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Thread Recompilation - Places

El Jefe

First Post
(Adventure) Retrieval of Fallon's Key (Macbeth Judging)

This one was the opposite of A Merry Chase. It was just dripping with location information! Most of it was about the setting of the adventure, the sunken city of Fallon. Many of the encounter locations were as "generic" as the ones in A Merry Chase, but there were enough exceptions to make it interesting. Let's start with the obvious:
  • By griffon, Fallon is 4 days from Orussus, about 250 miles.
And from that, we can move to a rich description of Fallon:

The group moves off towards the woods in the east, lead by the boy. Just beyond the clearing and the first layer of trees is a well worn path that the boy turns to follow. After about an hour the group sees a huge rent in the ground, a canyon. On the other side of the canyon they can see the sea pour into the crevace trying to fill it, and in other places, geysers of water shooting out of the crevice to return the water to the sea in a constant effort to stop the rushing sea.

Walking further up the trail, the group sees that it leads directly to the edge of the cliff, and as they get closer, the constant storm of water batters at their ears. On the oposite side of the crevace (which had to be at least a mile wide), you notice a ship riding one of the gysers to the sea and then sailing off of the top into the deeper sea and away.

Looking down into the crevace, the group sees, first bridges made out of the most beautiful quarts and marbles, expanding from one side of the crevice to the other. On either side of the crevace there are buildings of the same material that sparcle in the setting son on one side and shaded in darkenss on the other.

Further below, where the sun does not hit, lights sparkle an aray of paterns where streets, homes and shops are, some 1000 feet down. Where the sea meetsthe floor of the canyon, a pool of water stands with dock for ship lay in wait for cargo. SOme are waiting to hitch a ride up a gyser for the sea, while others ride gysers down to the docks.

In one corner of the city, towers can be seen by the patterns of lights, elegant and full of grandiour. In another part of the city, a single building sits dominating that area, shaped like a start for it's many halls.

There is a nearow set of stairs that lead down this side of the cliff to the city below.

"Welcome to Fallon, the city of Falls." the elven lad says with a look of pleasure. He quickly makes his way to the stairs and motions for the others. "Come on! My father is sure to have heard new of your arival by now!"​
Here's more on Fallon:

Decending down the south face of the crater, the party soon find themselves in complete darkness, the walls hiding the sun prematurely.After about 4 flights of stairs, the group starts to pass enterances to the cliff side where gnomes can be seen moving from time to time. After another 20 stories the holes seem to stay the same, but the inhabitants seem to be dwarves. Lights seem to glow from random parts of the cliff side, though no light source is visible. Eventually, the group reaches the bottom of the crator, some 111 flights of stairs later.

As the characters moved further down, the stairs became wider, until finally when they reach the ground a street continues from them without any noticable wideneing in the road.

The streets are also lit with the globes of light that seem to hover abover the streets every so often. The elven lad leads you down this street and then turns on a street cobbled with marble stones. No beast of burden are seen anywhere in the city that the characters can see as they travel, though they can smell cooked meet from some of the taverns that they pass.

The population of this bustling city seems to be mainly human, though a good variety of other humanooids can be seen, including kobolds, goblins (though they keep wide stances betwen each other), orcs and even one ogre.​
And more:

The party walks through the city, fairy fire of different shades highlighting different aspects of arcutecture, it reminds you of stories you heard about some of the great drow cities in the underdark, except that the consistant number of clear watered canels that you cross reflect the light to amplify the effects of it.

The canels are full of pole pushed boats with passengers enjoying the splenders of the city, or rushing down the current, trying to get someplace.

On this road, at least, you have seen three patrols of enforcers of some sort. The first group had been lead by an individual with only a wand as a weapon, the second by what looked like a clergyman of one god or another and the last looked to be only fighting men.

Passing signs in the streets anouncing the locations of things on crossing streets, you can easily see that you are heading towards the College of Wizardry, and soon see the arched gateway to the school, itself. The towers beyond the gate are the tallest in the city, some of which reach heights exceeding 20 stories.

The boy leeds the group to the most promanent tower and opens the unlocked door for the group to enter. After everone is inside, they note that the tower is broken into halls and rooms. The lad then leads the group to a side door, passing art without even a glance. Opening the door, beyond reveals a stairway leading up. Going up the stairway for a countless number of stairs, the lad finally turns to the last of many doors that were passed and motions for the group to go through.

"This is as far as I go. Beyond is the Controll Assembly Room. My father will meet you inside." He then starts to head down the stairs at a skip.

