Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. 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

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.

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.

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.

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. 

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.

Thursday, July 3, 2014

Baldur's Gate

11" x 17" pen and ink map of the Balddur's Gate

Tuesday, September 17, 2013

Meeting Map


While in a meeting I drew a map for the next session of our 2e campaign.This campaign just may turn out to be a lot of fun. :)

Wednesday, July 31, 2013

Back in 1994


Last night I sat and tried to remember how I used to prep all those very fun sessions back in the 90s. Somehow we were able to get a lot of mileage out of very little. Here's what I came up with in an effort to emulate my former style.

     It all begins somewhere on the western shore of the Dragon Reach in the Forgotten Realms between Scardale and Harrowdale.The party has been put ashore after the vessel they were traveling upon experienced a mutiny. The above map depicts their immediate environs and who/what lives there.



     Above is a map of the mouldering manor where the juvenile green dragon Hyphaxes live. She is not really meant to be fought as she would demolish a party of 1st level PCs so it's more of an interesting role-play encounter. Her house might be fun to explore, though.



     This is the first page of monsters and NPCs. Basic stats and very stripped down personalities. Just the basics to jog my memory during play. I am aware that green dragons do not have the shape change ability, but I thought it would be a nice twist.  With the first three NPCs/beasties there is something to kill (skeletons), something to befriend and be enamored with (the dryad) and something to fear (Hyphaxes).

     Note: At the bottom of the page I added the following note: This area was once the private holding of the Molwar family. One night the village was raided by pirates hoping to plunder the manor. The attack cost most of the pirates and villagers their lives. The pirates have been cursed by Umberlee to toil in an undead state. The Molwars were already in decline, so the few remaining villagers simply left. In the absence of people, various beasties have moved in. First Keratha, then Hyphaxes.



     Here is the second page of NPCs and foes. The bickering, feuding Molwar family laid to rest in the crypt under Keratha's tree in the cemetery might be fun to smash. There's no real reason to mess with the snake, but some PC might go poking around the marsh. Justin can be a nice recurring NPC. He could use some help with some nearby goblins. They killed his dog, so he wants their dumb little heads on stakes.

     Two of my three players cannot stand D&D, but perhaps I could persuade them to give this little write-up a shot sometime.



     Scan of the campaign map from the boxed set showing the area where play begins. 

Saturday, December 1, 2012

Freeman's Keep

Freeman’s Keep was constructed 25 years ago by Freeman Grewe, a man of low moral character and mixed lineage. Freeman’s frame was truly massive and it was hinted that his mother was a half-ogress. He earned his fortune by preying upon the heavily laden merchant wagons that ply the road between Triboar and Longsaddle.

     Repeated attempts were made to end Freeman’s predation, but the man (or half-man?) evaded all efforts. In time Freeman grew so confident that he began construction of a small keep to be used as a permanent base of operations. After the completion of the keep, officials from both Triboar and Longsaddle realized that they would not be able to get rid of Freeman and his henchmen without a tremendous expense in gold and lives.

     With few appealing options remaining, the officials decided to co-opt the robber baron. They offered amnesty and the right to collect a “road tax” on all traffic that passed by the keep. Advancing in age, Freeman saw this as an excellent opportunity to retire from cutting down caravan guards and having his hide peppered with arrows. He accepted the offer and then settled down to a life of tax collecting and gluttony.

     Freeman died five years later after choking to death on a chicken bone. Those years had not been kind to Freeman’s waistline. Already large, he gained a tremendous amount of weight, so much in fact that his underlings decided not to bury him in a nearby copse of woods. Instead, they dragged his body out into the courtyard and interred him in a shallow grave. A simple headstone marked the grave. “Here lies Freeman Grewe, a foul tempered bastard.”

     For nearly two decades following Freeman’s death, the ownership of the keep was in dispute. Initially, Freeman’s underlings began slaughtering one another in a power struggle. Triboar and Longsaddle tried to garrison the keep, but they, too, met with failure. With banditry on the rise and beasties on the prowl, the keep was mostly abandoned, save for a few desperate souls.

     At long last, a group of iron-willed adventurers settled the issue. The itinerant sell-swords were a mixed bag. They called themselves the Stone Striders after successfully clearing an underground complex of nasty spider creatures who made the lair beneath some ancient standing stones.

     They had a reputation for being skilled, albeit ruthless, fighters, so their questionable morals would have no doubt appealed to Freeman. The adventuring band consisted of two fighting men, a forester, and a rather vicious cutpurse. There was originally a fifth member, an elven spellcaster, but he was assassinated. No one claimed responsibility, but the thief was an obvious suspect. 

