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

House Calaidra, though once again a bit of a background faction, can serve as an important resource faction for potions, spell components and possibly even a shoe in at the Wizard Acadamy.


Calaudra Family
Source: SoG


Game Purpose: Background and Resource faction


Faction Type: Company


Goal: To maintain the status they have manage to gain.


Background:
Presided over by Andros Calaidra, this high Half-Elf house has grown steadily but kept its ambitions carefully in check. This long-term strategy has served the Calanudra's well, but they understand that their's will never be more than a minor house. The prejudice engendered by their mixed heritage ensures that.


Members:
Andros Calaidra
Andros Calaidra has presided over house Calaidra for neirly three quarters of a centry. His long elven life allows him the patience to see his long term plans unfold. He has fought tooth and nail against the prejudice of the human centric society of Endhome and found a niche in the alchomy business. Through his vast array of contacts scattered throughout the Lost Lands Andros is able to acquire neirly any obscure or rare ingredient, for a price. In truth it is a tough business that most of the humans are happy to leave to others.

The Calaidra maintain a number of store fronts around Endhome, selling both raw reagents and pre made potions but by far the most lucrative part of their business is wholesale. Andros has managed to become the sole provider of reagents and magical components for the Wizards Acadamy. This was no small task for the Acadamy is fiercely neutral and does not want to seem to favour one faction over any other but the fact that the Calaidras do not activly partake in the power feuds of the other noble families was enough to convince the Acadamy of their good intentions. Yet ties between the Calaidras and the Acadamy go back much further. For centuries every member of the Calaidra house has attended the Acadamy as well as Andros's own grandfather, Aramil, who served as headmaster for a time.

Though well respected amongst the nobles for his resourcefulness, he and his family will not be thought of as equals as long as the older generation remain in power.

Andros is aware of his daughters infatuation with Elaint Pool and he would not object to a marriage but knows this is far fetched. He warns Kara that humans usually cannot be trusted, and that she should be prepared for disappointment.

Andros is roughly a centry and a half old but looks roughly 50 through the youthful appearance of his elven heritage. He has long strait silvery white hair which he keeps in a loose ponytail with a loose braid on either side of his face in front of his pointy ears.

Kara Calaidra
Like all Calaidra family members, Kara is currently undergoing training at the Wizards Acadamy. She is a promising student in the school of abjuration and has a raven familiar named Esselios.

Kara has been spending much of her time outside of her studies with Elaint Pool. The two are caught up in a whirlwind of young love and no matter what either of their families say will not be pulled apart. Along with Elaint, Kara has joined up with the other scions to try their hand at adventuring.

Kara is in her mid 30's, fully matured but very young by Half-Elf standards. She wears her strait white blond hair in a French braid most of the time for functionality.


Face: Calaidra shopkeeper


Relationships:
Strong ties to Wizard Acadamy

Respected as a noble house but not considered true equal.


Notes:
Minor House

Family colors, green and gold

Their family coat of arms is blazon thus , per pale vert and or, two griffons combatant counterchanged 


Quest Notes:
Andros has noticed that of late
Kara has been withdrawing relatively small sums of money from the family coffers. When confronted about it she claimed she was sponsoring an adventuring party to retrieve magical items for her study which isn't all together a lie. She has been using the money to support her own adventuring along side the other scions. So far she has had little to show for her investments but a new lead promises to be the breakthrough she has been looking for.(SoG)

If questioned her professor at the Acadamy will note that Kara's usual diligent studies have slipped of late and even in class she seems aloof and distracted. (SoG)

Reward for bringing Kara back safe is the tip for of a griffon wing to each party member. It allows the holder to fly once as per the spell.(SoG)
 

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Hey guys sorry Iv kinda fallen behind here on my posts. It's been a particularly hectic week and this one is a little long. Now we will be moving on from the noble families and on to general factions of Endhome and what better place to start than the Wizards Academy.

The Academy can serve as a very powerful resource throughout the campaign. It's library contains unknown amounts of knowledge and can be utilized to steer the party in a particular direction. Along with knowledge the Academy is able to provide the party with high level magic and consumable magic items, such as scrolls and potions. Not just anyone is allowed onto the Academy grounds though. The party will need to gain access to the Academies resources, either through a fee, favour, recommendation or an invite to teach. Enforcing this will be Geraal Wistroan, a young scholar put in charge of the Acadamy reception, and in game terms, face for the Wizards Academy.

The book suggests that the Academy charges 25gp per day of research at the library to non student and faculty. Furthermore the party can pay 100gp per day for a scholar to conduct the research for them (essentially giving the party the benefit of a legend lore spell) but there is still a 1 in 10 chance that the scholar recovers false information. Books of all kind are bought by the library. Standard toms fetch 2d6 gold pieces other magic or particularly rare books can get a much more.

Contained within the library are unfathomable amounts of knowledge on vertically any topic imaginable, as long as some one is willing to spend the time to find it. Along with general information those who can study magic may learn new spells. The book suggests any spell of 6th lv or lower may be found here. It takes one week per spell level for any spell of 1st, 2nd or 3rd lv and one additional week for spells lv 4th, 5th and 6th. So a 6th lv spell would take 9 weeks of study to learn. The DM may choose to have the wizard's savant feature of each arcane school apply to this time. Do not forget that any fees to use the library do not include the cost of the special inks and paper needed to transcribe spells as described in the Wizards section of the PHB. As for the time it takes to research knowledge to encourage quests and decipher puzzles, such as lore that leads to the sword and Shield of Kell, I would recommend it is not made to resource draining as to encourage the party to seek them out.

When the party first arrive in Endhome the Academy grounds will be completely closed to the public. As a hook to MGK, a book has been stolen and until it is returned no access is permitted. If the party find and retrieve the book from Veltargo in the Temple of Blood Everflowing they will not only receive their first bits of information about the Lost City of Barakus but also 100gp worth of research time and reopen the facilities to the public.

After that, in lew of payment to use the Acadamy facilities, Geraal may ask for a favour. He could request the party to retrieve over due books from Bezlur Orloff, an expelled professor of Conjuration from the Academy. The PC will be given his last known address which will lead them to his run down apartment in the warehouse slums district. The apartment door is locked but not hard to open, once inside the party will find the place in absolute filth. There are no occupants and no sign of the books they are looking for but will find plenty of evidence of Bezlur's opium habit and a crudely drawn map leading to a location in the sewer systems.

If the party causes a racket a gruff and disgruntled Half-Orc land lady will show up demanding they pay for Bezlur's over due rent. If they party explain the situation she will settle for the party helping to clear out Bezlur's stuff. On the other hand If the players do any damage to the property getting in or rummaging around she will demand they pay for the damages. If the party refuses either of her requests she will scream and yell as the party leaves that she's gonna tell her nephew Grachet and then they'll get it (more on him later). The map to the sewers of course is a hook to the Renegade Wizard side quest in the Endhome sewer section of LCoB. It leads to an abandoned opium den where Bezlur, his faithful assistant Kaiser and a couple Dretches are trying to tunnel into the Academy library. The overdue books are there and once returned Geraal may reward the party with 100gp worth of research time or an appointment with one of the faculty.

