D&D 5E Lost City of Barakus: Campaign Discussion and Advice


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Lets jump ahead a bit here and look at the climax of the campaign. The clash with Devron. His back story goes:

"Centuries ago, a race of humans built an elaborate underground city the leaf the Duskmoon Hills called Barakus. They were a magic loving people, and for hundreds of years they dwelled peacefully in their subterranean home, delving into the arcane arts. Eventually, however one of their number, a necromancer named Devron, rose to great power and transformed into a lich. The Wizards of Barakus banded together, and after a great struggle banished him to a prison far below the city. Before his banishment, however, different forged the Helm of power, would you could use to restore him to the power at some future point."

A few months ago I read this article by sly flourish http://slyflourish.com/deadly_lich.html and that got the wheels turning for me on how I should run this encounter. The party makeup will be of four to five 9th lv characters. By this point in the adventure the party has amassed a pretty good hoard of magic items including a few fairly powerful anti undead items. Though this probably still won't be enough to face a fully powered lich the book gives two separate stats for Devron. One in a weakened state In which he is an 8th lv spell caster, but because I have increased the recommended party level by 3, i will also bump him to an 11th lv caster. The second set of stats is in his restored state, if he was to get his hands on the helm of power, which makes him an 14th lv spell caster. In his restored state i would probably give him the stats of the MM lich which makes him an 18th lv caster. As I mentioned that would be pretty far above the capabilities of the party but it adds a grave consequence to loosing the helm and a vary real sense of deadliness to the encounter.

For Items Devron is given a ring of protection +2, wand of lightning, 2 scrolls of magic missile, scroll of hold portal and a scroll of Invisibility. I will change the ring of protection to +1, give him a staff of power instead of the wand of lightning and scrolls of magic missile, finally he will also have a set of winged boots for mobility.

The book mentions that the ancient Arthemin who imprisoned Devron down here placed powerful wards on the prison so that certain spells do not function. A few listed are clairvoyance, dimension door, teleport and transmute rock. To quote the book " in short, all spells that would allow one to teleport, phase through other wise bypass or view beyond walls do not function". Though this is great in ensuring Devron does not escape it also works as a double edged sword limiting the parties mobility.

In most of my posts about big set piece encounters i have talked about the importance of phases http://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/ and though I will not be using the paragon system for this fight I really do believe that the easiest way to create some of the most memorable and epic fights is with the phase system. Much like in the classic video games that inspired this system, I'm going to choose to have three phases for this fight.

The first phase will presumably take place in Devron's chamber, which is most likely accessed by a 60ft L shape hallway filled with nauseating gas (full obscurement and save or causes poisoned condition). As the party exits the gas they find themselves in a roughly 20ft high, 50ft by 20ft oval chamber. Devron is almost absolutely going to know that the party is coming so will have mirror image cast, be using his winged boots to float 10ft in the air and attempting to catch the party unaware coming out of the gas before they can find their feet. This phase will be defined by the two protective rune rocks that will be placed around his chamber. They must be destroyed before Devron can be damaged. To tip the party off about this I was thinking that each time some one tried to damage him the runes would glow brightly. If the party still doesn't get it Devron may begin mocking them. Another tool I was planning on making use of in this phase was the lich's layer actions. I may not use them every round but they I think will help temper the fact that Devron will be out numbered four or five to one. After the rune rocks are destroyed the first phase is complete.

The second phase begins with Devron using his scroll of Invisibility to make his way down a 10ft passage out a secret door (on which he would probably use his hold portal scroll) and into a 120 high, approximately 105ft by 60 ft distorted circle cavern. Roughly in the middle of the cavern is a small island of rock surrounded by a 25ft deep pool which spills out away from the island and has a fast moving current. The island itself does not have a single smooth surface on it. Consisting of jagged slippery rocks causing those who try to scale it to move at 1/4 speed or risk slipping. Devron will set him self up floating roughly 60 ft above the island with a Globe of Invulnerability around him.
With the secret door shut behind him the players also get an opportunity to heal and prepare themselves finally for the fight ahead.

I once designed a monster for a buddy of mine running an Egyptian themed campaign. She was an evil priestess and had the ability to turn her arms into snakes. One a constructor and the other a cobra. Essentially she could cast spells, constrict opponents, bite and spit poison. She was the package deal and evidently the encounter went great so I was thinking of taking elements of that fight and incorporating it into this one.

Once the party has managed to opened the sealed door or found their way around to one of the possible two other entrances to the cavern they will fond that Devron has conjured a couple of towering pseudopods, made of a shadowy dark energy. The pseudopods will be wet to the touch and as they move across the ground they leave pools of water (no detrimental effects just some fluff). I was thinking of using a single purple worm stats for both pseudopods. They would both go on the same initiative, I would split the HP evenly between the two and Give one the bite attack and the other the stinger attack. So wile Devron floats above the jagged island, casting spells, surrounded by the fast flowing water and a globe of invulnerability, the pseudopods would try and keep the parties heavy hitters at bay. This phase would end when Devron has lost roughly 2/3 of his hit points.

For the third and final phase I pictured, like many finales in old school video games, having Devron go into an over charge mode as he would gathers every morsel of power he has left. All his robes burn off and blinding light begins to crack open and shine through his gaunt skin leaking pure arcane power. In an explosion of power the entire cavern would be effected by a reverse gravity spell as the very laws of physics are bent. Every thing in the chamber gets flipped so it's essentially a new battle map where your fighting amongst a field of stalagmites (or are they still stalactites cause relative to the outside world they are still hanging down from the celling......that's a brain teaser eh?). By this point I would guess most of his control spells would be used up and he would be resorting mainly to his attack spells In a last ditch effort to take as many of the party down as possible. Amongst the stalagmites I may have dark vaguely humanoid figures appear, made of the same shadowy energy as the psudopods. These would have the stats of Sap Demons (ToB) who would go around trying to use their soul sap ability (Dominate beast) on the party to try and turn them against one another.