     Within weeks of arriving at the keep, the Stone Striders killed many wandering monsters, ran off anyone who would not accept their rule and beat up a few surly holdouts as a lesson to the rest. The forester of the group retreated to the seclusion of the nearby woods, wanting nothing to do with the butchery. The rogue, of course, loved all the purging.

     Next, the company began administering to the day to day affairs of the keep. They secured for themselves lucrative enterprises within the keep’s walls, while hiring loyal retainers for others. Within a year the character of Freeman’s Keep changed dramatically. Merchants no longer felt the need to take long detours around the place. A few farmers were attracted to the area’s fertile soil and settled down, bringing with them their families and a sense of stability. The keep still retains some its rough characteristics, but the atmosphere has changed a great deal.

     The four adventurers (Pike, Nestor, Pel, and Merrick), available services, a map of the keep, a few NPCs and additional information appear below.
The Keep

a) Main Gate
     At first glance, the keep is not much to look at. The architecture is utilitarian in all respects. This suits the inhabitants just fine, because what Freeman’s Keep lacks in aesthetics, it makes up for in security.

     Visitors are always stopped at the gate, where they are asked a series of questions by Marina Buehl (Fighter 4). A long-time resident of the keep, Marina has acquired a serious demeanor and an ability to handle herself in a fight. The adventurers who tamed the keep respected those qualities, so they appointed her Captain of the keep’s contingent of warriors. Marina believes in solving problems before they have a chance to get worse. Therefore, she likes to personally oversee all traffic entering the keep. She is backed up by four other guards (Fighter 2) and a rather unusual leucrotta named Sinchin, who lives in a doghouse just outside the gate.

     Visitors to the gate must pay a 2 sp entry duty. Wagons can enter the keep for a fee of 1 gp.

b) Guard Towers
     These towers are used to access the battlements atop the walls. Each tower has three floors, as well as a roof that can be used for observation. None of the towers are equipped with siege engines. The towers are used to house the warriors hired by the adventurers to guard the keep. In all, there are 30 fighting men. Several of the warriors are family men and have been allowed to convert one or two floors of each tower into a dwelling. The single men bunk in any unused floors.

     The guards are well-paid and loyal. A few of the older men have lived in the keep for many years. They enjoy the renaissance that has taken place and hope to retire there someday. The guards man the walls and gates constantly. A small group of four patrols the grounds at night.

c) Pike’s Tower 
     This tower overlooking the main gate was converted into a home by one of the adventurers who helped stabilize the keep. His name is Pike, an intimidating man partial to pole arms, such as halberds and glaives. If an adversary comes inside the reach of his pole arm, Pike is always ready with a short sword that he refers to as his “fillet knife.”

     While serving as a mercenary, Pike learned to capitalize on lucrative opportunities. Once it appeared that he and his fellow adventurers would be running things at the keep, Pike took control of the stable and the collection of duties at the gate. He carefully records the coins taken in and the turns the money over to the keep’s coffers, minus a small commission of course. Pike owns the stable outright and keeps all of those profits for himself.

     Finally, it should be noted that Pike and Marina Buehl are lovers. Because he is so fond of her, Pike takes a special interest in anyone who makes trouble at the gate.

Pike, Male Human, Fighter 7; Armor Class: 0 (+1 plate mail, Dexterity bonus); Hit Dice: 7d10: hp 60; THAC0 13 (9 with +2 halberd, Strength bonus, Weapon Specialization); No. of Attacks: 2; Damage: 1d10+5 (+2 halberd, Strength bonus, Weapon Specialization) or 1d6+2 (short sword, Strength bonus); Alignment: Neutral; Move: 12

Strength: 17, Dexterity: 16, Constitution: 16, Intelligence: 11, Wisdom: 11, Charisma: 11

Saving Throws: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 12, Petrification or Polymorph: 11, Breath Weapons: 12, Spell 13

Equipment: +2 ha;berdd, +2 plate mail, ring of free action (conferring immunity to web, slow and hold spells), potion of extra-healing, 500 gp, 200 pp and two gems worth 1,000 gp each

d) Stable 
     Owned by Pike, the stable offers the usual services, such as boarding, grooming and shoeing. It costs 5 cp to stable a horse for one day. The stable hand is a withdrawn adolescent by the name of Owen. Owen is a neat freak. The stable is very clean and tidy and visitors are always impressed. Owen does not tolerate disorder and this extends to the property of his customers.

