Mor's End Craft & Trade Submissions

I have some very good ideas for these argali "ranches" but it doesn't seem there is any kind of consensus on what they should be exactly, and I don't want to waste my time making up something that is completely off from what the powers that be want for the city.

Tallow... I think ranches can be easily incorporated into the Enheim region. If you have an idea... why don't you work up a little synopsis and post it. I, for one, would love to see it. :)

--sam
 

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Conaill said:
Buttercup:

Would you like me to post an updated list of professions based on the MMS table? I'm getting pretty close to your values if I correct for the number of adults. but MMS has a whole bunch more professions as well!

For example, the most common prefession in your table is shoemaker (60). Here's the list of "professions" that have more than 60 members in the table derived from MMS:

Beggers 1000
Laborers 700
Housewives, Househusbands 700
Elderly/Infirm 583
Servers (taverns, inns, restaurants) 200
Clergy members 140
Guards (private) 140
Peddlers 117
Porters 117
Apprentices 100
Domestic Servants 78
Guards (city, governmental) 70
Students 70
Journymen 70
Thieves 70
Sailors 70
Mercenaries 70

I think that I'd like to modify some of those numbers. For example, I'm not sure it's necessary to include housewives/househusbands for Mor's End. And I left out clergy deliberately since if clergy have to have gods, and we decided not to mention them. The guards I left out because I thought they might be covered in a government thread. And 1000 beggars may be historically accurate, but I can't imagine anyone enjoying roleplaying in a city that was knee deep in street people. (As I said elsewhere, it's too much like NYC in the early '90s.)

So, to make a long story short, let me think about this for a bit. I've got a pretty busy weekend, but I should be able to work on this some on Sunday. Heck, maybe even tomorrow. We'll see.
 

I think we should just post *all* the numbers in one place, including the ones we're not certain about yet (we can always mark those with an asterisk). It's useful to have some reference for the "average" city of this size.

Then as we refine the demographics of Mor's End, we can update this list with the actual numbers we've decided on.

Anyway, I have a list where I took the average between the numbers given by the "Medieval Demographics Made Easy" web site (based on pop size 10,200) and the "Magical Medieval Society" tables (based on a 7,000 adults). Most of the time the results from both are *very* close (typically within 1 from each other), so I guess I must be doing something right. ;)

PS: we decided not to specify gods, not to exclude them from consideration altogether. I agree we may want to reduce the number of clergy (say, by half?) to make sure they're not a significant force that we have to include at all levels of society. But you never know who's going to need the number of clergy, housewives and children at some point...

PPS: I've already used the estimated number of beggers to calculate the size of the Squats in th geography thread. Check the map: if you want significantly fewer beggers than that, the Squats will be significantly smaller as well...
 
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WARNING: there is explicit violence in this post, that might offend. If this is too much, I appologize, feel free to delete.

Toymaker/woodworker

"Feshel's Toy's And Woodworks" says the carved wooden sign outside. Inside you will find an unassuming little store, filled with all manners of wooden items of good quality. Once you enter, you are greeted by the owner, a dry looking gnome by the name of Feshel Creek. Feshel makes anything from fine furniture to carvings of nature scenes, but his toys are what made him famous in Mor's End. You see, Feshel is more than just a good woodworker, he is also a skilled illusionist, and his finer toys are actually magic items, that produce beautiful colours and strange sounds when played with. These are, off course, only sold to the nobility, who can afford such extravagant toys for their children. But there is more to these than meet the eye, as you will see.

Fifty years ago, Feshel lived with his parents in the countryside outside Mor's End. One day, as he was returning home from gathering berries in the forest, he was surprised to see several horses outside his home. There was screaming and shouting from inside, and Feshel decided to hide behind a tree. As he watched from a distance, he saw his parents being dragged outside, by six young men all dressed up in noble's hunting outfits. The young men were drunk and talked loudly to each other. From what Feshel could hear, they had been out hunting, but had not found any game, so when they saw the Feshels parents house, they decided to have some fun. The men proceded to rape Feshels mother, while forcing his father to watch. Feshel wanted to help his mother, but he couldn't move. He just stood there, petrified, horrified and helpless. Then he heard a crack. The man holding his mother down, had been too rough and had snapped her neck. When the nobles couldn't have more fun with his mother, they decided they might as well have some fun with his father. They cut him with a knife, and told him to run for his life. Then they mounted up to hunt him down like an animal.

Feshel went to Mor's End and tried to get help from the town guard, but noone would listen to him. There was never any investigation of the incidence, and the young nobles just went on with their lives, as if nothing happened. Since that day, 'noble' has meant decadence and depravery to Feshel. He has vowed to pay them back, not just the nobles involved, but the entire nobilty of Mor's End, which he sees as evil and arrogant scum.

