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Strahd's "RttToEE"
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<blockquote data-quote="Strahd_Von_Zarovich" data-source="post: 4787945" data-attributes="member: 24609"><p>You enter to the <strong>free city of Verbobonc</strong>, ruled by his Noble Lordship, Viscount Langard, Defender of the Faith. Most of the city consist Human folk, but there is a big community of gnomes from the Kron hills and a small community of sylvan elves. Verbobonc is surrounded by a fortified stone wall 10ft thick and 30ft high. The walls are crenellated, and the top ledge has room for guards to walk along. The walkways are covered in areas (wooden planks and poles only) to give some cover against overhead attacks. Towers dot the wall at irregular intervals.</p><p>You enter through one of the land gates that is called the “high” gate since this gate opens to the ‘High Road’ and caters to all traffic bound south and east to Hommlet, the Kron Hills and the olven realm of Celene. 4 guards stand and let the people pass. One of them looks like a priest of St. Cuthbert. There is a tax collector at the gate [2cp per individual entering, 1sp if the individual is mounted (horse with saddlebags): </p><p></p><p>All streets are made of cobblestone with a depression down the centre to catch rainwater into the sewer system. No sidewalks exist so the streets run from building edge to building edge. In the ‘Human’ sections of the city, most of the main streets have reflective ‘Lantern-like’ globes with a ‘Continual Flame’ spell in them. These hang from building awnings at a height of 7 feet and are spaced 30-40 feet apart so most of the light is continuous. Secondary streets and alleys are not lit; citizens commonly hire lantern-bearers when traveling the side streets after dark.</p><p></p><p>You station yourselves in the <strong>“The Bronze Unicorn Inn”</strong> that is located in the foreigner’s quarter.</p><p>This medium sized inn caters to adventures, mercenaries or other well-to-do foreigners. Immediately as you enter the Bronze Unicorn, you realize how much effort has been made to accommodate the cliental. Each room has large comfortable beds, doors and window shutters that lock from the inside, fresh linens, magic lighting, etc. Although there is no running water in the rooms, there is a bath or basin that can be filled with hot water at the guest’s request. There are no common rooms at this in, but single, double and quad occupancy rooms are available. The large ‘quad’ rooms have a separate meeting room adjoining them. There are a few rooms with furniture and beds especially made for smaller guests (gnomes, halflings, etc).</p><p>In addition to the rooms, the inn has its own secure vault that travelers can place their goods in. Room service is available. There is a large ‘tap’ room located on the ground floor. Guests can mingle over ales, or relax in the thickly padded chairs and benches. A large fireplace dominates the room, where two oak carvings of Unicorns frame the sides. Entertainment in the taproom is usually foreign bards (guests) who tell tales of their adventures or far off lands. A rather large (but crude) map of the city is located on one wall, which shows all of the major temples/churches and the main points of interest in the city. It is getting somewhat dated, but guests have scribbled on it and added to it. [cost 125% from what is written in the book]</p></blockquote><p></p>
[QUOTE="Strahd_Von_Zarovich, post: 4787945, member: 24609"] You enter to the [B]free city of Verbobonc[/B], ruled by his Noble Lordship, Viscount Langard, Defender of the Faith. Most of the city consist Human folk, but there is a big community of gnomes from the Kron hills and a small community of sylvan elves. Verbobonc is surrounded by a fortified stone wall 10ft thick and 30ft high. The walls are crenellated, and the top ledge has room for guards to walk along. The walkways are covered in areas (wooden planks and poles only) to give some cover against overhead attacks. Towers dot the wall at irregular intervals. You enter through one of the land gates that is called the “high” gate since this gate opens to the ‘High Road’ and caters to all traffic bound south and east to Hommlet, the Kron Hills and the olven realm of Celene. 4 guards stand and let the people pass. One of them looks like a priest of St. Cuthbert. There is a tax collector at the gate [2cp per individual entering, 1sp if the individual is mounted (horse with saddlebags): All streets are made of cobblestone with a depression down the centre to catch rainwater into the sewer system. No sidewalks exist so the streets run from building edge to building edge. In the ‘Human’ sections of the city, most of the main streets have reflective ‘Lantern-like’ globes with a ‘Continual Flame’ spell in them. These hang from building awnings at a height of 7 feet and are spaced 30-40 feet apart so most of the light is continuous. Secondary streets and alleys are not lit; citizens commonly hire lantern-bearers when traveling the side streets after dark. You station yourselves in the [B]“The Bronze Unicorn Inn”[/B] that is located in the foreigner’s quarter. This medium sized inn caters to adventures, mercenaries or other well-to-do foreigners. Immediately as you enter the Bronze Unicorn, you realize how much effort has been made to accommodate the cliental. Each room has large comfortable beds, doors and window shutters that lock from the inside, fresh linens, magic lighting, etc. Although there is no running water in the rooms, there is a bath or basin that can be filled with hot water at the guest’s request. There are no common rooms at this in, but single, double and quad occupancy rooms are available. The large ‘quad’ rooms have a separate meeting room adjoining them. There are a few rooms with furniture and beds especially made for smaller guests (gnomes, halflings, etc). In addition to the rooms, the inn has its own secure vault that travelers can place their goods in. Room service is available. There is a large ‘tap’ room located on the ground floor. Guests can mingle over ales, or relax in the thickly padded chairs and benches. A large fireplace dominates the room, where two oak carvings of Unicorns frame the sides. Entertainment in the taproom is usually foreign bards (guests) who tell tales of their adventures or far off lands. A rather large (but crude) map of the city is located on one wall, which shows all of the major temples/churches and the main points of interest in the city. It is getting somewhat dated, but guests have scribbled on it and added to it. [cost 125% from what is written in the book] [/QUOTE]
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