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<blockquote data-quote="Conaill" data-source="post: 884864" data-attributes="member: 1264"><p><strong>Traders Roost</strong></p><p></p><p><strong>Traders Roost and Hulgo's Protectors</strong></p><p></p><p>Traders Roost is a heavily reinforced caravan serai one caravan day (~16 miles) east of Mor's End. The trade road heading East from Mor's End out of Trade Gate is subject to frequent raids by attacker out of the nearby swamp and forest up to 1-2 days travel from Mor's End. Caravans gladly take advantage of the safety offered by Traders Roost to spend the night, despite the rather high price charged for this service.</p><p></p><p>Traders Roost is built around an old fort built on top of a rocky outcropping overlooking the caravan trail, making it very defensible. Its two large courtyards and stables can hold more than 80 wagon teams [<em>not enough? too many?</em>], sufficient for the largest caravans passing through to and from Mor's End. The facilities are rather spartan but efficient, focusing on safety over luxury.</p><p></p><p>Because of the dangerous nature of travel across this stretch of road, the owner of Trader's Roost - Samir Hulgo - also provides teams of guards to escort caravans from Mor's End to Far Serai (one day further east from Traders Roost) and back. Caravans using Hulgo's "Protectors" get a discount and preferential treatment for their stay at Traders Roost, giving him a virtual monopoly on protecting caravans passing by. (Caravan owners typically also hire long-term guards that accompany the caravan all the way to their destination. Hulgo only provides additional troops for the most dangerous section.)</p><p></p><p>Far Serai is little more than a large inn compared to Traders Roost. It lacks the defenses of Traders Roost but is located in a relatively safer area, and offers good visibility of the surrounding countryside. Caravans coming from the East usually spend the night at Far Serai, waiting for an escort of Protectors. At a specified time during the night, the serai owner sends up a colored flare, signaling Traders Roost to send an escort. A party of 5 to 10 guards leaves from Traders Roost ~3 hours before dawn (on horse), meets up with the caravan at dawn, escorts them back to Traders Roost, and the next day to Mor's End. Similar signals flow from Mor's End to Traders Roost and the Far Serai to signal that a caravan will be arriving the next day. The signaling system means that no caravan has to wait for more than a day (typically only overnight) to secure an escort.</p><p></p><p>There's a watch post at Mor's End (manned by the City Guard under an arrangement with the Castellan), one at Traders Roost, and one at Far Serai. Each has 3 different colored flares. One color means "send escort", the second "danger - enemy sighted" and the third "under attack and/or sending this flare under duress". Each night, the colors are assigned differently, under a schedule only known to the owner of the serai. For daytime alarms, Traders Roost has a signal fire emitting black smoke (the fire itself would be hard to see during the day). In case of poor visibility, messages are sent by a courier on a fast horse.</p><p></p><p>[More details to follow. I'll post stats for Hulgo and his main assistants, plus I'm working on a drawing of Traders Roost in Dungeon Crafter...]</p><p></p><p>Edit: Here's Hulgo's stat block. I'll put a more detailed description under NPCs...</p><p></p><p><strong>Samir Hulgo</strong>, male human Ari2/Exp2/Ftr1: CR 4; ECL 5; Medium-size Humanoid (human); HD 2d6+2d8+1d10; hp 25; Init +5; Spd 30 ft; AC 18 (+4 mithral shirt, +1 ring of protection, +2 small shield, +1 Dex); Melee +1 longsword +3 (1d8/crit 19-20); Ranged longbow +4 (1d8-1/crit x3); AL LN; SV Fort +2, Ref +1, Will +7; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 15.</p><p><em>Skills and Feats</em>: Appraise 4, Bluff 7, Diplomacy 10, Gather Information 12, Handle Animal 3, Innuendo 2, Intimidate 5, Knowledge (architecture & engineering) 3, Knowledge (local) 12, Knowledge (nobility & royalty) 7, Listen 3, Profession (innkeeper) 5, Profession (teamster) 2, Ride 5, Sense Motive 9, Speak Language 3 (Common, Dwarven, Elven, Gnome, Halfling, plus at least one "foreign" language), Tumble 6, Spot 1; Expertise, Improved Initiative, Skill Focus: Knowledge (Local), Skill Focus: Gather Information.</p><p><em>Equipment</em>: +1 small wooden shield; mithral shirt; +1 ring of protection; composite longbow; +1 longsword; necklace of fireballs I; .</p></blockquote><p></p>
