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My Crazy Town Adventure!
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<blockquote data-quote="the Jester" data-source="post: 419285" data-attributes="member: 1210"><p>PLACES IN TOWN</p><p></p><p>There are a few places to interest adventurers in Pippin, but not many. These include the Bubbling Beaker (a potion shop, area A), the local churches (three to Dexter, two to Prayzose and one each to Galador, Old Grandmother, and Empeth; collectively described under B below), shrines to Crithlec and the Sea Queen (area C), the mayor’s mansion (D), the House of the Steel Coins (mercenary’s guild; the “steel coins” are the blades of the mercenaries. This is area E), the harbor (area F), local inns and taverns (there are four inns in town- the Redwing, the Mulled Mead, the Feathered Rest and the Bluestone House- as well as three good-sized taverns, the Drinking Dwarves, the Singing Wench, and the Adventurer’s Tale; see area G) and possibly the local thieves’ guild (H). Also of potential interest is the Forinthian Swordsmith’s (area I). Beneath the town is a system of sewers that parallels the streets (area J). Out of town is a shrine (K). Also in town is a fishing shop called the Rod Choice, run by an older half-elf named Stor.</p><p></p><p>Other than as noted, there are no magic items for sale.</p><p></p><p>A. THE BUBBLING BEAKER</p><p></p><p>The Bubbling Beaker has a sign enchanted with a minor permanent illusion of… you guessed it… a bubbling beaker. Inside the small shop is Mogul Aliator, the proprietor and brewer of the majority of the potions here. Mogul is enormously fat, panting and puffing all the time and with a pinched face. He hails originally from Strogass and has dark, oily skin and a shaved head. He wears piercings in his nose, ears, and neck. Mogul is friendly and likes to make a living as a professional wizard, so he’s open to unique jobs (though not physical ones) or to selling (same cost as for a scroll) spell formulae. He might trade or buy as well, for a similar rate; however, he’s not too interested in spending a lot of money on spells that won’t help his business.</p><p></p><p>Mogul Aliator: CR5; human male wizard (transmuter); AL N; HD5d4+10; Init+1 dex, Spd30’; AC (+1 dex), Atk Melee +2 (mw quarterstaff 1d6-1), ranged +4 (mw dagger 1d4-1); SA Spells, SQ Toad familiar (Greenie); SV Fort +3; Ref +2; Will +5; Str9, Dex13, Con14, Int19, Wis12, Cha9; </p><p></p><p>Skills & Feats: Concentration +10, Knowledge (arcana, history) +12, Listen +5, Scry +12, Spellcraft +15, Spot +5; Brew Potion, Craft Wand, Dodge, Scribe Scroll, Skill Focus (Spellcraft); languages: Draconic, Dwarven, Forinthian, Strograssian, </p><p></p><p>Gear: Bracers of Armor +1, Ring of Protection +1, mw quarterstaff, mw daggers (2).</p><p></p><p>Spells Prepared (typically; save DC14+spell level): 5 5 4 3 (opposition school: conjuration): 0 level: Copy, Daze, Detect Magic, Mage Hand (x2), Resistance; 1st level: Burning Hands, Cause Fear, Reduce, Shield, Sleep; 2nd level: Alter Self, Detect Thoughts, Invisibility, Locate Object; 3rd level: Fly, Haste, Shrink Item.</p><p></p><p>Other Spells in Book: All 0-level in PH; 1st level: Animate Rope, Change Self, Color Spray, Enlarge, Identify, Jump, Magic Weapon, Message, Protection from Evil; 2nd level: Arcane Lock, Knock, Obscure Object, Shark-Sword; 3rd level: Dispel Magic, Fireball, Hold Person.</p><p></p><p>Merchandise: Mogul will make any item he can to order for a 20% markup above standard prices unless it’s something he typically keeps on hand. Anything made to order requires a down payment of half the final price. Typically he has the following items on hand, though if he’s recently been bought out he may not have a full supply:</p><p></p><p>Potions: </p><p>Jump (1 on hand; standard; 50 gp) </p><p>Detect Magic (3 on hand, all caster level 5; cost 125 gp)</p><p>Reduce (1 on hand, caster level 5; 250 gp)</p><p>Change Self (2 on hand, caster level 5; 250 gp)</p><p>Enlarge (1 on hand, caster level 5; 250 gp)</p><p>Blur (1 on hand, standard; 300 gp)-</p><p>Detect Thoughts (2 on hand, standard; 300 gp)</p><p>Invisibility (4 on hand, standard; 300 gp)</p><p>Tongues (1 on hand, 750 gp)</p><p>Fly (1 on hand, 750 gp)</p><p></p><p>Wands: </p><p>Detect Magic (2 on hand; 375 gp)</p><p>Magic Weapon (1 on hand; 750 gp)</p><p>Haste (1 on hand; 5th-level caster; 2000 gp; 4 charges)</p><p>Identify (1 on hand; asking price 7000 gp but will go down to 5800)</p><p> </p><p>B. LOCAL CHURCHES</p><p></p><p>The pcs don’t have a lot to worry about as far as religious tolerance goes; though Tangus the Brilliant, the head local Galadorian, would prefer things were different, Dorla is very liberal with its attitude on religion. Thus there are several non-Galadorian churches around. None has a cleric above 1st level at present, but anyone investigating the church of Old Grandmother may meet Toufe, a Peshan boy of 15 who asks for their help as Mistress Jahn has gone missing. The last Toufe knew, she was going to check on the alleged curse on the harbor and had gone looking for some answers.</p><p></p><p>Basic (1st-level) services are available at all the other temples; at Tangus’ church of Galador, if he’s around, pcs could receive up to 3rd-level clerical services, and since he’s campaigning he’ll provide them for half-normal price assuming pcs pass a detect evil spell.</p><p></p><p>None of the churches have potions for sale, but the temple of Empeth, run by a 1st-level female Peshan human cleric named Harn Loimens, does stock a few divine scrolls; typically they have:</p><p></p><p>Cure Light Wounds (six on hand; 25 gp each, 20 gp to anyone who is a follower of Crithlec; Harn’s sense motive is +4 (2 ranks, wisdom 16).</p><p>Detect Evil (one on hand; 30 gp)</p><p>Magic Weapon (two on hand; 25 gp)</p><p>Invisibility to Undead (two on hand; 25 gp)</p><p>Bless (one on hand; 25 gp)</p><p>Burial Blessing (DotF, two on hand; 200 gp)</p><p>Harn is all business, shrewd and selfish. She’ll cast spells for cash but always saves one cure light wounds for herself just in case, displaying the sort of caution that’s kept her alive through more than one attack by adventurers.</p><p></p><p>C. LOCAL SHRINES</p><p></p><p>The local shrines are pretty much untended but often visited. Small offerings are sometime left. All three shrines are at the edge of town but still within Poppin’s walls.</p><p></p><p>D. THE MAYOR’S MANSION</p><p></p><p>The mayor’s mansion is a magnificent building near the center of town. Though technically vacant it’s actually staffed by many servants (madly speculating about the forthcoming election) and guards. Typically, six 1st-level warriors are on duty at any given time along with a sergeant (2nd-level fighter, either Pandos, Lemm, or Stronigard). Naturally, whoever wins the election gets to move in. The mansion comes with furnishings, naturally, but is currently under repair (since the adventurers attack).</p><p></p><p>E. HOUSE OF THE STEEL COINS</p><p></p><p>With a sing of a steel coin stamped with a sword out front, this long low building is the site of the mercenaries’ guild. Blunder lives here and runs the place; he’s an 8th-level half-orc fighter who was abandoned as a very young child by his human mother and thus learned very early to fight for survival. He now hates just about everyone and likes to kill. He used to be close to Ormorican, which is one reason the town tolerates him; without Blunder and the Steel Coins, the frequent adventurer and humanoid raids would be far worse than they are at present.</p><p></p><p>Characters can hire mercenaries here. There are 10 1st-level warriors for hire (1 gp/day), three veterans (2nd-level warriors; 3 gp/day), and one grizzled old campaigner dwarf named Groan (2nd-level fighter; 10 gp/day). Blunder himself is for hire only if someone is willing to pay his high fee of 150 gp/day.</p><p></p><p>Blunder, male half-orc F8; CR8, HD8d10+32, hp74, Init+0 dex, Spd 20’, AC(+9 armor), Atk Greatsword +15/10 (2d6+10), mw mighty (+4) composite longbow +9/4 (1d8+4 mighty); SA Improved Sunder, SQ Darkvision; SV Fort +10, Ref +2, Will +3; Str20, Dex10, Con18, Int9, Wis8, Cha13;</p><p></p><p>Skills & Feats: Wilderness Lore +4-1/2; Cleave, Improved Sunder, Iron Will, Power Attack, Quickdraw, Sunder, Weapon Focus (greatsword), Weapon Specialization.</p><p></p><p>Gear: Full Plate +1, Greatsword +1, mw mighty (+4) composite longbow, 30 mw arrows, potions of haste, cure serious wounds (3), and bull’s strength, gold ring worth 100 gp with a lion’s head upon it, purse with 40 gp.