Once Geraal has gotten to know the party a bit he may ask for a personal favour. Geraal is great at his job but is not exactly a ladies man. There is an up coming Academy ball and he is to shy to ask the girl he has a crush on to go with him, so asks the party to ask her in his stead. The girl is Felicia Gaspar. The party may find her some where around the grounds of the Academy but unless they already have a significant amount of clout with the Gaspars or general notoriety they will first need to convince Felicia to hear them out.When she does finally Iisten to what they have to say, she will of course refuse, even laugh at the players faces for suggesting she be "seen in public with that nobody". But if the party press the matter she will agree to go to the ball with Geraal if the party retrieve a vital part of her outfit for the ball.

This may take a few possible forms. One possibility is to ask the party to retrieve the pelt and horn of the unicorn found in area T of the wilderness section. Once at the glade the party will find something amiss. A witch has tainted the spring here which has cause the unicorn guardian to become crazed. This scenario brings up some interesting moral dilemma for good aligned characters and those with affiliation to nature. To begin with they should pretty much outright refuse to do the job. Unicorns are wholesome and good creatures who are protectors of the most sacred places in the forest. If the characters go through with it there should be some conciquences such as a vision from a deity demanding they go on a quest to atone for their sins. Failure to complete or be on track to completing such a quest may result in loss of certain powers or spells.

I may not feel like dealing with such a thing so I do have an alternative. In REF3: Book of Lairs there is a Encounter with Brownies. The adventure hook is that a wealthy collector wish's to get their hands on a authentic brownie necklace. In this case Felicia would be the collector who wants the jewelry to wear to the ball. The actual combat occurs with two giant baggers and most of the encounter is either sneaking up to or chasing the slippery brownies. If the party does manage to catch one and acquire it's necklace Felicia will begrudgingly attend the ball with Geraal. In reward for this Geraal will conduct one free day of research himself which has no chance of false answers.

Another way that the PC's may gain access to the Academies resources is through a recommendation from a faction with some clout with the Academy. As alluded to in my last post this is not the simplest of tasks due to the fact that the school maintains a strictly neutral stance and does not want to be seen to favour any one faction over another. Factions that may facilitate this are the Gaspars, the Pools and the Calaidra. If the SoG quest is complete and their respective scion brought home safe any of these houses would be happy to vouch for the party.

The Gaspars may vouch for the party earlier if a special request is made and other rewards are sacrificed for completing the Greentree Daggers or Wearhouse Break Ins quest. Like wise if the party was to forgo some reward for the sewer upgrades quest I'm sure the Pool's would reach out to the headmaster on the parties behalf.

The Calaidra are the best connected with the Academy out of all the noble houses and would probably make the best candidate to vouch for the party. If the PC's do approach either Andros or Kara for a recommendation they may ask the party to retrieve a wand which was stolen for them. This encounter comes from REF4: Book of Lairs II. The wand was stolen by a thief who took it down into the sewers to sell it on the black market. On his way he stumbled upon a Otyugh layer and was eaten. The Calaidra used magic to track the wand to a forgotten cavern beneath the city streets. It is up to the party to head down into the sewers and retrieve the wand from amongst piles of muck and pools of detritus and avoid falling pray to the three Otyughs who hunt there.

Finally once the party has gained enough notoriety a wizard (or other full caster at the DM's discretion) may apply or be invited to teach at the Academy. The pay for a three month semester is 250gp, but does include free room and board and more importantly, access to the library as well as valuable contacts amongst the other faculty.

A student who graduates from the Academy is considered to be a first level wizard so an easy stat block for an average student would be the apprentice mage from the NPC list in Voldo's. Some students re enroll and become 2nd or 3rd lv wizards such as Kara Calaidra. The average faculty is 5th lv but once again an easy stat block for the head of each school of magic can be found in the back of Voldo's under the relevant title (Abjurer for abjeration and so on). Faculty members may cast spells for the party, create scolls or potions but will be extremely hesitant to share spells from their spell book.

Much like the library a faculty member will be hesitant to help the party out unless reimbursed monetarily or perhaps a favour like checking out the tower in area S of the wilderness section. If the party shares the discovery of Barakus there could be some thing from its depths a faculty member wants retrieved, or they may ask the party to locate the where abouts of Fenton Barmey, triggering the Finding Fenton side quest from LCoB. Alternativly a recommendation may get the party what they want but the total number of recommendation should be limited and each one only good for one favour.


Wizard Academy
Source: LCoB, MGK (Greyhawk Library)


Game Purpose:
Patron and Resource Faction


Faction Type:
Educational Organization


Goal: To be a place for Wizards of all walks of life to come for study and research.


Background:
The Wizards Academy (officially the Endhome Academy of Wizardry, Alchemy, and Arcane Knowledge) is as nearly as old as Endhome itself. At one time, when Endome was little more than a popular trading Village, an adventuring wizard took up residence here and, having made his fortune, decided to begin teaching the art of Wizardry to a few promising locals. As Endhome grew, so did The Wizard Academy. It is now considered the continents premier training ground for wizards.

Endhome continued neutrality has as much to do with the Wizards Academy and their local influence and formidable power, as the Senate and the city's High walls. In fact, it is the Academy's founder, Basil Storm, who suggested to the local elders that Endhome need not aligned itself with any nation, that it would in fact be in the cities best interest to remain neutral. Basil wished his Academy to be friendly to wizards of all walks of life, and did not want to see it turned into a tool for one nations military. Thus both the faculty and the students alike are swift to answer the call should ever Endhome be threatened by outside forces.

The current Headmaster is Stylus Kant, an ambitious and talented young wizard at 51, he is in fact the youngest Headmaster the school has ever had. Stylus would like the school's faculty to focus more on innovative research then it traditionally has, and his new goal has attracted a number of clever and powerful wizards to the school's staff.

Traditionally no more than a hundred to a hundred fifty wizard train in the school at one time, and most are young adults.

On the school's grounds there's a building for faculty as well as a number of research laboratories. There are eight rectangular buildings each which are dedicated to one of the schools of Wizardry (there is an abjuration house, a conjuration house, a divination house and so on. Finally there is a building that serves as the school's dormitory and mess hall.

The school's library is contained within a vast labyrinth sublevel and holds hundreds upon hundreds of tomes magical and otherwise. It is even rumored there are a number of chambers and doors that haven't been opened or explored in centuries. The school's library is open to any Wizards who wish to conduct magical research. There are certain rules, however. First, Wizards must pay a base fee of 25 GP per day for research. Two, no demonic research is permitted. Third, the research cannot in any way disturb the working of the school. Finally, the Wizards Academy reserves the right to refuse anyone access to the library and terminate research without prior notice.