[QUOTE="Conaill, post: 884864, member: 1264"] [b]Traders Roost[/b] [b]Traders Roost and Hulgo's Protectors[/b] Traders Roost is a heavily reinforced caravan serai one caravan day (~16 miles) east of Mor's End. The trade road heading East from Mor's End out of Trade Gate is subject to frequent raids by attacker out of the nearby swamp and forest up to 1-2 days travel from Mor's End. Caravans gladly take advantage of the safety offered by Traders Roost to spend the night, despite the rather high price charged for this service. Traders Roost is built around an old fort built on top of a rocky outcropping overlooking the caravan trail, making it very defensible. Its two large courtyards and stables can hold more than 80 wagon teams [[i]not enough? too many?[/i]], sufficient for the largest caravans passing through to and from Mor's End. The facilities are rather spartan but efficient, focusing on safety over luxury. Because of the dangerous nature of travel across this stretch of road, the owner of Trader's Roost - Samir Hulgo - also provides teams of guards to escort caravans from Mor's End to Far Serai (one day further east from Traders Roost) and back. Caravans using Hulgo's "Protectors" get a discount and preferential treatment for their stay at Traders Roost, giving him a virtual monopoly on protecting caravans passing by. (Caravan owners typically also hire long-term guards that accompany the caravan all the way to their destination. Hulgo only provides additional troops for the most dangerous section.) Far Serai is little more than a large inn compared to Traders Roost. It lacks the defenses of Traders Roost but is located in a relatively safer area, and offers good visibility of the surrounding countryside. Caravans coming from the East usually spend the night at Far Serai, waiting for an escort of Protectors. At a specified time during the night, the serai owner sends up a colored flare, signaling Traders Roost to send an escort. A party of 5 to 10 guards leaves from Traders Roost ~3 hours before dawn (on horse), meets up with the caravan at dawn, escorts them back to Traders Roost, and the next day to Mor's End. Similar signals flow from Mor's End to Traders Roost and the Far Serai to signal that a caravan will be arriving the next day. The signaling system means that no caravan has to wait for more than a day (typically only overnight) to secure an escort. There's a watch post at Mor's End (manned by the City Guard under an arrangement with the Castellan), one at Traders Roost, and one at Far Serai. Each has 3 different colored flares. One color means "send escort", the second "danger - enemy sighted" and the third "under attack and/or sending this flare under duress". Each night, the colors are assigned differently, under a schedule only known to the owner of the serai. For daytime alarms, Traders Roost has a signal fire emitting black smoke (the fire itself would be hard to see during the day). In case of poor visibility, messages are sent by a courier on a fast horse. [More details to follow. I'll post stats for Hulgo and his main assistants, plus I'm working on a drawing of Traders Roost in Dungeon Crafter...] Edit: Here's Hulgo's stat block. I'll put a more detailed description under NPCs... [b]Samir Hulgo[/b], male human Ari2/Exp2/Ftr1: CR 4; ECL 5; Medium-size Humanoid (human); HD 2d6+2d8+1d10; hp 25; Init +5; Spd 30 ft; AC 18 (+4 mithral shirt, +1 ring of protection, +2 small shield, +1 Dex); Melee +1 longsword +3 (1d8/crit 19-20); Ranged longbow +4 (1d8-1/crit x3); AL LN; SV Fort +2, Ref +1, Will +7; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 15. [i]Skills and Feats[/i]: Appraise 4, Bluff 7, Diplomacy 10, Gather Information 12, Handle Animal 3, Innuendo 2, Intimidate 5, Knowledge (architecture & engineering) 3, Knowledge (local) 12, Knowledge (nobility & royalty) 7, Listen 3, Profession (innkeeper) 5, Profession (teamster) 2, Ride 5, Sense Motive 9, Speak Language 3 (Common, Dwarven, Elven, Gnome, Halfling, plus at least one "foreign" language), Tumble 6, Spot 1; Expertise, Improved Initiative, Skill Focus: Knowledge (Local), Skill Focus: Gather Information. [i]Equipment[/i]: +1 small wooden shield; mithral shirt; +1 ring of protection; composite longbow; +1 longsword; necklace of fireballs I; . [/QUOTE]
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