</p><p></p><p>F. THE HARBOR (& THE SEWERS: OVERVIEW)</p><p></p><p>Apparently the harbor is currently under some sort of curse. Strange grey and yellow fungi-like growth is choking the water and it looks like it has grown over most of the ships too. A number of sailors are clustering around idly, spitting and talking about the fungus curse. Inquiries will be directed to Harbormistress Bentricle. Bentricle is a tough human female who is saltier in her language than most sailors. She cusses up a storm while discussing the “curse” on the harbor. If anyone can get to the bottom of it, she’ll reward them with 300 gp (total) and a magic item the Harbor Authority has for emergencies (a helm of underwater action). Bentricle knows that Mistress Jahn disappeared after thinking she’d found a clue or something in the sewers beneath the city.</p><p></p><p>Until the fungus infestation is dealt with no ships will leave (or enter) the harbor. Ordinary means, such as burning it, trying to sweep it clean, etc, will fail; the fungus grows swiftly and even if it is somehow all eliminated, will return quickly.</p><p></p><p>The fungal infestation is the end result of Poppin’s sewage policy. A long time ago, when Poppin was much smaller, a group of adventurers discovered a large underground lake beneath it (as well as a number of connecting caverns). Discovering that it had a natural outflow, the adventurers realized it would be a great way to be rid of waste. Ever since, as Poppin has grown, the amount of sewage, trash and debris that has flowed downward has increased. The sewers are mostly a system of underground canals leading eventually to a 30’ drop into a now heavily-polluted lake. </p><p></p><p>This lake was the home of a small tribe of bugbears. They were happy with the sewage at first, as it seemed to increase the amount of fish and other organisms in the lake; but as time went on the pollution started killing the fish and causing weird fungus to grow on the water. The bugbears sent a party upward but it encountered foreign adventurers and was slain. With no reply to their attempted embassy, the bugbears grew ever more worried. They debated leaving the area (and a few did just that), but in the end a few stayed to try to exact a horrible revenge. Led by Chagsuuth, a bugbear druid, they are attempting to destroy the harbor that gives Poppin life as Poppin destroyed the lake that gave their village life.</p><p></p><p>See area I for more details.</p><p></p><p>G. INNS AND TAVERNS</p><p></p><p>The inns and taverns are referenced here for quality, price of a meal, a room, a cup of ale, the name of the proprietor or main staff, and special notes.</p><p> </p><p>Inn/Tavern Meal Room Ale Wine </p><p>Redwing (inn)** 2 sp 2 sp 2 cp 3cp Blythe (m h exp2) Cheap and Worth It</p><p>Mulled Mead (inn)*** 3 sp 5 sp 3 cp 5 cp Zolia (f 1/2e com1) Zolia is the help (not the owner)</p><p>Feathered Rest (inn)**** 1 gp 2 gp 1 sp 3 sp Athielion (m e brd1) Plays up the fancy stuff</p><p>Bluestone House (inn)**** 2 gp 10 gp 1 sp 5 sp Nedloth (m h exp3) Made of blue stone; said to be magical</p><p>Drinking Dwarves (bar) 5 sp NA 6 cp 1 sp Longburns (m d exp1) Strong drinks</p><p>Singing Wench (tavern) 1 gp 25 gp NA 3 sp Madame Boria (f h exp2) Also a brothel</p><p>Adventurer’s Tale 2 gp NA 5 sp 1 gp Tontwick (m ½ exp1/ill1) Expensive (theme bar) </p><p></p><p>There is a very good chance that pcs will run into Zenvo Dalais at the Drinking Dwarves, performing political satire pieces about his opponents. The locals love him and encourage his antics. He’ll take note of strangers and try to engage them in gossip, and then tell Athro Lovespear; if possible, she’ll try to trick the adventurers into helping Zenvo in the election.