Feshel wandered the streets of Mor's End, and was eventually taken in by a woodworker, as an apprentice. He knew he could never attack the nobility outright, it had to be much more subtle, so he began studying magic. He knew he would live far longer than the humans, so he had patience. What he wanted, was to turn all the children of all nobility against their own families. A few years ago he researched a spell he thinks might do the trick: Feshel's subtle suggestion(see below). He places this spell on the toys he sells to nobles, such as a fancy spinning top, with coloured lights. Every time the toy is used, Feshel's subtle suggestion is cast on the child using it. There is no imediate effect, it has to be built up over long periods of use. The suggestion Feshel places in these toys are "You can't trust your family", "YOU should be the heir to the title", "Your brother gets more than you", "You don't need a father" or something similar. Feshel knows a lot about the nobility of Mor's End, and he always makes these toys on order, so he can use specific suggestions that fit the family. His ultimate goal is the downfall of all nobility, by using what he percieves as their own decadence against them.

Feshel's crazy plan might eventually work, but it has one major problem: Cost! Making the suggestion toys is quite expensive, and even the decadent nobility wouldn't pay what it costs, especially since they think there is only a simple illusion spell (Prestidigitation) in them. Selling furniture and regular magic toys pays fairly well, but not well enough to pay for all the suggestion toys, so Feshel had to find another source of income. This made him turn to the thieves guild, offering them magical aid, and information on the nobles, for a share of the take. Feshel had always used magical means to scry on the nobles anyway, to find their weaknesses, so he had a lot to offer. This partnership has proved profitable for both parties.

Some time ago, Katrina, a young human girl, started helping out Feshel in the shop. At least, that is what it looks like, in fact Katrina is Feshels contact to the Thieves Guild. Katrina delivers information on which houses will be targeted next, and later Feshel passes on what information he can get on the security of the house. Occasionally Feshel makes potions for the Thieves Guild, to aid their endavours, and he has produced a few scrolls as well. Katrina has recently mentioned that the Guild might want to procure a certain wand, but Feshel is a bit unsure about this rather major undertaking. Feshel is very pleased with his arrangement with the Thieves Guild, as it is just another way to get back at the nobility.


New Spell: Feshel's subtle suggestion
Enchantment (Compulsion) {Mind-Affecting, Language-Dependent}
Level: Brd 2, Sor/Wiz 2
Components: V,M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: 24 hours
Saving Throw: Will negates
Spell Resistance: Yes

This spell plants a suggestion in a creatures mind. The suggestion is not as powerful as by the suggestion spell, so it will not influence a creature imediately. The power of this spell lies in its long term use. If a victim who missed its saing throw is submitted to another Feshel's subtle suggestion with a similar suggestion within the duration of the first spell, the victim must make a new saving throw with a penalty of -1. This penalty is cumulative with further castings of the spell. Once the victim has been submitted to a number of succesful castings of Feshel's subtle suggestion equal to its wisdom score, the suggestion becomes permanently implanted in its mind, and it is likely to act upon the suggestion. If the victim is not submitted to another casting of Feshel's subtle suggestion within the duration of the previous spell, or if the saving throw is made, the number of succesful castings goes down by one. For each 24 hours of time here after, the number of succesful casting is also reduced by one.

Feshel Creek, Toymaker, Male Gnome (Rock) Illusionist 5; HD 5d4+5; hp 20; Init +2; Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Melee dagger +3 (1d4/ crit 19-20); AL NE; SV Fort +2, Ref +3, Will +3; Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 13; Height 3'4", weight 42 lbs
Skills and Feats: Bluff +2, Craft (Woodworking) +14, Diplomacy +3, Knowledge (arcana) +4, Knowledge (nobility & royalty) +10, Spellcraft +6; Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Item


New Magic Item: Suggestion toy
This magical toy casts a Feshel's subtle suggestion when it is used, with a preprogrammed suggestion. This power can be used once per day. The effects are as per the Feshel's subtle suggestion spell.
Caster Level 3rd; Prerequisites: Craft Wondrous Item, Feshel's subtle suggestion; Market Price:4,500 gp

The suggestion toys are often made with other spells included, such as prestidigitation which would add another 375 gp to the cost.


Katrina, Guild Thief, Female Human Rogue 1; HD 1d6–1; hp 5; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 Leather Armor); Melee short sword +1 (1d6+1/ crit 19-20), Melee +1 Unarmed Strike (1d3+1 §), Ranged light crossbow +2 (1d8/ crit 19-20) ; AL NN; SV Fort –1, Ref +4, Will +0; Str 12, Dex 15, Con 8, Int 14, Wis 10, Cha 13; Height 5'5, weight 110 lbs

Skills and Feats: Balance +6, Climb +5, Disable Device +6, Escape Artist +6, Gather Information +5, Hide +6, Listen +6, Move Silently +6, Open Lock +6, Search +6, Spot +6; Alertness, Dodge

Katrina is the daughter of a fairly well-to-do merchant, who recently got involved with the thieves guild. Her mother is dead, and when her father was away on business trips, she would roam around with a couple of friends doing petty crimes, just for the kick of it. One time they were stealing from a shopkeeper, who paid protection money to the thieves guild. The shopkeeper got in touch with the protection guy from the guild, complaining over the lack of protection. The guild guy gave the girls two choices: join the guild, or be turned over to the authorities, and probably go to prison. The two other girls were reluctant, but Katrina was thrilled, and jumped on the chance.

Katrina is a pretty and charming young girl, which she has taken advantage of on more than one occation. Apparently some men just can't get themselves to punish such a sweet little girl!