I would love to hear other peoples successes and fails when running a lich.
 

We were discussing before about how silly it would be for Devron to have his phylactery on his person. I mean if you had three thousand years to prepare you probably wouldn't have the ONLY thing that can permanently kill you in arms reach so this got me thinking about possible fun ways to play this out.

In my research on Lich encounters, I came a cross a module published in Dragon #95 called Into Forgotten Realms. Here's the synopsis:

"Lord Lashan [a local tyrant] and a picked group of bodyguards entered the [an] under- ground school and discovered that it was inhabited by the former head of the School of Wizardry until it was abandoned three hundred years ago when the city above was taken in a war. The archmage was left in the school at his own request, to pursue his own increasingly evil experiments and summonings.

At long last the archmage, named Azimer, became a lich. He has also become gradually more and more insane, and even now as a lich he has but a tenuous grasp on reality. Azimer believes he is still a living human being and has continuous hallucinations and delusions that the school is active, that he is its leader, and that the world is his to command. He also believes there are unseen “enemies” constantly trying to get into the school, though he has done little to fortify the school over the years.

When Lashan discovered Azimer, the lich at first believed that the warrior was one of his sorcerous pupils and asked Lashan to perform some errands. Though Lashan’s terrified bodyguards fled, attempting to escape the dreadful apparition of the lich, the hot-tempered and foolhardy Lashan elected to attack. Azimer be- came instantly convinced that Lashan was one of the “enemies” who wanted to slay him, and he quickly destroyed the ex-tyrant and all of his followers.

Azimer has calmed down since then and will, if carefully treated, prove relatively harmless to an adventuring party unless provoked."


The first thing that came to mind when I read the module is if, like werecorpse , some one wanted to run a crazed or mad Devron, they could replace the entire Devron prison level with this adventure. Of course you would need to take out all the parts about Lord Lashan and his men but that isn't particularly key stuff to the adventure. Even if you opt not to use it I would recommend a read through because there are some good roleplay suggestions for running an insane lich.

Then I begun to think about how I could incorporate it into my own game. I figured it could make for a good pocket dimension where Devron keeps his phylactery. I came up with two possibilities for how to get the party there.

The first is to replace the third phase of the Devron set piece encounter with this adventure. This would mean that the second phase would end when Devron had lost all his hit points. At which point I would have Devron explode in a bright blinding light encompassing all the players. When the light faded the party would find them selves standing in the octagonal foyer of the Wizard school (area 2) and feeling slightly rejuvenated (short rest).

As I mentioned before I will be playing with an experienced group of guys who will be on the lookout for the phylactery and know they don't have a tone of time before Devron reanimates, so the second possibility would be to place a small jar made of putter in Devron's chambers or amongst some of the loot. When picked up the jar would feel like there was something in it, maybe sand, a ring or a rolled up piece of paper, but if some one was to look in side or tip it upside down there would be nothing there. If detected with magic, It would radiate strong conjuration, which should seem odd as all conjuration magic doesn't function in the prison layer. If some one tried to fish out the contents of the jar they would be sucked in and transported like before to the octagonal foyer. This idea keeps the three phases of the battle with Devron intact, doesn't rail road the party and kinda allows the party to work at their own pace.

No matter how they get to the pocket dimension, how I fill the dungeon will be the same. I would only really want to use the frame work of this adventure, namely the map and monsters. The crazed lich Azimer would need to be replaced, seeing as how the party just fought a lich. Instead I was thinking of putting a giant floating head of Devron before he became a lich. (because what good boss fight is complete without a floating head). The head would obviously try and prevent the party from getting to the phylactery and have the stats of a beholder or some other beholder kin, depending on how rested the party is. Any sighn of Lord Lashan, his men and any previous adventures will need to be taken out.

To ensure a final battle i was thinking of deleting the two secret chambers that lead around the head masters room where the floating head will be waiting. But once the party has faught and killed the floating head they can make their way through the tunnels to what in the modual is Azimars chambers. Here is where I'll place the phylactery and a pile of loot including the Book of Korbus.

In room 21 scribbled on the walls is the recipe to become a lich. The modual adds that it is incorrect but I thought it would be fun to have it be real. It's at the end of the campaign any how so there isn't much harm in it. If any one is looking for how to become a lich there are a few great write ups. One in best of dragon magazine vol 2. "Blue print for a lich" and second is in RS1 Accessory " Van Richen's Guid to the Lich"

And the final completely over powered thing (amungst an already Monty Hall worth of treasure) in the dungeon is a red dragons egg ready to hatch in two weeks. I suppose if for some reason I wanted to keep the campaign rolling I could have some kind of story line involving the red dragon from dragon spire and the egg.
 
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One of the truly great things about The Lost City of Barakus is that within its pages are not only a massive dungeon but also a living breathing fully fleshed out city. In this city are noble families, old and new, that are all trying to either elevate or maintain their status as one of the great houses of Endhome.

Though LCoB gives us a lot of material to work with, it also doesn't spell out any direct conflicts between the waring factions. For that I want to enlist the help of another module, The Sons of Gruumsh. There are a few reasons i want to play this adventure. One is I used just the upper Citadel portion of this adventure as Cragmaw Castle in the Lost Mines of Phandelver adventure and had a blast with it. Second I want to bring some depth to the noble families of Endhome and this adventure features some great political intrigue between waring factions.

So here's the run down:
"The adventure begins as the PC's arrive in the city of Melvaunt. Believing the PC's are eager for gold and politically impartial, Woarsten Nanther, patriarch of the house Nanther and father of Oreal, has called them to the city to locate his errant son and bring him home. Is up to the PC's to discover and follow Oreal's Trail while avoiding as much of the Intrigue-Laden politics of the city as possible.

