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<blockquote data-quote="LostSoul" data-source="post: 4773249" data-attributes="member: 386"><p><strong>Lucky Gnome Taphouse</strong></p><p></p><p><strong>LUCKY GNOME TAPHOUSE</strong></p><p></p><p>Overview: See the DMG, pg 205.</p><p></p><p>The Lucky Gnome's sign is a well-done wood carving of a halfling performing lewd acts on a gnome. The halfling is Kelson.</p><p></p><p>Random Harlots: Because PCs need something other than ale to spend their coin on. They all work for Kelson.</p><p></p><p>Roll</p><p>1 Slovenly trull (has filth fever)</p><p>2 Brazen strumpet (she's pushy)</p><p>3 Cheap trollop (one-legged)</p><p>4 Saucy tart (cursed; has a heart of gold, literally)</p><p>5 Wanton wench (lewd serving girl)</p><p>6 Haughty courtesan (she doesn't waste time on the riff-raff)</p><p></p><p>Random Events: If the PCs just decide to drink away, make it exciting.</p><p></p><p>Roll</p><p>1 The emissary, Lord Artworthy Cunningham of the Knights of Nerath, comes in for a drink with his bodyguards & Lady Allende's handmaiden. (elite skirmisher 8 & elite human guard 5 (bodyguard))</p><p>2 A boisterous drunk spills his drinks all over a PC and challenges them to a fight.</p><p>3 Members of the porter's guild crash the place and start a fight.</p><p>4 Orest Naerumar sneaks in, in disguise, to talk to Kelson (Insight DC 23; otherwise they just see a cloaked man)</p><p>5 Sgt. Numina and a group of guards comes in and cracks down, looking for bribes.</p><p>6 A young orphan tries to pick the pocket of a random PC; Perception DC 15 or lose a small random item or coin.</p><p></p><p>If a fight breaks out, remind players that killing someone is going to get them exiled from Fallcrest. Let them use improvised weapons and remind them that taking actions the rules don't cover is the best way to deal tons of damage and conditions.</p><p></p><p>Drunken brawler: lvl 1 brute</p><p>Init +0; Per -1</p><p>HP 36/18; AC 11, F 14, R 12, W 11</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> drunken haymaker, +4 v AC, 1d10+3. Characters reduced to 0 fall unconcious (end of encounter).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> chair, +2 v R, 1d6+3 and prone.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> uppercut, +2 v F, 1d10+3 and slowed (sv). 1st failed save: dazed. 2nd failed save: unconcious (end of encounter).</p><p>S +3 C +3 D +0 I -1 W -1 C -1</p><p></p><p>1. Common Room</p><p>When you want to get drunk, this is the place. It's full of drunks carousing and trying to win the attention of lewd women. The food menu is posted above the bar using pictures so everyone can read. Drink prices are marked on the kegs: swill: 1cp, pilsner: 5 cp, ale: 6cp, lucky gnome brew: 4cp. Dwarven spirits and elf wine can also be purchased for 5sp per bottle. They also have more exotic drinks, but you have to know someone to order them (eladrin frost wine, drow blood, shadow spirits, impish delight). All of the exotic drinks cost 10gp per bottle.</p><p></p><p style="margin-left: 20px"> DM's notes: The exotic drinks carry some side effects: </p> <p style="margin-left: 20px">-Eladrin frost wine, distilled from frozen vines in the Feywild. Grants resist cold 5 and -2 attack for 6 hours.</p> <p style="margin-left: 20px">-Drow blood, wine mixed with the blood of a sacrificed drow. Grants darkvision and weakened for 6 hours.</p> <p style="margin-left: 20px">-Shadow spirits, mixed with mushrooms from the Shadowfell. Grants +2 to stealth checks and -2 to Int-based checks and attacks for 6 hours.</p> <p style="margin-left: 20px">-Impish delight, wine mixed with imp stinger poison. Grants the ability to speak Abyssal and -2 to Will defense for 6 hours.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The bartender, a smart and surly half-orc named Grug, works for Kelson. He and his waitstaff (a wanton wench named Tylla) listens in on any conversation (DC 17 to keep it secret).