Notes: I'm not too sure about that spell, is it too powerful, too weak? If anyone has an idea to make it a little simpler, in mechanic or description, please speak up! :)

The last part might be a little uninspired and/or errorladen, as it is getting very late around here (5 a.m.)

darklight

Edit: added warning, and cleared a bunch of errors.
 
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Buttercup said:
And 1000 beggars may be historically accurate, but I can't imagine anyone enjoying roleplaying in a city that was knee deep in street people. .

Actually I did a campaign based amongst the beggars and proles of a city:) Besides the Major NPCs being a Beggar and a Peasant Midwife it involved 2 Ghouls, some Goblins, a Liche, the Toothfairy and a few sundry fey.

Looks Like Mother Hekba would fill the role of Midwife fine so I'll submit an NPC Beggar and a street gang lead by a Ghoul very soon:D
 

darklight said:
Notes: I'm not too sure about that spell, is it too powerful, too weak? If anyone has an idea to make it a little simpler, in mechanic or description, please speak up! :)

I would recommend doing away with the spell altogether. It's really only effective when the target is exposed to it frequently, i.e. typically through an item. So just add it's effects to the item description instead.

You can either have the Suggestion Toy be a special wondrous item with an entirely new effect, or you could base it's effect on another spell. E.g. Lesser Geas, with a special description of when the spell is triggered.

Doing things this way would solve a lot of problems. You don't need to balance an extra spell that PC's could add to their repertoire. It makes you NPC much more portable. It's clearer (what does "is likely to act upon the suggestion" mean anyway?), etc.
 

My first submission!

Whew, I finally finished my first submission! WARNING: This is really long!

Tavern
The Downpour Alehouse


Background
One of the most famous taverns in Mor's End, The Downpour Alehouse is known for its lively atmosphere and diverse clientele. Highbrow nobility, eccentric wizards, taciturn dwarves, merchant house lords, devious rogues, city officials, and members of the city watch – all of them come to “The Downpour” to wash away the day with a stiff drink and general merriment. (The taverns name comes from two sources, its location in the city tends to get a lot of rain and as it often been said by the locals, “A lot of downing and pouring goes on here.”)

Located just outside the edge of the Posh District leading towards the eastern side of the city, the Downpour Alehouse sits on the southern corner of The Traders’ Way and Willow Lane. Its owners, Willie Enderton and Dalvar Hammersmith, scrutinized a location for their business, for months, before building the Downpour in the “Heart of the City”, as the region is often referred to, nearly 70 years ago.

Willie, a halfling from Lalaton, and Dalvar, a dwarf originally from Kul Moren, were in their prime when they met near the western High Gate all those years ago. Willie had come to Mor’s End to make his fortune on watersilk, while Dalvar had come to apply to join the city’s Elite Guard. Needless to say, it didn’t quite work out that way.

The two became close friends overnight and soon came to realize there was more to be had by working together to build a place where the people of Mor’s End could come together, relax and simply have a good time without worrying about how one dressed. For as log as you behave, you are welcome at The Downpour.

To ensure this good behavior from their clientele, Willie and Dalvar employ two private guards, Sven (NG hm War1) and Mikael (LN hm War1), for the tavern during the busiest times of the day. These two are the latest to work as bouncers in the tavern and the two partners hope Sven and Mikael stick around longer than the last two (who left for parts unknown). Note, however, that locals know better to make trouble in The Downpour, as the tavern is a popular place amongst the city watchmen and a few of the more, well known royal guardsmen.

It was Dalvar who went out of his way to make the local guards and watchmen welcome at The Downpour. His motto is, “If I can’t serve the city then I serve the city drinks!” He spends every night chatting up the local guards, finding out who’s on duty that night, where and what the latest scuttlebutt is regarding the city’s readiness in case of an attack.

Willie’s approach has been bolder than his partner’s, as he has spent the last 70 years getting to know everyone he can from nobles to rogues, priests to paupers. There isn’t anyone that Willie hasn’t met or at least heard of in Mor’s End and he is font of information and rumors, especially about the businesses along The Traders’ Way and in the nearby Posh District.

Because of their need to remain in the know, one would think the two partners would be hard pressed to run a tavern. In reality, they let their wives and children run the day-to-day operation of The Downpour, which suits their families just fine. Maggie (NG ½f Com2/Exp2), Willie’s wife, runs the bar and handles the staff made up of the two families six children – Bette, Renfew, Hanna, Halgan, Shalgar and Willie Jr. Mildie (LG df Com2/Exp2), Dalvar’s wife, runs the taverns finances including making sure the hired help get paid and that supplies and alcohol are ordered and delivered on time.

As for the hired help, besides Sven and Mikael, The Downpour has two other hired hands to help bring in customers. The first is a popular minstrel that plays exclusively in The Downpour and is more like family then she would ever admit. Raven Moonhome (statted below) is a half-elf that grew up in the far north. An outcast of her family clan because of her half-human heritage, Raven soon found her way to Mor’s End and met Willie and Dalvar on one of the city’s side streets under dubious circumstances.