</p><p></p><p>Zenvo Dalais: AL N; Male halfling bard 7/rogue 3; CR10; HD10d6+10; hp48; AC14; Atk+9/4 melee (Wyvernclaw 1d4+1), +10/5 ranged (dagger 1d4); SA Spells, bardic music, sneak attack +2d6; SQ Uncanny dodge (dex bonus to AC), evasion; SV Fort +5, Ref +10, Will +7; Str11, Dex13, Con13, Int16, Wis11, Cha21;</p><p></p><p>Skills & Feats: Bluff +14, Climb +3, Diplomacy +11, Escape Artist +7, Hide +11, Jump +5, Listen +6, Move Silently +6, Perform +18 (bottles of liquids, caricature, dancing, drums, flute, ghost stories, juggling, poetry, political jokes, satire, shadow puppets, spoons, tall tales) Pick Pockets +7, Search +7, Spot +6, Tumble +13; Hidden Threat, Improved Initiative, Quickdraw, Virtuoso (satire)</p><p></p><p>Spells Known (15% chance of spell failure): 6442 (per day: 3 5 3 1) 0 level: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1st level: Cure Light Wounds, Hypnotism, Message, Ventriloquism; 2nd level: Enthrall, Hold Person.</p><p></p><p>Gear: Cloak of Charisma +2, a Dagger +1, Backstabber named Wyvernsclaw (has a wyvern’s tooth set in the pommel; adds +2d6 sneak attack damage), potions of eagle’s splendor, invisibility, cure moderate wounds, an amulet of natural armor +1, mw studded leather armor, 4 daggers, mw flute, mw drums; purse of 38 gp, bottle of fine brandy (10 gpv); Magpie tattoo on penis; stashed away at home (a house in town) are four gold trade bars valued at 100 gp each.</p><p>W</p><p></p><p>Under no circumstances will Zenvo get involved in an </p><p>adventure; he’s campaigning after all! He’ll be happy to talk to adventurers, though, and will try to direct anyone interested in their services to them. He’ll try hard to avoid letting them know they’re working for him, using his bluff and diplomacy skills liberally.</p><p></p><p>H. THE MAGPIE HOUSE</p><p></p><p>The Magpie House is beneath a bakery that sells fabulous, piping-hot pies of many sorts. Baker, the owner, is a halfling rogue 2 with a remarkably cheerful disposition and a tendency to whistle a lot. Anyone seeking entry to the Magpie House must be known to Baker by sight; visitors must be escorted and leave their weapons behind. Old men don’t get to carry their walking sticks, either, but are provided with one from the closet (the Magpies had a bad encounter with a wizard and his staff about two years ago). At any given time there are 1d6+2 1st-level rogues present, playing dice, sleeping, etc. There is also a 50% chance that a rogue of level 1d4+1 is present and a 35% chance that Athro Lovespear herself is present, along with her bodyguards (two 2nd level fighters); she plans on running the town through Zenvo Dalais. Under no circumstances will she reveal her true plan to strangers; even most of her gang isn’t aware of them. However, once she gets wind of the adventurers in town she plans on trying to use them to discredit Tangus by framing him for a monstrous incursion. (See Event 3 below.)</p><p></p><p>Athro Lovespear: 9th level half-elf rogue female; CR9; HD9d6; hp 29; Init +5, Spd 30’, AC14, Atk +6/1 melee (1d6/18-20 rapier +1); or +7/2 ranged (1d4/19-20 dagger); SA Sneak attack +5d6; SQ Uncanny dodge, evasion, immune to sleep, +2 on saves vs. enchantments; SV Fort +3, Ref +7, Will +4; Str8, Dex12, Con10, Int14, Wis13, Cha14;</p><p></p><p>Skills & Feats: Bluff +14, Diplomacy +18, Gather Information +14, Intimidate +16, Jump +7, Listen +10, Search +7, Sense Motive +9, Spot +14, Tumble +15, Use Magic Device +14; Expertise, Improved Disarm, Improved Initiative, Improved Trip;</p><p></p><p>Gear: Cleanly Leather Armor +1, Rapier +1, Cloak of Charisma +2, potions of Cure Serious Wounds, Neutralize Poison, 5 daggers, Magpie tattoo on left breast.</p><p></p><p>I. THE FORINTHIAN SWORDSMITH’S</p><p></p><p>This place is a smithy that specializes in weapons. Most of Dorla’s metal is a soft type of iron that is virtually impossible to properly purify, so the local swordsmith, a dwarf named Coalbeard (exp 4) advertises based on his ability to get Forinthian steel (renowned as the best). He has normal versions of all weapons and armor in the PH on hand for a 10% markup; he also has the following masterwork items at a 25% markup:</p><p></p><p>One chain shirt, one suit of full plate, one breastplate, one large shield, two greatswords, one bastard sword, one heavy crossbow, three longspears, one heavy mace, one morningstar, seven daggers, 50 arrows, 50 bolts, one urgrosh, two dwarven waraxes, one battle axe, two great axes, one heavy pick, one war hammer, and one quarterstaff (both heads are mw).</p><p></p><p>Coalbeard will knock his price down to regular list price for another dwarf or if anyone can make a successful diplomacy check (DC25). He works here with two dirty human apprentice boys, Will and Tom. Coalbeard has a total Craft (weaponsmithing) of +11 (+2 racial, +2 int, 7 ranks) if it comes up for custom equipment and the like. He also knows of a cleric who’ll forge magic weapons “for those she deems worthy” and will happily pass on this information if anyone makes a diplomacy check, DC15; the cleric lives where the Poppin River splits off from the Vedran River. Her name is Amiah, should pcs choose to follow up. (See area K below.)</p></blockquote><p></p>