The search for the noble heirs eventually lead the characters into the wilds of Thar. There they confront treacherous terrain and salvaged denizens. They discover an ambush site and one of the companions dead. The orc signs are clear and the trail leads to the Citadel of Xul-Jarak.

The orog leader Thrull has declared himself warlord of Thar. To mark this mighty event Jurrg has contrived a ritual to give Thrull the blessing of Gruumsh himself. Representatives from various tribes that have not pledged fealty to the orog have come to witness the occasion and determine where Thrull is worthy to command them. More important to the PC's the ritual execution of the captured Scions is an intricate part of Jurrg's ceremony. The PC's must negotiate the Citadel of Xul-Jarak and the dungeon complex beneath it to reach the Scions, and then pry the captives from Thrull's crutches. If they succeed they Stave off civil war in Melvaunt and undermine if not destroy Thrulls plans of Conquest.

Even after returning to Melvaunt, the PC's are not safe. A band of orc cutthroats have successfully infiltrated Melvaunt. Gruumsh hungers for the heroes' blood."


This is a 5th lv adventure so i probably wouldn't drop the hook until about half way along the campaign, and unlike most of what I have discussed so far it will be its own story arc, not involving Asgaroth or Devron. That said i dont just want the families to appear in the middle of the campaign but active parts throughout.

The Waring Nobels of Melevalant would be easy to slot into Endhome with a little bit of tweaking. Replace Nathar with Gaspar, Leiyraghon with Quinchino, Marsk with Pool and even Natale with Pulanti (but more on that later). The remaining families are just added in as minor factions.

I plan to do a full write up of each family a little later but I will touch on two of the major factions involved for this adventure. First is the Gaspar family who will take the place of the Nathar's as the quest givers or the patron faction. It just so happens that the party will have crossed paths with this family before as the benefactor of the merchant they escorted to the city. In one of my first posts I hinted at the party having a run in with the Greentree Bandits. I have now decided that they will be working for the Quinchino's disrupting the other noble families caravans. This will initiate the Greentree bandit side quest and if they are successful, will gain the party notoriety with the Gaspar's, later leading them to seek out the party for this adventure.

Second are the Quinchino's, who will be taking the place of the Leiyraghon's as the antagonist faction in this adventure. Just like the Gaspar's, and hinted above, the party will be already familiar with this dubious family. They are looking for any way to under cut the other noble families to elevate themselves. So far in the campaign the party will have come across two of the Quinchino's plots. The Greentree Bandits who are disrupting other families caravans, and the Wererats who are raiding warehouses and disrupting sewer upgrades in the city (instead of kidnapping victems for the Pulanti as it suggests in LCoB). Non of which will produce any solid evidence against the Quinchio's but will tip the party off about their mischievous business ethics. Now, Fernando Quinchino has struck up an deal with the orcs of Xul-Jarak. It was him who fed the Scions miss information (including his incompetent younger brother) that led them to be captured by the orcs. The orcs get the sacrifices needed to complete their ceramony and Fernando is promised lordship over the city after the orcs conquer it. With that a new reoccurring villain is born (but once again, more on that later).

The wilds of Thar will take place North West from the city, off the given map. The party would follow fools pass off the map and there they would encounter the ambush sight. Then they would head due north off the trail into the mountains to find Xul-Jarak.

When the scouting party is encountered one of the dying orcs will boast that "The blood spear ritual has begun and Thrull will soon be marked by the unblinking eye", or something to that effect to let the party know they are on the clock.

The Citadel and the Dungeon complex give endless possibilities to try out all the different types of orcs and goblinoids from Voldos guide, and the up coming Ultimate Bestiary from Nord Games. The module has almost all of the inhabitants of the Citadel as orcs but I will most likely mix up the visiting emissaries with gnolls, bugbears and hobgoblins.

The map carved into the bottom of the sarcophaguses of King Kursk one Tusk, leading to his actual tomb will lead the party to the upper caverns of Barakus. This ties the orcs of Xul-Jarak with the former orc tribe who used to inhabit those halls as mentioned in LCoB.

Like most other boss fights I've discussed I dont just want this encounter to seem like a slug fest. I will probobly use the stats for an orc chieftain for Thrull and If the ritual is complete, he would gain abilities similar to that of an oath of treachery paladin (UA). If the alarm in the lower levels arn't raised, as the party gets closer to the ceramony chamber, they can begin to make out Jurrg's chanting (she is listing of Thrull's horrific deeds) indicating the ritial is underway. Once close enough The party will notice that the scions are all chained to the pillars in the chamber, Thrull is lying on pedestal in middle of room, bear chested with war paint all over him and Jurrg has the blood spear in her hands chanting away. From this point the party has 5 rounds before the first scion is sacrificed and following that every 3 rounds another will die. Thrull's minions will try to keep the party at bay wile the lengthy ritual is complete. If at any point Jurrg's concentration is broken (like concentrating on a spell) or any of the scions are freed the ritual fails.
If that occurs, that will send Thrull into a rage and he will call his pet bassalisk into the fray.

Lastly there is the epilog of the adventure where Fernando Quinchino invites the party to dinner, in celebration of rescuing his youngest brother. Fernando, being devious and calculating, is trying to turn the defeat of the orcs at Xul-Jarak into a win for himself by setting an ambush for the party, his ailing father and his younger brother. Part way through the dinner Fernando excuses himself from the dining room and bars all the doors. Dazzlag, Thulls brother and a company of orcs (Red fangs of Shargaas) flood the upper balcony. They open with a volly that puts an end to the already frail Phillipo Quinchino, then they begin to pepper the party with arrows from above.

This will be one of the possible beginnings to the climax of the Quinchino story arc. After fending off the ambush the party will most likely be after Fernando's head. Havnt quite figured out all the details yet but I will keep you up dated.
 