The second hired hand is Andie “Twice-Bitten” Hande (CG ½m Exp1/Rog1). Andie is a young halfling that Willie rescued of the street a year and a half ago, who works behind the bar with Mrs. Enderton. The boy is just finding his way in Mor’s End and the old halfling owner sees a bit of himself in the young man. Originally from another city several hundred miles northeast of Mor’s end, Andie is adapting well to life in Mor’s End and has taken a shine to Hanna, Willie and Maggie’s oldest daughter. Old Willie believes it’s only a matter of time before the two start courting and he hopes that marriage will soon follow. (Andie’s nickname refers to the two times that he’s been bitten by a stray dog that has been running loose in the city for over a year now.)

Inside the Downpour Alehouse
The Downpour is best known for its unique design. The tavern is three-tiered with a common area on the main floor, the raised tier above and room for sun lovers on the roof. The first thing that guests notice, when visiting during the day, is the amount of light streaming in from above. This is because the tavern has a huge skylight built into the roof. The skylight is made of multi-colored glass that has been enchanted to withstand the hardest, non-magical blows (i.e. falling hail, sword blows). It is this feature which gave the tavern its name, as it used to be called Willie & Dalvar’s Alehouse, as the sound of rain hitting the glass is unmistakable.

The main common area is roughly 50 feet by 40 feet with cubbyholes built into the walls for those wishing more privacy. The bar stands elevated in the center of the common area with a solid oak bar counter stretching all the way around. The elevation is a design to allow the halfling members of the staff to work from behind the bar without having to reach for either their supplies or their customers. Both Mrs. Enderton and Andie can be found here on most occasions, while Bette and Willie Jr. work the common area. Each table is designed with a raised step to allow the halflings to serve drinks level with the taller folk.

Sven and Mikael also work the common area, keeping the peace when members of the watch and/or guardsmen aren’t around or helping to clean tables and sweep the floor. When the tavern is overflowing then Halgan and Shalgar help the two humans keep the peace, including the upper levels.

The second, raised tier of the tavern, reached by two metal, spiral staircases, is located high above the common area around the edge of the tavern’s walls. Each corner of the second tier ends in a octagonal platform where mainly halflings and gnomes drink their day’s work away. The platforms are harder for the taller races to navigate but the few elves and half-elves in the city sometimes prefer the isolation provided. (The low metal railings all along the second tier also tend to keep the taller races in the common area below.) The four octagonal corners of the second tier are all connected by two metal walkways intersecting each other high above the rest of the tavern. Hanna spends most of her time working up here, along with her brother Renfew, just in case anyone gets to friendly with his sister. It is also from the second tier where Raven performs her more racy songs to the delight of the patrons below.

The roof, only open during the warmer months, is open to anyone, yet mainly nobles and sun lovers come up to drink here. The roof or ‘Solarium’ as it is often called is surrounded on all sides by a high metal railing and offers a wonderful view of the city, especially towards the Posh District. It is also to possible to sit right next to the skylight and watch the tavern goers below. However, being served up here is pricey, as the stairs leading to it are located on the outside of the tavern. This means that Maggie or one of her children has to take the drinks outside and then up the stairs to the Solarium. All prices her are triple what they normally are inside. When the Solarium is open, Shalgar spends most of his time here, tending to the many plants he likes to grow on the roof during the spring and summer.

The Downpour Alehouse is more than just the main tavern area. A door in the southern wall leads to the private residences of both the Enderton and Hammersmith families. A large hallway connects to nearly a dozen rooms on both sides including bedrooms, a kitchen, a dinning room and several privies at the end of the hall. There are several storage rooms and a study as well, which is where Mildie spends most of her time working on the tavern’s finances. When business is slow, she makes her sons help her with the books, a chore they don’t like at all. A door leads outside into the western side street from the kitchen. There are just enough bedrooms for the families, as well as Andie and Raven. Sven and Mikael don’t live here but are living in one of the boarding houses nearby. (Just north of The Traders’ Way on Finnley Street.)

What Can You Get?
While The Downpour is best known for its architecture, it is also a great place to get almost any sort of exotic beverage, whether it be alcohol or not. However, The Downpour is an Alehouse first, thus its finest drinks tend toward special dwarven and local ales.

* Dwarven Strongheart is a favorite amongst the dwarven population of the city and Dalvar’s connections in Kul Moren mean that he gets the best stock of Strongheart every year. (1sp per mug.)
* Thundering Brew is another ale made out of Kul Moren. It isn’t as popular as Dwarven Strongheart amongst the populace because of its stronger taste and potency. Only dwarves and gnomes can drink more than a few mugs of Thundering Brew and remain conscious. (7cp per mug.)
* Mor’s Best is made and sold locally. It is one of the standard ales in the city but is slightly better than regular ale. (5cp per mug.)
* Old Willie’s Brew can only be had at The Downpour. This ale is a favorite amongst both humans and halflings. (6cp per mug.)
* Swampwater is a favorite of the city’s humanoid population. The Downpour is one of the few taverns located on the northern side of the river that serves it. (2cp per mug.)
* Silkers’ Wine is made locally and is was first made by a member of the Silkers Circle. While not as popular as Elven Firewine, it is still expensive. Most elves and gnomes find this wine unpalatable. (8sp per pitcher.)
* Elven Firewine is well known in the southern lands and is just beginning to appear in Mor’s End. The wine is very sweet and very expensive. It is all the rage amongst the nobles and merchant lords of the city. (20gp per bottle.)