[QUOTE="the Jester, post: 419285, member: 1210"] PLACES IN TOWN There are a few places to interest adventurers in Pippin, but not many. These include the Bubbling Beaker (a potion shop, area A), the local churches (three to Dexter, two to Prayzose and one each to Galador, Old Grandmother, and Empeth; collectively described under B below), shrines to Crithlec and the Sea Queen (area C), the mayor’s mansion (D), the House of the Steel Coins (mercenary’s guild; the “steel coins” are the blades of the mercenaries. This is area E), the harbor (area F), local inns and taverns (there are four inns in town- the Redwing, the Mulled Mead, the Feathered Rest and the Bluestone House- as well as three good-sized taverns, the Drinking Dwarves, the Singing Wench, and the Adventurer’s Tale; see area G) and possibly the local thieves’ guild (H). Also of potential interest is the Forinthian Swordsmith’s (area I). Beneath the town is a system of sewers that parallels the streets (area J). Out of town is a shrine (K). Also in town is a fishing shop called the Rod Choice, run by an older half-elf named Stor. Other than as noted, there are no magic items for sale. A. THE BUBBLING BEAKER The Bubbling Beaker has a sign enchanted with a minor permanent illusion of… you guessed it… a bubbling beaker. Inside the small shop is Mogul Aliator, the proprietor and brewer of the majority of the potions here. Mogul is enormously fat, panting and puffing all the time and with a pinched face. He hails originally from Strogass and has dark, oily skin and a shaved head. He wears piercings in his nose, ears, and neck. Mogul is friendly and likes to make a living as a professional wizard, so he’s open to unique jobs (though not physical ones) or to selling (same cost as for a scroll) spell formulae. He might trade or buy as well, for a similar rate; however, he’s not too interested in spending a lot of money on spells that won’t help his business. Mogul Aliator: CR5; human male wizard (transmuter); AL N; HD5d4+10; Init+1 dex, Spd30’; AC (+1 dex), Atk Melee +2 (mw quarterstaff 1d6-1), ranged +4 (mw dagger 1d4-1); SA Spells, SQ Toad familiar (Greenie); SV Fort +3; Ref +2; Will +5; Str9, Dex13, Con14, Int19, Wis12, Cha9; Skills & Feats: Concentration +10, Knowledge (arcana, history) +12, Listen +5, Scry +12, Spellcraft +15, Spot +5; Brew Potion, Craft Wand, Dodge, Scribe Scroll, Skill Focus (Spellcraft); languages: Draconic, Dwarven, Forinthian, Strograssian, Gear: Bracers of Armor +1, Ring of Protection +1, mw quarterstaff, mw daggers (2). Spells Prepared (typically; save DC14+spell level): 5 5 4 3 (opposition school: conjuration): 0 level: Copy, Daze, Detect Magic, Mage Hand (x2), Resistance; 1st level: Burning Hands, Cause Fear, Reduce, Shield, Sleep; 2nd level: Alter Self, Detect Thoughts, Invisibility, Locate Object; 3rd level: Fly, Haste, Shrink Item. Other Spells in Book: All 0-level in PH; 1st level: Animate Rope, Change Self, Color Spray, Enlarge, Identify, Jump, Magic Weapon, Message, Protection from Evil; 2nd level: Arcane Lock, Knock, Obscure Object, Shark-Sword; 3rd level: Dispel Magic, Fireball, Hold Person. Merchandise: Mogul will make any item he can to order for a 20% markup above standard prices unless it’s something he typically keeps on hand. Anything made to order requires a down payment of half the final price. Typically he has the following items on hand, though if he’s recently been bought out he may not have a full supply: Potions: Jump (1 on hand; standard; 50 gp) Detect Magic (3 on hand, all caster level 5; cost 125 gp) Reduce (1 on hand, caster level 5; 250 gp) Change Self (2 on hand, caster level 5; 250 gp) Enlarge (1 on hand, caster level 5; 250 gp) Blur (1 on hand, standard; 300 gp)- Detect Thoughts (2 on hand, standard; 300 