheart, Human Paladin of Sune 2
Paul as Galillian, Elven Ranger 2
Rachel as Naga, Halfling Rogue2
Jose as Iolas, Elven Wizard 2
Eric as Growll, Half-orc Bard 2
Residents of Pigeon Street and the nearby neighborhoods have figured out that the intrepid explorers are eager to help out those in need. Play began with several people lined up at the door of the Lonely Hart. With hats in hand, they begged the party to aid them with the kinds of problems that are bizarre in other cities, but seem quite common in the Gate.
Cursed Composition
After a bit of discussion, the party soon found itself at the house of a couple. The female resident had reportedly been playing piano for two days straight. Neighbors indicated that she had been moaning for help. She only stopped playing for a few moments when her husband arrived home. It sounded like a skirmish ensued. A neighbor said that he heard a sickening thud and the sound of something falling heavily to the floor. The music then resumed.
The party kicked in the door and found a slain man on the floor, his skull caved in with a stone statuette of a famous composer. The woman was at the piano, nearly unconscious, her hands falling clumsily on the piano keys. They attempted to remove her from the bench, but soon it was all Evil Dead 2. She levitated about the place, pummeling the group and screaming, "You shall die!" Maybe that last part didn't happen. My memory is hazy.
At any rate, the group torched the sheet music she was playing and the possession ceased immediately. It was discovered that the sheet music was written by the mysterious composer Suchet, the same writer who wrote the piece that destroyed Lenwe and Micah Rabinov's hands.
Is this going to be a stand up fight or another bug hunt, sir?
Next, the party made their way to the Auberg district where the pathetic residents have endured Kafka-esque transformation for decades. The least motivated and most pathetic residents eventually wind up as skittering insects. No one really cares as Auberg is the Inland Empire of Baldur's Gate. I used to live there so I should know. *shudder*
As I detailed in a recent blog entry, the group set about slaughtering the insect relatives of Miss Elisabeth, a tough, serious-minded young woman. (Sir Derek would soon rescue this diamond in the rough from Auberg and bring her to the Lonely Hart. Hubba hubba.)
The insects were hammered into submission and their twitching bodies were loaded into a crate.The party showed great restraint in light of the fact they were once humans and might someday be so again.
Eventually the party delved a bit deeper into the mystery. They learned that a titanic cockroach lived in the sewers underneath Auberg. This timeless bug, an avatar of the abyssal fiend H'stik, Lesser Deity of Things That Crawl and Skitter in the Dark, was responsible for the terrible transformations taking place.
The group descended into the sewers and soon met Conrath Grohe, a cleric dedicated to H'stik. He began to chastise the party for their intrusion, but Galillian stabbed the absolute hell out of him. Interestingly, this was the first time the party slew a human/humanoid/demi-human.
The titanic bug took exception to the murder and assaulted the party. Well, technically, he only attacked long enough to retrieve the body of the cleric, which he ran away with. The party gave chase and soon cornered the bug. After many quotes from Starship Troopers, the big bug was slain. It was a quick affair as the party is quite efficient in combat.
There was more to the session, but school started this week and wow just wow I can't think straight.
XPs for the session: 333 each.
Len as Argon, Human Wizard 2
Scott as Derek Stormheart, Human Paladin of Sune 2
Paul as Galillian, Elven Ranger 2
Rachel as Naga, Halfling Rogue2
Jose as Iolas, Elven Wizard 2
Eric as Growll, Half-orc Bard 2
Residents of Pigeon Street and the nearby neighborhoods have figured out that the intrepid explorers are eager to help out those in need. Play began with several people lined up at the door of the Lonely Hart. With hats in hand, they begged the party to aid them with the kinds of problems that are bizarre in other cities, but seem quite common in the Gate.
Cursed Composition
After a bit of discussion, the party soon found itself at the house of a couple. The female resident had reportedly been playing piano for two days straight. Neighbors indicated that she had been moaning for help. She only stopped playing for a few moments when her husband arrived home. It sounded like a skirmish ensued. A neighbor said that he heard a sickening thud and the sound of something falling heavily to the floor. The music then resumed.
The party kicked in the door and found a slain man on the floor, his skull caved in with a stone statuette of a famous composer. The woman was at the piano, nearly unconscious, her hands falling clumsily on the piano keys. They attempted to remove her from the bench, but soon it was all Evil Dead 2. She levitated about the place, pummeling the group and screaming, "You shall die!" Maybe that last part didn't happen. My memory is hazy.At any rate, the group torched the sheet music she was playing and the possession ceased immediately. It was discovered that the sheet music was written by the mysterious composer Suchet, the same writer who wrote the piece that destroyed Lenwe and Micah Rabinov's hands.
Is this going to be a stand up fight or another bug hunt, sir?
Next, the party made their way to the Auberg district where the pathetic residents have endured Kafka-esque transformation for decades. The least motivated and most pathetic residents eventually wind up as skittering insects. No one really cares as Auberg is the Inland Empire of Baldur's Gate. I used to live there so I should know. *shudder*
As I detailed in a recent blog entry, the group set about slaughtering the insect relatives of Miss Elisabeth, a tough, serious-minded young woman. (Sir Derek would soon rescue this diamond in the rough from Auberg and bring her to the Lonely Hart. Hubba hubba.)
The insects were hammered into submission and their twitching bodies were loaded into a crate.The party showed great restraint in light of the fact they were once humans and might someday be so again.
Eventually the party delved a bit deeper into the mystery. They learned that a titanic cockroach lived in the sewers underneath Auberg. This timeless bug, an avatar of the abyssal fiend H'stik, Lesser Deity of Things That Crawl and Skitter in the Dark, was responsible for the terrible transformations taking place.
The group descended into the sewers and soon met Conrath Grohe, a cleric dedicated to H'stik. He began to chastise the party for their intrusion, but Galillian stabbed the absolute hell out of him. Interestingly, this was the first time the party slew a human/humanoid/demi-human.The titanic bug took exception to the murder and assaulted the party. Well, technically, he only attacked long enough to retrieve the body of the cleric, which he ran away with. The party gave chase and soon cornered the bug. After many quotes from Starship Troopers, the big bug was slain. It was a quick affair as the party is quite efficient in combat.
There was more to the session, but school started this week and wow just wow I can't think straight.
XPs for the session: 333 each.
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms,
Pigeon Street
Monday, August 8, 2016
The Pigeon Street Society of Explorers and Specialists Session 3
08.06.16; Session Three; D&D 5e
Len as Argon, Human Wizard 2
Scott as Derek Stormheart, Human Paladin of Sune 2
Paul as Galillian, Elven Ranger 2
Rachel as Naga, Halfling Rogue 1
Jose as Iolas, Elven Wizard 1
Play resumed on the crazy street of Baldur's Gate. The group decided to investigate the abandoned tower where a wizardess recently disappeared. En route, they ran afoul (ha!) of a cockatrice that had slipped its leash.
Curb Your Bird!
The ugly beast pecked a lady until she turned to stone. Poor lady. The bird's owner begged the party to capture it and they did. Argon eventually cast a Sleep spell, causing the bird, its owner, a commoner and a pig to pass out. The bird's owner was robbed by Naga. The pig and commoner were unharmed.
The Spire, Level One
The spire was soon reached. I've been detailing it in several issues of the Tolling of the Great Black Bell. It was written in a mix of 2e and 5e stats so I just used both. On the first level three giant centipedes were squished.
They found some crates containing doll heads, pickled eggs, wigs, clipboards, and various stuffed pets. I give out great treasure. Let me tell you. There are lots of DMs out there who give treasure, but not the way I hand it out. Boy, I'm going to make the dungeon great again. Iolas found a typewriter and a few employee handbooks. He kept the typewriter. It will look great in his shop.
The Spire, Level Two
On the second level the group saved the most recent incarnation of Apris the Wondrous. Apris is always in trouble. Curvy, passionate and she has a thing for fighters. She is going to stalk the hell out of the group's Paladin.
Apris was in a mess of trouble with a bunch of stirges. She levitated up to this floor and expected her party to follow suit. They never showed up. Did they ditch her or did they get distracted? Who knows. At any rate, they saved Apris even though Iolas accidentally lit her on fire with a spell. I cant remember what he used, but it was cool.
The Spire, Level Three
The group met a friendly raven, who was eager to share his pile of shiny glass and beads with them. He even gifted the party a small voodoo doll. It emanates faint Necromancy magic. Once per day, the wielder can look at a foe within 30', stab the doll, then the target will take one hp of damage. No save. Ouch!
The raven later followed Iolas home. He was going to follow the paladin home, but the shifty halfling lives with the paladin and she was eyeing his loot.
The Spire, Level Four
Bats! Big ol' bats everywhere. There was a fierce skirmish and soon four dire bats were either burning, pierced with arrows or plummeting down the elevator shaft. It was a grand slaughter.
The Spire, Level Five
They found a Potion of Climbing in ankle deep bat poo. They found an old flying boat. The view from up there was also nice.
The party then went home with their typewriter, doll heads, and bags stuffed with dead stirges and dire bat heads to turn in for a bounty.
Total XP: 300
The bat heads, stirges and centipedes earned the group a 30 gp bounty. The wigs and other crates were sold for 50 gp. Eighty gp in all. Divided five ways, that's 16 gp each. It's hard as hell to pay the bills in Baldur's Gate.
Len as Argon, Human Wizard 2
Scott as Derek Stormheart, Human Paladin of Sune 2
Paul as Galillian, Elven Ranger 2
Rachel as Naga, Halfling Rogue 1
Jose as Iolas, Elven Wizard 1
Play resumed on the crazy street of Baldur's Gate. The group decided to investigate the abandoned tower where a wizardess recently disappeared. En route, they ran afoul (ha!) of a cockatrice that had slipped its leash.
Curb Your Bird!
The ugly beast pecked a lady until she turned to stone. Poor lady. The bird's owner begged the party to capture it and they did. Argon eventually cast a Sleep spell, causing the bird, its owner, a commoner and a pig to pass out. The bird's owner was robbed by Naga. The pig and commoner were unharmed.
The Spire, Level One
The spire was soon reached. I've been detailing it in several issues of the Tolling of the Great Black Bell. It was written in a mix of 2e and 5e stats so I just used both. On the first level three giant centipedes were squished.
They found some crates containing doll heads, pickled eggs, wigs, clipboards, and various stuffed pets. I give out great treasure. Let me tell you. There are lots of DMs out there who give treasure, but not the way I hand it out. Boy, I'm going to make the dungeon great again. Iolas found a typewriter and a few employee handbooks. He kept the typewriter. It will look great in his shop.
The Spire, Level Two
On the second level the group saved the most recent incarnation of Apris the Wondrous. Apris is always in trouble. Curvy, passionate and she has a thing for fighters. She is going to stalk the hell out of the group's Paladin.
Apris was in a mess of trouble with a bunch of stirges. She levitated up to this floor and expected her party to follow suit. They never showed up. Did they ditch her or did they get distracted? Who knows. At any rate, they saved Apris even though Iolas accidentally lit her on fire with a spell. I cant remember what he used, but it was cool.