The Downpour also serves cider (3 cp per mug) and a nonalcoholic drink called Maggie’s Fizbomb (1sp per mug). The fizbomb has a sweet taste like fine wine but is a strange multicolored brew (red and blue) with foam and bubbles. The fizbomb is Willie Jr’s favorite drink.

It is unusual for the owners of The Downpour to serve food, from out of their private kitchen, but will make exceptions for those sitting in the cubbyholes or up on the Solarium if it is really slow. (These meals are of good quality but cost twice the amount listed in SRD Equipment II.)

Key Plot Hooks
1) Someone or something has stolen Dalvar’s latest shipment of Dwarven Strongheart ale. He is unsure of who captured the shipment but is offering a reward of 100gp to anyone who discovers who took the ale shipment. If that person could also find the shipment and return it undamaged then he’d pay 3 times that much. He is also looking for adventurers willing to help protect the next shipment.

2) A large avian creature falls from the sky smashing into the tavern’s skylight. The skylight’s enchantments aren’t strong enough to keep the glass from breaking and now Willie and Dalvar have to get it replaced. Unfortunately the man who helped create the skylight, Hammond Willowstar, doesn’t live in Mor’s End anymore. He’s moved to another city located over the mountains past Kul Moren. The two tavern owners need someone to travel to the city, convince the glassmaker to take the job, help him gather the materials needed to enchant the skylight and then safely escort both the skylight and the glassmaker back to Mor’s End.

3) Hanna Enderton has gone missing. Several halfling males that Old Willie had never seen in The Downpour before were kicked out of the tavern after harassing his daughter several nights before. Old Willie will pay almost anything to find his missing daughter and PCs that help the old halfling will gain both reward and valuable contact throughout the community as Willie’s friends go out of their way to help find his daughter.

4) Strange noises are coming from under The Downpour. The tavern’s cellar has been sealed off for years due to a viral contamination that destroyed the taverns stock of ales over 20 years ago. The owners are worried that something foul might have taken up residence in the multi-chambered cellar. They will pay well to have adventurers check out the cellar and clear out anything they might find.

5) During one night of revelry, a man is found dead in one of the cubbyholes. The local watch takes charge of the situation, refusing to let anyone leave for the night until everyone has been interrogated. The PCs are present when the murdered victim is found and could either help solve the crime or be considered suspects.

6) During a quite night of drinking and casual conversation amongst the owners and their patrons, several flaming flasks of oil are thrown through the window of The Downpour. Several tables, as well as the center bar quickly catch fire. Only with the help of Helene “Winter” Willowsworth (NG hf Rog1/Wiz2) *, an ice mage and regular at The Downpour, is the blaze contained. Willie is positive that the perpetrators of the attack are members of a coalition of radical nobles who believe that The Downpour’s ‘come one, come all’ policy is a stain on the Heart of the City and a threat to the genteel flavor of the nearby Posh District. Willie announces the next day that he’ll pay his weight in hammers to anyone who can provide information that leads to the arrest of the perpetrators. He also is looking for someone willing to come on as staff guards at The Downpour until the arsonist(s) can be found.

* To be detailed later on for the NPC Submissions thread.

The Children
Bette Enderton (CG ½f Com1)
Renfew Enderton (LN ½m War2)
Hanna Enderton (NG ½f Exp2)
Halgan Hammersmith (LG dm Ftr1)
Shalgar Hammersmith (LN dm Rgr1)
Willie Enderton Jr. (N ½m Adp1)

The Owners
Willie Enderton, male halfling Com2/Exp10: Small-size Humanoid (halfling); HD 2d4 + 10d6; 46 hp; Init -1; Spd 20ft.; AC 10 (+1 size, -1 Dex); Melee dagger +8/+2 (1d4-1); Ranged +1 sling +9/+4 (1d4); SQ halfling traits; AL NG; SV Fort +4, Ref +3, Will +9; Str 9, Dex 9, Con 11, Int 17, Wis 13, Cha 15.
Skills and Feats: Climb +1, Craft (weaving) +9.5, Diplomacy +13, Gather Information +10, Hide +5, Innuendo +9, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility and royalty) +11, Move Silently +1, Perform (storytelling) +10, Profession (tavern owner) +13, Profession (fisher) +5.5, Read Lips +11, Ride +3, Sense Motive +9, Swim +3, Use Rope +3; Expertise, Skill Focus (Craft: weaving), Skill Focus (Diplomacy), Skill Focus (Profession: tavern owner), Weapon Focus (sling).
Equipment: Artisan’s tools, belt pouch (30gp), courtier’s outfit, dagger, flask, +1 sling, stone of alarm, watch dog (x2), waterskin.

Willie Enderton was born in the town of Lalaton to a small but proud family of fishers. Not content to simply catch regular fish, Willie turned his skills towards catching and releasing silk jellyfish. Soon he left for Mor’s End to cash in on the watersilk trade, which he felt he was more than qualified to work in. As it turned out, weaving watersilk garments all day bored him out of his mind. He became enamored with the city’s politics and history and decided to give up weaving to partner with his friend Dalvar, in the construction and running of The Downpour, which allowed him to hear both facts and rumors from dignitaries, neighbors and visitors alike.