     The young man has been known to empty and repack the contents of saddlebags in a more efficient manner. Owen will even go so far as to balance the newly repacked saddle on a beam to ensure that each side is evenly weighted. If the saddle leans to one side, he will rearrange the contents until he is pleased. This behavior unnerves some, but to his credit, Owen has never stolen a single item. Customers are strongly urged by Pike to “just let Owen do his thing.”

e) Inner Gate and Courtyard 
     Once past the inner gate, which is guarded at all times by two men, a visitor sees that Freeman’s Keep might be better described as a fortified village or hamlet. The sturdy towers and walls provide an excellent defense, but the spirit of the place is captured in and among the buildings of the courtyard. In this space, nearly 200 residents go about their daily business. At any given time there are 4d20 visitors who can also be found here.

f) Brothel 
     This house of ill repute does not have a provocative name, a cosmopolitan madame nor any diamonds in the rough. The women here are shameless, bawdy slatterns with enough emotional baggage to cripple a pack mule. Freeman’s Keep can be a rather dull place for young, single men, so carnal pleasure is a popular pastime.

     As Freeman’s Keep has stabilized, more respectable people have settled within the walls. These civic-minded individuals have suggested that it might be time to close the place down. This has met with stiff resistance from the owner, Nestor of the Axe. Nestor was one of the adventurers who tamed the keep and he took a keen interest in the brothel as soon as he walked through the front gate.

     Nestor is a broad shouldered, tall man with a drooping mustache and an ever-present smile. He enjoys a good fight and a strong drink. Nestor keeps a tight reign on the girls who work for him and quickly handles rowdy customers. Should anyone get out of hand, they are invited to kiss the blade of his battle-axe.

Nestor, Male Human, Fighter 7; Armor Class: 1 (+2 chain mail, +1 shield, +4 vs missiles, Dexterity bonus); Hit Dice: 7d10; Hit Points: 60; THAC0: 13 (9 with +2 battle axe, Strength bonus, Weapon Specialization); No. of Attacks: 2; Damage: 1d8+5 (+2 battle axe, Strength bonus, Weapon Specialization); Alignment: Neutral; Move: 12

Strength: 17, Dexterity: 16, Constitution: 16, Intelligence: 10, Wisdom: 10, Charisma: 13 

Saving Throws: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 12, Petrification or Polymorph: 11, Breath Weapons: 12, Spell 13

Equipment: Rope of climbing, potion of extra-healing, 200 gp, 100 pp, 3 gems worth 1,000 gp each

g) The Ogre
     Named with Freeman Grewe in mind, the Ogre is a tavern where wine, ale, and beer flow freely. Since the keep has calmed measurably, an increasing number of merchants and travelers stop over. When they do, the Ogre is a decent place to find a drink. The atmosphere can get a bit rowdy at times, but the tavern’s unassuming owner is often present to settle disputes.

     Pel the Rogue, the third member of the adventuring band, owns the tavern. Pel must works very hard to keep his temper under control. Even an angry exchange of insults can lead to a knifing. Pel watches all travelers closely, attempting to divine their true nature. The keep is quite a prize and there are those who would try to wrest it from the four adventuring companions. Pel is always on the lookout for any spies or rival adventurers. Because he rarely draws attention to himself, Pel is able to surprise those who are visiting the keep for the sole purpose of causing problems.

     In addition to Pel, visitors might meet Gage (Fighter 3), the rather bitter second in command of the garrison at the keep. He resents playing second fiddle to Marina Buehl. He believes that if she were not Pike’s lover, then he’d be in command. What Gage refuses to accept is the fact that Marina shows a lot more promise as a warrior. She would mostly likely beat him down in a fight. Anyone who buys Gage a few pints will be told the keep’s long and colorful past. The man likes to talk, so a few more pints will reveal his bitterness. Anyone looking to undermine the keep might gain a foothold by exploiting Gage.

     Twice a month, the Ogre is closed for a few hours during the day while Pike, Nestor, Pel, and Merrick (the fourth and final member of the band) discuss the keep’s business. These meetings are the only time Merrick will be seen inside the keep’s walls, since he prefers the solitude of his cabin in the nearby woods.

h) Trade Office 
     Freeman’s Keep has a trade office to facilitate commerce. It was built by Pike and dedicated to the goddess Waukeen. Guards can inquire about work, caravan masters can trade news regarding road conditions, and goods can be exchanged. Local farmers, drovers, merchants and guards can be found here throughout the day. The office charges a small commission on all contracts that are forged within the keep.