The Spire, Level Three
The group met a friendly raven, who was eager to share his pile of shiny glass and beads with them. He even gifted the party a small voodoo doll. It emanates faint Necromancy magic. Once per day, the wielder can look at a foe within 30', stab the doll, then the target will take one hp of damage. No save. Ouch!
The raven later followed Iolas home. He was going to follow the paladin home, but the shifty halfling lives with the paladin and she was eyeing his loot.
The Spire, Level Four
Bats! Big ol' bats everywhere. There was a fierce skirmish and soon four dire bats were either burning, pierced with arrows or plummeting down the elevator shaft. It was a grand slaughter.
The Spire, Level Five
They found a Potion of Climbing in ankle deep bat poo. They found an old flying boat. The view from up there was also nice.
The party then went home with their typewriter, doll heads, and bags stuffed with dead stirges and dire bat heads to turn in for a bounty.
Total XP: 300
The bat heads, stirges and centipedes earned the group a 30 gp bounty. The wigs and other crates were sold for 50 gp. Eighty gp in all. Divided five ways, that's 16 gp each. It's hard as hell to pay the bills in Baldur's Gate.
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms,
Pigeon Street
Monday, August 1, 2016
The Pigeon Street Society of Explorers and Specialists Session 2
07.31.16; Session Two; D&D 5e
Len as Argon, Human Wizard 1
Scott as Derek Stormheart, Human Paladin of Sune 1
Paul as Galillian, Elven Ranger 1
Eric as Growll, Half-orc Bard 1
Play began with a visit from Marcus Grooms. He thanked the party for the previous session's service. He informed them that the church of Lathander had the warehouse on lockdown as they conducted an investigation. He offered them future employment if they were so inclined as his patron owns diverse, complicated properties across the city.
Hooks: The party can request more work from Marcus. They might tail him to determine who his employer is. The group might revisit the shrine to see if any assistance is needed.
Next, the party collected Boris Blavens and headed to the Shrine of Loviatar where he wished to vent his spleen regarding all those who have wronged him. He had previously hired the group as an escort. The shrine was located deep in the bowels of a once stately villa. It was now inhabited by vagrants and who knows what. As promised, giant deformed toads - each with a lumpy head that looked like Boris' - attacked. The party hacked away at the frogs until they disappeared into the water.
Meanwhile Boris completed his prayers to Loviatar. For her part, the goddess was not amused and her statue animated and folded Boris neatly in half. His spine snapped cleanly in two and he died on the spot. The characters looked around a bit, but decided it was not best to tarry.
Hooks: Loviatar is often linked to slavery and torture. Would it be wise to stake the shrine out and apprehend anyone up to foul deeds? Is there a cult based at the villa? Is it worth exploring?
Things did not stay quiet long at Pigeon Street. While having drinks, there was a great commotion. The group stepped into the street to see a man being savaged by massive rats. He hacked away at them while an old woman shrieked in terror. The group jumped in to help. As they slew the rats, they realized the old lady was screeching in terror because the damage being done to the rodents. As they last one fell under the blade, she fell to the ground sobbing.
The man who was attacked dusted himself off and introduced himself as Viktor the Rat Catcher. He informed the group he was on Pigeon Street for two reasons. One was to check on reports of large rats at this address and the second was to ask for the group's help. He and his fellow rat catchers located a secret door down in the sewers. They opened it, but fled in terror as the chamber beyond looked like some kind of horror show. While he was sharing his tale, the sobbing woman lovingly carried the rats' corpses back into her flat.
Hooks: Lady, what's up with the rats?
The group descended into the sewers and soon located the secret door. The chambers beyond held
dark and disturbing things. If you select the image, you can read a bit about what the group encountered. Suffice it to say, the area was torched, the undead put to the sword and Argon made off with a precision set of surgical tools.
Hooks: Is this lab connected to the undead love slave from the previous session? Should the lab be staked out to see who comes calling?
Following this, the group had a rather unfortunate run in with some filthy beggars. While listening to a half-elven Bard play his violin on a corner, they witnessed him being attacked by five ruffians. They showered him with kicks and punches. The group jumped in and soon drove the swine away.
The Bard, Lenwe, explained that he had received multiple warning from the Beggar King's minions to share his earnings or cease performing. This was an affront to his honor, so he continued performing with a violent outcome. He thanked the group for their help and warned them to beware the Lord of Cobbles.
Hooks: The beggars have great nerve trying to dictate terms to Bards. Perhaps they and their leader need a sound thrashing. Lenwe share a rumor of a composer who was deliberately crafting pieces that caused great bodily harm to anyone who performed them. Who is this scoundrel and why would he do such a thing?
Finally, Argon received a visit from Nicole, one of the three bravos who lay claim to Pigeon Street. She was badly wounded in a bar fight with the crew of a vessel called "The Blue Dragon." She described the crew as rotten scoundrels who call Baldur's Gate home. They are often up to no good on Pigeon Street. Argon stitched her up and she was on her way.
Hooks: Nicole claims to be a member of Hargor's crew. Who is Hargor and what does this crew do, exactly. What's the Blue Dragon and what scandalous acts does the crew commit?
XPs: We got a ton done. 250 xp to each PC.
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms,
Pigeon Street
Tuesday, July 26, 2016
The Pigeon Street Society of Explorers and Specialists Session 1
07.24.16; Session One; D&D 5e
Len as Argon, Human Wizard 1
Scott as Derek Stormheart, Human Paladin of Sune 1
Paul as Galillian, Elven Ranger 1
Eric as Growll, Half-orc Bard 1
Rachel as Naga, Halfling Rogue 1
Jose as Iolas, Half-elf Wizard 1
Play began in Baldur's Gate with the PCs choosing residences in the Pigeon Street neighborhood. The home selections were as follows:
1) Argon: Single story modest home formerly inhabited by a beloved priestess of Lathander named Sister Meredith.
2) Derek: The tavern formerly known as the Ox and Cart, now named The Lonely Hart.
3) Naga lives in the basement of the Ox and Cart, er, Lonely Hart.
4) Galillian chose to reside in a small warehouse. It came with a cart and pony named Franklin, who dreams of being a warhorse.
5) Iolas became the proprietor of a curio shop called Curious Goods. He inherited it from his uncle Grigor, who - along with the entire inventory - disappeared under mysterious circumstances.
6) Growll: He selected a rather run down home with loft. It is a magnet for drifters and ne'er do wells.
For those of you playing along at home, the Pigeon Street neighborhood was retooled in The Tolling of the Great Black Bell no. 13.
After, the PCs began receiving visits from NPCs laden with delicious adventure hooks. Growll was accosted by Rex, Nicole and George, three local scoundrels who work for a certain Hargor. They asked/warned Growll to keep an eye out for Shamus, the home's former residence. They also asked for a 1 sp coin for "protection" but Growll told them to pound sand. And they did.
Derek and Naga met Marcus Grooms, the agent for a local landowner who holds the note on The Lonely Hart. In exchange for giving the Paladin a few weeks grace on the tavern's rent, he asked the specialists to pay a visit to a man named Colin, who resides in a large warehouse. The man was terribly delinquent on his rent and may be in ill health.
Galillian was pestered by a bloated, blithering fool. The man, Boris Blavens, desperately asked for an escort to a shrine of Loviatar. He wished to beg Loviatar for aid in dealing with all those who have wronged him. However, access to the shrine was blocked by a titanic frog with massive teeth. Boris hoped the ranger and his friends would be of assistance.
Finally, Tara Swift visited Iolas at Curious Goods. She told him of the disappearance of a young wizardess in a long-abandoned tower. The massive tower once received skyships and travelers on winged beasts.
The intrepid heroes met at the Lonely Hart and decided to see what was up in the warehouse.
"Sex Golem! Flesh Golem!"
The warehouse was massive, smelled of rust and iron. Naga slipped through the slightly ajar front double doors and triggered a cow bell alarm (a). After opening a lock that secured the doors, the party entered. Gallilian was soon struck by a crossbow bolt from a trap (b) hidden in a damaged Trident missile.
The party cautiously entered, impressed by the primitive electrical lights the lit the narrow halls. The space was crammed with all manner of metal junk, all of it damaged and battered. In one corner (c) they experienced a malevolent force that they wisely avoided. It inhabited a Tiger Tank that was destroyed during the D Day landings.
Soon they met Colin, a wretched, crazed man. With him was his cobbled together love slave, a kind of shambling, undead sex toy. Colin was out of sorts, barely able to carry a conversation and not entirely sure of where he was. Colin was not able to speak of owing any rent. He seemed confused by that fact. He was also vague about how he acquired his companion. He babbled something about a "Night Market."
While the conversation with Colin unfolded, Iolas located a grapple gun. Attached to it with string was a label that read, "Grapple Gun, found on the Battle Plane of Acheron and repaired by Grigor.' Iolas was joyous to have found an item from his uncle's shop, but was not sure how it came to be here. There was clearly a link between this place and Acheron, but the exact nature is murky.
Naga thought about petting the Rust Monster that lived in a pit (d), but wisely decided against it. Rust Monsters eat flesh as readily as they do steel.
The session wrapped up after it was decided to take Colin and his revolting concubine to the Temple of Sune. There was a discussion whether or not to kill them both, but Colin presented such a pitiful personage that they took mercy.
The warehouse was detailed in The Tolling of the Great Black Bell no. 1.
100 xps to all participants.
Labels:
Baldur's Gate,
D and D 5e,
Forgotten Realms
Thursday, July 3, 2014
Wednesday, October 24, 2012
No. 3 Pigeon Street
Those who live near the house at Number 3 Pigeon Street in Baldur’s Gate complain incessantly about the bats in the attic. Perhaps calling them bats is a bit of an understatement as the bats have a wingspan of nearly 6’ and weigh almost 30 pounds. The bats have carried off pets, assaulted those who find themselves out late at night, and have even been so bold as to claw at shuttered windows. The bats simply must go, but the owner of the home is deaf to the complaints of the beleaguered neighbors.
The owner of the home is a quiet man named Thaddeus Blythe. Thaddeus is a wizard and like many of his kind, he is indifferent to anything that might distract from his work. The Watch has paid him a visit and warned him that it is his responsibility to rid his attic of dangerous vermin. He nodded as if he cared, then went right back to what he was doing.
Thaddeus is a brewer of potions and poisons. His main client is the Thieves Guild. Thaddeus cares little about what the rogues and scoundrels who come by his house do with the various elixirs and brews he sells. That’s beyond his ability to care. He simply wishes to excel in his craft and damn anyone who points a moral finger at him or bangs on his door to complain about bats.
Thaddeus owns the house in which he lives. He inherited it from his mother after she died. Thaddeus had left out one of his experiments and his mother drank it, thinking it was her tea. She died in a rather agonizing fashion. Thaddeus felt sad for a day or two then he continued with his work. Thaddeus has never been one for emotional attachments.
The house is in terrible repair. The roof sags, none of the doors close properly due to a shifting frame and the paint and stucco is peeling and chipped. Besides the bats and Thaddeus, there are two other occupants of the house—Kayla and Farrine.