gp) Invisibility (4 on hand, standard; 300 gp) Tongues (1 on hand, 750 gp) Fly (1 on hand, 750 gp) Wands: Detect Magic (2 on hand; 375 gp) Magic Weapon (1 on hand; 750 gp) Haste (1 on hand; 5th-level caster; 2000 gp; 4 charges) Identify (1 on hand; asking price 7000 gp but will go down to 5800) B. LOCAL CHURCHES The pcs don’t have a lot to worry about as far as religious tolerance goes; though Tangus the Brilliant, the head local Galadorian, would prefer things were different, Dorla is very liberal with its attitude on religion. Thus there are several non-Galadorian churches around. None has a cleric above 1st level at present, but anyone investigating the church of Old Grandmother may meet Toufe, a Peshan boy of 15 who asks for their help as Mistress Jahn has gone missing. The last Toufe knew, she was going to check on the alleged curse on the harbor and had gone looking for some answers. Basic (1st-level) services are available at all the other temples; at Tangus’ church of Galador, if he’s around, pcs could receive up to 3rd-level clerical services, and since he’s campaigning he’ll provide them for half-normal price assuming pcs pass a detect evil spell. None of the churches have potions for sale, but the temple of Empeth, run by a 1st-level female Peshan human cleric named Harn Loimens, does stock a few divine scrolls; typically they have: Cure Light Wounds (six on hand; 25 gp each, 20 gp to anyone who is a follower of Crithlec; Harn’s sense motive is +4 (2 ranks, wisdom 16). Detect Evil (one on hand; 30 gp) Magic Weapon (two on hand; 25 gp) Invisibility to Undead (two on hand; 25 gp) Bless (one on hand; 25 gp) Burial Blessing (DotF, two on hand; 200 gp) Harn is all business, shrewd and selfish. She’ll cast spells for cash but always saves one cure light wounds for herself just in case, displaying the sort of caution that’s kept her alive through more than one attack by adventurers. C. LOCAL SHRINES The local shrines are pretty much untended but often visited. Small offerings are sometime left. All three shrines are at the edge of town but still within Poppin’s walls. D. THE MAYOR’S MANSION The mayor’s mansion is a magnificent building near the center of town. Though technically vacant it’s actually staffed by many servants (madly speculating about the forthcoming election) and guards. Typically, six 1st-level warriors are on duty at any given time along with a sergeant (2nd-level fighter, either Pandos, Lemm, or Stronigard). Naturally, whoever wins the election gets to move in. The mansion comes with furnishings, naturally, but is currently under repair (since the adventurers attack). E. HOUSE OF THE STEEL COINS With a sing of a steel coin stamped with a sword out front, this long low building is the site of the mercenaries’ guild. Blunder lives here and runs the place; he’s an 8th-level half-orc fighter who was abandoned as a very young child by his human mother and thus learned very early to fight for survival. He now hates just about everyone and likes to kill. He used to be close to Ormorican, which is one reason the town tolerates him; without Blunder and the Steel Coins, the frequent adventurer and humanoid raids would be far worse than they are at present. Characters can hire mercenaries here. There are 10 1st-level warriors for hire (1 gp/day), three veterans (2nd-level warriors; 3 gp/day), and one grizzled old campaigner dwarf named Groan (2nd-level fighter; 10 gp/day). Blunder himself is for hire only if someone is willing to pay his high fee of 150 gp/day. Blunder, male half-orc F8; CR8, HD8d10+32, hp74, Init+0 dex, Spd 20’, AC(+9 armor), Atk Greatsword +15/10 (2d6+10), mw mighty (+4) composite longbow +9/4 (1d8+4 mighty); SA Improved Sunder, SQ Darkvision; SV Fort +10, Ref +2, Will +3; Str20, Dex10, Con18, Int9, Wis8, Cha13; Skills & Feats: Wilderness Lore +4-1/2; Cleave, Improved Sunder, Iron Will, Power Attack, Quickdraw, Sunder, Weapon Focus (greatsword), Weapon Specialization. Gear: Full Plate +1, Greatsword +1, mw mighty (+4) composite longbow, 30 mw arrows, potions of haste, cure serious wounds (3), and bull’s strength, gold ring worth 100 gp with a lion’s head upon it, purse with 40 gp. F. THE HARBOR (& THE SEWERS: OVERVIEW) Apparently the harbor is currently under some sort of