Members:
Stylus Kant
The current Headmaster of the Wizard Academy, Stylus Kant wears his black hair in a long ponytail, Sports and neatly trimmed mustache and goatee, and wears robes from the absolutely finest silks and wool Endhome offers. Stylus spends most of his time at the Academy, but being an important figure in the community, is from time to time summoned to the Senate or the Governor's mansion. Stylus is surprisingly charming. He has a quiet intensity about him that many people initially mistake for aloofness. Once in conversation, however, he is Lively and interested and possessed of exquisite manners. He is extremely ambitious as well, however, and does not make close friends easily. Only a select few are permitted into his inner circle. Offers to dinner are usually politely declined. Those who do know him well are fiercely loyal, and the combination of his intelligence and Charisma make him a prized friend.

Geraal Wistroan
A young and budding scholar Geraal takes his job as Receptionist for the Wizards Academy very seriously. Those like most young men he has a weakness for the fairer sex Specifically he is head over heals for Felicia Gaspar. Unfortunately for him a match not likely to happen due to his common up bringing.

Gareel is a clean shaven baby faced man with rosy cheeks and green eyes. Due to his inclination towards books rather than physical activity he is tall but scrawny. What he lacks I'm brawn he makes up for in brain. He is well read and possesses vast amounts of knowledge. He is always polite but firm in conversation.


Face: Geraal Wistroan


Relationships:
Close with Calaudra family but officially neutral in all political affairs within the city.


Notes:
The faction crest is blazon thus Azure, an open book proper, having on the dexter side seven seals or, between three estoiles of eight points or

Quest notes:
If party tells Geraal they have information about the missing book and sucseed on a Cha check he will tell the party that a valuable book was stolen from the library just before it opened. The only reason they know of the theft is that a young scholar stumbled upon the assistant. The scholar had been up all night doing research when he reports bumping into a cleric dressed in vestments of Thyr. Both of them fell and all they were holding scattering on the floor. He says the gaunt bald man with bad teeth scrambled to retrieve the missing book, then set off at a dead run when the scholar gave chase and called after him he dove out an open window, the thief ran off into the city and has not been seen since. The tome has been identified as one that had been long lurking in one of the deepest rooms of the library, it's pages a mystery to all for its clasp is held by a magic lock that defies all attempts to open it. (MGK)
 

Next up we have the City Guard. Depending on how the party conduct them selves, the City Guard may be an asset or a hindrance. If the party manage to stay out of trouble with the law the Guard may act as a patron faction, granting quests as well as supplying information. If the party prove to be disturbers of the peace, the Guard will offer them nothing.

I went looking for some well laid out laws that would suit the setting, such as those of 14th century Florence, but could not find anything concrete. So instead I will lay out a general guideline I've put together which is a combination of Atlas Games' Crime & Punishment and Green Ronin's City of Freeport.

Here are a few common crimes and punishments:

Crime - 1st offence, 2nd offence, 3rd offence, 4th offence
Arson - Flogging, Imprisonment, Death
Arson, Government - Flogging, Death
Assault - Flogging, Hard Labor, Imprisonment
Blackmail - Fine, Flogging, Hard Labour
Bribery - Fine, Flogging, Imprisonment
Burglary - Flogging, Imprisonment, Hands Cut Off
Counterfeiting - Flogging, Hard Labour, Imprisonment
Demon Worship - Exile
Embezzling - Fine, Hard Labor, Flogging, Imprisonment
Espionage - Imprisonment, Death/Exile
Fraud - Fine, Fine, Hard Labor, Flogging
Impersonating a Government Official or Noble - Hard Labor, Flogging, Imprisonment
Murder - Imprisonment, Death
Murder Mass - Death
Perjury - Fine, Flogging, Exile
Piracy - Flogging, Imprisonment, Death
Prostitution - Warning, Fine, Fine, Imprisonment
Public Drunkenness or Lewdness, Warning, Fine, Fine, Imprisonment
Rape - Flogging, Imprisonment, Death
Rioting - Flogging, Exile, Imprisonment
Robbery - Flogging, Imprisonment, Hands Chopped Off
Sedition - Flogging, Exile, Death
Slavery- Imprisonment, Exile/ Death
Tax Evasion - Fine, Hard Labor, Flogging, Imprisonment
Treason - Imprisonment, Death
Trespassing - Fine, Fine, Hard labor,Flogging
Unsanctioned Gambling - Fine, Fine, Hard Labor, Imprisonment
Usury - Fine, Fine, Hard Labor, Imprisonment
Vandalism - Fine, Flogging, Hard Labor, Imprisonment

Murder is a fairly serious crime in any society but can take many forms depending on the severity of local law. To keep things as simple as possible, in Endhome there are two cases where killing someone is considered to be a crime and a serious one at that. The first is when a person is slain solely in the interests of personal gain, as when the cutthroat kills a noblewoman for her jewels. The second is when the victim is killed without being given any sort of opportunity to defend them self, which is traditionally what assassination and murder are all about. Dueling is strictly forbidden but if some one is killed in self defense or in the presute of the law, the Guard will question the party but probably not arrest them. But if bodies begin to pile up where ever the party goes the Guard may begin to be less Lenient.

I touched on a few of them above but being a trading port city there are countless obscure laws concerning business and commerce, but for game purpose I don't feel the need to lay them out.


City Guard
Source: LCoB, SoG (Lord of Keys)


Game Purpose: Patron and Resource Faction


Faction Type: Company


Goal: To defend Endhome's sovereignty from external forces, as well as to enforce it's laws within its boundaries.


Background:
Endhomes's political neutrality is one of the cities greatest assets. It does not get dragged into wars or conflicts which allows it to trade with whom ever it pleases. The general of the garrison, who's official title is Lord of Keys, oversees the City Guard. They are ultimately responsible for both the defense of the city from external forces as well as the enforcement of law within the city walls.

The city is surrounded by a 20ft high stone wall complete with parapets and walkways. Two patrols walk circuits beginning at the West gate, one (the southern) heading counter clockwise, and the other (northern) heading clockwise. Once they reach the mouth of the Gaelon river, the patrols turn around and retrace their steps until they meet again at the front gates. There are over a dozen watchtowers dotting the wall as well. Each tower is manned by 4 archers, a light catapult and two engineers.

Critical to Endhome survival is its rigorous defense. The Senate is keenly aware of the strategic appeal of the cities location, and although many nations benefit from Endhome neutrality, still others would love nothing more than to capture the city and reap it's many treasures. Thus, Endhome maintains a garrison of no less than 3500 soldiers, which include foot soldiers, archers, engineers, and a small cavalry. Endhome even maintains a small but elite navy. In times of war, this number can swell to over 6000 for at the age of 18 every male citizen of the city must join the City Guard for two years. After his term is over he may be called upon in times of need to defend the city. There are two ways to avoid conscription. Either by joining the Wizards Academy or to study at one of the Temples. Though if the city was to be threatened it is an unspoken understanding that the arcane fire power of the Wizards Academy, and the Divine healing of the clergy would be brought to bear.