I quickly touched on the Pulanti in my last post and wanted to expand a bit on my ideas.

I read through the Pulanti Estate adventure and I am not particularly fond of it. Firstly there is already an adventure involving citizens of Endhome disappearing (The Slaving Priestess), there is already an encounter with a vampire deep underneath Barakus and finally the whole modules climax is a clash with a Lich. So its kinda overkill to have an adventure involving a powerful vampire family kidnapping people. They've really tried to cram EVERY type of undead into this book.

The one good substitute for this adventure that springs to mind is the Death House from CoS. Unfortunately i recently ran it as a as a halloween one off special, but I would highly recommend you run it that way with a few simple changes. Change the letter from Strad in the skeletons hand to be a sheet of music. When played on the harpsichord it unlocks the secret door in the Attic. Also change the statue of Strad in the basement to be Mordiggian, God of ghouls. If you did want to keep it truer to LCoB, all you'd need to change is what is what is listed above plus the sacrificial chamber to something more akin to the chamber of blood with Thelonius and Esmerelda Pulantis coffins close by. Use the alcove the shambling mound comes out of to be the entrance to the Rat Brood nest. Either way you run it I would definitely keep Rose and Thorn the way they are written. I think the party interactions with them are some of the best parts of the module

But I digress. So I've wiped all vampires from Endhome and im looking to replace them with some thing that will fit into the Sons of Gruumsh story line a little better. By mashing them up with the Natale family I came up with this.

Background:
Presently Thelonius Pulanti presides over the largest of the minor houses. Though the second oldest family in Endhome, the Pulanti's have fallen out of prominence in the last few decades since the Quinchino's coup. With few land holdings left and their once mighty trading empire in shambles, they are on the verge of bankruptcy. Thelonius is now forced to sell off large portions of their family estate to maintain a shadow of the former luxurious life they once enjoyed.

Members:
Thelonius Pulanti
Although his Holdings are much diminished since the battle with the Quinchino's, Thelonius continues to seek revenge against his enemies. He publicly competes with the great houses and loudly blames Fernando Quinchino for the death of his father Ricardo Pulanti.

In retaliation Fernando will blame the Thelonius for the disappearance of the noble families scions. Though it would be quite advantageous for him Thelonius has nothing to do with the disappearances. He is willing to pay the Pc's gold and the deed to the Swordfish to secure proof that he is not responsible.
 
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I don't know about you but with all these modules and all these different moving parts, it's hard to keep track of who's doing what. Just like we did for the Pulanti, I want to flesh out all the various families, factions and other groups I plan to have in my campaign. To help me tick all the boxes i am going to use this outline ( http://theangrygm.com/resistance-is-futile/ ) put out by the Angry GM. Alot of the terminology I use will be from that article as well

Key:
LCoB- Lost city of Barakus
SoG- Sons of Gruumsh
MGK- Mad Gods Key
HfCDM- Hunt for the Cofre Del Mar

The Gaspar family will be the parties main patron in the city. It is their caravan that the PC's will be protecting into the city. Then, through their whole sale agents the party will be tipped off about the Greentree Bandits and the Rat Brood. If the party is successful in those endeavours they will be summoned by Luton Gaspar himself, to deal with a matter of the up most importance The disappearance of his son.


Gasar Family
Source: LCoB, SoG (Nanther)


Game Purpose: Patron and Resource Faction


Faction Type: Company


Goal: To Maintain their position as the most prominent family in Endhome


Background:
The Gaspars represent the height of old money in Endhome. They've known nothing but privilege and comfort their entire lives. Luton is the patron of the family and is married to his first cousin, Amillia. They have two children Oreal and Felicia. Their uncle and Luton's younger brother is Liam. Their place among the Endhome social elite is not so much secure as it is ineluctable, they are the elite of the elite. The Gaspar estate includes a number of shipping and importing ventures, predominantly in the spice trade as well as the Black Sheep Inn.


Members:
Luton Gaspar
His privileged up bringing afforded him the finest scholars and tutors the region had to offer. With the death of his father, he took over the family estate at 19. Since then Luton has manage to extend his families trading routs further than any family has before. At the collapse of the Palunti trading empire Luton worked quickly to swallow up most of their business, gaining the ships and contacts he needed to extend his empire. Then 10 years ago when Ranlan Pool ascended to governor, Luton secured a deal that saw his sister, Isabella married to Ranlan and the Pool spice trade sold to the Gaspars. Now his ships sale North to Ustran Pazeel then far East across the Sinnor Ocean, bringing in rare spices, fine porcelain and luxurious cloth. Luton has ensured a monopoly on such things as cloves, cinnamon and nutmeg which are popular and exotic ingredients in local dishes.

In his 40's Luton maintains clean shaven at all times. His medium length wavey golden hair, is always slinked back and well kept. His no nonsense glacier blue eyes cut through any ruse being pulled on him. His wife, Amilia ensures that they are both constantly dressed in most up and coming fashion.

Amilia Gaspar
Wife and first cousin of Luton Gaspar, Amilia takes her role as the envy of every woman in Endhome seriously. She is perfect hostess, perpetually is in the know of the hottest gossip, and every week is on about a new plight of the city which demands her pity.

Being the wife of the wealthiest trader in the city she is also a proud collector of rare and fine porsaline from afar as well as other exotic goods. Her collection includes fossilised sharks' teeth, a snake's head encased in gold, heart-shaped jasper stones to stop bleeding, a coral branch used as a protector against evil spirits, bezoar stones, a unicorn's horn and piles of loose gems and stones such as rubies, emeralds, and diamonds.