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The haughty courtesan is an attractive woman named Tira. She has a relationship with Kelson, a kind of love-hate thing. She knows his secrets.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Four human rabble act as bouncers here.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Grug: lvl 4 controller</p> <p style="margin-left: 20px">Init +4; Per +8 (low-light)</p> <p style="margin-left: 20px">HP 58/29; AC 16, F 17, R 17, W 15</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> grab, +8 v F, 1d6+4 and grabbed. -5 to escape.</p> <p style="margin-left: 20px">choke, grabbed targets only, 10 damage.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> fire breath, close blast 3, requires booze and flame, +8 v R, 1d6+4 fire and ongoing 5 fire.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> keg smash, requires keg, burst 1 within 5, recharge with move if adj to keg, 3d6+4, booze sprayed, prone.</p> <p style="margin-left: 20px">booze sprayed, character gains vulnerability 5 fire (sv).</p> <p style="margin-left: 20px">Perception +8, Streetwise +6</p> <p style="margin-left: 20px">S +6 C +6 D +2 I +4 W +3 Ch +1</p><p></p><p>2. Kitchen</p><p>Whatever they're cooking in here, it doesn't smell good. A deep stove is in one wall and a pile of coal is next to it. A foul brew bubbles in a cauldron over the stove. Cupboards hold various goods. An assortment of knives and sawing tools that look like they'd be more at home in a torture chamber hang from a rack above a bloody table.</p><p></p><p style="margin-left: 20px"> DM's notes: The cook is a mad dwarf named Fargarson Vilebrew. He was exiled from Hammerfast for making a sub-par batch of ale.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fargarson Vilebrew: lvl 3 skirmisher</p> <p style="margin-left: 20px">Init +3; Per +2 (low-light)</p> <p style="margin-left: 20px">HP 50/25; AC 15, F 17, R 15, W 14</p> <p style="margin-left: 20px">Resist poison 5</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> meat cleaver, +8 v AC, 1d8+3 and ongoing poison 2 (sv).</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> vile stew, +6 v R, 1d6+3 and 5 fire.</p> <p style="margin-left: 20px">Bloody meat charge, requires raw meat, Fargarson takes a bite of raw meat and makes a charge attack, dealing an extra 1d6 damage. He can move through enemy's spaces but can't end in an occupied space.</p> <p style="margin-left: 20px">S +5 C +5 D +1 I +3 W +2 Ch +0</p> <p style="margin-left: 20px">equip: filthy cleaver, small pot of stew, ladle, bloody apron</p><p></p><p>3. Converted Stables</p><p>The stables has been converted into a number of cheap rooms, available for 1sp a night.</p><p></p><p>4. Upstairs</p><p>This area curls around an open space, looking down on the taproom. A sturdy railing is decorated with trophy heads - goblins, orcs, and even a troll. A table is pushed into an alcove at the top of the stairs. There are four rooms up here. They run for 2sp a night.</p><p></p><p style="margin-left: 20px"> DM's notes: An elf scout and a halfling slinger spend most of their time here playing card games. PCs can join in with a DC 15 Intimidate or Streetwise check or a DC 20 Diplomacy check. They have a total of 122gp; if the PCs take it, they will let Grug know that the PCs can't leave without losing it all.</p><p></p><p>5. Kelson's Room</p><p>This large room overlooks the lower quays. The room is actually quite nice and tidy. The bedroom area is separated from the rest of the room by a screen. The bedroom niche has a king-sized bed in one corner, a halfling-sized mirror, a small closet, and a trunk at the foot of the bed. There are two small chairs in the room, a large oak desk facing the window, and a tapestry hanging on the wall.