     An honest man named Geoffrey Kent manages the office. Pike, who knew Geoffrey during their days together as mercenaries, recommended him for the post. Geoffrey served as paymaster and earned a good reputation among the men. If he has a fault, it’s that he often regrets living his life behind a desk, instead of out in the world. This makes him sad at times, but he never allows these feelings to detract from his work.

i) Pel’s Tower 
     Pel has claimed this tower for his home and it is rumored to be heavily trapped. Pel receives frequent visitors from as far away as Waterdeep. These visitors fuel rumors that Pel is involved in a rather extensive network of crime. Many believe that Pel is a worshipper of Mask, but this in untrue. In fact, the visitors are merely old partners in crime who simply need a quiet place to lay low after a heist. Pel harbors them so that he can stay apprised of news beyond the keep’s wall. Pel is very loyal to Pike, Nestor and Merrick. He considers them brothers and will kill without hesitation anyone who threatens them without hesitation.

Pel, Male Human, Thief 9: Armor Class: 0 (+3 leather armor, boots of striding and springing, Dexterity bonus); Hit Dice: 9d6; Hit Points: 35; THAC0: 16 (14 with +2 short sword, 13 with +1 short bow); No. of Attacks: 1 or 2; Damage: 1d6+2 (+2 short sword) or 1d6+1 (+1 short bow);  Alignment: Neutral(evil); Move: 12 + special (boots: can leap 30’ forward, 9’ back, or 15’ straight up)

Strength: 11, Dexterity: 18, Constitution 10, Intelligence 15, Wisdom 15, Charisma 14 

Thief Skills: Pick Pockets: 55%, Open Locks: 65%, Find &Remove Traps: 30%, Move Silently:70%, Hide in Shadows: 85%, Hear Noise: 45%, Climb Walls: 90%, Read Languages: 30% 

Saving Throws: Parlayzation, Poison, Death Magic: 11, Rod, Staff, Wand: 10, Petrification or Polymorph: 10, Breath Weapons: 14, Spell 11

Special Attacks: +4 to attack rolls and quadruple damage on backstab, can attack and leap away before counterattacked if wins initiative (2% chance of stumbling)

Equipment: Ring of invisibility, 50 gp, two exquisite rubies worth 2,000 gp each, +1 short bow, +2 short sword, +3 leather armor

j) Chapel 
     As the number of families and permanent residents in Freeman’s Keep have increased, so have the spiritual needs. Well, at least some folks feel that the keep could use some spiritual nourishment. Answering the call to serve is Brother Samuel (Cleric 2) of Lathander. He has high hopes of building a dynamic, supportive community.

     Brother Samuel uses a small warehouse as a chapel. It’s not much, but it’s a start. Brother Samuel is keenly aware of the keep’s turbulent past, so he is careful not to condemn those who still engage in shady acts. He believes that if he is patient, then more and more citizens of the keep will be inspired by Lathander’s teachings. Brother Samuel is generally well-regarded because of his kind, generous nature.

k) Inn 
     The keep’s inn is an informal affair; it even lacks a proper name. The inn is a two-story building that can house up to 40 guests in 12 rooms. There is a rather cozy (although some would call it cramped) common area where hungry travelers can enjoy a meal and a pint before retiring. A night’s stay (2 gp) includes an evening and morning meal. There are no private rooms so guests must share quarters. The inn is a vital component of the keep’s economy, since the profits help to pay the salaries of the garrison.


Other NPCs 

Merrick 
     Merrick is the fourth member of the adventuring band that secured Freeman’s Keep. He is ill at ease within the walls of the keep, so he built a cottage in the nearby woods. During his time in the forest, Merrick befriended a race of sentient squirrels called kercpa. He has also met an enchanting fellow ranger by the name of Talia. A member of the Harpers, Talia passes through the area from time to time. Merrick is enamored with the woman, as well as the organization she belongs to. He hopes to one day prove his worth and join their cause.