Over the centuries the Gaspar's have partially gotten to where they have through strategic marriages where by they become the inheritors of other prominent families wealth. To avoid others doing the same to them Luton and Amillia father's (who were brothers) arranged for the two to be Wed so to maintain "proper pedigree" along the families main branch. This is by far not the first time this has occurred rather a family policy going back dozens and dozens of generations.

In her Mid 30's Amilia sports the signature golden locks, and blue eyes of any Gaspar pure bred. Amilia does not follow trends, she sets them. Having acsess to the finest of material she is dressed in the most exotic and opulent clothing for every occasion.

Liam Gaspar
Luton's younger brother and member of Endhome Senate Liam is tasked with keeping the Gaspar's political "investments" in check. All the major families have their figure in the politics of the city and even though the Pools are allied through marriage it takes a sharp whip to keep all the greedy and schemeing politicians in line.

Liam is in his mid thirties and still relatively young by senator standards. He has a promising career ahead of him. There have been two Gaspar Governors in the past and after Ranlan Pool steps down, Liam hopes to be the next.

Aside from his position there is another thing Ranlan has that Liam wishes, his wife. Being twins and so far apart in age from Luton, Liam and Isabella have always been close, and before her betrothal to Ranlan the two were rapped up in a secret love affair.

Oreal Gaspar
Son of Luton and Amillia and eldest of the two siblings, Oreal is care free, wreckless and spoiled. Instead of focusing on his studies to one day take over the Gaspar estate he has taken to rangering. He is instructed by the renowned orc slayer, a dwarf by the name Dorn Crowsheild.

Under the supervision of Dorn, Oreal has secretly banded together with a group of the other noble families scions and begun adventuring into the wilderness. After a few small succsess he is feeling emboldened and has even gone as far as to argue that there could possibly be peace among the noble house, at least for the younger generation. His father has forbade him from pursuing any liaison that would undermine the family security or position.

Oreal has the same wavey golden locks and cystal blue eyes of his family but unlike the rest of them his hair is messy and unkept, and his clothes are still finely made but are more functional and plain.

Felicia Gaspar
The younger sister of Oreal, Felicia, is a promising student at the Wizard Academy. Like all Gaspar's she has golden curly locks, glacier blue eyes and believes her self to be the centre of the universe.


Face: Gaspar whole sale buyer


Relationships:
As the prominent family in Endhome they command respect and fear from the populous. Though they are civil with one another, the other noble families are always looking to under mine them.

Biggest enemy are the Quinchino's ("rotten man with a vicious temper")

Dislike of Lord of keys.


Notes:
Greater House

Family colors, Silver and black

Their family coat of arms is blazon thus Argent, an eagle displayed double-headed sable


Quest Notes:
When party first get to town with merchant, they are taken to Gaspar's whole sale buyer. The buyer asks about trouble on the road and tells them about other caravan and warehouse trouble (Greentree bandit and Rat Brood quest)

When party goes to cash in Greentree or Rat Brood quest with Lord of keys Luton will be there arguing with him about either or problem. (Greentree bandit and Rat Brood quest)

After meeting the party at the office of the Lord of Keys, and if they are successful at either quest, Luton will request them to search for his missing son. (SoG)

Reward for bringing Oreal back safe is 1000 pp (SoG)
 
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The Quinchino's will be the reoccurring antagonist faction for the Endhome / SoG story line. They are the most aggressive of the families and have fast tracked their way to the top through numerous dubious deeds. The Quinchino's are the ones behind the Greentree Bandits. The bandits are raiding the other families caravans out side the city, and selling their goods on the black market. Also they have enlisted the Rat Brood who are raiding other families goods inside the city from warehouses, and once again peddling them on the black market.

The Rat Brood play another roll, where they are slowing down the sewer upgrades that Governor Pool has promised the populous. This was actually coincidental, where the workers for the sewer upgrades stumbled upon a few of the broods nests. After the city guard was dispatched to destroy them they found them selves under increasing attack by well armed, bipedal rat men. After they were attacked first the Rats asked the Quinchinos for help. Seeing an opportunity they stagged a theft from one of their own warehouses, to draw attention away from them selves, then they gifted the rats with well made arms and armour to defend their homes and disrupt the Governor's sewer upgrades.

Which brings us to the aforementioned Sons of Gruumsh adventure. If the party manages to quash all the Quinchino plans, Fernando Quinchino moves to more drastic measures. He comes to an agreement with a group of orcs amassing in the North under the orog Thrull. He has them begin to raid other families caravans coming through Fools Pass. In return fernando gifts the orog with prisoners (a scion from each noble house including his own half brother) to sacrifice for their ritual. After the orcs have taken the city Fernando will be appointed as governor.


Quinchino Family
Source: LCoB, SoG (Leiyraghon)


Game Purpose: Antagonist faction (villain)


Faction Type: Company


Goal: To become the greatest family in the city.


Background:
Compared to the Gaspar, Pulanti and Pool families, the Quinchino's are relative newcomers to Endhome and their greater status even more recent. When Angelo Kilkar became Philippe Quinchino and gave up his bandit ways, he agreed to build a lavish Hotel, The Heaven's Gate, with some of his ill-gotten booty.

The Quinchino's keep close ties with some of the more unsavory characters in Endhome, and are known to dabble in predatory lending, unsanctioned gambling as well as to be the owners of several brothels. They do, however, run a smashing good hotel, and that business is completely on the level and has provided the family with a steady and healthy stream of gold for decades.


Members:
Fernando Quinchino
Fernando is the eldest son of Phillippe Quinchino, and the heir apparent to the Quinchino Fortune. With his father now at death's doorstep, Fernando has taken over the day-to-day operations of the business. Like all of Phillppes Sons, Fernando was taught that brutality is as important as cunning when it comes to business and has made use of his martial skill on more than a few uncooperative business partners.