Soon after he met and married Maggie, who had come to The Downpour to work as a waitress. The halfling couple is well loved by their regular patrons, especially many of the lower ranked noble families of Mor’s End. Willie often attends gathering and events beyond his station, as he has many close, personal friends amongst these nobles.

If Old Willie, as he’s often called, hadn’t become an innkeeper he would most likely have become a full-time courtier and possibly even have been given a noble title. However, he is happier being able to rub shoulders (or knees if you prefer) with both the city’s highborn and middle to lower classes.

Note that the old halfling is close to retirement. He and Maggie are planning to retire to Lalaton and pass their half of the stake in the tavern down to Hanna and Andie (once the two young halflings finally decide to get married). Unfortunately for Old Willie, the Castellan and Lady Kelvin don't wish him to retire. They, as well as other nobles and merchant lords in the city, value Old Willie's vast knowledge about current events, as well as more obscure bits that only he knows, too much to let him retire. All of them constantly tell him, "Stay one more year Willie, then you can retire. One more year."

Plot hook: At 95 years of age, Old Willie isn’t as spry as he used to be. However, this doesn’t stop him from seeming to be everywhere all at once. Most believe that he has some sort of powerful magical item that allows him to traverse the city faster than normal. The truth is that he has so many friends and associates, who help Willie move around the city, that it only seems magical to the casual observer. Many times he’s had to worry about unsavory newcomers to the city trying to kidnap or rob him for his boots, thinking them magical.

Dalvar Hammersmith, male dwarf War10: Medium-size Humanoid (dwarf); HD 10d8+30; 87 hp; Init +1; Spd 15ft. (20ft. base); AC 16 (+1 Dex, +5 armor); Melee +1 dwarven battleaxe +11/+6 (1d10+4); SQ dwarf traits; AL LG; SV Fort +7, Ref +3, Will +3; Str 16, Dex 12, Con 16, Int 10, Wis 11, Cha 14.
Skills and Feats: Climb +3, Diplomacy +3, Handle Animal +4, Intimidate +6, Jump +1, Profession (soldier) +5, Ride +5; Exotic Weapon Proficiency (dwarven waraxe), Leadership, Power Attack, Skill Focus (profession: soldier).
Equipment: Belt pouch (20gp), breastplate, cold weather outfit, +1 dwarven battleaxe, traveler’s outfit, waterskin, war pony w/ bit & bridle, military saddle, saddlebags.

Dalvar Hammersmith was born to a prominent clan of warriors in Kul Moren. He was raised to fight from an early age and is an expert with his traditional clan weapon, a dwarven waraxe. Thus, he felt more than qualified to become a member of the Royal Guard in Mor’s End and left Kul Moren and his clan behind.

Once in the human-dominated city he joined the Guild of Guards and was soon on his way to becoming one of the most stout, reliable members of the guild. However, like his friend Willie, Dalvar was bored with his life. Guard duty isn’t the most exciting career, even in a frontier city like Mor’s End. His fellow guardsmen never had wild stories to tell of brave exploits and the happenings beyond the city’s wall. Dalvar craved for stories of excitement and adventure.

He found himself spending more and more of his time in the city’s local taverns pestering adventurers for their latest exploits and travelers for news from other locales beyond Enheim. Tavern owners and innkeepers had to keep tossing him out of their establishments just to keep their clientele. Dalvar was soon forgetting to show up for assignments passed down by his guild. The guildmaster at the time, Henry Wilhelm, told Dalvar to either give up his obsession or leave the guild.

Dalvar left the guild and everyone is glad he did, except his competition. Now a successful tavern owner Dalvar can spend time doing what he loves most – chatting with adventurers and travelers. Dalvar hasn’t any ill will towards his former guild, as they put him on the right track towards success. As a result, guardsmen and the city watch are always welcome at The Downpour and, if profits have been good in a month, Dalvar shuts down the tavern to other patrons and lets the guards and soldiers get rowdy for a night.

However, Dalvar isn’t content to let his fighting skills go to waste. He is a proud member of the local militia and has recently been promoted to the Captain of the Militia. The added responsibilities keep him away from The Downpour now, as he and his personal squad of men spend a lot of time on active duty. This has allowed him to seek out interesting escapades, such as cleaning out monstrous vermin from the city’s sewers to riding with the Outlands Rangers on occasion.

Most of the time he helps run drills throughout the city every few six months or so. He believes in being prepared for anything and takes his new responsibilities very seriously. Mildie worries that he’s going to get himself killed or that their sons will take after their father more and either join the city’s military or run off to become adventurers.

Plot hook: Dalvar and his squad are accompanying the next Outlands Ranger patrol. His sons insist on going with him this time. He knows Mildie is against it, but he also knows that his boys will sneak out of the city to ‘go adventuring’ if he refuses. He asks the PCs, who are visiting The Downpour, to come along and look after his boys so they don’t get into more trouble than they can handle.