Endhome's neutral attitude extend to its policies and laws with in its walls, as much as it's attitude and politics out side the city. The City Guard is happy to allow people to go about their business as long as it does not disturb others. This makes the law a largely passive force, It is there to resolve conflicts and maintain order, but also are simply designed with the best interests of the people in mind. As a result, most citizens will solve their own problems in accordance with the law, without actually calling upon the official representatives of justice. That said the people are not afraid to use the forces of the law nor the law afraid to step in when it sees it necessary; they just rarely see the need, and the government prefers not to interfere unless it has to.

Endhome uses legislative law, that is to say, it is overseen not by a religious group but by a secular body. There are no juries. The prosecution presents their case first (usually the Sargent in charge of the investigation) then the defence. The accused may hire a lawyer but if unable the city provides one. Then the prosecution and the defendant may call witnesses if they wish and after which each side is allowed a closing statement. The Judge then comes to a verdict. Upon reaching a verdict the judges word is final, there are no appeals. Everyday crimes are presided over by one of the Chief Justices. If the matter involves nobility, capitol punishment or exile, the Lord of Keys looks after it.

The City Guard patrol the streets night and day. A "Patrol" consist of a Sargent and 4 Foot Soldiers. A patrol is stationed at each of the three gates. The gates are closed each day at dusk, and re opened each morning at dawn. Wile they are closed there is still a man gate at the base which allows foot traffic through. During the day a retinue of one Sargent and six foot soldiers are stationed in large common areas around the city such as the bazaars and markets.

In general the City Guard do not bother to much with the southern warehouse and slum district. Some of the residence there make their living doing menial work many more beg, borrow or steal their way through life. At night the streets become home to thugs and gangs. As long as the residence keep to themselves the guard choose to let things be.

As long as the various criminal enterprises of the city such as the Quinchino's, the Crimson Daggers and the Black Water Company maintain a low profile and do not disrupt general commerce in the city the City Guard turn a blind eye to their miss deeds.

The city barracks is located in South Western Endhome. This enclosed compound houses all of the cities soldiers. The cross shaped central structure is the administrative building which house offices as well as the Lord of Keys and Captains quarters. One of the surrounding buildings is the smithy, another the stables, and yet another the mess hall. The remainder house the soldiers by type. The city dungeon is contained beneath the compound and it's only access is through the cellar of the administrative building. When not on patrol many of the City Guard may be found drilling in the court yard of the barracks.

The standard issue foot soldier uniform consist of a Cabasset helmet and a set of chain mail. A black tabard is worn overtop which bears the symbol of Endhome, two gold keys crossed. It is cinched at the waist by a simple leather belt which holds a short sword. Their main weapon is a pike and they also carry a light cross bow. Sargent's wear much the same uniform except their tabards bear a gold band along the shoulder. They carry long swords and a whistle. A captains tabard has vertical a golden seems along the edge of the tabard. Archers wear a Norman helm and a padded vest which is hidden under a standard issue tabard. They have long bows and short swords. Engineers wear a similar uniform to the archers except they wear a kettle helm. On top of the various defensive siege equipment they operate, they also keep a light crossbow and short sword handy. The cavalry wear open faced burgonet helms and breast plate with a standard issue tabard over top. They carry Spears and long swords.

The Foot soldiers or Guardsmen, report to Sargent's, who double as detectives. The city is split up into quadrants. Each have a designated captain. The wall and gates have their own captain. The Sargent's report to their respective captain, and the 5 captains report to the Captain of the Guard who reports to the Lord of keys.


Members:
Hulmuth Bruil, Lord of Keys
Never one to care much for the pomp and circumstance of nobility, when Hulmuths conscription term was over he stayed on with the Guard, much to his father, Vanth Bruil's dismay. He worked hard and seemed to have a nack for it, as he made his way through the ranks.

Then, several decades ago when Hulmuth was still a captain, the Quinchino's beat the Bruil's in a vie for higher standing amongst the noble houses. When Hulmuth refused to use his standing in the guard to come to his families aid, his father revoked his birthright and cast him out of the family, even taking Hulmuths bastard son, Argen, as his new heir.

One day after a hard day's duty at the Guard, Hulmuth was unwinding at a local watering hole when he met a gorgeous merchants daughter. After many more pints, the two ended up back in Hulmuth's bed and in a fluke conceived a son. A few months later when the girls father came knocking on Hulmuth's door demanding he take responsibility for the child and marry his daughter, Hulmuth refused, not wanting anything to distract him from his career. He payed the family off to stay quiet, and so Argen's was born a bastard.

Contrary to his noble up bringing Hulmuth is a man of the people and feels as though the Guard is there to protect the common and vulnerable of the city. He does not grant any special privileges to nobility.

Hulmuth is a master tactician not just on the battlefield but also in social circumstances. He isn't one to beat around the bush and always, cuts to the chase. He has an uncanny ability to always ask the right questions. He is clean shaven with well kept short, dark brown hair and hazel eyes. His broad shoulders suit a military uniform. On an average day he wears a simple white tunic and trousers under a black tabard with a double lined vertical golden hem. In the center is embroidered the crest of his office. If he suspects trouble, he donns a gleaming set of full plate.


Bragger Bondhome Captain of the Guard
Bragger has been in the city watch for so long he cant remember a life where he wasn't giving or taking orders. As Hulmuths second in command Bragger is in charge of most of the day to day runnings of the gard. He wears his beard neatly trimmed and his Armour is always in perfect repair, that isn't to say he doesn't make good use of it. His booming baritone voice commands the immediate attention, respect and absolute loyalty of all of his men. Above all his attention to detail and stickler for conduct keeps the guard in tip top shape.

As the only demi-human to hold a seat of authority in Endhome he tries to avoid the company of other dwarves knowing that his place is now amongst men, and he doe not want to jeopardise that. From time to time after a dozen pints or so he has been known to stumble down to the Frothy Beard, a dwarf bar, and wax nostalgia about life in the mountains. He tells a sad tail about loosing his liege lord but in the morning he will deny any of it

Elon Lestrade, Chief Justice
Though there are roughly half a dozen Chief Justices in Endhome, if the party end up in court it will be Judge Lestrade who is presiding over their trial.

He is a stonch old fashioned man well into his 60's. He is a little hard on hearing so he may comically miss hear things, or may ask people to repeat things two or three times. His ears may be failing him but his mind is as sharp as it ever was. Lestrade knows the law down to the letter. This is not to say he wields it blindly but uses his years of experience and wisdom in every ruling.

Lestrade has white sparse hair and two big bushy eyebrows which he puts to great use when talking. He walks with a cane but refuses any help to get around.