Kayla is a rather rough young woman. She has had many sexual partners and often trades her body for food and shelter. She is foul-mouthed and although she is only 25 lines are already forming on her face. She drinks rather heavily and often smokes a powerful narcotic called White. She has slept with several members of the Thieves Guild who often loiter at the house while waiting for Thaddeus to finish a particular poison or potion. Thaddeus allows her to stay at the house provided he is allowed to share her bed on those rare occasions when the mood strikes him.
Farrine is a bard of modest talent and limited motivation. He spends most of his time in his room playing a violin in front of an open window. He is often without pants, which gives Thaddeus’ neighbors yet another complaint. Neighbors often scream at Farrine to clothe himself, but he ignores their cries and continues to play. Thaddeus and Farrine grew up together and are on good terms with one another.
The House
Descriptions of the keyed areas appear below.
a) Entry
Behind a set of seldom locked doors is a dim entry way. Once inside a visitor will hear the sounds of a violin coming from upstairs. There is a 20% chance that visitors might also hear the sounds of Kayla making love to someone in the room she shares with Thaddeus. There is a curious bouquet of aromas in the house; most are rather unpleasant.
b) Thaddeus’ Lab
The lab is a chaotic mess of beakers, vials, powders, books, notes and bubbling cauldrons. Moving about the mess at a frenetic pace is Thaddeus himself. He’s clad in robes, an apron is wearing a pair of goggles to protect his eyes. Thaddeus looks to be about 30. He is tall, pale and quite thin. He has crisp, blue eyes that add a pleasant note to a rather awkward looking presence.
Thaddeus talks rather quickly, and rarely looks up from his work unless he has to. Visitors will notice that he scratches his groin in a subtle, yet frequent, fashion. (Kayla has passed on a social disease to him.) Thaddeus is rather used to strangers in the house, and won’t put up a fuss regarding callers unless they interrupt him too much.
Thaddeus worries about having too many potions on hand, so his immediate stock is limited. He is convinced that the magic will leach out of them, leaving him with useless stock. Therefore, he only has the following potions available for sale: Feather Fall (200 gp), Spider Climb (200 gp), Invisibility (300 gp), Blink (400 gp)
Hidden among the stacks of papers, vials and beakers is an unlocked cash box containing 550 gp. The remainder of Thaddeus’ fortune is safely locked in a vault deep below the Temple of Gond. His spellbook is carefully hidden under a floorboard. His alchemy equipment is quite valuable. It is worth 2,000 gp, although it would be very difficult to get even half of that value from a fence.
Thaddeus can also brew poisons. If given 1d6+1 days, he can concoct the following poisons: Type K, Type O and Type P. (Please see page 73 of the Dungeon Master Guide for more details.) When a visitor calls, he will only have one vial of Type O poison on hand, which he creates from the venom sacks of a giant centipede. It costs 50 gp.
c) Kitchen
The kitchen is a disgusting mess. There are pots lined with mold, cups full of stale beer, trash thrown onto the floor, and roaches on the walls. Thaddeus used to employ a housekeeper, but she quit in protest. She simply could not put up with the slovenly nature of Thaddeus and his boarders.
d) Parlor
For décor, Thaddeus’ mother favored lace doilies and paintings of little girls with baskets full of flowers. Thaddeus has changed little in the house, so many of the paintings still remain. One of the little girls in a painting bears a striking resemblance to Thaddeus. Even if tortured, Thaddeus would never admit that his mother forced him to pose for a painting after she made him wear a lacy dress and bonnet. That humiliation might explain the lack of remorse he felt when she was poisoned.
The Thieves Guild is jealous in regards to one of its favorite potion brewers and poison makers, so they usually have a rogue lounging about the place. Thaddeus doesn't mind, provided the bravo stays out of his way. The rogue will be wary of visitors and will eavesdrop upon all transactions. He will no doubt report back to the guild after trailing the visitors for a bit.
The rogue hanging about most often is a sharp-tongued and rather rude scoundrel named Devlin. Devlin is a member of a gang of robbers, extortionists and loansharks who call themselves "The Murder Boys." The Murder Boys control one half of Pigeon Street, while Hargor's Men (a few members were met previously) control the other half. While he could assign this duty to one of his underlings, he is rather fond of Kayla and enjoys a daily tryst with her.
e) Office
Thaddeus’ office is less of a place to do work and is more like a blizzard of papers, half-eaten meals, congealed potions and rat droppings. The window has been boarded up, making the room quite dark, even during the day. A door that leads down to the basement is ajar. A musty smell emanates from it.
f) Basement
Water has seeped into the basement due to the city’s rather high water table. The water is heavy with algae, and stinks of mold and the bodies of dead rats. The posts that support the floor appear to be rotted and near the point of failing. It’s an entirely unpleasant place.
g) Thaddeus’ Room
Thaddeus has slept in this room since he was a child. It's also where Kayla spends a fair amount of time. He doesn’t care as he simply falls into bed after spending so many hours on his feet each day. Visitors to the room will most likely find Kayla sitting on the bed, half-naked with a pipe in her hands, a plume of smoke around her. Her eyes will be glassy and she will speak in a slow, languid pace, her words slurring into one another. It’s hard to have any sort of meaningful conversation with her when she is under the effects of White. Sadly, few men have any interest in doing so.
Kayla is not an entirely lost cause. If someone were to take her in, provide solid meals, clothing and time to heal, she might someday rise above her current state. She simply needs a hand up instead of constantly being held down. A PC who tries to get to know her will be given the impression that there is potential within her.
A silver ewer worth 55 gp sits on the desk. Next to it are five doses of White worth 5 sp each.
h) Kayla’s Room
Kayla used to sleep here before she moved next door. Dirty clothes are strewn about. Unless one is interested is soiled women’s clothing, there is nothing of value to be found. Visitors will note that the sagging ceiling is stained and that room has a terrible smell related to it.
The bats’ guano in the attic is starting to pile up. Mixed with rain, the guano is beginning to liquefy and soak through the ceiling.
i) Empty Room
Anyone desperate enough to live in the house may rent a room for 2 gp/month. Thaddeus needs a housekeeper, so he might be willing to forgive the rent in exchange for cleaning. The stench from the bats might make sleeping in this room unbearable, though. The sounds the bats make when they come and go is also unsettling.
j) Farrine’s Room
Farrine loves to play his violin, so he spends most of his time here making music. Occasionally he lures a woman back to the house, but they generally flee in terror from the dilapidated state of affairs. That leaves Farrine with nothing but time on his hands. His room is a mess like the rest of the house, with bits of parchment scattered about with half-written songs on them.
There is a small office (k) attached to his bedroom. In the office he has all of the tools and materials required to make violins. He’s actually rather gifted in this area, but suffers from a lack of motivation. Farrine imagines that adoration and fame will simply arrive on his doorstep. At the school where he studied bardic magic, his instructors implored him to apply himself, but he never did. So here he is in a ramshackle house with an attic full of bats above his head.
Should a comely woman make her way into the house, he will invite her into his room for a private concert. Farrine means no harm; he just wants to play his music for an attractive woman. Perhaps as a reward for his concerto she will buy him dinner and a bottle of wine.
l) Attic
Access to the attic is via a ladder that descends to the floor when a door in the ceiling is opened. There is a cord that hangs down from the door to make opening it easier. The door is in the hallway ceiling between Farrine’s and Thaddeus’ rooms.
The attic is rather large, and the air hangs heavy with the smell of bat guano.
During the day, the 10 large bats (Page 15 of the Monstrous Manual) will be resting here. The ladder and door are in terrible repair, so the clamor that is made when it opens will be enough to alert them. In that instance, they will withdraw to a corner due to surprise, but will then rush any intruders who enter the attic. If they are unable to subdue any intruders after two rounds of melee, they will flee though the attic's windows.
If combat erupts, Kayla will stumble out of her room and will begin babbling incoherently. Farrine will also exit his room and begin playing his violin to encourage the combatants. Devlin will want to watch the mayhem unfold, if only to have a good story the next time he's out drinking. Thaddeus will not get involved since he is happy that someone is finally dealing with the bats for him.
A search of the attic will yield an ivory statuette of a sylvan beauty whose arms and legs end in rose blooms. It is worth 50 gp. The corpses of the bats can be presented to the City Watch for a 1 gp reward each.
![]() |
| Carolita Johnson illustration |
The owner of the home is a quiet man named Thaddeus Blythe. Thaddeus is a wizard and like many of his kind, he is indifferent to anything that might distract from his work. The Watch has paid him a visit and warned him that it is his responsibility to rid his attic of dangerous vermin. He nodded as if he cared, then went right back to what he was doing.
Thaddeus is a brewer of potions and poisons. His main client is the Thieves Guild. Thaddeus cares little about what the rogues and scoundrels who come by his house do with the various elixirs and brews he sells. That’s beyond his ability to care. He simply wishes to excel in his craft and damn anyone who points a moral finger at him or bangs on his door to complain about bats.
Thaddeus owns the house in which he lives. He inherited it from his mother after she died. Thaddeus had left out one of his experiments and his mother drank it, thinking it was her tea. She died in a rather agonizing fashion. Thaddeus felt sad for a day or two then he continued with his work. Thaddeus has never been one for emotional attachments.
The house is in terrible repair. The roof sags, none of the doors close properly due to a shifting frame and the paint and stucco is peeling and chipped. Besides the bats and Thaddeus, there are two other occupants of the house—Kayla and Farrine.
Kayla is a rather rough young woman. She has had many sexual partners and often trades her body for food and shelter. She is foul-mouthed and although she is only 25 lines are already forming on her face. She drinks rather heavily and often smokes a powerful narcotic called White. She has slept with several members of the Thieves Guild who often loiter at the house while waiting for Thaddeus to finish a particular poison or potion. Thaddeus allows her to stay at the house provided he is allowed to share her bed on those rare occasions when the mood strikes him.
Farrine is a bard of modest talent and limited motivation. He spends most of his time in his room playing a violin in front of an open window. He is often without pants, which gives Thaddeus’ neighbors yet another complaint. Neighbors often scream at Farrine to clothe himself, but he ignores their cries and continues to play. Thaddeus and Farrine grew up together and are on good terms with one another.
The House
Descriptions of the keyed areas appear below.
a) Entry
Behind a set of seldom locked doors is a dim entry way. Once inside a visitor will hear the sounds of a violin coming from upstairs. There is a 20% chance that visitors might also hear the sounds of Kayla making love to someone in the room she shares with Thaddeus. There is a curious bouquet of aromas in the house; most are rather unpleasant.
b) Thaddeus’ Lab
The lab is a chaotic mess of beakers, vials, powders, books, notes and bubbling cauldrons. Moving about the mess at a frenetic pace is Thaddeus himself. He’s clad in robes, an apron is wearing a pair of goggles to protect his eyes. Thaddeus looks to be about 30. He is tall, pale and quite thin. He has crisp, blue eyes that add a pleasant note to a rather awkward looking presence.
Thaddeus talks rather quickly, and rarely looks up from his work unless he has to. Visitors will notice that he scratches his groin in a subtle, yet frequent, fashion. (Kayla has passed on a social disease to him.) Thaddeus is rather used to strangers in the house, and won’t put up a fuss regarding callers unless they interrupt him too much.