Merrick, Male Human, Ranger 6: Armor Class: 4 (+1 leather armor, Dexterity bonus); Hit Dice: 6d6; Hit Points: 35; THACO: 15 (14 with +1 long sword, 13 with bow or +2 dagger); No. of Attacks: 1 or 2; Damage: 1d8+2 (+1 long sword, Strength bonus) or 1d4+3 (+2 dagger, Strength bonus) or 1d6 (composite longbow and flight arrows); Alignment: Neutral Good, Move: 12

Strength: 16, Dexterity: 17, Constitution: 15, Intelligence: 16, Wisdom: 14, Charisma: 13

Saving Throws: Parlayzation, Poison, Death Magic: 11, Rod, Staff, Wand: 13, Petrification or Polymorph: 12, Breath Weapons: 13, Spell 14 


Special Abilities: Attack with two weapons; Ranger Abilities: Tracking (16), Hide in Shadows (42%), Move Silently (52%). 

Equipment: +1 longsword, +2 dagger. +1 leather armor, potion of extra healing and a ring of feather falling

Sinchin 
     Sinchin is an unusual leucrotta. He never grew to full size after being cast out of the litter by his mother. Being a runt was actually a blessing in disguise. Moments after being expelled, a band of determined halflings slaughtered his mother and her brood. Sinchin’s mother had been plaguing a nearby halfling village, killing livestock and a few villagers. The villagers mobilized and struck when the mother was still weak after birthing her pups. Sinchin witnessed the slaughter from a distance, horrified.

     The event had a profound effect on Sinchin. As a result of being abandoned, Sinchin craves attention. He has been able to suppress his evil nature in order to gain companionship. Merrick has taken a keen interest in Sinchin and spends a great deal of time training him to be obedient. The keep’s populace has reluctantly accepted Sinchin, although most have no idea what a leucrotta is. They think he’s a deformed, talking dog – perhaps the result of some wizard’s bizarre breeding program.

     Sadly, one aspect of Sinchin’s instincts cannot be suppressed – his uncontrollable hatred of halflings. He will attack any halfling on sight unless restrained. When asked about his penchant for halflings, Sinchin merely wags his tail, perks up his ears and responds, “I like to eat halfies. I eat them up good.”

     Warning signs have been placed along the road advising halflings that they should detour around the keep. Fortunately for Sinchin, the powers that be (Pike, Nestor, Pel and Merrick) like Sinchin more than halflings, so they will always choose his side in a conflict. Sinchin is smart enough to distinguish dwarves, human children, and gnomes from halflings, although he will give anyone under 4’ tall a thorough sniffing just to be sure.

     When visitors to the keep first meet Sinchin, he will be lying in the dirt outside his doghouse, belly to the sun, tongue hanging out of his mouth. He responds well to scratching behind the ears and food. Sinchin does not exude evil, so an unprovoked attack on him will bring down the wrath of Merrick and his friends.

Sinchin: Armor Class: 4; Move: 18”; Hit Dice: 6+1; Hit Points: 13; No. of Attacks: 1; Damage: 3-18; Special Attacks: mimic speech; Special Defenses: Kick in retreat; Alignment: Neutral; Size: Medium

Trash Ogres 
     Like any community, the keep generates a large amount of refuse. Some of the trash can be given to animals for feed or be used to fertilize plants. What’s left over must go somewhere. That somewhere is the domain of a disgusting group of ogres called, appropriately enough, trash ogres. 

     The trash ogres are typical of their species. They are large, hot-tempered, and dim-witted. What makes them unique is their shocking level of filth. Their bodies are covered with large, oozing sores. Huge chancres scar their mouths and their own fecal matter drips down their legs. Few can bear the sight of the plague-infested creatures, much less tolerate their stench.

     The trash ogres have lurked in the area since before Freeman Grewe and his band of outlaws arrived. Outcasts from their own kind, the trash ogres inhabit a dark cave complex stuffed with the refuse they collect from the keep. For years no one knew how they came to be in this state until a visiting wizard was able to shed light on the subject.

     The wizard had read about a clan of ogres from the Sword Mountains known for their ferocity and fanatical devotion to a deity with an insatiable thirst for blood. In his name, they battled others of their own kind and anyone else who crossed their path. They were eventually defeated in battle and cursed by their god for causing him shame. Because their god now considered them filth, the ogres were doomed to live in it. During the ensuing years, the trash ogres developed a tolerance for their wretched state and have grown remarkably patient.

     What the wizard did not know was that the ogres were promised a second chance if they accepted their penance with quiet shame. After 35 years of suffering, their time of deliverance is nearly at hand. The ogres have had great and terrible dreams sent by their god, letting them know that soon they will rise up and slaughter the inhabitants of Freeman’s Keep. Their stench and filth will be washed away with the blood of the humans. The ogres’ trash collecting duties have now taken on a new urgency. With each trip to the keep, the ogres study the guards, their number, placement, and other defenses.