Samuel Drigum, Desk Sergeant
Everyone who comes to the City Guard administrative offices needs to sign in with Desk Sargent Samuel Drigum. The circumstances in which you come to through the administrations doors will determine his demeanor towards you. For example If you come in manticals for crossing the law he will be particularly gruff. On the other hand If you come enquiring or to collect a bounty, he is the friendliest of people. He has a particular soft spot for the children and the elderly, and is will gladly go above and beyond for them.

Being at the forefront of the offices Samuel is a man with his ear to the ground. He has an uncanny ability to get people to open up to him and confide secrets. If there is a rumor circulating around town, Samuel has heard it, though some of the rumors he may know are just that and may prove to be false. This makes Samuel a great detective but as a father of 6 he took a desk job out of harm's way.

Sargent Dringum sports a Bushy read beard and soft blue eyes, unless he is dealing with criminals, in which case his glare becomes as sharp as icicles. Samuel always has time for a good joke and in turn always has one ready to go him self. His laugh is loud and boisterous.


Face: Desk Sergeant Samuel Drigum


Relationships:
Only superior is the Senate.

The Lord of Keys does not grant nobles any special favors and has a Particular distain for, Gaspar, Quinchino's and Bruil.

Though Hulmuth will not refuse an order from his superiors such as the Senate or the Governor but is weary if he feels like he is being used as a pawn for political ends.


Notes:
The office crest is blazon thus Sable, two keys saltire or surmounted by a portcullis between two towers argent


Quest Notes:
Under increasing pressure from Ranlan to keep sewer works going but since the rats have been armed it is becoming a huge drain on resources to keep up with their superior numbers.
(Rat Brood)

Warehouse break ins. Locks are picked from the inside. No sign of forced entry. Not enough resources to properly follow up.
(Rat Brood)

Not enough resources to go chasing down a band hidden in the woods.
(Greentree)

On going investigation for missing book.
(MGK)

Beggers are going missing but without family to follow up, a low priority.
(Slaving Priestess)

Swordfish was reported stolen by the harbor master. No leads and no interest by Pulanti to follow up.
(HfCDM)

If the PC's have successfully completed a few of the other quests and prove their good intentions and mettle Hulmuth will grant them an audience if they come inquiring about the missing Scions, But he couldn't care less about the noble brats. He is however concerned about the distraction the disappearance have caused, particularly given the increased orc raids going on around fools pass (begin after Greentree are dealt with). He informs the party that the guard sargent of the northern gate reported a party of six heavily cloaked individuals leaving the gate late at night five days ago. Judging by the supplies they planned a lengthy trip. the officer spoke only with relatively well-known adventure named Dorn Crowsheild and saw no reason to impede their passage. If the PC's do decide to head north Hulmuth asks the party to report back about the orc activities there but offers no reward. (SoG)

If the party can get Bragger to open up he will admit that Just before the Scions went missing Bragger was at the Frothy Beard and over heard Dorn Crowsheild talking about "his younglings" setting out on their first "real" adventure. (SoG)
 
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Hey guys first a big thank you for following this thread. It seems as though wev got about 75 core readers who tune in every post, then possibly another 10-20 people who pick things up here and there, and now wer neiring the 2000 viewed mark. Yay go us!!!

I suggest you do periodically try and skim back through some of the other posts in the Endhome factions section. I'm partially making this up as I go along so I try and go back through and edit or add to ensure details are kept consistent.

I would love some feedback on how your finding the factions section. Is there anything unclear, or formating wise if I could improve anything, let me know.

Also it is important to note that alot of this content is borrowed heavily (a good chunk copied verbatim) from a wide veriety of sourses. I do try and give credit where credit is due but I hate writing formal bibliograpies. I would be honored if you used this stuff in your own campaigns but if you publish it els where as your own be aware it won't be just little old me coming after ya.

This thread has really become more of a platform for me to hammer out ideas and formalize content for the campaign I plan to run in about a years time, but I still encourage any one with ideas to pitch in. Realistically post will probobly be more like once a week on Sundays from now on, oposed to the twice a week I had going there for a bit.

Thanks alot for your continued support. It's that times viewed counter wich keeps me going.
 
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I do not expect the Senate to play much of an active roll in this campaign but feel they add good bit of depth to the city.

Until they have gained a fair amount of notoriety the party will not be granted an audience with the Senate. Though like anyone els they are more than welcome to stand in the endless line ups at one of the many departments to apply for a permit, or other such paper work, if they wish to start a business or organized group of any kind within the city walls. There is no garentee that even when they do get to the front of the line that they won't be directed to another department or told they are missing some obscure form, in which case they will need to start the process all over again. Also note that the Senate offices are only open from 8am - 4 pm week days, closed weekends, public holidays and one other obscure day each month.

Any inquiries into work, direct the party to the City Guard, but wile standing in line or mulling about the offices the party may overhear a group of senators or just common folk chit chatting about nearly any topic currently prevalent in Endhome.


The Senate
Sourse: LCoB, SoG (Iron Council of Seven)


Game Purpose: Background Faction


Faction Type: Company


Goal: To over see the governing of Endhome


Background:
Centuries ago, in its humble beginnings, when Endhome was little more than a popular trading stop, a council of elders over saw the administration of the Village. Then as Endhome quickly grew, once the Wizards Academy was established, it was necessary to formalize the rulership of the city. Each of the three great noble houses, Gaspar, Pool and Pulanti would send a representative to the council. The representatives would rotate as Governor, each house having a term and each term being 5 years. The other two representatives still had vito power over the Governor so to ensure the balance of power was kept.

This system worked for centuries, but two decades ago when the Quinchino's undignifiably stole the Pulanti's status as a greater house, put forward the idea of an elected Senate in which not just nobles but common men were allowed to participate. This magnanimous gesture help temper the populous' attitude towards the hostile thrust of the Quinchino's into power. Now the government is made up of 20 senators, each elected from amongst the populous who are both a citizen and male. Every 5 years the Senate votes to elevate one of their own rank to Governor.


Each of the great families has a contingency of senators loyal to them to ensure that the cities policies align with their wishes. The Pool's sphere of influence lie with the senators who have interests in the artisan and workers guilds. The Gaspars have mostly merchant senators, and the Quinchino's have a hogpoge of less than reputable business men in their corner. There are also a few independents who float from one side to another depending on which way the wind blows. Currently the Pool's and Gaspars are aligned, and between them have 14 of the 20 senators whipped. This makes the current political climate in Endhome quite stable in favor of the Governor and does not look to change any time soon.

The Government district is located in the North East section of Endhome. The cross shaped building in the North East part of the district is the Senate itself; the smaller buildings surrounding it house the hundreds of bureaucrats who processed requests for permits and generally seek to maintain the smooth, money making operation that is Endhome. Because of the high concentration of both nobility and wealth (all collected taxes are brought here) an Elite Gaurd is permanently stationed here.