curse. Strange grey and yellow fungi-like growth is choking the water and it looks like it has grown over most of the ships too. A number of sailors are clustering around idly, spitting and talking about the fungus curse. Inquiries will be directed to Harbormistress Bentricle. Bentricle is a tough human female who is saltier in her language than most sailors. She cusses up a storm while discussing the “curse” on the harbor. If anyone can get to the bottom of it, she’ll reward them with 300 gp (total) and a magic item the Harbor Authority has for emergencies (a helm of underwater action). Bentricle knows that Mistress Jahn disappeared after thinking she’d found a clue or something in the sewers beneath the city. Until the fungus infestation is dealt with no ships will leave (or enter) the harbor. Ordinary means, such as burning it, trying to sweep it clean, etc, will fail; the fungus grows swiftly and even if it is somehow all eliminated, will return quickly. The fungal infestation is the end result of Poppin’s sewage policy. A long time ago, when Poppin was much smaller, a group of adventurers discovered a large underground lake beneath it (as well as a number of connecting caverns). Discovering that it had a natural outflow, the adventurers realized it would be a great way to be rid of waste. Ever since, as Poppin has grown, the amount of sewage, trash and debris that has flowed downward has increased. The sewers are mostly a system of underground canals leading eventually to a 30’ drop into a now heavily-polluted lake. This lake was the home of a small tribe of bugbears. They were happy with the sewage at first, as it seemed to increase the amount of fish and other organisms in the lake; but as time went on the pollution started killing the fish and causing weird fungus to grow on the water. The bugbears sent a party upward but it encountered foreign adventurers and was slain. With no reply to their attempted embassy, the bugbears grew ever more worried. They debated leaving the area (and a few did just that), but in the end a few stayed to try to exact a horrible revenge. Led by Chagsuuth, a bugbear druid, they are attempting to destroy the harbor that gives Poppin life as Poppin destroyed the lake that gave their village life. See area I for more details. G. INNS AND TAVERNS The inns and taverns are referenced here for quality, price of a meal, a room, a cup of ale, the name of the proprietor or main staff, and special notes. Inn/Tavern Meal Room Ale Wine Redwing (inn)** 2 sp 2 sp 2 cp 3cp Blythe (m h exp2) Cheap and Worth It Mulled Mead (inn)*** 3 sp 5 sp 3 cp 5 cp Zolia (f 1/2e com1) Zolia is the help (not the owner) Feathered Rest (inn)**** 1 gp 2 gp 1 sp 3 sp Athielion (m e brd1) Plays up the fancy stuff Bluestone House (inn)**** 2 gp 10 gp 1 sp 5 sp Nedloth (m h exp3) Made of blue stone; said to be magical Drinking Dwarves (bar) 5 sp NA 6 cp 1 sp Longburns (m d exp1) Strong drinks Singing Wench (tavern) 1 gp 25 gp NA 3 sp Madame Boria (f h exp2) Also a brothel Adventurer’s Tale 2 gp NA 5 sp 1 gp Tontwick (m ½ exp1/ill1) Expensive (theme bar) There is a very good chance that pcs will run into Zenvo Dalais at the Drinking Dwarves, performing political satire pieces about his opponents. The locals love him and encourage his antics. He’ll take note of strangers and try to engage them in gossip, and then tell Athro Lovespear; if possible, she’ll try to trick the adventurers into helping Zenvo in the election. Zenvo Dalais: AL N; Male halfling bard 7/rogue 3; CR10; HD10d6+10; hp48; AC14; Atk+9/4 melee (Wyvernclaw 1d4+1), +10/5 ranged (dagger 1d4); SA Spells, bardic music, sneak attack +2d6; SQ Uncanny dodge (dex bonus to AC), evasion; SV Fort +5, Ref +10, Will +7; Str11, Dex13, Con13, Int16, Wis11, Cha21; Skills & Feats: Bluff +14, Climb +3, Diplomacy +11, Escape Artist +7, Hide +11, Jump +5, Listen +6, Move Silently +6, Perform +18 (bottles of liquids, caricature, dancing, drums, flute, ghost stories, juggling, poetry, political jokes, satire, shadow puppets, spoons, tall tales) Pick Pockets +7, Search +7, Spot +6, Tumble +13; Hidden Threat, Improved Initiative, Quickdraw, Virtuoso (satire) Spells Known (15% chance of spell failure): 6442 (per day: 3 5 3 1) 0 level: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1st