     It’s hard for the residents of the keep to calculate the exact number of ogres living in the caves, which are located just a few miles from the keep. Only a dozen or so have ever been seen at any given time. The caves are far too filthy to venture into and the ogres certainly aren’t telling, since they rarely talk to outsiders. In fact, there are nearly 40 adults and 15 young tucked away in the refuse-strewn tunnels.

The Gnome Engineer 
     Silas Weatherstop (Thief 3/Illusionist2) was hired to see if there was any credence to the rumors that Freeman had hidden gold away in a secret vault under the keep. Being a rather typical gnome, Silas declared that if a vault existed, then he would certainly be able to find it. He spoke in a steady stream of techno-babble, going on and on about “the detection of certain anomalies while performing soundings of the bedrock.” The adventurers had no idea what he was talking about so they left him alone to investigate. Silas began tunneling under the keep and no one has seen him since.

     The tunnel that Silas dug is too narrow for a man to enter and certainly no one wishes to send in a child. A halfling could fit down the tunnel, but Sinchin has scared any away. The gnome is definitely alive because scraping and digging can be heard occasionally under people’s floors. Just last week, someone saw a few cobblestones in the courtyard get pushed aside. The face of the dirty gnome appeared briefly, then disappeared like some two-legged prairie dog.

     The inhabitants of the keep fear that Silas is digging a maze of tunnels beneath their feet that might cause buildings to collapse. People have tried calling into the tunnels, begging him to come out, but there has been no response.

     Merrick has determined from tracks in the dirt around the tunnel entrance that Silas has been exiting at regular intervals. A guard was posted, but he fell asleep. A snare was set, but that was disabled. It was suggested that Sinchin go into the tunnel, but the leucrotta refused, citing a fear of the dark. For now, there just isn’t much to be done and the story of the “Gnome Gopher of Freeman Keep” is beginning to spread, much to the embarrassment of the locals.

Saturday, October 20, 2012

He Rides with Speed and Purpose

Human Outrider, Uncommon, no. 22 of 44, Savage Encounters

Together, Henrik and his horse, Cobble, ride the stretch of road between Candlekeep and the village of Shipstern's Bluff. The residents of both settlements pool their resources to pay Henrik's 10 gp per month salary. Cobble is well compensated, too. His stabling and grooming are free and the children of both Candlekeep and Shipstern's Bluff ply him with all the carrots and apples he can eat.

     Henrik used to be an adventurer, which is a polite way of saying "sell-sword" and "tomb robber." Eventually, Henrik got tired of an itinerant lifestyle and became a road warden. By doing so, he is still able to have a bit of excitement and danger in his life, but he also enjoys a warm, clean place to sleep each night. Henrik has also been able to marry. His bride is a short, curvy woman named Adelle. Henrik really doesn't need the 10 gp salary as he has saved a modest fortune from his adventuring days, but his former career taught him that only a fool turns his back on easy coin. 

     Henrik's job as road warden is help lost travelers find their way, escort wagons and to run off the occasional bandits. Word of Henrik's ability to handle himself in a fight means that he rarely has to fight. Usually, his biggest problems come in the form of wandering monsters who haven't heard that to draw steel on Warden Henrik is to invite death. 

     Provided one is law-abiding and reasonable, they will find Henrik to be friendly and willing to share stories of his former career. He loves to hear other's stories and will spend hours - much to Adelle's chagrin - swapping lies. To those who are up to no good, Henrik is quick to anger and draws steel rather than listen to excuses. He rarely leaves wounded highwaymen alive, but does his best to conceal the bodies as such ugly business might upset the common folk. 

Henrik Hale, Male Human, Fighter 5; Armor Class: 6 (+1 ring mail, Dex bonus), Hit Dice: 5d10+10, Hit Points: 40, THAC0: 16 (14 with long sword), No. of Attacks: 3/2 (long sword),  Damage: 1d8+4 (long sword), Alignment: Chaotic Good, Move: 12

Strength: 16, Dexterity: 15, Constitution: 16, Intelligence: 10, Wisdom: 10, Charisma: 13

Saving Throws: Parlayzation, Poison, Death Magic: 11, Rod, Staff, Wand: 13, Petrification or Polymorph: 12, Breath Weapons: 13, Spell 14

Nonweapon Proficiencies: Landd-based riding, Hunting, Navigation, Survival

Equipment: +1 ring mail, +1 long sword, Potion of healing, signal horn, rations for 1 day, wineskin, 10 gp

Henrik and Cobble charge into battle

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.