Since Fernando has taken over for his ailing father the family has gone back to some of its more dubious ways. The family achieved it's greater status by bringing down the Palunti and Bruil families who had been caught in a stalemate that allowed civil unrest to torture the city. Immediately after securing the status as a great house and on the verge of a dominating the city, Fernando solidified his families position by sponsoring the idea of an elected Senate. This magnanimous gesture help temper his family's otherwise unsavory reputation.

Fernando is a no nonscence figure who's motto, where he to have one, would likely be, "I'd rather you fear me, than love me." And indeed, when anyone who knows Fernando, sees him coming they are likely to duck for cover either to avoid his profanity-laced diatribes, blunt humor, or a smack on the back of the head. His approach to life has had its benefits, for those whom he does trust show him complete loyalty.

Despite his girth (he weighs about 280 pounds), Fernando is surprisingly quick. He sports short, course black hair and two bushy eyebrows. His chest and back hair are likewise course and thick, and explode out from his slightly unbuttoned well made linen tunic. He often wears a huge gold necklaces, thick gold bracelets, and a gold ring with the symbol of a bull on his pinky. Beneath his lavish yet functional red velvet coat he hides a short sword with his families crest on the pummel, which he always keeps on hand.

Philippe Quinchino
Technically the patriarch of the Quinchino family, at the Golden age of 105, Philippe is now bedridden and on deaths door. Philippe was born Angelo Kilkar. Angelo was a particularly clever and ruthless bandit who made his living praying on merchant wagons coming in and out of Endhome. Angelo was increasingly elusive, and try as the local authorities might, they we're unable to find his hideout and put an end to his raids. Finally, Angelo approached the authorities of Endhome and offered to put a halt to his banditry under one condition: they allow him to join the community under the name Philippe Quinchino.

Kalen Quinchino
Kalen Quinchino, Fernando's younger half brother, is a weasel who spends more of his time in the city's taverns than at home. Like all of members of his family he was trained to fight and has made good on his promises more than once to show some one who's boss in the midst of a bar room brawl. Though he has keen wit Kalen despises work, unless it involves drinking and fighting, and will go out of his way to avoid it. His perfect day consists of waking up past noon finding a bar with cheap drink and easy women to stumble into where he can pick a fight.

A little leaner than his brother, Kalen has the course black hair of his father and brother that he keeps shaved right down on the sides and slicked back and longer on top. his eyes are emerald green just like his mother who died in child birth.


Face: Quinchino Thug


Relationships:
Allied with Rat Brood and Greetree to bring down the other families

Agreement with the orcs of Xul-Jarak

Command fear from the populous

The most hated amongst the great families but are still respected for their power.


Notes:
Greater House

Family colors, Red and Gold

Their family coat of arms is blazon thus Or, a bull Gules on a terrace Vert, the bordure of gules charged with eight flames of the field


Quest Notes:
Party find a letter in the Greentree bandit hide out initialed A.K. (Angelo Kilkar). It was written by Fernando using his father's real name as an alias. If confronted about it Fernando denies it all (Greentree Bandits)

The Brood mother will tell the PC's the truth about Quinchino's but her word will not hold up as evidence.(Rat Brood)

Once party has foiled Greentree and Rat Brood Fernando has strikes up an deal with the orcs of Xul-Jarak. It is him who will feed the Scions miss information (through his incompetent younger brother) that led them to be captured by the orcs. The orcs get the sacrifices needed to complete their ceremony and Fernando is promised lordship over the city after the orcs conquer it. (SoG)

The Quinchino's refused to grant the PCS, an audience expecting them of Gaspar treachery. All they will do is point the finger at the Pulanti (SoG)

If party ask around at some of the town's bars they will find that Kalen has been running his mouth about a big find (map to Xul-Jarak that fernano planted on him) (SoG)

When party foil the orcs plan he invites the party to dinner, in celebration of rescuing his half brother. Fernando, being devious and calculating, is trying to turn the defeat of the orcs at Xul-Jarak into a win for himself by setting an ambush for the party, his ailing father and his younger brother, which he will blame on the party. (SoG)
 
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The Pool family will play a significantly more minor roll compared to the Gaspars, and Quinchino's in the campaign. Their main game purpose will be as the patron faction to the Rat Brood sewer quest. The quest will involve defending the workers from an attack from the rat brood. At which point the party will be tipped off as to the location of the brood nest and sent to exterminate it. There will be other ways for the party to learn about the brood nest, namely if they investigate the Gaspar warehouse break ins and manage to tail the rats (pun intended) back to their hide out. After this quest is complete the Pools simply act as a resource for information in the missing scions case of SoG and offer a reward for the safe return of Elaint.

Though one possible idea I am toying with is, just in case the party does not accept the invitation to the Quinchino resistance after rescuing the scions, It could be possible to throw a ball in their honor at the Pool resistance and have Dazzlag crash the party and ambush the players there.


Pool Family
Source: LCoB, SoG (Marsk)


Game Purpose: Patron and Resource Faction


Faction Type: Company


Goal: To maintain their status as a greater family


Background:
The pools are one of the three oldest families in Endhome. How the Pool family seems to be trying to gain support in the city is by winning the hearts and minds of the populace. Ruled by Ranlan Pool, the current Governor of Endhome, the house oversees many of the city's municipal improvements, including a troubled sewer project. The fact that the building contracts are almost all going to Pool allies limits the goodwill generated.


Members:
Ranlan Pool
A portly man of fifty or so, he has been governor for 10 years, after serving 12 years in the Senate. Ranlan enjoys the life of governor and throws lavish parties at his estate overlooking the river. He Is a frequent diner at Heaven's Gate, and enjoys visiting the bazaar from time to time, just to see how the common folk are fairing. Ranlan is the consummate politician. Always quick to shake hands especially of the well-connected and influential, and possessed of fantastic memory for names, the governor makes a quick and memorable impression on everyone he meets. Having spent so much of his time in public life, he has been adroit at disgusting his true ambitions, feelings, and ideas, and one must spend much time along with the governor to discover what lies beneath the layers of polished discourse.