Thaddeus worries about having too many potions on hand, so his immediate stock is limited. He is convinced that the magic will leach out of them, leaving him with useless stock. Therefore, he only has the following potions available for sale: Feather Fall (200 gp), Spider Climb (200 gp), Invisibility (300 gp), Blink (400 gp)
Hidden among the stacks of papers, vials and beakers is an unlocked cash box containing 550 gp. The remainder of Thaddeus’ fortune is safely locked in a vault deep below the Temple of Gond. His spellbook is carefully hidden under a floorboard. His alchemy equipment is quite valuable. It is worth 2,000 gp, although it would be very difficult to get even half of that value from a fence.
Thaddeus can also brew poisons. If given 1d6+1 days, he can concoct the following poisons: Type K, Type O and Type P. (Please see page 73 of the Dungeon Master Guide for more details.) When a visitor calls, he will only have one vial of Type O poison on hand, which he creates from the venom sacks of a giant centipede. It costs 50 gp.
| Thaddeus Blythe, Male Human, Mage 9; Armor Class: 8 (+2 ring of protection), Hit Dice: 5d4, Hit Points: 20, THAC0: 18, No. of Attacks: 1, Damage: 1d3 (dart), Alignment: Neutral, Move: 12 Spells: 1st: Armor, Charm Person, Magic Missile, Mending; 2nd: Blindness, Invisibility, Levitate; 3rd: Blink, Fly, Hold Person; 4th: Leomund's Secure Shelter, Polymorph Other; 5th: Teleport Strength: 9, Dexterity: 11, Constitution: 11, Intelligence: 16, Wisdom: 14, Charisma: 11 Nonweapon Proficiencies: Brewing, Cooking, Herbalism, Reading/Writing, Spellcraft Saving Throws: Parlayzation, Poison, Death Magic: 13, Rod, Staff, Wand: 9, Petrification or Polymorph: 11, Breath Weapons: 13, Spell 10 Equipment: Spellbook, +2 Ring of Protection, potions (see above), vial of poison, locked cash box with 550 gp, alchemy equipment worth 2,000 gp |
c) Kitchen
The kitchen is a disgusting mess. There are pots lined with mold, cups full of stale beer, trash thrown onto the floor, and roaches on the walls. Thaddeus used to employ a housekeeper, but she quit in protest. She simply could not put up with the slovenly nature of Thaddeus and his boarders.
d) Parlor
For décor, Thaddeus’ mother favored lace doilies and paintings of little girls with baskets full of flowers. Thaddeus has changed little in the house, so many of the paintings still remain. One of the little girls in a painting bears a striking resemblance to Thaddeus. Even if tortured, Thaddeus would never admit that his mother forced him to pose for a painting after she made him wear a lacy dress and bonnet. That humiliation might explain the lack of remorse he felt when she was poisoned.
The Thieves Guild is jealous in regards to one of its favorite potion brewers and poison makers, so they usually have a rogue lounging about the place. Thaddeus doesn't mind, provided the bravo stays out of his way. The rogue will be wary of visitors and will eavesdrop upon all transactions. He will no doubt report back to the guild after trailing the visitors for a bit.
The rogue hanging about most often is a sharp-tongued and rather rude scoundrel named Devlin. Devlin is a member of a gang of robbers, extortionists and loansharks who call themselves "The Murder Boys." The Murder Boys control one half of Pigeon Street, while Hargor's Men (a few members were met previously) control the other half. While he could assign this duty to one of his underlings, he is rather fond of Kayla and enjoys a daily tryst with her.
| Devlin, Male Human, Thief 3; Armor Class: 7 (Dex bonus, leather armor), Hit Dice: 3d6, Hit Points: 11, THAC0: 19, No. of Attacks: 1, Damage: 1d6 (short sword) or 1d3 (knife), Alignment: Lawful Evil, Move: 12 Strength:11, Dexterity: 15, Constitution: 12, Intelligence: 10, Wisdom: 10, Charisma:10 Thief Skills: Pick Pockets: 60%, Open Locks: 25%, Find/Remove Traps: 5%, Move Silently: 55%, Hide in Shadows: 30%, Detect Noise: 15%, Climb Walls: 60%, Read Languages: 0% Nonweapon Proficiencies: Appraising, Gaming, Local History Saving Throws: Parlayzation, Poison, Death Magic: 13, Rod, Staff, Wand: 14, Petrification or Polymorph: 12, Breath Weapons: 16, Spell 15 Equipment: Thieves tools, leather armor, short sword, knife (x3),5 gp, holy symbol of Mask Notes: His backstab damage multiplier is xs. |
e) Office
Thaddeus’ office is less of a place to do work and is more like a blizzard of papers, half-eaten meals, congealed potions and rat droppings. The window has been boarded up, making the room quite dark, even during the day. A door that leads down to the basement is ajar. A musty smell emanates from it.
f) Basement
Water has seeped into the basement due to the city’s rather high water table. The water is heavy with algae, and stinks of mold and the bodies of dead rats. The posts that support the floor appear to be rotted and near the point of failing. It’s an entirely unpleasant place.
g) Thaddeus’ Room
Thaddeus has slept in this room since he was a child. It's also where Kayla spends a fair amount of time. He doesn’t care as he simply falls into bed after spending so many hours on his feet each day. Visitors to the room will most likely find Kayla sitting on the bed, half-naked with a pipe in her hands, a plume of smoke around her. Her eyes will be glassy and she will speak in a slow, languid pace, her words slurring into one another. It’s hard to have any sort of meaningful conversation with her when she is under the effects of White. Sadly, few men have any interest in doing so.
Kayla is not an entirely lost cause. If someone were to take her in, provide solid meals, clothing and time to heal, she might someday rise above her current state. She simply needs a hand up instead of constantly being held down. A PC who tries to get to know her will be given the impression that there is potential within her.
A silver ewer worth 55 gp sits on the desk. Next to it are five doses of White worth 5 sp each.
h) Kayla’s Room
Kayla used to sleep here before she moved next door. Dirty clothes are strewn about. Unless one is interested is soiled women’s clothing, there is nothing of value to be found. Visitors will note that the sagging ceiling is stained and that room has a terrible smell related to it.
The bats’ guano in the attic is starting to pile up. Mixed with rain, the guano is beginning to liquefy and soak through the ceiling.
| Kayla, Female Human, Lvl 0; Armor Class: 10, Hit Dice: 1d6, Hit Points: 3, THAC0: 20, No. of Attacks: 1, Damage: 1d2 (fist), Alignment: Neutral, Move: 12 Strength: 9, Dexterity: 10, Constitution: 12, Intelligence: 9, Wisdom: 9, Charisma:10 Saving Throws: Parlayzation, Poison, Death Magic: 16, Rod, Staff, Wand: 18, Petrification or Polymorph: 17, Breath Weapons: 20, Spell 19 Equipment: 5 doses of White, pipe |
i) Empty Room
Anyone desperate enough to live in the house may rent a room for 2 gp/month. Thaddeus needs a housekeeper, so he might be willing to forgive the rent in exchange for cleaning. The stench from the bats might make sleeping in this room unbearable, though. The sounds the bats make when they come and go is also unsettling.
j) Farrine’s Room
Farrine loves to play his violin, so he spends most of his time here making music. Occasionally he lures a woman back to the house, but they generally flee in terror from the dilapidated state of affairs. That leaves Farrine with nothing but time on his hands. His room is a mess like the rest of the house, with bits of parchment scattered about with half-written songs on them.
There is a small office (k) attached to his bedroom. In the office he has all of the tools and materials required to make violins. He’s actually rather gifted in this area, but suffers from a lack of motivation. Farrine imagines that adoration and fame will simply arrive on his doorstep. At the school where he studied bardic magic, his instructors implored him to apply himself, but he never did. So here he is in a ramshackle house with an attic full of bats above his head.
Should a comely woman make her way into the house, he will invite her into his room for a private concert. Farrine means no harm; he just wants to play his music for an attractive woman. Perhaps as a reward for his concerto she will buy him dinner and a bottle of wine.
| Farrine, Male Human, Bard 2; Armor Class: 9 (Dex bonus), Hit Dice: 3d6, Hit Points: 10, THAC0: 19, No. of Attacks: 1, Damage: 1d4 (dagger), Alignment: Neutral, Move: 12 Spells: 1st: Audible Glamer Strength: 10, Dexterity: 12, Constitution: 11, Intelligence: 13, Wisdom: 9, Charisma:15 Bard Abilities: Climb Walls: 50%, Detect Noise: 30%, Pick Pockets: 20%, Read Languages: 5% Nonweapon Proficiencies: Artistic Ability, Local History, Musical Instrument (violin), Reading/Writing, Singing Saving Throws: Parlayzation, Poison, Death Magic: 13, Rod, Staff, Wand: 14, Petrification or Polymorph: 12, Breath Weapons: 16, Spell 15 Equipment: Thieves tools, dagger, 8 gp, 3 doses of White, pipe Notes: His backstab damage multiplier is x2. |
l) Attic
Access to the attic is via a ladder that descends to the floor when a door in the ceiling is opened. There is a cord that hangs down from the door to make opening it easier. The door is in the hallway ceiling between Farrine’s and Thaddeus’ rooms.
The attic is rather large, and the air hangs heavy with the smell of bat guano.During the day, the 10 large bats (Page 15 of the Monstrous Manual) will be resting here. The ladder and door are in terrible repair, so the clamor that is made when it opens will be enough to alert them. In that instance, they will withdraw to a corner due to surprise, but will then rush any intruders who enter the attic. If they are unable to subdue any intruders after two rounds of melee, they will flee though the attic's windows.
If combat erupts, Kayla will stumble out of her room and will begin babbling incoherently. Farrine will also exit his room and begin playing his violin to encourage the combatants. Devlin will want to watch the mayhem unfold, if only to have a good story the next time he's out drinking. Thaddeus will not get involved since he is happy that someone is finally dealing with the bats for him.
A search of the attic will yield an ivory statuette of a sylvan beauty whose arms and legs end in rose blooms. It is worth 50 gp. The corpses of the bats can be presented to the City Watch for a 1 gp reward each.
Labels:
AD and D 2e,
Baldur's Gate,
Pigeon Street
Sunday, October 21, 2012
Run, Humans!
Gargoyle, Rare, no. 24 of 40, Pathfinder Battles: Heroes and Monsters
The little humans waddle around, looking at their feet all day. When they do look up, they don't want to see us. They see statutes.
They see us all right when we throw things at them, though. Then they yell and run and cry out and curse us. Their skin is so soft. Little bags of waddling meat.
Funny!
Sometimes we don't let them see us. We just drop a brick or roof tile on their little heads. They don't like that. Oh, how they yell. But sometimes they don't yell at all. They just fall down and bleed. Or die.
So funny!