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.

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.

     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.

     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.

Saturday, October 6, 2012

Danniver's Fire Beetles

Danniver Crinch, an alchemist of questionable talent, has been working to perfect a Potion of Enlarge. He has tried and failed many times, but feels he may be close to success due to the use of a rather unique ingredient. Through an acquaintance he has secured the gland from a fire giant that fuels its massive growth. He hopes that the essence within can be formulated into a reliable potion.

     Normally, Danniver would use human subjects to test his potions. However, a few recent mishaps have meant that no one - not even the most financially desperate - are willing to take a risk on one of Danniver's concoctions. (The last person who tested Danniver's Potion of Levitation drifted up into the sky and out to space.)

     With no test subjects, Danniver has been testing his potion on some beetles he found in the alley behind his workshop. The beetles have grown at an impressive rate and it appears that their large size is permanent. Furthermore, they have developed red, glowing nodules on both sides of their heads. (This could be the result of the fire giant's fiery essence manifesting itself.) Danniver has locked the dog-sized beetles in his basement, unsure of what to do with them. The beetles are hungry, possess razor sharp mandibles and have been eating the stairs. He's worried that it's only a matter of time before they escape.

Fire Beetles (5); Armor Class: 4, Hit Dice: 1d8+2, Hit Points: 6, THAC0: 19, No. of Attacks: 1, Damage: 2d4, Alignment: Neutral, Move: 12, Morale: 12, XP Value: 35

Notes: The glowing nodules on either side of a fire beetle's head will continue to glow for 1d6 days after it is slain. They cast light in a 10' radius. 
   
     Danniver is hoping to hire some especially talented exterminators to slay the insects. Danniver is more than capable of doing the job himself, but he does not like insects and giant varieties leave him sickened and panicked. Moreover, he is currently in the midst of brewing a potion and cannot afford any distraction. If they do a thorough, discrete job, he will offer them two of his potions as payment.

     Given Danniver's reputation for treating test subjects poorly, no one has yet to answer his job posting at any of the Baldur's Gate hiring halls. Nevertheless, Danniver has a few potions ready just in case. Below are descriptions of a few potions that he has on hand. He will offer two - the exterminators can choose - as payment.

Potion of Healing
     Danniver's healing potions are derived from troll livers on account that the he believe a troll's regenerative abilities originate from that organ. His healing potions restore 1d6+1 hit points. However, the side effect is that the drinker's skin turns light green for 1d4 days.

Potion of Gaseous Form
     Using a secret process taught to him by his master, Danniver coerces a ghost to pass through an effervescent solution. The drinker will become gaseous for 10 minutes; however, the spectral taint of the ghost will age him one year.

Potion of Barkskin
     Bark from a dead treant is soaked in spring water, then distilled. The person who drinks it will enjoy an AC of 6 for 3d4 rounds as their skin develops a hard, bark-like shell. On the downside, they will grow a patches of moss on their forearms that persists for 1d4 days.

Potion of Charm Person
     Danniver does not like to brew this potion, but it is popular as people are always interested in coercing others to do things against their will. The vocal chords of a harpy are minced, then simmered in the oily secretions from her inner thighs. The foul-tasting concoction allows the drinker to cast Charm Person as if they were a 5th level caster. The following day the drinker will be unable to keep himself from spewing torrents of obscenity. He will also find that his skin is rather oily and malodorous. These side effects last a single day.
 
Potion of Water Breathing
     Scraping the slime from a merman's gills is a crucial step in brewing this potion. The drinker will be able to breathe comfortably under water for 10dd4 rounds. Afterward, the drinker will have a noticeable fish smell about their person, which lingers for 1d4 days. This results in a temporary decrease of the Charisma score by 1.

Danniver Crinch, Male Human, Mage 9; Armor Class: 10, Hit Dice: 5d4, Hit Points: 22, THAC0: 18 (17 with dagger), No. of Attacks: 1, Damage: 1d4+1 (+1 dagger), Alignment: Chaotic Good, Move: 12

Spells: 1st: Armor, Charm Person, Mending, Sleep; 2nd: Blindness, Invisibility, Levitate; 3rd: Blink, Fly, Hold Person; 4th: Polymorph Other, Polymorph Self; 5th: Shadow Door

Strength: 10, 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, +1 dagger, potions (see above), locked cash box with 550 gp, alchemy equipment worth 2,000 gp

Friday, October 5, 2012

She Glides with Ease and Grace

While growing up, Noel was the youngest of three. As a result, she was the baby of the family and was afforded certain freedoms denied to her siblings. Now that she is sixteen Noel is still used to doing things her own way.