The door infront of the group is just as non-discript as the other doors that they have passed, except for the blue glow of light that appears from around the door, as if it's trying to escape the confines of the room.​
Speaking of the "Controll Assembly Room":

The door opens easily revealing a larg room that must take up the whole floor. The rookf is flat, some 20' overhead, it's wooden rafters barely visible to those with nrmal sight. The only light in this room is coming from the center of the room where a machine seems to humm. It's mainly made of metal with levers coming off of it in random areas. The whole thing must be at least 10' tall, and takes up a good portion of the center of the room. There is a constant humm in the air (as if from electrical current) and the snell of sulfer and something else, something sweeter fills the air. The walls of the room (except for the one behind you) are all stone and circle around the room as you would imagine they should in a tower; the floor is hard wood, polished and glowing blue from the machines light.​
And here's a ride on a "lift":

The little boy continues to lead you out of the college proper, throught he gates and into the lower city. He then heads to the dock and tells the group that they are going to catch a 'lift' on one of the gysers to the upper city.

Hopping on a small boat, it is guided by an oarsman to a specific part of the dock, and then the group feels a constant presure under the boat, and once more they feel the same sensation that the felt when the griffons took off, as the ground shoots away below them. The accent slows and stops near a bridge, some 70 stories up, and the little boy calmly hops off. "Quickly, the Gyster's have limits to the ammount of time that they can maintain the necessary pressure."

Once off, the group is then shown to an elvish inn, with exquisite marble collums, and shining quarts walls, that would have surely caught the suns rays if they were present. As it was, the fairy fire that outlined the doorways and windows, seemed to bring out the blue in the walls.​
Here are some simple Fallon facts:
  • There are slums near the warehouse district of Fallon.
  • In Fallon, at least one inn has rooms 400 feet above the floor of the crater. The room’s windows open up to a 6-inch wide ledge, leading around to the other side of the building and the street.
  • On one side of Fallon’s crater is a two-story house where a judge lives. In it is a sitting room with doors in each of the four walls.
Here's a description of Fallon's slums:

Heading back down to the city below, they follow the map to where the slums are located. Here too the streets are lined with continual light spells, though it seems that quite a few of them had been taken for other means. The houses and buildings are all bared or barecaded shut with boards. In the streets goblins, orcs and half-orcs mix equally with the humans, seeming to move ina hunched manner.

In their imediate view, the adventures count at least 3 fist fights and a knife fight in progress, most of the participants look drunk, except for the knife fight, which seems to be over a bag that one of them is holding.

Everyone except the paladin notes watchers on the roof tops looking down on the streets below. The steets are rather narrow, only wide enough for two people to fight next to eachother efectively. The buildings are built directly on the streets, not alowing enough space for a wagon to travel down the street without forcing the pedestrians off the street. Though looking at the muddy street, it does not look like there has been much horse trafic on the road.

From above, the characters hear some muttering. Looking up, they see someone emptying their bedpan out of their window. Jumping out of the way, it nearowly misses them.​
And the adventure's last signficant encounter location:
  • There is a two-story, windowless warehouse in the slums of Fallon
  • The warehouse in Fallon has a 5-foot alley on either side. One of them leads to a sort of hatch or manhole in the ground.
  • The area near the hatch by the warehouse in Fallon is eerily silent, as per the effect of a silence spell.
  • The basement of the warehouse in Fallon appears to be a wine cellar.
  • Stairs lead up from the basement of the warehouse in Fallon to a carved oak door that opens inward.
  • Beyond the cellar door in the warehouse in Fallon is a 50-foot hallway leading to a kitchen.
  • Beyond the kitchen in the warehouse in Fallon lies a 40-foot hall that curves to the left, with 4 doors leading off the hall before the curve.
 

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El Jefe

First Post
(Adventure) Crocodile Rock [Knight Otu judging]

This was a classic dungeon crawl through the sewers under Orussus. Unfortunately, the adventure ended prematurely after the first encounter. However, it did introduce us to these items about a small part of Orussus's sewers:

  • There is a place in EnWorld called Bryth Manor.
  • There is an abandoned water works beneath Orussus.
  • There is a network of sewers under Orussus. Maps exist of this network.
  • At least one of the doors on one of the back rooms in the Red Dragon Inn has a bolt that can be thrown to lock the door.
  • Just outside of Orussus is a ravine with a gated entrance to the city sewers. The town guard usually holds the key to the gate.
  • At the entrance to the Orussus sewers that lies in a ravine, a tunnel continues toward the city. In a little ways, two round side tunnels go up sharply and back.
  • Beyond the first set of branching tunnels in the sewer tunnel that starts from the ravine just outside of Orussus is a second set almost exactly like the first. Beyond that is a 4-way intersection, and beyond that, a large octagonal chamber.
  • Near the 4-way intersection in the sewer tunnel that starts from the ravine just outside of Orussus is a bricked-over passage.
 