The gargoyles that lurk in Baldur's Gate are a terrible nuisance. While they do not cause trouble during the day, they fearlessly venture forth at night. They delight in antagonizing people they find alone on the streets. Their torments range from simple scares to snatching lone figures off the ground and dropping them from great heights. Murder is extremely rare, but most every Baldurian has a story about a personal encounter with the winged menaces.
| Gargoyle; Armor Class: 5, Hit Dice: 4+4, Hit Points: 24, THAC0: 15, No. of Attacks: 4, Damage:1d3 (claw)/1d3 (claw)/1d6 (bite)/1d4 (horn), Alignment: Chaotic Evil, Move: 9, Fly 15, Special Defense: +1 or better weapon to hit, Morale: 11, XP Value: 420 Gargoyles can make a swoop attack when flying, dropping down suddenly from the sky to make their attacks in an aerial ambush. In this case, they can make either two claw attacks or one horn attack. To make all four of their attacks, they must land. |
Thursday, October 18, 2012
White
The Sword Coast is home to numerous herbs, fungi, roots, tinctures and essential oils that are capable of altering one's consciousness. Their effects are as varied as the means of consumption. Whether they are smoked, drank, sniffed or rubbed on the skin, the various natural intoxicants are readily available in Baldur's Gate.
Regulating mind-altering substances is nearly impossible, Baldur's Gate has dozens of apothecaries, alchemists, mystics, midwives, healers, clerics and wizards. All of them utilize numerous intoxicants that would be far too difficult for the city's leadership to catalog, much less understand. As a result, the City Watch enforces a rather simple methodology.
In Baldur's Gate, any substance is permissable to consume. Provided one does not commit a crime while under the influence, they are safe from arrest. The same rules apply for sale and distribution. For example, a merchant can sell all of the hallucination-inducing mushrooms he likes, but failure to pay taxes on his profits will result on a visit from the tax collector and his armed guards.
In recent weeks, a new substance called "White" has been growing in popularity. Its manufacture and origins are a secret, but many speculate that it comes from Neverwinter. Its sole distributor is a thin, dangerous-looking man named Stevnos. He arrives in Balur's Gate once a month aboard a chartered ship called the Blue Dragon.
From the safety of the ship and protected by guards, Stevnos sells the White to anyone interested in distributing it in the city. He does not sell single doses at this time. Only serious investors willing to spend a few hundred gold pieces are welcomed.
White is a pale, sticky substance. Each dose is sold as a small nugget about the size of a pinky nail. It is consumed via a pipe and produces a thick, white smoke. The effect is rather debilitating, as the user's muscles relax and a comforting feeling of heaviness settles in. A single dose costs 5 sp and lasts several hours. Two doses will last a user an entire day.
White is not addictive, but its users become quite fond of the languid haze it produces. While under its influence, all attacks are made at a -4 penalty. It is not possible to cast Wizard spells when one is affected by White. Similarly, it's not possible to cast Cleric spells higher than 2nd level. Curiously, Druid's find their spell-casting abilities to be unaffected.
White's use is not widespread throughout the city. Due to its limited availability, its users are limited to a rather small section of the city. It seems to be particularly popular along Pigeon Street and the surrounding neighborhoods.
Regulating mind-altering substances is nearly impossible, Baldur's Gate has dozens of apothecaries, alchemists, mystics, midwives, healers, clerics and wizards. All of them utilize numerous intoxicants that would be far too difficult for the city's leadership to catalog, much less understand. As a result, the City Watch enforces a rather simple methodology.
In Baldur's Gate, any substance is permissable to consume. Provided one does not commit a crime while under the influence, they are safe from arrest. The same rules apply for sale and distribution. For example, a merchant can sell all of the hallucination-inducing mushrooms he likes, but failure to pay taxes on his profits will result on a visit from the tax collector and his armed guards.In recent weeks, a new substance called "White" has been growing in popularity. Its manufacture and origins are a secret, but many speculate that it comes from Neverwinter. Its sole distributor is a thin, dangerous-looking man named Stevnos. He arrives in Balur's Gate once a month aboard a chartered ship called the Blue Dragon.
From the safety of the ship and protected by guards, Stevnos sells the White to anyone interested in distributing it in the city. He does not sell single doses at this time. Only serious investors willing to spend a few hundred gold pieces are welcomed.
White is a pale, sticky substance. Each dose is sold as a small nugget about the size of a pinky nail. It is consumed via a pipe and produces a thick, white smoke. The effect is rather debilitating, as the user's muscles relax and a comforting feeling of heaviness settles in. A single dose costs 5 sp and lasts several hours. Two doses will last a user an entire day.
White is not addictive, but its users become quite fond of the languid haze it produces. While under its influence, all attacks are made at a -4 penalty. It is not possible to cast Wizard spells when one is affected by White. Similarly, it's not possible to cast Cleric spells higher than 2nd level. Curiously, Druid's find their spell-casting abilities to be unaffected.
White's use is not widespread throughout the city. Due to its limited availability, its users are limited to a rather small section of the city. It seems to be particularly popular along Pigeon Street and the surrounding neighborhoods.
Labels:
AD and D 2e,
Baldur's Gate,
Forgotten Realms,
Pigeon Street
Wednesday, October 17, 2012
The Neighborhood at the Corner of Craft Street and Wagon Way; Part IV
In this fourth and final installment, we visit a turnkey business opportunity for a character who has always wanted to run a tavern. Free beer! Please see Part One for background on this series.Building D - Defunct Tavern with Apartment
This two-story building features a small tavern on the ground floor and a spacious apartment upstairs. Because of the building’s size and usefulness as a tavern, the rent is rather high at 25 gp/month. The building is rumored to be owned by one of Baldur's Gate wealthy families. They have a hands-off approach and care little about the daily affairs of the tavern as long as the rent is paid on time.
The tavern, called the Ox and Cart, was last run by a couple named Gillian and Arnold. It was a favorite spot in the neighborhood, but not always well-managed. Arnold was prone to letting regulars run up tabs that Gillian could never hope to collect. These regulars also included local members of Thieves Guild, who are known as Hargor's Men. Gillian and Arnold feuded frequently as a result.
The marital strife came to a head one night when Gillian caught Arnold romancing a serving maiden on the bar. Gillian took an iron from the fireplace and crushed both of their skulls. (Gillian is a large, strong woman.) Gillian was taken to prison and the tavern closed soon after. Locals will still drop by the tavern, peer in the windows, test the door and hope that it will open for business once again.
Running the Tavern
If a character wishes to open the tavern for business, a rather simple method can be used to adjudicate the process. The PC should take a Nonweapon Proficiency called "Tavern Keeper" with Intelligence as the relevant ability. Once per month, the character will make their proficiency check. If he succeeds, all expenses were met and he earned a modest salary of 5 gp. If he fails, money was lost and no salary was made. Three consecutive failures results in the tavern going out of business. DMs and PCs should feel free to complicate or simplify this mechanic further.

Encounter at the Tavern
Arnold’s spirit haunts the tavern. Because he died with such violence and quite recently, his spirit (technically a poltergeist) is rather confused by its current state. Presently, it manifests in the wee hours of morning as it crashes about on the ground floor, knocking over mugs and chairs. Such a clamor might cause a player character to believe that the tavern is being burgled. While there are no clues to suggest this, nothing in the early stages of the haunting points to a poltergeist, either.
When Arnold's spirit becomes more self-aware and focused, it will make its presence felt as a chill that runs down the spine of those in its presence. It will also emit haunting moans. It will take many months before Arnold’s poltergeist will gain its full power. When it does, it will have the statistics found on page 296 of the Monstrous Manual. It will not rest or depart peacefully. It will grow increasingly aggressive, resenting the presence of the character. The poltergeist will not rest until Gillian also meets her end, either in prison or from the hangman’s noose.
When/if Arnold’s poltergeist is destroyed or departs on its own accord, the PC will become aware that there is a second presence in the house, a ghost belonging to the serving maiden also killed by Gillian. The maiden, whose name was Coriander, has a rather timid spirit spirit and will not be so maddening to deal with as Arnold’s. Given time, the spirit will carry on in death as it did in life. For example, it might manifest at midnight as a pale, glowing figure that sweeps the floor, wipes the tables and tidies up the place.
Further Developments at the Tavern
Late in the evening, there is a frantic banging on the tavern's door. A young man begins to yell, “Let me in! By the gods! Help!” When the player opens the door, he can hardly process what is happening on the doorstep.
All he can see is a a terrified young man holding a lantern and a massive set of wings attached to something large and black. The wings are beating like mad and the lad is screaming, “Bats! Aiiieee!” Please see page 15 of the Monstrous Manual for details of the Large Bat.
In recent months, large bats have flown into the city and have been nesting in abandoned buildings. They are becoming quite the menace and have taken to assaulting people who are out at night alone. The young man’s name is Tanner and he works as a linkboy. He will be grateful for any assistance.
Labels:
AD and D 2e,
Baldur's Gate,
Forgotten Realms,
Pigeon Street
Tuesday, October 16, 2012
The Neighborhood at the Corner of Craft Street and Wagon Way; Part III
Today we visit a humble, ground-level flat for the character on a budget. Please see Part One for background on this series.
Building C - Ground Level Flat
Building C - Ground Level Flat
This two story building has been divided into two apartments, one on each floor. The character who lives on the ground level pays 3 gp/month for a living room/kitchen and a bedroom. The tenants upstairs are a married couple prone to the occasional drunken argument followed by loud lovemaking.
The flat is in good shape and any needed repairs are made promptly. The landlord is a wealthy individual of unknown identity. His agent, Marcus Grooms, comes by to collect the rent and to approve any repairs. He is an aging, polite fellow, who will chat for a few moments before collecting the gold coins and going about his business.
Callers to the Flat
The prior resident of the flat was a beloved cleric of Lathander. The cleric suddenly moved away to Waterdeep to help investigate rumors of undead massing in the city's sewers. Many in the neighborhood did not receive the news and assume he still lives there. For some weeks—until word spreads—the PC who lives here can expect a wide array of visitors seeking help. A few are listed below.
1) Sick Babe
A distraught mother, with tears running down her cheeks and eyes weary from lack of sleep, pounds on the door. With her is a baby, who suffers from a deep, wracking cough. A successful Healing proficiency check will result in a diagnosis of Coal Cough. Coal Cough is a common childhood malady that is caused from the numerous particulates in Baldur's Gate's air. A successful Healing check (add +2 to the check if the PC also has Herbalism) will help the child to recover quickly.
If the PC presses the woman about her personal life, he will be told that her name is Miriam and the baby girl is Chloe. Miriam became a widow after her husband was lost at sea. When recounting the tale, she will bitterly spit a curse at the goddess Umberlee. She’ll add, “My husband donated a tenth of his income to that foul temple as a bribe against fate, but that wretched goddess still took his life!”
If the PC helps Miriam - and she will show up from time to time with sick babe in tow - neighbors will begin gossiping to the PC about her. They say things like, "Her husband was lost at sea more than a year ago, but her daughter was conceived afterward." They will also make remarks about her living conditions. "How can the widow of a fisherman afford such a nice home?" Finally, a few neighbors will say that Miriam spends quite a bit of time at the temple of Umberlee. "What do you think goes on there?" they ask aloud. "Everyone knows it's a place of perversion and shady dealings."