     Her village, Shipstern's Bluff, which lays along the coast near Candlekeep, enjoys a beautiful view of the rugged shoreline that is a common feature of the Sword Coast. Near her village is a secluded cove with a sandy beach. Waves roll in from the north in winter and from the south in summer. Noel used to spend much of her time watching the dolphins ride the waves and wondered if it would be possible for her to do so as well.
Noel's Cove

     A few years ago traders to the village shared stories of exotic islanders far to the south. Apparantly, they are able to ride waves while standing on wooden planks that they carve, sand smooth and seal with resin. With the aid of sketches provided by the traders, Noel set about building a wave-riding craft of her own.

     Noel's father, a large, burly man and the village blacksmith, was blessed with three healthy children. Some gossip that it was a mixed blessing, since the children are all girls. Such is the twist of fate that such a masculine individual would sire pretty, delicate females.

     While Noel's father was not overjoyed at the idea of his youngest daughter venturing out into the ocean, he was proud that she his showed an interest in craftsmanship and tool use. He helped Noel perfect a surf-riding-board and even carried it down to the cove for her. It took Noel months to master its use, but now she glides along the waves with grace and ease, much to the fascination of the village's youth. The village elders, of course, frown on such an activity for the usual, close-minded reasons.

The Cottage
     Normally, it would be foolish for a human to venture into the ocean. The predators that lurk along the coast are numerous and people are simply not designed to withstand their teeth and claws. However, Noel possesses innate gifts that afford her some protection.

     For example, the crabmen that live in the cove are intrigued by Noel and her wave riding. Noel demonstrates her respect for the crabmen by bringing a bucket of fish heads with her each time she visits the cove. The crabmen consume the treat voraciously and grant her passage.

     As she glides along the face of a wave, Noel can look down into the water and watch the crabmen as they scurry along the bottom to keep pace with her. Within Noel they sense a spirit that is in tune with the sea, so that also tempers their reaction. Both Noel and the crabmen believe it's only a matter of time before they work out some kind of communication in order to better understand one another.

Noel, Female Human, Druid 1; Armor Class: 8 (Dex bonus), Hit Dice: 1d8, Hit Points: 4, THAC0: 20 (19 when using sling due to Dex), No. of Attacks: 1, Damage:1d4 (sling stone), Alignment: Neutral Good, Move: 12

Spells: 1st: Animal Friendship, Invisibility to Animals

Strength: 9, Dexterity: 16, Constitution: 12, Intelligence: 10, Wisdom: 15, Charisma: 17

Saving Throws: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 14, Petrification or Polymorph: 13, Breath Weapons: 16, Spell 15

Nonweapon Proficiencies: Carpentry, Fishing, Swimming, Weather Sense,

Equipment: Wave riding board, sling, 5 sling stones

Notes: +1 to magical based saving throws due to Wisdom, +2 to saves versus fire or electrical attacks due to Druid class, +6 reaction bonus due to Charisma

I can't draw.
     Along the shore of the cove is an abandoned cottage. It used to be the home of a fisherman, but the arrival of the crabmen a few years ago forced him to move on. He used to dig for clams, pry abalone off rocks and cast his nets into the water, but the crabmen's presence greatly reduced the fishing opportunities. Noel stores her wave riding board in the cottage and often uses its fireplace to warm herself after a session in the water. In a year or two, when she is an adult, Noel plans to live in the cottage full time.

     Roughly 20 crabmen of various ages live in the cove. When the tide is low they can be seen foraging among the tide pools and shallows for a meal. At this time, the tops of their underwater stone shelters can be seen. When the tide is high, the crabmen are on guard as fierce predators are better able to access the cove. The crabmen are about 5' tall when full grown and weigh nearly 100 pounds. The females are a drab, brownish color while the males are resplendent with bright blue and orange shells.

Crabmen; Armor Class: 4, Hit Dice: 3d8, Hit Points: 13, THAC0: 17,  No. of Attacks: 2, Damage:1d6/1d6 (claws), Alignment: Neutral, Move: 9, Swim 6, Morale: 11, XP Value: 65

Related link: Below is a video showing the kind of wave-riding vehicle that Noel might employ. Its construction is very basic and could be accomplished with tools and material available to those in the Forgotten Realms. While some may feel that mixing surfing with D&D is silly, the ancient Polynesians pioneered the practice with similar materials.