El Jefe

First Post
(Discussion) A Show of Hands, Please?

This was a simple roll call to find out who was active in Living EnWorld. Some posters mentioned a few geographical details from the games their characters were in, but I felt that it would be best to deal with such things in the adventure threads they originated in.
 

El Jefe

First Post
(Adventure) Dealing with hooly-gans [Judge Pbartender]

This was another promising adventure that ended prematurely. It figured to take place entirely in Orussus, and aboveground at that. Be that as it may, there was only one bit of useful location information in the thread:

  • Orussus has slums, which contain houses in various states of repair from cheap but well maintained to collapsing, tenements, and bars.

There was also an amusing scene set in a bar, but with no information identifying the bar or tying it to a specific location, we'll have to consider it a generic Orussus dive bar.
 
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El Jefe

First Post
(Adventure) M1: Goblin Ears and the MTG (dpdx judging) COMPLETED

A COMPLETED adventure, a welcome change after the last two. Let's start with a general description of Monemvasia:

Several generations ago, a human Eldrich knight, Nolan Northrup, aided the local dwarf princes in slaying the Black Dragon Asphetoon. In return, these Dwarves allowed him to start a kingdom on the Great Boulder of Monemvasia. They also gave him a magical sword they had forged, called the Sword of Truth. This sword, besides its formidable combat abilities, could also cause all in its presence to tell only the truth. This enabled Northrup to become a great arbitrator of disputes, as well as warlord.

All went well in Monemvasia for many generations of men. Monemvasia occupied an important position in various trade routes. Its deep natural harbor, rich fisheries, lush orchards, affiliation with dwarves, and natural defenses made it very prosperous.

However in the last few years, trouble has started. Upon the death of King Jara, great, great, great grandson of Nolan Northrup, his eldest son Crassus took the throne. For whatever reason, there was great discontent upon his assention. Most of the ruling family subsequently fled, and Crassus has not been seen using the power of the Sword of Truth. There are rumors of humanoid alliances, evil rituals, and increased arbitrary arrest and execution. Nonetheless, Monemvasia remains an important and wealthy city, and a great amount of trade is conducted through it.​
  • The lands near Monemvasia are prosperous, with fields of wheat, grapes and olive trees.
  • There is a miller on Sutton Creek, about an hour from Monemvasia and a little to the north.
  • The lands around Monemvasia are also blessed with cherries, pomegranates, pears, goats, and cows.
  • Monemvasia consists of a large boulder jutting out into the sea, with a castle on top. A narrow causeway connects the castle to the mainland, which is occupied by the city proper.
  • Monemvasia has a fine harbor and a well-defended wall. It sits partly on the boulder with the castle.
  • There is a small chapel of Phyrah’s in Monemvasia near the castle.
  • There are many taverns in Monemvasia, often frequented by musicians. There is also a large public square near the docks.
  • Kim Tensil’s Monemvasian warehouse is entered from above, either by stairs or by a ramp.
  • An establishment called the One Eyed Owl serves breakfast in Monemvasia.
  • There is a militia house in Monemvasia.
  • At the One Eyed Owl in Monemvasia, there is a statue of a One Eyed Owl.
  • It is about a 30 minute walk from the militia house in Monemvasia to the One Eyed Owl.
  • Monemvasia is well lit at night.
The best description of the courtyard of the One Eyed Owl appeared in this thread. It goes thusly:

The door labeled Privy opens into a small courtyard. A balcony is directly over the door. Two other buildings rim the yard, one of which has two doors, one marked 'men' the other 'women'. An ally next to the privy leads out into the street.​
  • An abandoned road that runs north from Monemvasia next to a river leads to an equally abandoned moathouse.
  • The moathouse on the abandoned road leading north from Monemvasia is about 25 miles north of the city.
  • The abandoned road leading north from Monemvasia is covered for about 50 feet by the remains of an avalanche.
 

El Jefe

First Post
(Adventure) Goblin Ears II: Irene at the One-Eyed Owl

This was a little side adventure that one of the party members got into during Goblin Ears and the MTG. All the action took place at an inn called the One Eyed Owl.