2) The Stabbed Man
In the middle of the night, there is a great clamor at the door. On the doorstep is an unconscious man, who is being propped up by two drunken friends. The unconscious man has been stabbed and is bleeding heavily from his wound. A successful Healing check will stop his bleeding, restore 1d3 hit points and therefore save his life. While the men may look a bit rough, they mean no harm and are merely concerned for their friend.
If the PC is unable to help, they will not hold him responsible for their friend's demise. If the PC presses for details, he will learn that the men were drinking at a tavern in the area and got into an altercation with some local rogues (Hargor's Men). After their friend was stabbed, they were deliberately misdirected to the PC's flat with a promise of free healing.
3) Bitten!
A member of the Fraternal Order of Rat Catchers, Doyle Spence by name, is suffering from “The Fever.” It is a malady common to people who are bitten by filthy, diseased rats. He has come seeking aid and is sweaty, miserable and quite pale. Doyle tried to pray to Tymora for good luck and a speedy recovery, but his prayers went unanswered. A successful Healing check (add +2 to the check if the PC also has Herbalism) will cure Doyle of his affliction.
Encounter at the Flat
As previously mentioned, the couple that lives upstairs—Joy and Forrest—are frequent fighters. One evening they will be having a particularly explosive row involving allegations of infidelity. A neighbor gossiped that Joy gets the best cuts and best prices from the butcher because she shows him her breasts. Forrest confronted the butcher, a fight ensured and Forrest was briefly jailed. He is home now and the arguing has begun. At some point, Forrest will run down the stairs and will start screaming from the street. Eventually a shattering sound will be heard.
“Gods, Joy! You threw a dammed plate at me?!”
“I did not, you stupid bastard!” she’ll retaliate.
“Liar!” he’ll spit.
Suddenly, there are more sounds of ceramic breaking on the cobblestone streets. Forrest will then begin screaming in earnest.
“Gargoyles! Damned bastards! Stop!”
That will be followed by a loud thud. When/if the character investigates, Forrest will be laying on the cobbles, his head clearly bleeding. On the roof, two gargoyles will be leering at the scene, obviously enjoying their antics. (See page 125 of the Monstrous Manual for details.) They will quickly depart, but not before hurling a few more roof tiles at any would-be rescuers. Treat the tiles as a ranged attack that does 1d4 damage.
The flat is in good shape and any needed repairs are made promptly. The landlord is a wealthy individual of unknown identity. His agent, Marcus Grooms, comes by to collect the rent and to approve any repairs. He is an aging, polite fellow, who will chat for a few moments before collecting the gold coins and going about his business.
Callers to the Flat
The prior resident of the flat was a beloved cleric of Lathander. The cleric suddenly moved away to Waterdeep to help investigate rumors of undead massing in the city's sewers. Many in the neighborhood did not receive the news and assume he still lives there. For some weeks—until word spreads—the PC who lives here can expect a wide array of visitors seeking help. A few are listed below.
1) Sick Babe
A distraught mother, with tears running down her cheeks and eyes weary from lack of sleep, pounds on the door. With her is a baby, who suffers from a deep, wracking cough. A successful Healing proficiency check will result in a diagnosis of Coal Cough. Coal Cough is a common childhood malady that is caused from the numerous particulates in Baldur's Gate's air. A successful Healing check (add +2 to the check if the PC also has Herbalism) will help the child to recover quickly.
If the PC presses the woman about her personal life, he will be told that her name is Miriam and the baby girl is Chloe. Miriam became a widow after her husband was lost at sea. When recounting the tale, she will bitterly spit a curse at the goddess Umberlee. She’ll add, “My husband donated a tenth of his income to that foul temple as a bribe against fate, but that wretched goddess still took his life!”
If the PC helps Miriam - and she will show up from time to time with sick babe in tow - neighbors will begin gossiping to the PC about her. They say things like, "Her husband was lost at sea more than a year ago, but her daughter was conceived afterward." They will also make remarks about her living conditions. "How can the widow of a fisherman afford such a nice home?" Finally, a few neighbors will say that Miriam spends quite a bit of time at the temple of Umberlee. "What do you think goes on there?" they ask aloud. "Everyone knows it's a place of perversion and shady dealings."
2) The Stabbed Man
In the middle of the night, there is a great clamor at the door. On the doorstep is an unconscious man, who is being propped up by two drunken friends. The unconscious man has been stabbed and is bleeding heavily from his wound. A successful Healing check will stop his bleeding, restore 1d3 hit points and therefore save his life. While the men may look a bit rough, they mean no harm and are merely concerned for their friend.
If the PC is unable to help, they will not hold him responsible for their friend's demise. If the PC presses for details, he will learn that the men were drinking at a tavern in the area and got into an altercation with some local rogues (Hargor's Men). After their friend was stabbed, they were deliberately misdirected to the PC's flat with a promise of free healing.
3) Bitten!
A member of the Fraternal Order of Rat Catchers, Doyle Spence by name, is suffering from “The Fever.” It is a malady common to people who are bitten by filthy, diseased rats. He has come seeking aid and is sweaty, miserable and quite pale. Doyle tried to pray to Tymora for good luck and a speedy recovery, but his prayers went unanswered. A successful Healing check (add +2 to the check if the PC also has Herbalism) will cure Doyle of his affliction.
Encounter at the Flat
As previously mentioned, the couple that lives upstairs—Joy and Forrest—are frequent fighters. One evening they will be having a particularly explosive row involving allegations of infidelity. A neighbor gossiped that Joy gets the best cuts and best prices from the butcher because she shows him her breasts. Forrest confronted the butcher, a fight ensured and Forrest was briefly jailed. He is home now and the arguing has begun. At some point, Forrest will run down the stairs and will start screaming from the street. Eventually a shattering sound will be heard.
“Gods, Joy! You threw a dammed plate at me?!”
“I did not, you stupid bastard!” she’ll retaliate.
“Liar!” he’ll spit.
Suddenly, there are more sounds of ceramic breaking on the cobblestone streets. Forrest will then begin screaming in earnest.
“Gargoyles! Damned bastards! Stop!”
That will be followed by a loud thud. When/if the character investigates, Forrest will be laying on the cobbles, his head clearly bleeding. On the roof, two gargoyles will be leering at the scene, obviously enjoying their antics. (See page 125 of the Monstrous Manual for details.) They will quickly depart, but not before hurling a few more roof tiles at any would-be rescuers. Treat the tiles as a ranged attack that does 1d4 damage.
Labels:
AD and D 2e,
Baldur's Gate,
Pigeon Street
Monday, October 15, 2012
The Neighborhood at the Corner of Craft Street and Wagon Way; Part II
This installment presents a small warehouse with a rather unusual storage feature. Please see Part One for background on this series.
Building B - Warehouse
This warehouse was gifted to a character by a relative. The relative was a former merchant who traveled the Sword Coast for years before finally retiring to an estate in Waterdeep.
The warehouse was used to store personal mementos and curiosities that had mostly sentimental value. Basic furniture including a bed, wood burning stove, table and chairs results in an affordable, albeit unusual, home. The character who lives here pays 30 gp per year in property taxes. It is worth 2,000 gp.
The warehouse is not very large, just 20' x 30'. In modern parlance it might be classified as a very large shed. Two sliding double doors provide access to the front. The double doors can be secured with a length of chain and a lock. They are wide enough to accommodate a cart. The floor of the warehouse has been paved with flagstones. Natural light streams in from two narrow windows placed rather high in the wall to dissuade people from climbing in.
While the most valuable objects were boxed up and shipped to Waterdeep, a few remain. There is a large bearskin rug from the Icewind Dale. (On cold mornings, it's nice to stand on the rug in bare feet.) A stuffed owlbear slain in the Wood of Sharp Teeth stands in a corner. A massive, yet gorgeous, four-poster bed crafted in the Moonshae Isles is near the back door. On the wall behind it is a detailed tapestry depicting Baldur's Gate bustling port.
The warehouse's most striking feature is a rather unique vault. Set into the floor is a 4' x 4' metal hatch. Two small holes are cut into the top of the hatch. From the holes emerge two separate lengths of chain. The ends of the chain are affixed to plates that are bolted to the warehouse floor. A lock secures the hatch door. Once opened, a 10' deep shaft is visible. At the ends of the chains are two locked, metal chests that measure 2' wide x 1' wide x 2' high.
The chests are immersed in a Gelatinous Cube (pg. 278-279 Monstrous Compendium). The cube is 4' in all dimensions and remains in place provided it is regularly fed. To that end, there is a small chicken coop in the alley behind the warehouse. Next to the pit is a brazer, a pair of iron gauntlets and a small shovel. (To safely open the chests, coals can be placed in the brazier from the wood burning stove. A chest can then be cleared of acidic ooze while wearing the gauntlets.)
Currently the chests are empty, their contents cleaned out by the PC's relative. When the relative owned the warehouse, he would occasionally rent out one of the chests as secure storage for small, yet valuable, items. He charged 1 gp per week and had a reputation for honesty by encouraging people to secure the chests with their own locks.
Encounter at the Warehouse
One day the PC will receive a visitor seeking to store an item in the shaft. She is rather striking, with short brown hair, hazel eyes and an athletic build. She is confident and poised despite being rather short. Her leathers, daggers, bandolier of knives and fluid movements mark her as a Thief to all but the most obtuse.
The young woman is named Tara the Swift. It used to be Tara the Chimney Swift when she was a young rogue in Waterdeep. She earned the moniker when she got stuck in a chimney while trying to execute a burglary. She spent a miserable day stuck in the narrow confines before her companions could free her. The chiding she endured as a result was unbearable. She eventually left the city and re-invented herself. Tara is no longer affiliated with a Thieves Guild. Instead, she has chosen a more legitimate path as an adventurer. The increase in status and legitimacy are welcomed, but the work is far more dangerous.
On a recent job she procured a beautiful piece of jewelry. She hopes to sell it at some point, but currently wants to store it. It has been placed in a small wooden box, wrapped in paper and bound with twine. If asked about the contents of the packet, Tara will frown and say something to the effect of, "The previous owner wasn't so chatty. Is this going to be an ongoing problem?"
If the PC proves himself to be honest and reliable, he will earn Tara's respect. Doing so may prove lucrative, as Tara often receives more job offers than she can handle. She would be more than happy to pass on leads, but would expect a finder's fee.
Further Developments at the Warehouse
Living in a warehouse with a monster pit will invariable result in some interesting occurrences. One night while the PC gets out of bed to relieve himself, he steps on something gooey. Acid immediately begins to eat away at his flesh. The pain is excruciating and results in 1d2 hit points of damage. Until healed, the character will have their move halved. Investigation will reveal a tiny Gelatinous Cube that measures 1" in all dimensions. It would be kind of cute under ordinary circumstances. Evidently, the cube separated from its parent and squeezed out of the pit.
Rumors travel quickly in Baldur's Gate, so the pit is not a perfectly kept secret. Once per month, a City Watch patrol will drop by to berate the character about not having a permit to own a dangerous animal. As a result, an immediate 1 gp fine is due. The 1 gp is used as the night's drinking money by the watchmen.