On guard at all times is 20 elite soldiers, a 6th lv wizard and a 5th lv cleric. In total they number around 100. The Senate Guard are not officially apart of the City Guard and do not answer to the Lord of Keys. Though It has never occurred in Endhome's long history, this ensures that if the City Gaurd attempts a coup, the Senate Gaurds aligences are not in question. The Senate Gaurd have a much more opulent uniform than their counterparts in the City Gaurd. These elite soldiers each wear a distinct red cape and a Y shaped barbute helm with a red ostrich feather. Their always gleaming breast plate bear the crest of the Senate. On a day to day basis the guards carry a halbert and a short sword. The Senate Gaurd are trained in an array of weapons. If trouble is expected, such as a coup, riot or attack on the city, they will don full plate and may be armed with crossbows or swords and shield. They may even be mounted with lances to act as heavy calvary. The wizards wear red robes and the clerics wear breast plate on top of red robes.


Members:
Ranlan Pool
See Pool post

Liam Gaspar
See Gaspar post

Cambridge Normanwell
Fiercely loyal to the Senate and absolutely incorruptible Cambridge has held his position as Senate Guard Captain since before the Senate reform. He is almost blinded by his belief in the government, what ever form it may take, and is more than willing to lay down his life in the line of duty.

Cambridge stands a good head above everybody els in a crowd. His salt and pepper hair is always kept neat and after a life in service to the Senate Guard, he always seems to be standing at attention. His gleaming plate mail and red cape spotless, his sword always by his side at the ready, he commands his troops with efficiency and discipline.


Face: Receptionist


Relationships:
Governs the city but do not have tyrannical control over everyone inside of its walls. Mostly there to ensure the continued smooth operation of this important trading hub.

Notes:
The Offices of the Senate's crest is blazoned thus: Glues, two keys saltire or, surmounted by a roll of parchment proper, having on the dexter side seven seals or.

The city of Endhome's flag is blazoned thus: Argent, two keys saltire or, interlaced at the centre by a cord glues.

A merchants happiness hangs upon chance, winds, and waves.
Pendet forte mercatores beatitudinem, ventis, et fluctus.


Quest Notes:
Any rumor circulating around the city may be over heard here.
 


I know, I know I'm sorry. It was just a week and a bit ago I said I would post stuff once a week on Sundays but i got totally distracted last week with reading the desert of desolation series (totally unrelated to this project) that I fell behind. But hey in the mean time we broke 2000 hits Hazzah!!!!!!!!! Any how without further adieu.

Endhome being a port city it is pretty much inevitable that the party will find them selves down at the docks at some point, and when they do The Admiralty will be the one stop shop for any official business there.

Like most other offices in Endhome, until the party has gained any substantial notoriety, they will not be given any special privilege to meet any one of high standing. The best they will do is a clerk or a scribe at first, but as they gain fame and fortune they may be afforded a meeting with one of the commodores, or they may even brush shoulders with the admiral at a fancy party hosted by one of the nobles.

The two main quests the party may inquire with the Admiralty are the Slaving Priestess and the Hunt for the Cofre Del Mar. The Slaving Priestess, Elan Kanto, has just recently set up shop and is maintaining a fairly low profile by only kidnapping beggars. She has not caught the suspicion of the Admiralty yet but If the party does discover her ploy and decide to bring this information to the authorities, the Admiralty would be happy to assist them in apprehending Elan and her accomplices.

After the Priestess is dealt with and Gravewind and his crew turn to kidnapping fishermen and merchants to acquire slaves, they immediately draw the attention of the Admiralty. Though the Cofre Del Mar will be able to elude the fleets patrols, an operative from the Offices of Dredging has been placed upon a fishing vessel called the Mermaids Kiss. This fishing vessel is of course the first clue the party finds when they are searching for the Cofre Del Mar. Depending on the parties standing with the Admiralty, especially with consideration to how the Slaving Priestess was handled, the Office of Dredging may share the information about their operative abord the Mermaids Kiss but admittedly have lost contact with him. They will however be able to point the party to his last known location. If the Cofre Del Mar is found and defeated, the operative will be amungst the prisoners aboard and is able to give the party much insight into the workings of The Cult of the Blood Everflowing.

The final thing the party will come to the Admiralty for is inquiring about the deed to the Swordfish. A clerk is happy to tell the PCs that the old ship was in bad repair and was docked here for many years, with mounting mooring charges. It was seized by the Admiralty and commissioned to be picked apart for scrap, but earlier this year thieves stole it, leaving several dead dockhands in their wake. An investigation and search for the Swordfish turned up nothing. Considering the money owed on the ship and it's general disrepair, the investigation was abandoned.


The Admiralty
Source: HfCDM, City of Freeport


Game Purpose: Patron / Resource Faction


Faction Type: Company


Goal: The protection and smooth operation of the harbor.


Background:
Endhomes port is the gateway through which people and goods from far off exotic lands come and go from the region. Through these docks flow the vital life blood of the city, trade and commerce. Some, end their journey here but most continue on, either on barge or river boat along the river, or they disembark and continue on cart along one of the major trade roads which intersect in the city. No matter their course, all must stop and pay their tax's and duties here before continuing on. The Admiralty is charged with the protection and smooth operation of this investment, and has pursued a three part strategy to carry out its duty.

First it the fleet proper. Though Endhome has not been at formal war for centuries, it maintains a small fleet of two dozen or so ships of various sizes. It's main job is to patrol the tidal water ways, in and around the city, to keep the sea lanes safe for merchants. Along side the ships and sailors of the fleet are the marines. As a highly specialised and adaptable light infantry force, the marines are trained in ship-to-ship and amphibious warfare.

If the unthinkable were to occur and the city was attacked, the fleet and the marines would be charged with the protection of the docks and to ensure no invaders would try to break through along the Gaelon River. To this end the two towers at the mouth of the river on the north and south banks are connected by a massive submerged chain which can be raised in times of war to prevent ships from entering the city.

Second is the Offices of the Harbor Master who's duty it is to collect tax's, oversee the enforcement of maritime law and generally ensure the smooth operation and administration of the port. They keep a close record of the comings and goings of all the vessels and their manifests which pass through the city.

The docks are empty in the morning as crews depart, but soon fill up again in the afternoon with another round of vessels. This is where the two dozen or so of the Harbour Masters tax collectors may be found. Each are accompanied by a pair of well armed marines. After sun down, ships are not permitted to come to port and must wait till the following afternoon to dock.

Finally is the Office of Dredging. This small unassuming branch of the Admiralty purports to busy itself with the improvement of Endhomes harbor and the clearing of underwater hazards, but it's real function is as the city's spy agency. Through their contacts, the Office of Dredging maintains a network of operatives all across the lost lands and beyond. These men and women collect and pass on all sorts of information, about nearly anyone of significants, although technically they are supposed to concentrate on threats to Endhome's security.

The Naval base sits at the northern bank at the mouth of the Gaelon. The large multi story building which sits just behind the chain tower are the Offices of the Harbor Master and the general administrative hub for the Admiralty. The smaller buildings surrounding it are separate barracks' for the sailers, marines, and officers. Near the end of one of the ports many wooden plank roads, stands a in conspicuous two story wooden building extending out over the water much like every other in the district. This is the head quarters of the Offices of Dredging.