Along with a less than modest salary as the Governor, Ranlan, at arms length, controls various worker and builders guilds around Endhome. Members of these guilds pay hefty dues (most of which end up in the Pool coffers) but are the only ones who receive municipal contracts.

At his heart, Ranlan is desperate to maintain his families prestige and notoriety. He calculates his self worth from the number of people who know his name and vie for his attention. Ranlan is very wary of who his family is seen interacting with and it has come to his attention that Elaint, his son, has been spending more and more time with Kara Calaudra. Ranlan has warned him about the "intrigues" of house Calaidra but Elaint will hear none of it. If things continue, Ranlan will be forced to act to "ensure his house's security".

To keep his son occupied Ranlan has arranged for Elaint to study law at the Temple of Thyr under some of the best scholars and tutors the city has to offer. He is vary eager for his son to enter politics.

Ranlan sees his current marriage to Isabella as a business transaction and all he expects of her is to smile and act the part during parties and public events. His real love is the mother of his son, who died of the cancer a decade and a half ago.

Ranlan has a quick temper with his servants and assistance, and is prone to bouts of disabling depression. Still, when all is said and done, he works hard for and home and, under his watch, this city likely will continue to thrive and grow.

Ranlan is a wiry man with dark hair with silver strands that is kept slicked back and neat. His prickly silver eyebrows hide his true motives but his hazel eyes are warm and welcoming.

Isabella Pool
Originally Isabella Gaspar, she is Ranlan's second wife. Married off as part of the deal that saw the Pool spice business sold to the Gaspar's, Isabella has no love for Ranlan. Her one true love is her twin brother Liam. The two have been caught up in a forbidden love affair that began before Isabella was married off. Though she despises everything about her husband, she puts on a perfect show when attending public events or hostessing the many important political and professional figures that come hoping for Ranlan's ear.

Isabella has the cascading, wavey, golden hair and icy blue eyes of the Gaspar's and is roughly 35 years of age.

Elaint Pool
Following his fathers wish's, Elaint studies Law at the temple of Thyr. Elaint has no real love for politics and would rather become a clergyman than a politician but is too timid to speak out against his fathers wishes. Much to his father's dismay Elaint has begun spending much of his free time with Kara Calaudra.

Since joining the other scions on their adventures Elaint has secretly invested in a set of masterwork full plate that he bought at one of the local blacksmiths. He has also convinced Kilgore Spink, his father's bodyguard to train him in some basic melee combat which he brushes off is for self defense. Wile training he has subtly been getting Kilgore to recount his own time as an adventurer with the Ascension.

Elaint sports Dark shoulder length hair, hazel eyes and a sole patch.

Kilgore Spink
Governor Pool never Strays far from the estate without his bodyguard, Kilgore Spink. Kilgore is a seasoned veteran of both the Endhome Guard, and of several Adventures. Kilgore is a robust and firm believer in good health and daily exercise. He is tried unsuccessfully for several years to convince Ranlan to eat healthier and to go out for a brisk walk everyday. Kilgore despise a sloth and waste, and frequently reprimands shirkers in the governor's employ.

Though now privately employed by the Pool's Kilgore maintains good connections with the City Guard and his former associate Kytor the Red from his time with the adventuring group known as the Ascension. Kilgore quite enjoys his current well paid and relatively speaking danger free life thus his scene of duty and loyalty towards the Pool's is unwavering.

Due to his military background Kilgore is always standing at the ready and normally goes about dressed in leather armor and carrying a short sword. However if you believe things are going to get rough he dons his chain mail and shield and carries a long sword.


Face: Ranlan Pool


Relationships:
Control workers guilds from arms length. Is paid hefty dues.

Allied with Gaspar's but still look out for Pool interests first. (If it looks like another faction will rise to prominence, will jump ship)

Think Quinchino are thuggish brutes

Well connected with Temple of Thyr


Notes:
Greater House

Family colors, purple and gold

Their family coat of arms is blazon thus purpur, a raven proper maintaining a key or


Quest notes:
May been seen out on the street yelling at the workers of the sewer project to get back to work (Rat Brood quest)

Reward for bringing back Elaint alive is a small gold key which as long as Ranlan is governor of the city is worth 500gp. Alternatively it can be handed to a city official or member of the Pool family for a favour. (SoG)
 
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The next three houses are the minor families of Endhome. Iv already posted some of the material here but I want to lay it out like I've done the rest and add a little more depth. Really the Pulanti are just a background faction, filler or fluff for the setting. They do provide a bit of information to the party and for a short time may be the lead suspects for the missing scions but they really didn't have anything to do with it. One additional thing I'm adding in here is through the Pulanti the party do have the chance to get their hands on the deed to the Swordfish. Which if you remember is one of the possible kick off points for the HfCDM adventure.


Pulanti
Source: LCoB, SoG (Natale)


Game Purpose: Background, Resource and possible Patron Faction


Faction Type: Company


Goal: To bring their family back to the prominence it once held by bring down the Quinchino's.


Background:
Presently Thelonius Pulanti presides over the largest of the minor houses. Though the second oldest family in Endhome, the Pulanti's have fallen out of prominence in the last few decades since the Quinchino's coup. With few land holdings left and their once mighty trading empire in shambles, they are on the verge of bankruptcy. Thelonius is now forced to sell off large portions of their family estate to maintain a shadow of the former luxurious life they once enjoyed.


Members:
Thelonius Pulanti
Although his Holdings are much diminished since the battle with the Quinchino's, Thelonius continues to seek revenge against his enemies. He publicly competes with the great houses and loudly blames Fernando Quinchino for the death of his father Ricardo Pulanti.