</p><p></p><p style="margin-left: 20px"> DM's notes: Kelson spends most of his time here (75%). He rarely sleeps (only 20% chance at night), but when he does, Tira is usually with him (60%).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Kelson runs the River Rats from his room in the Lucky Gnome. He's grown quite wealthy. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: Kelson has a pair of goblin stompers, a lightning dagger +1, and a cloak of distortion. He has 1000gp locked in a combination safe hidden behind a false panel in the wall (Perception DC 20, Thievery DC 23). A journal with a list of bribes to Sgt. Numina, a list of transactions with Orest Naerumar, and something on Faren Markelhay is also here. Only Kelson knows the combination to the safe.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[editor's note: what does he have on the Lord Warden?]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Kelson: lvl 5 elite skirmisher</p> <p style="margin-left: 20px">Init +8; Per +9</p> <p style="margin-left: 20px">HP 120/60; AC 21, F 20, R 21, W 16</p> <p style="margin-left: 20px">AP 1; SV +2</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> dagger, +11 v AC, 1d4+4 lightning.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> dagger, +10 v AC, 1d4+3.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> riposte strike, +11 v AC, 1d4+7 lightning, if target atks Kelson before start of next turn, make an atk: +10 v AC, 1d4+6 lightning.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> tortuous strike, encounter, +11 v AC, 2d4+10 lightning.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> deep cut, encounter, +11 v F, 2d4+7, ongoing 8.</p> <p style="margin-left: 20px">tumble, move, shift 3.</p> <p style="margin-left: 20px">sneak attack, +2d8+3 once per round with CA.</p> <p style="margin-left: 20px">second chance, encounter, force reroll.</p> <p style="margin-left: 20px">lightning weapon, encounter, on a dagger hit, the target and each enemy in burst 2 take 1d6 lightning.</p> <p style="margin-left: 20px">goblin stompers, encounter, immediate reaction, when missed with melee attack, shift 1.</p> <p style="margin-left: 20px">cloak of distortion, ranged attacks more than 5 away take a -5 penalty.</p> <p style="margin-left: 20px">Athletics +10, Intimidate +8, Stealth +11, Streetwise +8, Thievery +13</p> <p style="margin-left: 20px">S +5 C +3 D +6 I +2 W +2 Ch +3</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[editor's note: should I spice him up, or just leave him as a PHB badass?]</p><p></p><p>6. Cellar</p><p>Kegs, bins, and barrels line the walls here. A door leads into a cold pantry full of meat on hooks and another leads into a pantry with preserved food.</p><p></p><p style="margin-left: 20px"> DM's notes: There is a secret door through one of the kegs (Perception DC 20). It leads into the sewers. It runs about 500 feet to the cistern. There are a number of other exits, though these are blocked off with grates (Athletics DC 22 to bend bars/lift grates or a short rest to cut through). The sewer is small, giving any medium or larger-sized creature a -2 penalty to atks, AC, and Ref.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4773249, member: 386"] [b]Lucky Gnome Taphouse[/b] [b]LUCKY GNOME TAPHOUSE[/b] Overview: See the DMG, pg 205. The Lucky Gnome's sign is a well-done wood carving of a halfling performing lewd acts on a gnome. The halfling is Kelson. Random Harlots: Because PCs need something other than ale to spend their coin on. They all work for Kelson. Roll 1 Slovenly trull (has filth fever) 2 Brazen strumpet (she's pushy) 3 Cheap trollop (one-legged) 4 Saucy tart (cursed; has a heart of gold, literally) 5 Wanton wench (lewd serving girl) 6 Haughty courtesan (she doesn't waste time on the riff-raff) Random Events: If the PCs just decide to drink away, make it exciting. Roll 1 The emissary, Lord Artworthy Cunningham of the Knights of Nerath, comes in for a drink with his bodyguards & Lady Allende's handmaiden. (elite skirmisher 8 & elite human guard 5 (bodyguard)) 2 A boisterous drunk spills his drinks all over a PC and challenges them to a fight. 