The Admiralty operates independently but still in conjunction with their brothers at the city guard. Though the two factions have a healthy rivalry, at the end of the day they are both most concerned with protecting Endhome's sovereignty. To aid in this, the Admiralty receives a portion of conscripts from the city, but most of its members are full time professionals.


Members:
Admiral of the Fleet Xandar Williams
The man in charge of the Admiralty for the past 25 years has been Xander Williams. He is a professional's, professional, and always carries out his orders to the letter. In his eyes, senators may come and go, they may be nobles or common men, it does not matter. His duty is to the city and he will do his utmost to ensure it continues to prosper. His stance has kept the Admiralty a largely apolitical place.

Admiral Williams is a stickler for protocol and drills his men to be battle ready at a moment's notice. Yet do not mistake his scene of duty for coarseness. He is quite an empathetic man and would rather reward his men than punish them. He earned his position through merit, working his way up from a lowly conscript. His men respect his judgement and trust his every order.

Xander is quite a tall powerful figure, who is most comfortable in his uniform. Despite his station he dresses without ostentation, but with practicality in mind. He wears a solid black bicorne hat side to side, a navy blue jacket with gold buttons, his rank embroidered onto the cuff, white trousers and black shiny boots. To cut out the cold sea wind he wears a knee length black trench coat. His bushy salt and pepper eye brows and side burns frame his intense, stormy blue eyes.

Commodore Thurlow Rankin
Head of Fleet operations, Thurlow descends from one of Endhome's minor noble families. As the sixth of eleven children, there was no room for him in the family merchant business, so he took up with the Admiralty. He has lived a life at sea and is renowned for his brash tactics. His good looks and unimpecable manners make him a popular figure with most of Endhome's upper crust. He is often seen at the heavens gate or other upscale establishments regaling fellow guests with his fabulous stories of daring battles against the scum of the seas. Though a natural hit with the ladies Thurlow secretly prefers the company of men.

Thurlow Is a dashing man in his mid thirties. He wears his dicorne hat athwart with a white feather, suiting of his station. His jacket is standard Admiralty issue, navy with gold buttons, his rank embroidered onto the cuff. To complete his uniform he wears white trousers and black boots. When off duty Thurlow is elegantly dressed in the latest fashion.

Commodore Dingle Rasputen
As Captain of the Port Dingle oversees the Offices of the Harbor Master. A retired merchant sailor in his mid 50's, he is a diligent man and does his job to the best of his abilities. He has teams of scribes and clerks working for him, keeping track of the comings and goings of the port. He is aware, there are those in his office who are corrupt and through them contraband is smuggled into the city. He does not know specifically who they are and as long as they are discreet and do not interrupt the very complicated yet smooth operation of the ports he does not bother to dig too deep.

Not coming from a military background Dingle despises uniform. Unless for ceremony he wears common sailors clothes. He has short gray hair, gold hoop ear rings, and a tattoo of a mermaid on his right arm.

Commodore Horacio Twizzlebag
Horacio, a Gnome from the mountains far west of Endhome, he found his way to the city abord a river barge of traveling gypsies. From the moment he stepped foot in the city, he was infatuated with everything about it. The noises, the smells, the buildings, the people.....all of it. Being a demi-human he had a tough go finding work at first so he took the only job available which was clearing tables at the Winking Mermaid, a faverate watering hole amungst Admiralty. He soon befriended many of the sailors and officers. The former commodore of the Offices of Dredging took notice of Haratios knack for getting people to open up, dispute the prejudice against his kind and offered him a job.

Now decades later Haratio heads the secretive Office of Dredging. His cunning and wit help him process the massive amounts of information he receives from a network extending right across the lost lands and beyond. He is the keeper of countless files on any one or anything which may be considered a threat to Endhome.

Haratio is a charismatic fellow who is always quick with a joke or limerick to break the ice. He wears a white tunic, navy breaches, a wool vest and a red sailors touque.

Ornulf
A clerk at the Offices of the Harbour Master, Ornulf has a bit of a gambling problem which put him in the pocket of the Black Water Company a few years ago. He is paid to look the other way or "lose" certain manifests from time to time. He also keeps Black Water informed of any interesting news he hears working at the Harbour Master. Ornulf is a gangly man with thinning black hair and specials perched at the end of his nose.


Face: Ornulf


Relationships:
Takes Orders from Senate

At odds with criminal groups of End home, especially Black Water Company

Healthy rivalry with City Guard.


Notes:
The Admiralties coat of arms is blazon thus: Argent, a ship of three masts of in full sail on the waves of the sea; mainsail charged with two keys saltire or

Quest Notes:
Inquiries about slaving within the city cause are shrugged off. (Slaving Priestess)

If PC's come inquiring about either the Swordfish or the slaving Priestess they have a chance to catch Ornulf looking suspicious and sneaking out the back of the office's to go inform Gratchet the fence. (HftCDM, Slaving Priestess)

Office of Dredging has an operative who was aboard a fishing vessel investigating the CDM. He was due in a couple days ago but he nor the vessel came in. (HfCDM)
 

Here are some maps resourses I'v found.


Here is a cool lost lands regional map this guy put out. Unfortunately I can not remember exactly where I found the link so cand give due credit.

https://drive.google.com/file/d/0B38xJJAsUPYUWExDaDhPQzhmUFE/view?usp=sharing


These are PDF player maps put out by FGG

https://www.froggodgames.com/sites/default/files/kickstarter/Barakus Player Maps.pdf


This one is from [MENTION=394]Celestian[/MENTION] over on the dragonfoot forums. He's digitally mapped out the wilderness section as well as all the Barakus lvs

http://www.dragonsfoot.org/forums/viewtopic.php?f=31&t=66968
 

For the next section we go to the dark allies and gutters of the city to highlight a few of the organized criminal factions of the campaign.

We begin with the Greentree Bandits. This group of out casts actually live out side the walls of the city in the Penprie Forest. Fernando Quinchino has hired the bandit group using his father's real name, Angelo Kilkar, as an alias. He has instructed the bandits to harass all non Quinchino caravans traveling along the traders road. The Greentree are a good low level side adventure for the party to find their feet and begin to gain some notoriety with a few key factions such as the City Gaurd and the Gaspars.

The parties bump in with the bandits will occure during the first session as the second set piece encounter I have planned. The Greentree will set up a phoney road block to "tax" caravans traveling along Fools Pass. This is really just a ploy to stake caravans to figure out what they are carrying and to gauge their strength. The bandits will set up a road block just after fools pass crosses the smaller tributary of the Oldrock River and is coming out of the Dusk Moon hills. After the ordeal with the Kobolds, and possibly any other random encounters the caravan may face, the merchant the party is traveling with Exclaims "Finally! Civilization" as a banner of two gold keys crossed, hoisted above the road block, comes into view.