The Minstrel
Raven Moonhome, female half-elf Brd4/Rog3: Medium-size Humanoid (elf); HD 4d6+8 + 3d6+6; 47 hp; Init +3; Spd 30ft.; AC 15 (+3 Dex, +2 bracers); Melee dagger +6 (1d4+1) or melee short sword (1d6+1); Ranged +1 composite short bow +9 (1d6); SA sneak attack +2d6; SQ bardic music, evasion, bardic knowledge, half-elf traits, uncanny dodge (Dex bonus to AC); AL CG; SV Fort +2, Ref +8, Will +5; Str 12, Dex 16, Con 13, Int12, Wis 14, Cha 16.
Skills and Feats: Balance +8, Bluff +8, Concentration +7, Craft +5, Hide +8, Listen +5, Move Silently +8, Perform (mandolin) +9, Profession (guide) +7, Read Lips +6, Scry +5, Search +5, Spellcraft +5, Spot +5, Tumble +8; Quick Draw, Point Blank Shot, Skill Focus (Concentration).
Equipment: Arrows (20), belt pouch (10sp, 15gp), bracers of armor +2, +1 composite shortbow, dagger, entertainer’s outfit, masterwork mandolin, short sword, spell component pouch, waterskin.
Bard Spells Known (cast 3/3/1): 0th – dancing lights, detect magic, flare, light, prestidigitation, read magic. 1st – alarm, cure light wounds, hypnotism, unseen servant. 2nd – cat’s grace, silence.

Raven Moonhome is the main attraction at The Downpour, at least for those citizens enamored with her beautiful voice and figure. While Raven would be small potatoes in one of the grand cities in the north, in Mor’s End she’s both well known and beloved by the citizens.

Raven met Willie and Dalvar under clandestine circumstances and none of them will talk about it other than to say that the two proprietors saved her bacon during a dispute with members of the local thieves’ guild. Soon after, the halfling and dwarf went into business together and asked Raven to sing and play her mandolin at The Downpour. Raven felt she owed the two and saw the tavern as good place to gain some fame.

Raven’s ties to the local thieves’ guild is still strained but her relationship with the Enderton and Hammersmith families keeps her relatively safe from the machinations of the city’s worse cutthroats. The two owners keep the rapport with the thieves’ guild good by allowing them to drink at The Downpour (as mentioned above). In fact, many of the high up members of the thieves’ guild come to The Downpour mainly to gawk at Raven and hear her perform. A few of them could be said to be in love with her.

So far, Raven has refused all advances from numerous suitors. She is too young, happy and free-spirited to want to settle down and she barely looks her 57 years. (Still very young by elven standards.) She often disappears for months at a time, mainly in the summer, to go adventuring in the wilds beyond Mor’s End. Yet, she always returns to Mor’s End and The Downpour by fall, to perform at least four night a week, sometimes five during the winter.

Raven comes back, not for the coin she earns, but for the family-like atmosphere of the tavern. The two family’s children often refer to her as ‘Auntie Raven’ and she is beginning to feel more and more like a family member to the proprietors of The Downpour. However, Raven is too much of a free spirit to settle down completely in Mor’s End and would never admit openly to Willie & Maggie or Dalvar & Mildie that they have become her surrogate brothers and sisters to her.

Plot hook: Faeliin Moonhome, one of Raven’s distant relatives is traveling to Mor’s End to learn more about the watersilk trade and meet with the Silkers Circle. He needs a group of adventurers to travel with him so he can arrive safely. He has no idea that Raven lives in Mor’s End, as she has cut all family ties. He is shocked to find her in the city and their first encounter doesn’t go well. Faeliin refuses to deal with the Circle unless Raven is banished from the city. The Circle isn’t sure what to do. Raven is well liked throughout the city but the profits from selling to the elven clans could be worth upsetting the populace. The PCs are asked to help mediate the dispute because they know Faeliin, by the Castellan, which could become ugly, as assassins hired by extremists in dispute try to kill Raven. And could it be that Raven was banished for more than just being half-elven?
 
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Wow nice stuff Knightfall and Darklight. Dl, I was all right with the more mature content, though my tolerance is quite high.
 

A few things

Sheep, or other grazing animals, tend to move around a lot. It is only in modern times that we have really had ranches. In early times, the herds went where they wanted and/or where their herders chased them.

This of course gives us considerable game utility as the farmers and sheepherders should always be at odds about where the sheep can go. [The sheep consider crops prime grazing, and the usual farmer response is to butcher the critter.]

But we will have to set out large areas for grazing the animals.

I would forget about our toymaker's sneaky spell. It's something so deep in the background the players would never know it was part of the problem.

Instead more direct actions would fit better. He is after the nobles who did the crime, and if not them, some other nobles will do. However, he is not sure who were the criminals. [It was night. They were strange and dressed in clothing that made identification difficult, and he was just a scared kid.] & he wants to be sure he gets them. [He might also have some desire to avoid getting the wrong ones, espedially in certain cases.] This gives him a reason to hire PCs to try to find which nobles are guilty, and for nobles to hire PCs to find how who is behind the attacks on nobles.

The DownPour Alehouse should be further from the posh area if we are to have such a varied set of patrons.

So far, we seem to be following the DMG for levels. We should probably not follow it too closely, but to be at all in line with it, the levels here have got to be cut in half.

The figure of 1000 beggers is by the ancient definition of begger, rather than the modern of just those asking for money. All of the poor without regular employment are included here.
 