In a more sinister twist, Nicole - who is Hargor's lieutenant (See Part I) - will inquire as to whether or not she can dispose of a body in the pit. She will pay the PC a 3 gp consideration. If she is rebuffed, she will be visibly irritated and walk off in a huff.
Building B - Warehouse
This warehouse was gifted to a character by a relative. The relative was a former merchant who traveled the Sword Coast for years before finally retiring to an estate in Waterdeep.
The warehouse was used to store personal mementos and curiosities that had mostly sentimental value. Basic furniture including a bed, wood burning stove, table and chairs results in an affordable, albeit unusual, home. The character who lives here pays 30 gp per year in property taxes. It is worth 2,000 gp.
The warehouse is not very large, just 20' x 30'. In modern parlance it might be classified as a very large shed. Two sliding double doors provide access to the front. The double doors can be secured with a length of chain and a lock. They are wide enough to accommodate a cart. The floor of the warehouse has been paved with flagstones. Natural light streams in from two narrow windows placed rather high in the wall to dissuade people from climbing in.
While the most valuable objects were boxed up and shipped to Waterdeep, a few remain. There is a large bearskin rug from the Icewind Dale. (On cold mornings, it's nice to stand on the rug in bare feet.) A stuffed owlbear slain in the Wood of Sharp Teeth stands in a corner. A massive, yet gorgeous, four-poster bed crafted in the Moonshae Isles is near the back door. On the wall behind it is a detailed tapestry depicting Baldur's Gate bustling port.
The warehouse's most striking feature is a rather unique vault. Set into the floor is a 4' x 4' metal hatch. Two small holes are cut into the top of the hatch. From the holes emerge two separate lengths of chain. The ends of the chain are affixed to plates that are bolted to the warehouse floor. A lock secures the hatch door. Once opened, a 10' deep shaft is visible. At the ends of the chains are two locked, metal chests that measure 2' wide x 1' wide x 2' high.The chests are immersed in a Gelatinous Cube (pg. 278-279 Monstrous Compendium). The cube is 4' in all dimensions and remains in place provided it is regularly fed. To that end, there is a small chicken coop in the alley behind the warehouse. Next to the pit is a brazer, a pair of iron gauntlets and a small shovel. (To safely open the chests, coals can be placed in the brazier from the wood burning stove. A chest can then be cleared of acidic ooze while wearing the gauntlets.)
Currently the chests are empty, their contents cleaned out by the PC's relative. When the relative owned the warehouse, he would occasionally rent out one of the chests as secure storage for small, yet valuable, items. He charged 1 gp per week and had a reputation for honesty by encouraging people to secure the chests with their own locks.
Encounter at the Warehouse
One day the PC will receive a visitor seeking to store an item in the shaft. She is rather striking, with short brown hair, hazel eyes and an athletic build. She is confident and poised despite being rather short. Her leathers, daggers, bandolier of knives and fluid movements mark her as a Thief to all but the most obtuse.
The young woman is named Tara the Swift. It used to be Tara the Chimney Swift when she was a young rogue in Waterdeep. She earned the moniker when she got stuck in a chimney while trying to execute a burglary. She spent a miserable day stuck in the narrow confines before her companions could free her. The chiding she endured as a result was unbearable. She eventually left the city and re-invented herself. Tara is no longer affiliated with a Thieves Guild. Instead, she has chosen a more legitimate path as an adventurer. The increase in status and legitimacy are welcomed, but the work is far more dangerous.
On a recent job she procured a beautiful piece of jewelry. She hopes to sell it at some point, but currently wants to store it. It has been placed in a small wooden box, wrapped in paper and bound with twine. If asked about the contents of the packet, Tara will frown and say something to the effect of, "The previous owner wasn't so chatty. Is this going to be an ongoing problem?"
If the PC proves himself to be honest and reliable, he will earn Tara's respect. Doing so may prove lucrative, as Tara often receives more job offers than she can handle. She would be more than happy to pass on leads, but would expect a finder's fee.
| Tara the Swift, Female Human, Thief 5; Armor Class: 4 (Dex bonus, +1 leather armor), Hit Dice: 5d6, Hit Points: 17, THAC0: 17 (dagger) or 19 (off-hand knife), No. of Attacks: 2/1, Damage: 1d4+1 (+1 dagger) or 1d3+1 (+1 knife), Alignment: Neutral, Move: 12 Strength: 9, Dexterity: 17, Constitution: 11, Intelligence: 13, Wisdom: 10, Charisma:14 Thief Skills: Pick Pockets: 20%, Open Locks: 65%, Find/Remove Traps: 35%, Move Silently: 60%, Hide in Shadows: 45%, Detect Noise: 40%, Climb Walls: 60%, Read Languages: 0% Nonweapon Proficiencies: Appraising, Forgery, Tightrope Walking, Tumbling Saving Throws: Parlayzation, Poison, Death Magic: 12, Rod, Staff, Wand: 12, Petrification or Polymorph: 11, Breath Weapons: 15, Spell 13 Equipment: Thieves tools, +1 leather armor, +1 dagger, +1 knife (x3), 2 aquamarines (15 gp each), 10 gp, gold ring with pearl setting (25 gp) Notes: Tara fights with two weapons. She wields a dagger in her right hand (main) and a knife in her left (off hand). Her THAC0s are calculated with her level, weapon bonuses and two weapon penalties factored in. Her backstab damage multiplier is x3. |
Further Developments at the Warehouse
Living in a warehouse with a monster pit will invariable result in some interesting occurrences. One night while the PC gets out of bed to relieve himself, he steps on something gooey. Acid immediately begins to eat away at his flesh. The pain is excruciating and results in 1d2 hit points of damage. Until healed, the character will have their move halved. Investigation will reveal a tiny Gelatinous Cube that measures 1" in all dimensions. It would be kind of cute under ordinary circumstances. Evidently, the cube separated from its parent and squeezed out of the pit.
Rumors travel quickly in Baldur's Gate, so the pit is not a perfectly kept secret. Once per month, a City Watch patrol will drop by to berate the character about not having a permit to own a dangerous animal. As a result, an immediate 1 gp fine is due. The 1 gp is used as the night's drinking money by the watchmen.
In a more sinister twist, Nicole - who is Hargor's lieutenant (See Part I) - will inquire as to whether or not she can dispose of a body in the pit. She will pay the PC a 3 gp consideration. If she is rebuffed, she will be visibly irritated and walk off in a huff.
Labels:
AD and D 2e,
Baldur's Gate,
Pigeon Street
Sunday, October 14, 2012
The Neighborhood at the Corner of Craft Street and Wagon Way; Part I
Every intrepid explorer needs a place to rest his weary bones at the end of a long adventure. The neighborhood at the corner of Craft Street and Wagon Way might offer such a destination. This article and the three that follow will present four abodes that a Player Character might call home. Taken as a whole, they will provide a dynamic base of operations that will evolve as the PCs exert their influence over the area.
Building A - Small Home with Loft
This small house is comprised of a living room, kitchen, pantry and a loft that can function as a master bedroom. The loft overlooks the living room and is accessible via a flight of stairs. Two fireplaces - one in the living room and another in the kitchen - provide plenty of heat. Because the house is freestanding it is rather quiet. The character who lives here pays 6 gp per month in rent.
The landlord is a retired merchant named Bacchus Crane. He is a rotund, red-faced man, who cares little about what happens at the house as long as it doesn't burn down and the rent is paid on time.
The house is not in very good shape. The wood shingles on the roof need replacing, so it leaks when it rains. The plaster on the exterior requires patching and the whole place could use some paint. It also looks as if the front and back doors have been kicked in a few times, judging by the numerous repairs.
The previous occupant was a rather sleazy individual. The man, Shamus Kole, was a seller of White. White is a sticky, tar-like substance that is smoked, usually in a pipe. It is a debilitating narcotic that causes its user to lapse into a languid state where time slows to a crawl. White is not addictive, but its users tend to be overly fond of the effect it has on them.
Shamus was forced to flee the house a few weeks ago when a local gang of toughs demanded a cut of his profits. He refused, so they kicked in his door one night and beat him badly. He fled into the night, leaving behind a cache of gold. It is hidden in a secret space under the stairs. A character who takes the time to thoroughly search the house will find the hiding place and its 75 gold coins. Races adept at noticing secret and concealed doors might note its presence without an exhaustive investigation.
Encounter at the House
One afternoon, there will be a pounding on the front door. As the character moves to answer the door, he will also hear the back door being rattled. If the character answers the front door, a stern-faced woman with black hair tied into two braids will be on the doorstep. Her name is Nicole and she wears a scowl as her hands rest on her hips, quite close to the grips of her short sword and dagger.
"Who are you and where's Shamus?" she'll spit.
Near her, just a few steps away, is an ugly tough named Recks. His nose looks as if it's been flattened one too many times and he’s missing a few teeth. Tucked under his left armpit is a pair of brass knuckles, which he is wearing on his right hand. He seems like the kind of man who is very comfortable with violence.
At the back door is an overweight, slovenly man in a stained tunic. His name is Roger and he loves to smoke White and drift away into a haze of food and sleep. Despite his numerous bad habits, Roger is a skilled rogue. Of the three scoundrels present, he actually quite likable and doesn't like violence.
These three lovelies are members of the Thieves Guild. In Baldur's Gate the Guild of Thieves is divided into numerous, small cadres, crews and gangs. This particular group is known as Hargor’s Men, so named for their leader, Hargor Durn. Nicole, Recks and Roger are at the PC’s doorstep because they want to know where Shamus went. They are still determined to bring him into the fold, forcibly if need be.
This encounter is important since the PCs will no doubt have frequent dealings with Hargor’s Men if they remain in the neighborhood. The two groups will have to learn to coexist. If the PCs are uncomfortable about living in close proximity to thugs and cut purses, they will have to accept that Baldur's Gate is a rough city. Rogues - and worse - are everywhere.
Stat blocks for the three callers can be found below.
Further Developments at the House
One day while the character is relaxing, he will hear the doorknob on the back door being rattled. Attempting to force his way in is Shamus, the former occupant of the home. He is a thin, pale fellow who appears to be very stressed. He's rather panicked as he begins to speak rapidly.
"Uh, hello. I'm Shamus and I used to live here and I need to come in because I left something behind. It's really important and I don't have a lot of time, so please let me in so I can get what I need and leave, okay?"
Shamus is hoping to retrieve his 75 gp. If he is denied access or if the PC has already discovered the coins, yet refuses to turn them over, Shamus will make a veiled threat about coming back later with some friends. He does not wish to spend a lot of time at the house as he is afraid that some of Hargor's Men might spot him.
Finally, where is the cellar? Most houses in Baldur's Gate have cellars, so the PC who lives here might wonder where it is. A character with the Carpentry nonweapon proficiency will notice that the floorboards in the pantry appear to be newer and of different wood that the flooring around it.
Further investigation will reveal that there used to be a trapdoor in the spot. Perhaps it was once the access point for the cellar? If so, why was it covered? What could be down there that would prompt the house's owner, Bacchus Crane, to have it concealed?