There will be five Bandits disguised as Endhome City Gaurd, Garland and three other bandits dressed as foot soldiers, and Fell Tarmick dressed as a sargent. Fell will do all the talking, asking what the caravan is transporting and who their contact in Endhome is. He will request that the caravan pay a tariff of 1gp per cart or 3sp per beast of burden. (Which is the regular tax rate when entering Endhome). Fell will be very polite, even cracking jokes here and there to lighten the mood. If asked what they are doing out so far Fell will answer that they have had reports of a well organized and well armed group of Bandits targeting caravans in the area and they have been dispatched to ensure the road is safe. The merchant will be easily dooped and willing to pay. If the party step in and stop him, Fell will be a little persistent but simply explain if they do not pay here they will need to pay at the gates and let the caravan on their way. Fell will avoid confrontation at all cost at this point but if fighting does break out the Greentree try to flee into the woods as quickly as possible. There are two bandits not disguised and hidden in the bushes who will cover the rest of the their retreat with ranged attacks.

There are two ways for the party to avoid being ambushed. First if the party are able to convince Fell that they would be a tough mark. Possibly regaling how they fended off the Kobold raid or by brandishing their arms and armour. Alternativly if the party decide to disguise them selves as simple merchants or some such then The Greentree are bound to jump them. The second way to avoid being ambushed or even shaken down for phony tariffs is by telling Fell that their contact in Endhome are the Quinchino. I have no idea why this would occure because the party should not even know about the various factions yet but JUST incase they were being curious and asked the merchant all about the various families in Endhome and then happen to guess and bluff their way through the road block, they would get away scott free.

Any how little ways down the road, as the party rounds a bend, the woods begin to form a dense thicket and press close to the trail. A steep embankment flanks the road on either side. This is the scene of the ambush. I'll use the Road to Phandalin map from Lost Mines of Phandelver. https://s-media-cache-ak0.pinimg.com/originals/a0/b5/ff/a0b5fffef34d3719c28ba5f1f159528f.jpg . Hidden in the bushes will be Fell (bandit captain MM), Garland (Thug MM), and five bandits. The ambush will start with everyone firing their bows from cover.
If they manage to drop a couple party members a few bandits may move into melee but for the most part they are content to keep their distance. If the party begin to put up a tough fight and bandits begin to drop, Fell will sound the retreat and they will disappear into the forest.

If the party give chase the merchant will remind them that his delivery is time sensitive and that they may return later. When the party do return as part of the Greentree Bandit side quest I plan to run the encampment battle as written in the book. Minus any bandits that the party has fallen to this point at the camp will be Fell Tarmick, Garland Franks, Grump Berger (berserker MM) and ten Bandits.

If the party defeat the the bandits and return the stolen goods from the camp to various merchants around the city it will give them an introduction with some important factions, especially the Gaspar and Calaidra as well as kudos with the City Guard.


Greentree Bandits
Source: LCoB


Game Purpose: Antagonist faction (Enemy)


Faction Type: Criminal Guild


Goal: To make money raiding non Quinchino caravans.


Background:
Fell Tarmick, a particularly cleaver and resourceful bandit, was kicked out of the city after a brush with the city guard for mugging and robbery. He gathered a group of no-gooders around him and quickly organized the rabble into an ugly band of highway robbers. They set up camp in the Penprie Forest and have begun raiding caravans traveling along the roads.

They have kept their camp camp purposely sparse and simple, making it easier to move. It's little more than some lean-tos, and two small tents, one for Fell, and one for his two second-in-command, Grump Berger and Garland Franks. The camp moves every few weeks or so, but always stays within the Penprie Forest not far from either the Trader's way or Fools Pass. That way, the bandits can strike out at the caravans and quickly returned to their camp with their ill-gotten booty. The frequent relocation has thus far kept the bandits camp from being discovered.

After a successful raid of a Quinchino caravan the group was approached by a man who took the name of a famous bandit of the region, Angelo Killar, with a proposition. They were to continue raiding caravans along the road exept for those belonging to the Quinchino's. In exchange the man would sell their stolen goods for them at the Black Mark, the highly secretive black market of Endhome.

The arrangement had benefited the Greentree greatly. In the last 6 months ago the group has robbed 12 different merchant trains heading in or out of Endhome. Fell has convinced his men that they are now famous highway robbers (a bit of an exaggeration but it keeps moral high), and as such they should expect reprisals eventually from the locals. To this end Fell has instructed Grump, a former dwarven soldier to train the men to be battle ready at a moment's notice.


Members:
Fell Tarmick, bandit leader.
After many years of working hard and getting no where at the docks, Fell was fed up with seeing the rich and noble benifit from his hard work. He decided to turn to mugging and robbery, targeting the wealthiest of Endhome. He and his accomplices were caught and narrowly escaped having their hands amputated, but Fell managed to use his charms to convince the judge to exile them instead. Fell has used his wits, charisma and resoursefulness to put himself in charge of the Greentree bandits, who now harass caravans coming and going from the city.

On the serface Fell is quite an agreeable fellow. He smiles frequently and always has a jest ready. His sarcasm and quick wit impress all who meet him. Beneith this likable exterior, however, lurks an utter ruthlessness that has surprised many of his oponants over the years.

Blond haired and blue eyed, now in his mid thirties, Fell considers some of the finer things in life to be good drink, easy women and a hot bath. To this end at least once a month he risks being caught to deliver his ill gotten booty to a Quinchino contact in the city who sells it at the Black Mark for him. Though he makes his home in the forest, Fell considers personal hygiene important. Every time he is in the city blowing off some steam, he makes sure to indulge in a hot bath and s good shave. Even Wile at camp he baths once a week in a creek or river and maintains a clean shaven face.

Garland Franks
Garland met Fell wile working at the docks. They hit it off and have watched each other's backs since. Not being as smart as Fell, Garland is essentially along for the ride and is just happy that since he met Fell his lot in life has improved dramatically.

Grump Berger
Fell and Garland met Grump when they went looking for a little more muscle after they had a close call with some nobles body guards. Grump is a dwarf of few words but when the fighting begins he lets his battle axe do all the talking. As a former soldier he is a good tactician and has greatly helped in the sucsess of the gang so far.


Face: Fell


Relationships:
Friendly with Quinchino but look out for their needs first and formost.

City Guard will apprehend on sight.


Quest Notes:
After Garland and Grump shake down the party for a few coins caravan is ambushed further down the road.

Party find a letter in the Greentree bandit hideout 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. Letter reads. Dear Fell, your last shipment yielded 350gp at the Black Mark. Will expect another shipment next month. A.K. (Greentree Bandits)
 
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Barakus?

Does the adventure include a statue that looks like this?

mr_t_square_400x400.jpg


In more seriousness, sounds like a really good adventure. Maybe they will come out with a 5e version? I look forward to reading through your posts on this (backtracking to begin with, of course).
 

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