Dimble’s Exotic Weaponry

Dimble Dranill (“Flinger” to friends) is a prosperous Gnome with a quite large and unique weapon shop. Dimble builds crossbows; he builds tiny ones and he build big ones. He builds every kind of crossbow imaginable and some that nobody could imagine (or figure out how to use for that matter). His shop is in an old warehouse that is in a constant state of chaos with all manner of odd sized projects in progress. Dimble has 5 sons who are all weaponsmiths like their father and they all work in his shop. Dimble’s sons make a large assortment of weapons but Dimble sticks to his crossbows. Dimble has recently become interested in siege weapons particularly the Ballista. He has built several of them ranging from oversized crossbows to a huge stone throwing monstrosity as tall as a two story building. He mounted this machine on a barge and fired it while floating on the lake. The Ballista flung a stone almost half way across the lake; unfortunately it also sank the barge injuring three people. He has recently begun a new project he calls the automated archer, nobody know what it is but many people in the city fear that before it is said and done somebody will get hurt, which is normally what happens when people get too close to one of Dimble’s projects. If you want a rare or unique weapon or you are looking for the best crossbows in the city then Dimble’s store is the place to go, but watch your step and don’t wear any loose clothing, Dimble’s creations give new meaning to the term caught up in your work.

Plot Hooks

What is this automated archer project Dimble is working on and why are so many people interested in it?

Dimble has been robbed and he hires the players to track down who robbed him and return what they stole. But why would somebody steal a Javelin throwing Crossbow?
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Dimble Dranill: Male Gnome, Exp5; Small Humanoid; HD 5d6+15 (Expert); hp 33; Init +0; Spd 15; AC 13; Atk +3 base melee, +4 base ranged; +5 (1d10, Crossbow, heavy, Masterwork); SA: Spell-like abilities; SQ: Low-light vision (Ex); AL NG; SV Fort +4, Ref +1, Will +6; STR 8, DEX 10, CON 16, INT 15, WIS 15, CHA 13.
Skills:
Alchemy+4, Appraise+6, Craft (Blacksmithing)+10, Craft (Carpentry)+10, Craft (Weaponsmithing)+14, Disable Device+10, Gather Information+2, Hide+1, Knowledge (Engineering)+10, Knowledge (Mathematics)+6, Knowledge (Weaponry)+10, Listen+4, Open Lock+6, Profession (Weaponsmith)+10, Use Rope+4.
Feats:
Simple Weapon Proficiency, Skill Focus: Craft (Weaponsmithing).
Possessions:
Weapons: Crossbow, heavy, Masterwork.
Armor: Leather, Masterwork.
Goods: Weaponsmith's tools, Masterwork; Metalworker's tools, Masterwork; Blacksmith's tools, Masterwork; Carpenter's tools, Masterwork.
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Dimble’s sons

1. Roondar is Dimble’s oldest son. His specialty is Crossbows like his father; he is currently working on a better repeating crossbow but all he has managed to do so far is drive a crossbow bolt through his left foot and almost kill a paying customer. His crossbows are built incredibly well but he just can’t seem to be content with them as they are, he is constantly trying to improve crossbow design. He is good friends with Lev Starkad, the bowmaker and they have a friendly rivalry over which is better, the longbow or the heavy crossbow. Roondar is a member of the town militia but has been forbidden to use any of his “special” weapons.

2. Seebo is the second oldest son. His specialty is daggers; he is fascinated with small handheld weaponry. Seebo makes every type of dagger known to man and many times works small improvements into the design. He is also fond of bladed weapon designs from distant lands; he is willing to purchase examples of these items to use in his design studies. He is fond of sickles and kamas and designs with bent or curved blades. He has been working on making scimitars and falchions but has yet to make one of masterwork quality. He has made daggers for wizards to make magical and they have been well pleased. His daggers are not famous with the general public but those who know fine blades seek him out. Seebo is also quite good with his daggers and knives and is not afraid to use them.

3. Gerbo the third son is known to be the most dangerous of them all. His weapons are considered deadly, but only to the people who are trying to use them. Gerbo believes that all weapons can be made better by adding a foot and a half of steel chain and an iron ball to them. His flail-sword is so dangerous that the town banned him from ever constructing another one, and his flail-crossbow is such a feared weapon that only three have ever been purchased (two owners hacked the chain off the end soon after the first time they tried to use them and one owner died from self inflicted injuries). Gerbo makes his living by selling his well crafted steel spheres, spikes and chains but he doesn’t understand why more people don’t buy his weapons.

4. The fourth son Glim is also known as “Dwarf-friend”. Glim makes picks, axes and hammers; his designs are so well done and his craftsmanship is so good that he has a steady supply of business. Glim can often be found in the company of Dwarves, he is fascinated by their culture. His inability to grow a long shaggy beard causes him a great deal of frustration and his love of Dwarf ale is a poorly kept secret. Glim often travels to Kul-Moren to work in the forges there; he says it improves his skill working with the Dwarf mastercraftsmen. When Glim is in town he is a member of the city militia.

5. Bribble is the youngest son. He has yet to choose his path and become a mastercrafter yet. He works his days in the shop learning the trade of his family. He has shown some skill at delicate and fine work and often adds fine carvings or settings for gems into his brothers’ best creations.
 
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