Building A - Small Home with Loft
![]() |
| The Neighborhood |
The landlord is a retired merchant named Bacchus Crane. He is a rotund, red-faced man, who cares little about what happens at the house as long as it doesn't burn down and the rent is paid on time.
The house is not in very good shape. The wood shingles on the roof need replacing, so it leaks when it rains. The plaster on the exterior requires patching and the whole place could use some paint. It also looks as if the front and back doors have been kicked in a few times, judging by the numerous repairs.
The previous occupant was a rather sleazy individual. The man, Shamus Kole, was a seller of White. White is a sticky, tar-like substance that is smoked, usually in a pipe. It is a debilitating narcotic that causes its user to lapse into a languid state where time slows to a crawl. White is not addictive, but its users tend to be overly fond of the effect it has on them.
![]() |
| Building A |
Encounter at the House
One afternoon, there will be a pounding on the front door. As the character moves to answer the door, he will also hear the back door being rattled. If the character answers the front door, a stern-faced woman with black hair tied into two braids will be on the doorstep. Her name is Nicole and she wears a scowl as her hands rest on her hips, quite close to the grips of her short sword and dagger.
![]() |
| Dan Smith illustration |
"Who are you and where's Shamus?" she'll spit.
Near her, just a few steps away, is an ugly tough named Recks. His nose looks as if it's been flattened one too many times and he’s missing a few teeth. Tucked under his left armpit is a pair of brass knuckles, which he is wearing on his right hand. He seems like the kind of man who is very comfortable with violence.
At the back door is an overweight, slovenly man in a stained tunic. His name is Roger and he loves to smoke White and drift away into a haze of food and sleep. Despite his numerous bad habits, Roger is a skilled rogue. Of the three scoundrels present, he actually quite likable and doesn't like violence.
These three lovelies are members of the Thieves Guild. In Baldur's Gate the Guild of Thieves is divided into numerous, small cadres, crews and gangs. This particular group is known as Hargor’s Men, so named for their leader, Hargor Durn. Nicole, Recks and Roger are at the PC’s doorstep because they want to know where Shamus went. They are still determined to bring him into the fold, forcibly if need be.
This encounter is important since the PCs will no doubt have frequent dealings with Hargor’s Men if they remain in the neighborhood. The two groups will have to learn to coexist. If the PCs are uncomfortable about living in close proximity to thugs and cut purses, they will have to accept that Baldur's Gate is a rough city. Rogues - and worse - are everywhere.
Stat blocks for the three callers can be found below.
| Nicole, Female Human, Fighter 2; Armor Class: 9 (Dex bonus), Hit Dice: 2d10, Hit Points: 11, THAC0: 19 (18 with short sword), No. of Attacks: 3/2 (short sword) or 1 (dagger), Damage: 1d6+1 (shortsword) or 1d4 (dagger), Alignment: Lawful Evil, Move: 12 Strength: 10, Dexterity: 15, Constitution: 12, Intelligence: 10, Wisdom: 10, Charisma: 13 Saving Throws: Parlayzation, Poison, Death Magic: 14, Rod, Staff, Wand: 16, Petrification or Polymorph: 15, Breath Weapons: 17, Spell 17 Equipment: Short sword, dagger, 5 gp |
| Recks, Male Human, Fighter 3; Armor Class: 9 (Dex bonus), Hit Dice: 3d8, Hit Points: 21, THAC0: 16 (brass knuckles) or 17 (dagger), No. of Attacks: 3/2 (brass knuckles) or 1 (dagger), Damage: 1d3+3 (brass knuckles) or 1d4+1 (dagger), Alignment: Neutral Evil, Move: 12 Strength: 17 (+1 to hit/damage), Dexterity: 12, Constitution: 16 (+2 hit points), Intelligence: 8, Wisdom: 9, Charisma: 9 Saving Throws: Parlayzation, Poison, Death Magic: 13, Rod, Staff, Wand: 15, Petrification or Polymorph: 14, Breath Weapons: 16, Spell 16 Equipment: Brass Knuckles, dagger, 3 gp Note: See pp. 97-98 in the Player's Handbook for details on unarmed combat, Recks' preferred fighting style. |
| Roger, Male Human, Thief 3; Armor Class: 9 (Dex bonus), Hit Dice: 3d6, Hit Points: 10, THAC0: 19, No. of Attacks: 1, Damage: 1d4 (dagger), Alignment: Neutral, Move: 12 Strength: 10, Dexterity: 15, Constitution: 11, Intelligence: 12, Wisdom: 9, Charisma: 9 Thief Skills: Pick Pockets: 20%, Open Locks: 65%, Find/Remove Traps: 35%, Move Silently: 35%, Hide in Shadows: 25%, Detect Noise: 30%, Climb Walls: 70%, Read Languages: 0% Saving Throws: Parlayzation, Poison, Death Magic: 13, Rod, Staff, Wand: 14, Petrification or Polymorph: 12, Breath Weapons: 16, Spell 15 Equipment: Thieves tools, dagger, 8 gp, 3 doses of White, pipe Notes: His backstab damage multiplier is x2. |
Further Developments at the House
One day while the character is relaxing, he will hear the doorknob on the back door being rattled. Attempting to force his way in is Shamus, the former occupant of the home. He is a thin, pale fellow who appears to be very stressed. He's rather panicked as he begins to speak rapidly.
"Uh, hello. I'm Shamus and I used to live here and I need to come in because I left something behind. It's really important and I don't have a lot of time, so please let me in so I can get what I need and leave, okay?"
Shamus is hoping to retrieve his 75 gp. If he is denied access or if the PC has already discovered the coins, yet refuses to turn them over, Shamus will make a veiled threat about coming back later with some friends. He does not wish to spend a lot of time at the house as he is afraid that some of Hargor's Men might spot him.
| Shamus, Male Human, Lvl 0; Armor Class: 10, Hit Dice: 1d6, Hit Points: 3, THAC0: 20, No. of Attacks: 1, Damage: 1d2 (fist), Alignment: Neutral, Move: 12 Strength: 10, Dexterity: 11, Constitution: 10, Intelligence: 9, Wisdom: 9, Charisma: 9 Saving Throws: Paralyzation, Poison, Death Magic: 16, Rod, Staff, Wand: 18, Petrification or Polymorph: 17, Breath Weapons: 20, Spell 19 Equipment: 1 gp, 2 doses of White, pipe |
Finally, where is the cellar? Most houses in Baldur's Gate have cellars, so the PC who lives here might wonder where it is. A character with the Carpentry nonweapon proficiency will notice that the floorboards in the pantry appear to be newer and of different wood that the flooring around it.
Further investigation will reveal that there used to be a trapdoor in the spot. Perhaps it was once the access point for the cellar? If so, why was it covered? What could be down there that would prompt the house's owner, Bacchus Crane, to have it concealed?
Labels:
AD and D 2e,
Baldur's Gate,
Pigeon Street
Saturday, October 13, 2012
Reclaiming the City One Cobble at a Time
Baldur's Gate is crowded and as such, real estate is expensive. Prices are not as inflated as they are in Waterdeep to the north, but buildings rarely remain vacant for long. As a result, Baldur's Gate has precious few green spaces. People must therefore increasingly rely upon farmers outside the city's walls for their food. As the food supply chain grows longer, food prices increase and quality diminishes. Sabine, a recent arrival to the city, wishes to change this and in so doing make the city a greener place while empowering its poorest citizens.
In recent years I have become fascinated by the subject of urban farming. People are so disconnected from the source of their food for a number of different reasons - time, geography, laws, etc. Sabine was inspired by some videos I've seen on turning our cities green and encouraging people to take (some) control of the food supply chain.
New York Farm City from Petrina TV on Vimeo.
Even in a crowded city like Baldur's Gate, nature will take hold and thrive if given a chance. Sabine likes to think she is the one to provide that opportunity. To that end, Sabine locates spaces that could be transformed and turned into gardens or animal pens. Some of her recent projects include prying up the cobbles in a seldom-used courtyard to make way for a potato patch. She helped clear a pile of debris next to a home so that a goat pen and chicken coop could be built. Sabine also helped people build small garden boxes outside their windows so that they could grow their own salad greens.
Sabine is trying to petition the Council of Four to condemn dilapidated buildings so that they can be torn down and in their place community gardens built. This is a daunting task, since the gold that can be collected via property taxes - no matter how little - is precious to the city's coffers. It's becoming apparent to Sabine that if the city's leadership won't give her real estate, then she will have to figure out some way of taking it.
While turning parts of the city into productive mini-farms is an admirable goal, there are some that are threatened by Sabine's ideals. Merchants would rather the city be entirely dependent upon their imports. Farmers outside the city walls also do not want competition. They are also petitioning the Council of Four and are asking for a ban on livestock and crops grown within the city walls, citing concerns over food purity and sanitation. The Thieves Guild views food as just another commodity and is already helping themselves to the fruits of other's labor.
Then there is the matter of close-minded landlords not wishing their land to be altered in any way. One landlord in particular is threatening to send in thugs if Sabine does not dismantle the raised garden beds she built on a vacant lot he owns. Sabine would hate for her movement to turn violent, but as a Druid she has few compunctions about spilling blood when nature where nature is concerned.
Then there is the matter of close-minded landlords not wishing their land to be altered in any way. One landlord in particular is threatening to send in thugs if Sabine does not dismantle the raised garden beds she built on a vacant lot he owns. Sabine would hate for her movement to turn violent, but as a Druid she has few compunctions about spilling blood when nature where nature is concerned.
Sabine feels as if she has few allies, save for the other druids in the city. If she were a little more open-minded and receptive to divine help, she might find inspiration within the Temple of Gond. Always creative and industrious, the clerics of Gond might be suggest ways to use roofs and the sides of buildings into productive, attractive-looking growing areas.
| Sabine, Female Human, Druid 3; Armor Class: 9 (Dex bonus), Hit Dice: 3d8, Hit Points: 12, THAC0: 20, No. of Attacks: 1, Damage: 1d4+1 (sickle), Alignment: Neutral Good, Move: 12 Spells: 1st: Create Water, Shillelagh, Purify Food and Water, 2nd: Dust Devil, Speak with Animals Strength: 10, Dexterity: 15, Constitution: 11, Intelligence: 11, Wisdom: 15, Charisma: 15 Non-weapon Proficiencies: Agriculture, Herbalism, Swimming, Weathersense Saves: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 14, Petrification or Polymorph: 13, Breath Weapons: 16, Spell 15 Notes: +1 to magical based saving throws due to Wisdom, +2 to saves versus fire or electrical attacks due to Druid class, can identify plants, animals and pure water, can pass without trace through vegetation |
In recent years I have become fascinated by the subject of urban farming. People are so disconnected from the source of their food for a number of different reasons - time, geography, laws, etc. Sabine was inspired by some videos I've seen on turning our cities green and encouraging people to take (some) control of the food supply chain.
New York Farm City from Petrina TV on Vimeo.
New York Farm City from Petrina TV on Vimeo.
Labels:
AD and D 2e,
Baldur's Gate,
Forgotten Realms
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