Esmerelda Pulanti
The daughter of a prominent merchant from the northern city of Bards Gate, she is12 years her husbands seinor. Originally married to Thelonius' older brother Arturo but after only 6 months of marriage Arturo fell sick and died of a fever. Their father Ricardo wanted to keep the alliance with Esmereldas family alive so he arranged for Thelonius to marry her. Their marriage, almost three and a half decades ago, secured the Pulanti as the largest and furthest reaching traders in Endhome for a time. Years after their marriage, her and her husband were plagued by miscarriages. When they had all but given up hope of an heir, Esmerelda, now well into her 40's, gave birth to Ozmund.

Osmond Pulanti
The heir to the Pulanti estate, Nicknamed Osmond No Bones due to his birth defect that has left him with two withered legs, is particularly dim witted and sheltered. He never leaves the estate for his mothers fear of others ridiculing him. His only human contact outside his parents are the family butler and cook Gaston and Maria Browne, whom he adores.

Gaston and Maria Browne
Mr and Miss Browne have served the Pulanti's for nearly three quarters of a century and they take their job very seriously. Since all the other help was let go the two have been in charge of all the duties around the estate. Maria does the cooking and laundry wile Gaston waits on the family, and takes care of the gardening. They split the cleaning between them in the mornings. The Brownes have done their best to keep up, but with the house falling further and further into dis repair their list of chores are mounting. Their loyalty for the family runs so deep that they have offered to forgo their salary to ease the burden during these hard times.

Gaston Browne is an old, plump man with sickly and pockmarked skin. His eyes have droopy bags under them and sink into deep sockets. Though obviously elderly he sports a full set of wiry jet black hair, neatly combed and parted down the middle. For his unfortunate physical features he is dressed immaculately in an old and threadbare butler's tuxedo which is kept spotless and creased at all times. His shoes by the same token though old gleam like polished obsidian.

Maria is of equal girth to her husband. Her Gray, curly hair is warn under a maids bonnet. She dresses in plain and functional clothes with a white apron wrapped around her waist.


Face: Gaston


Relationships:
Severe bitterness for greater families, especially Quinchino.


Notes:
Minor house

Family colors Gold and Blue

Their family coat of arms is blazon thus azure, one ray of the sun issuing bendways from the dexter chief, proper


Quest Notes:
Fernando Quinchino will blame Thelonius for the disappearance of the noble families scions. Though it would be quite advantageous for him Thelonius has nothing to do with the disappearances. He is willing to pay the Pc's gold and the deed to the Swordfish to secure proof that he is not responsible.
(SoG)
 
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Just a short one today but as Angry says a faction only needs as much detail as screen time and it is entirely possible that the party skips over the Bruils entirely. The Bruils can provide the party with a bit of information about the scions but are mainly a background faction.


Bruil Family
Source: SoG


Game Purpose: Background or Resource Faction


Faction Type: Company


Goal: To gain a spot amongst the great houses.


Background:
Ever since they were beaten by the Quinchinos for a spot amongst the great families, the Bruils have fallen on hard times (But not as bad as Pulanti). The family works hard to gain back what coin and status they can, mostly dealing in shipping and trading.

Members:
Vanth Bruil
The fierce Vanth Bruil currently leads house Bruil, even though well into the six decade. He had a nasty falling out with his son, Hulmuth the Lord of keys, over the Quinchino coup which brought the family to near ruin. The two are barely civil to each other. Desperate for a new heir and not above causing his son heartache, Vanth proclaimed his bastard grandson Argens as heir.

Vanth is a particularly crotchety old man who does not care much for any one. He is exceptionally short and rude to his servants throwing tantrums at the smallest of errors. He has had 5 wives all much younger than him but he tires of them quickly and blames them for their inability to produce a male heir apart from his first wife who died in child birth from his "no good son" Humluth.

Though the turmoil of the last few decades has begun to wear physically on Vanth, his wit is still as sharp and shrill as his tung. The cane he used to carry around simply to show off his stature and to deliver swift blows to his staff for mistakes, he now uses to support his walking, as well as to point or wave disapprovingly. He has shoulder length bark gray hair which hangs down unkept.

Argen Bruil
The bastard son of Hulmuth Bruil Argen never expected much out of life. He was content to live out his days in service to Solanus, caring for the most vulnerable of the city. But when his estranged grandfather named him successor to the Bruil estates, his whole life was flipped upside down. He was plucked from the common life and thrust into nobility.

Completely contrary to his grandfather Argen's is a humble and a gentle soul. Against his grandfathers wish's Argen's has quietly continued his work at the temple of Solanus and even undergone Paladin training under father Beamus Cain. Argen is a caring boy who had spent the days before his disappearance helping to rebuild a local hostelry that had been destroyed by fire several months ago.

A little shy of 20 Argen's is a extremely handsome boy. His care free sandy hair is windswept. His strong chin and broad shoulders give him an intimidating presence but his soft green eyes put all those around him to ease.


Face: Vanth Bruil


Relationships:
Dislike all the major houses but
Particularly Quinchino.

Strong dislike for Lord of Keys


Notes:
Minor house

Family colors, blue and white

Their family coat of arms is blazon thus agent, two bars wavey per chief Azure, a ram's head proper


Quest Notes:
Vanth will meet with the PCS, but other than blaming Halmuth for lack of activity is not particularly helpful. (SoG)

Argen was last seen in his Chambers by his chambermaid. A Cha check will persuade Argen's elderly chambermaid to reveal that at least once a month for the past several months, the Scion would not return home for up to three days. More than once, upon his return, his clothes had odd stains and tears and sometimes dried blood. The maid assumed these are simply the byproducts of youthful indiscretions.
(SoG)

Reward for bringing Argen back safely is ring of the ram. (SoG)
 
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