3 Members of the porter's guild crash the place and start a fight. 4 Orest Naerumar sneaks in, in disguise, to talk to Kelson (Insight DC 23; otherwise they just see a cloaked man) 5 Sgt. Numina and a group of guards comes in and cracks down, looking for bribes. 6 A young orphan tries to pick the pocket of a random PC; Perception DC 15 or lose a small random item or coin. If a fight breaks out, remind players that killing someone is going to get them exiled from Fallcrest. Let them use improvised weapons and remind them that taking actions the rules don't cover is the best way to deal tons of damage and conditions. Drunken brawler: lvl 1 brute Init +0; Per -1 HP 36/18; AC 11, F 14, R 12, W 11 :bmelee: drunken haymaker, +4 v AC, 1d10+3. Characters reduced to 0 fall unconcious (end of encounter). :ranged: chair, +2 v R, 1d6+3 and prone. :melee: uppercut, +2 v F, 1d10+3 and slowed (sv). 1st failed save: dazed. 2nd failed save: unconcious (end of encounter). S +3 C +3 D +0 I -1 W -1 C -1 1. Common Room When you want to get drunk, this is the place. It's full of drunks carousing and trying to win the attention of lewd women. The food menu is posted above the bar using pictures so everyone can read. Drink prices are marked on the kegs: swill: 1cp, pilsner: 5 cp, ale: 6cp, lucky gnome brew: 4cp. Dwarven spirits and elf wine can also be purchased for 5sp per bottle. They also have more exotic drinks, but you have to know someone to order them (eladrin frost wine, drow blood, shadow spirits, impish delight). All of the exotic drinks cost 10gp per bottle. [indent] DM's notes: The exotic drinks carry some side effects: -Eladrin frost wine, distilled from frozen vines in the Feywild. Grants resist cold 5 and -2 attack for 6 hours. -Drow blood, wine mixed with the blood of a sacrificed drow. Grants darkvision and weakened for 6 hours. -Shadow spirits, mixed with mushrooms from the Shadowfell. Grants +2 to stealth checks and -2 to Int-based checks and attacks for 6 hours. -Impish delight, wine mixed with imp stinger poison. Grants the ability to speak Abyssal and -2 to Will defense for 6 hours. The bartender, a smart and surly half-orc named Grug, works for Kelson. He and his waitstaff (a wanton wench named Tylla) listens in on any conversation (DC 17 to keep it secret). The haughty courtesan is an attractive woman named Tira. She has a relationship with Kelson, a kind of love-hate thing. She knows his secrets. Four human rabble act as bouncers here. Grug: lvl 4 controller Init +4; Per +8 (low-light) HP 58/29; AC 16, F 17, R 17, W 15 :bmelee: grab, +8 v F, 1d6+4 and grabbed. -5 to escape. choke, grabbed targets only, 10 damage. :close: fire breath, close blast 3, requires booze and flame, +8 v R, 1d6+4 fire and ongoing 5 fire. :area: keg smash, requires keg, burst 1 within 5, recharge with move if adj to keg, 3d6+4, booze sprayed, prone. booze sprayed, character gains vulnerability 5 fire (sv). Perception +8, Streetwise +6 S +6 C +6 D +2 I +4 W +3 Ch +1[/indent] 2. Kitchen Whatever they're cooking in here, it doesn't smell good. A deep stove is in one wall and a pile of coal is next to it. A foul brew bubbles in a cauldron over the stove. Cupboards hold various goods. An assortment of knives and sawing tools that look like they'd be more at home in a torture chamber hang from a rack above a bloody table. [indent] DM's notes: The cook is a mad dwarf named Fargarson Vilebrew. He was exiled from Hammerfast for making a sub-par batch of ale. Fargarson Vilebrew: lvl 3 skirmisher Init +3; Per +2 (low-light) HP 50/25; AC 15, F 17, R 15, W 14 Resist poison 5 :bmelee: meat cleaver, +8 v AC, 1d8+3 and ongoing poison 2 (sv). :ranged: vile stew, +6 v R, 1d6+3 and 5 fire. Bloody meat charge, requires raw meat, Fargarson takes a bite of raw meat and makes a charge attack, dealing an extra 1d6 damage. He can move through enemy's spaces but can't end in an occupied space. S +5 C +5 D +1 I +3 W +2 Ch +0 equip: filthy cleaver, small pot of stew, ladle, bloody apron[/indent] 3. Converted Stables The stables has been converted into a number of cheap rooms, available for 1sp a night. 