  • In Monemvasia, the One Eyed Owl is in the next section of the city lower than Kim Tensil’s warehouse, the section just above the land bridge from the boulder to the mainland.
Now that we've established where the One Eyed Owl is, here's a description:

She leads you to a red-brick with a second floor balcony. In front is a 6 foot pole of wood, carved on top to resemble an owl with an eye-patch. Across the street are several large oak trees.

Upon entering, you see a dank room containing half a dozen tables, The bar stands oposite you as you enter. Behind that is a door with kitchen sounds coming out. A tall half-elf with two long blond braids stands behind the bar. To the left is a small stage and a stairway going up. Next to the stairs is a door marked "Privy." An open table provides a clear view of both doors.​
I think the description of the courtyard of the One Eyed Owl in the Goblin Ears and the MTG thread was better, but here's the description from this thread:

Irene opens the Privy door and sees a courtyard, a balcony is over her head. There are two small buildings edging the courtyard. One looks like a house, the other is the privy, with two doors, one marked for men, the other for women. Both the doors are closed. The courtyard has an exit onto a quite path.​
That's pretty much it. Some of the action took place in an NPC's room on the second floor of the OEO, but few details are given about what is largely a generic room at an inn.
 

El Jefe

First Post
Discussion - (Adventure) M1: Goblin Ears and the MTG (dpdx judging) COMPLETED

I'd like to comment on one thing from this thread. Supposedly, there is a miller on Sutton Creek, about an hour north of the city. The information comes from Flavius a guard hired to escort the party to Monemvasia. However, a map of the area that appeared later in the adventure showed only a river; and heading north on the abandoned road that paralleled the river led to nothing but an ambush and trouble.

The narrative does mention passing mills on the way to the abandoned road, so I like to think that Sutton Creek is just too insignificant to show up on the map.
 

El Jefe

First Post
(Adventure) Tracking Down Sullivan (Knight Otu Judging)

This was the aborted continuation of Dwarven Golems and Old Ruins. It had plenty of information, mostly about the city of Allimon, some of which has appeared earlier in this thread.

First, a lengthy description of Allimon:

The gates to Allimon are watched by two towers at each entrance. Each of these towers has a strange domed roof painted in an odd shade of orange.

Gregorian finds himself entering Allimon through the merchant quarter. This region is full of foriegn trades, many trading currency of unfamiliar types and quantities. There is a caravan from the far south-east that has drawn a circle in the middle of the quarting, squeezing the foot-traffic to the point of suffocation. These south-easterners wear light hooded robes, hinting at their religious heritage. Each also seems to be in possession of no small amount of gold chains and trinkits, and many seem to guard these possessions even subconciously in their motions - constantly checking their pockets, neck, arms, hands, and fingers for their own apparel.

You can see, in the distance, six men with crossbows sitting on top of a building. They seem to be looking down on the crowd diligently looking for some form of trouble. They don't seem to be dressed in the uniform of the town guard, a red shirt and pants that you could see a handful of men at the gates wearing, but they are indeed armed and armored. Perhaps they are employees of the caravan itself, or of the local merchants.

Silvercat finds himself entering the city in the religious quarter. Temple street, which is one of the largest streets in the town, leads straight from the gate to the center of Allimon where the inner keep is located. There are very few people on this road, only a handful of priests and servants seem to be in motion on this giant paved-way. On your way in, there was a young man waiting by the gate. He was wearing studded leather armor and appears to be armed with a scimitar on his right hip. His yellow bandana and short hair hint that he might be a member of some sort of shady guild or gang, but he seems suspicious as this is certainly not a place where many thugs would congregate.

There are also armed templar on all sides of this street, on the buildings, in the towers, and by the gates to the different temples, libraries, and homes. They seem quite observant, watching your every movement from their guarded positions as you pass.

Devlin enters the city into the largest of the residential districts. Here there are many people talking in the streets. There is a sewage problem, which could be smelled from outside the gates to the city. There are bakers selling bread through the windows to their homes, smiths working steel outdoors in front of watching children, young men running errands for their workmasters, and three homes being constructed out of stone by a construction team comprised of gnomes, dwarves, and humans.

This is a pleasant town, full of pleasant people, happily living their lives away from the threats of the major regions. The only sign of danger is the ominous keep in the center of town that acts as the home of all government in Allimon. You can make out the domed buildings of the religious quarter to the north, and the bustling streets of the merchant quarter to the south.