level: Cure Light Wounds, Hypnotism, Message, Ventriloquism; 2nd level: Enthrall, Hold Person. Gear: Cloak of Charisma +2, a Dagger +1, Backstabber named Wyvernsclaw (has a wyvern’s tooth set in the pommel; adds +2d6 sneak attack damage), potions of eagle’s splendor, invisibility, cure moderate wounds, an amulet of natural armor +1, mw studded leather armor, 4 daggers, mw flute, mw drums; purse of 38 gp, bottle of fine brandy (10 gpv); Magpie tattoo on penis; stashed away at home (a house in town) are four gold trade bars valued at 100 gp each. W Under no circumstances will Zenvo get involved in an adventure; he’s campaigning after all! He’ll be happy to talk to adventurers, though, and will try to direct anyone interested in their services to them. He’ll try hard to avoid letting them know they’re working for him, using his bluff and diplomacy skills liberally. H. THE MAGPIE HOUSE The Magpie House is beneath a bakery that sells fabulous, piping-hot pies of many sorts. Baker, the owner, is a halfling rogue 2 with a remarkably cheerful disposition and a tendency to whistle a lot. Anyone seeking entry to the Magpie House must be known to Baker by sight; visitors must be escorted and leave their weapons behind. Old men don’t get to carry their walking sticks, either, but are provided with one from the closet (the Magpies had a bad encounter with a wizard and his staff about two years ago). At any given time there are 1d6+2 1st-level rogues present, playing dice, sleeping, etc. There is also a 50% chance that a rogue of level 1d4+1 is present and a 35% chance that Athro Lovespear herself is present, along with her bodyguards (two 2nd level fighters); she plans on running the town through Zenvo Dalais. Under no circumstances will she reveal her true plan to strangers; even most of her gang isn’t aware of them. However, once she gets wind of the adventurers in town she plans on trying to use them to discredit Tangus by framing him for a monstrous incursion. (See Event 3 below.) Athro Lovespear: 9th level half-elf rogue female; CR9; HD9d6; hp 29; Init +5, Spd 30’, AC14, Atk +6/1 melee (1d6/18-20 rapier +1); or +7/2 ranged (1d4/19-20 dagger); SA Sneak attack +5d6; SQ Uncanny dodge, evasion, immune to sleep, +2 on saves vs. enchantments; SV Fort +3, Ref +7, Will +4; Str8, Dex12, Con10, Int14, Wis13, Cha14; Skills & Feats: Bluff +14, Diplomacy +18, Gather Information +14, Intimidate +16, Jump +7, Listen +10, Search +7, Sense Motive +9, Spot +14, Tumble +15, Use Magic Device +14; Expertise, Improved Disarm, Improved Initiative, Improved Trip; Gear: Cleanly Leather Armor +1, Rapier +1, Cloak of Charisma +2, potions of Cure Serious Wounds, Neutralize Poison, 5 daggers, Magpie tattoo on left breast. I. THE FORINTHIAN SWORDSMITH’S This place is a smithy that specializes in weapons. Most of Dorla’s metal is a soft type of iron that is virtually impossible to properly purify, so the local swordsmith, a dwarf named Coalbeard (exp 4) advertises based on his ability to get Forinthian steel (renowned as the best). He has normal versions of all weapons and armor in the PH on hand for a 10% markup; he also has the following masterwork items at a 25% markup: One chain shirt, one suit of full plate, one breastplate, one large shield, two greatswords, one bastard sword, one heavy crossbow, three longspears, one heavy mace, one morningstar, seven daggers, 50 arrows, 50 bolts, one urgrosh, two dwarven waraxes, one battle axe, two great axes, one heavy pick, one war hammer, and one quarterstaff (both heads are mw). Coalbeard will knock his price down to regular list price for another dwarf or if anyone can make a successful diplomacy check (DC25). He works here with two dirty human apprentice boys, Will and Tom. Coalbeard has a total Craft (weaponsmithing) of +11 (+2 racial, +2 int, 7 ranks) if it comes up for custom equipment and the like. He also knows of a cleric who’ll forge magic weapons “for those she deems worthy” and will happily pass on this information if anyone makes a diplomacy check, DC15; the cleric lives where the Poppin River splits off from the Vedran River. Her name is Amiah, should pcs choose to follow up. (See area K below.) [/QUOTE]
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