4. Upstairs This area curls around an open space, looking down on the taproom. A sturdy railing is decorated with trophy heads - goblins, orcs, and even a troll. A table is pushed into an alcove at the top of the stairs. There are four rooms up here. They run for 2sp a night. [indent] DM's notes: An elf scout and a halfling slinger spend most of their time here playing card games. PCs can join in with a DC 15 Intimidate or Streetwise check or a DC 20 Diplomacy check. They have a total of 122gp; if the PCs take it, they will let Grug know that the PCs can't leave without losing it all.[/indent] 5. Kelson's Room This large room overlooks the lower quays. The room is actually quite nice and tidy. The bedroom area is separated from the rest of the room by a screen. The bedroom niche has a king-sized bed in one corner, a halfling-sized mirror, a small closet, and a trunk at the foot of the bed. There are two small chairs in the room, a large oak desk facing the window, and a tapestry hanging on the wall. [indent] DM's notes: Kelson spends most of his time here (75%). He rarely sleeps (only 20% chance at night), but when he does, Tira is usually with him (60%). Kelson runs the River Rats from his room in the Lucky Gnome. He's grown quite wealthy. Treasure: Kelson has a pair of goblin stompers, a lightning dagger +1, and a cloak of distortion. He has 1000gp locked in a combination safe hidden behind a false panel in the wall (Perception DC 20, Thievery DC 23). A journal with a list of bribes to Sgt. Numina, a list of transactions with Orest Naerumar, and something on Faren Markelhay is also here. Only Kelson knows the combination to the safe. [editor's note: what does he have on the Lord Warden?] Kelson: lvl 5 elite skirmisher Init +8; Per +9 HP 120/60; AC 21, F 20, R 21, W 16 AP 1; SV +2 :bmelee: dagger, +11 v AC, 1d4+4 lightning. :ranged: dagger, +10 v AC, 1d4+3. :melee: riposte strike, +11 v AC, 1d4+7 lightning, if target atks Kelson before start of next turn, make an atk: +10 v AC, 1d4+6 lightning. :melee: tortuous strike, encounter, +11 v AC, 2d4+10 lightning. :melee: deep cut, encounter, +11 v F, 2d4+7, ongoing 8. tumble, move, shift 3. sneak attack, +2d8+3 once per round with CA. second chance, encounter, force reroll. lightning weapon, encounter, on a dagger hit, the target and each enemy in burst 2 take 1d6 lightning. goblin stompers, encounter, immediate reaction, when missed with melee attack, shift 1. cloak of distortion, ranged attacks more than 5 away take a -5 penalty. Athletics +10, Intimidate +8, Stealth +11, Streetwise +8, Thievery +13 S +5 C +3 D +6 I +2 W +2 Ch +3 [editor's note: should I spice him up, or just leave him as a PHB badass?][/indent] 6. Cellar Kegs, bins, and barrels line the walls here. A door leads into a cold pantry full of meat on hooks and another leads into a pantry with preserved food. [indent] DM's notes: There is a secret door through one of the kegs (Perception DC 20). It leads into the sewers. It runs about 500 feet to the cistern. There are a number of other exits, though these are blocked off with grates (Athletics DC 22 to bend bars/lift grates or a short rest to cut through). The sewer is small, giving any medium or larger-sized creature a -2 penalty to atks, AC, and Ref.[/indent] [/QUOTE]
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