The gate you pass through appears to have been severely damaged recently. Some workers are attempting to repair a four foot wide hole in the easternmost tower. The men appear to be quite busy, and unaware of your passing. Once you get inside of the gates, you can see that there are huge taverns on both sides of the entrance. The one on the left is labled, "New Constantine" and the one on the right is labled "Old Gertrude." They are stone structures with domed roofs that are connected by a stone bridge between the inns. There are many windows on the top floors of these buildings, and if you look inside there are many tables and chairs inside of each.

You find yourself in the light trade end of the merchant quarter. Here there are a number of inns, permanent shops, and other sorts of places of commerce and business. Very near the gate is a large sign which gives instruction on what some of the buildings are, providing a map of this quarter of the city. You can see that there is a merchants guild, a bounty hunters guild stop-by, a mages guild, and a handful of other buildings and shops. There is also a building with a scratched off name on the map located on what would represent the south end of this quarter, behind six other buildings and not connected to the streets at all.

The light traffic in this region is not too rough, but you can tell that the traffic to the South, in the merchant quarter, is horrendous. The temple district in the north seems to have the opposite effect.​

Next, a description of the city center:

There are no inns or taverns on the road leading into the center of town. What you find instead is a highway, two barracks on each side, and then a moat. The moat has a permanent stone bridge that has some strange sort of silvery glow to it, and at the other end is a gate which has been raised to allow incoming traffic. The heavy towers on either side seem to be meant for fighting against airborn agression, as they've been mounted with dozens of repeating artillery crossbows facing in all directions, but always with a slant upwards. Once past the 10 ft. thick walls, the central area opens up to your vision and you can see the keep clearly a short distance away. To your left and right are circular paths dotted with buildings, and you can spot a small stone building with a domed roof on the righthand path. It has a tiny (by comparison to the walls) tower on the far side, domed with a blue roof. A sign above the door reads, "Allimon Exploration Company".​

And a couple of short snippets:

  • The Allimon Exploration Company smells of boiled cabbage and sulfur.
  • Whatever college or guild Sullivan is part of in Allimon, there is a more powerful one in Orussus that it is subservient to.
 

El Jefe

First Post
(Adventure) The Haunted Halls of Stonepike

A completed adventure that emphasized (in my opinion) one of the pitfalls of making up an adventure on the fly. But I'll leave that for discussion. Some observations:

  • Although it’s just over a hundred miles from Orussus to Stonepike, some residents know ways to get from Orussus to Stonepike in just under two days.
  • Starting from Orussus early in the day, the banks of the River Grellgo can be reached 3 hours before sundown.
  • The Great East Road turns north at the River Grellgo
  • The River Grellgo is 50-60 feet across when swollen.
  • At the ford, the west bank of the River Grellgo is higher than the east bank. There are some boulders on the west bank and trees on the east bank.
  • There is a bridge about 8 miles downstream from the ford over the River Grellgo.
  • Almost within sight of the bridge over the River Grellgo lies the Bainlunder Lodge, which only accepts barter, not coin, for services. The lodge is 50 feet by 25 feet in size.
  • Bainlunder’s Lodge has a fireplace.
  • Some 70 miles east of the Bainlunder Lodge across the plains of Bainlund lies a copse of trees.
  • The copse of trees 70 miles east of the Bainlander Lodge is less than a day’s hard ride from Stonepike.
Now, for a description of Stonepike itself:

It is with a mixture of relief and forboding that, several hours later, and far into the afternoon, the Companions crest a hill and look for the first time as the ancient Dwarven Mansion of Stonepike.
Dozens of houses and other buildings can be seen through the open Gates sitting in the center of tall stone walls, their entire length pitted and scored. Atop the Wall, stout figures in Boar-faced helms can be seen, spears and crossbows held at ease, though their eyes are sharply scrutinizing you.
At the Gates, a guard approachesm his boots spattered with mud and grime, as is the cobbled road behind him.

Beyond the Gates and the protective Wall, a small town lays. In actuality, there are perhaps 30 buildings above ground, with Urgan mentioning that most of the Folk live in the mountainside itself, as is natural.
Of what he speaks becomes evident, as you set eyes upon another Gathe, this one set against the Mountainside itself, this one clearly shut, great iron doors closed to the outside.Algram rides off to a nearby building, dismounts and goes in.

Urgan points at the building and says 'Thet be an Inn for travellers, though few do we get these days.

At the Inn, young Dwarfs take the reigns of your steeds, leading them to the Stable, and another shows you inside.
The interior is dim and smoky, with the only patrons being a half dozen Bainlunders and an equal amount of Dwarves, Miners by the look of them.
A dour faced old Dwarf Matron *ahems* and looks to you for what you'd like, as a conspicous space has already been made for you at a large table, and all eyes seem to be upon you.​
There was also this about Stonepike:

  • The Stonepike inn is named the Blue Goblin
  • On the upper level of Stonepike Manor, six flights of stairs above the entrance, is a passage lined with suits of armor that resemble past Lords of the Manor.
  • Stonepike Manor has two main levels.
Here is yet more description of the Manor itself, hewn from solid rock:

Making your way down the stairs to the lower levels, you are quite impressed with the level of detail that the Stonepike Dwarves worked their home with. Torch Sconces are ornate with scenes of warriors,anvils, mining and everyday life of Chennet's Folk. Murals painted upon walls in the stairways show the history of the place.The flagstones of the floor are patterned in intricate and beautiful designs of pale blue, russet red and the most beautiful shade of pale green.

The Lower level is much cooler than the upper level, although there is an obvious clash of temperature, as the Forges to the South conflict with the river that travels into the Hold. Several Dwarfs are fishing in the water, glancing at you nervously, though not with alarm, as you are obviously not the beast. The Causeway leading to the Crypts is a low affair, the walkway a mere foot above the level of the water.One of the fishermen sees you looking at it and says 'Fear not thet ye'll ghit stranded, friends. The water never gits higher then the causeway. Fact is, we kin shut 'er off as well, with a small dam near where the river enters the Hold.'​
Some more facts about Stonepike:

  • Water enters the lower level of Stonepike from the west. The water flows in through a passage with a low ceiling.
  • The river that flows through the lower level of Stonepike emerges about a half-mile later outside the Manor, in open air.
And here is a description of the crypts on the lower level of Stonepike:

Moving into the Crypr Chamber, all are filled with a somber reverance. Here were hundreds of years of Family. The heads of stone coffins showed from the wall, with plaques and runic inscriptions around the rim of each.
Upon the floor, small braziers stood, the remains of incense, some long burned, some no more than a day old, stained the insides, the smell of mingling herbs hanging lightly in the chamber.

There was no sign of any destroyed graves, such as might exist with some Undead.​
And some final facts about Stonepike:

  • There is a 4 foot by 2 foot cleft in the ceiling of the crypts of Stonepike.
  • The upper halls of Stonepike about about 90 feet above the crypt.
  • The cleft in the roof of the crypts of Stonepike leads up to a place that could be used by a beast as a lair. From there, a fissure continues deep underground.
  • The fissure leading from the crevice in the roof of the crypt in Stonepike has been sealed by the Dwarves.
 

El Jefe

First Post
Discussion -- (Adventure) The Haunted Halls of Stonepike

I do have a few comments here, mostly to do with the location of Stonepike Manor.

My main comment is the description of the location of Stonepike only loosely corresponds to the map we've been using, and that it doesn't agree with any of the other adventures we've run in that general area (not that all the others agree with themselves!)

I'll start with the dwarves boast that they can get from Orussus to Stonepike in under two days, although it's over a hundred miles. Well, unless they have a special breed of dwarven pony that is faster than a light warhorse, it's not going to happen. Secondly, according to the map, it's nearly 200 miles just from Orussus to Bainlunder Lodge. So, I'm not sure about the three days it supposedly took the party to reach Stonpike. I'm chalking it up to Uriel following his usual practice of making up an adventure as it goes along.

The directions for reaching Stonepike from Orussus don't work, either. Supposedly, you take the "Great Eastern Road" from Orussus, and 3 hours before sundown, you reach a ford over the River Grellgo. First, the "Great Eastern Road" from Orussus never crosses a river, nor comes close to one until it reaches Fallon. To get to the Grellgo, you have to turn south on the road to Lathirn, cross over the River Roars, then head offroad to the east for some ways. I prefer to think that this is a small, little-traveled road running from the road to Lathirn east to Bainlunder lodge. Because the road is seldom used, it's not on the map. Yeah, that's it! Ironically, if the party is mounted on fast horses, it can just barely reach the Grellgo from Orussus in one long day. Any slower mode of travel won't make it.

Uriel's description of the Grellgo doesn't match some of the others, but I can dodge that by saying that the part of the Grellgo that the seldom-used and unnamed road fords is some distance upstream from the location of other descriptions of the Grellgo.

The only other thing I noticed is that there were two maps of Stonepike Manor, one for each level, and the stairs leading down from the first level do not match with any location on the second level. I suppose you can arm-wave around that, too, though.
 

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