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Published by necron43, 2024-06-01 10:05:35

Curse of The Userper (Compressed)

Curse of The Userper (Compressed)

Inns, Taverns, and Entertainment Roleplaying Snick the Guzzling Snick speaks in a scratchy, guttural voice and spends most of his time suspiciously eyeing his customers and grumbling under his breath. Snick (1 Stat Block) is a neutral evil goblin. Snick is greedy by nature and charges two times the normal cost for drinks and food in his tavern or accommodations. Snick has one rule: Do NOT break anything. Breaking anything at all in the Guzzling Goblin results in Snick demanding the permanent removal of the individual that did the breaking—a rule enforced by the patrons of the tavern who do not wish to lose their own drinking privileges. In the event that a bar fight breaks out or the characters do anything to harm Snick, the characters are attacked by 5 thugs. Roleplaying the Patrons The patrons are a mix of bandits, spies, and thugs. The number of patrons is at the discretion of the Game Master, but 1d8 bandits, 1d6 spies, and 1d10 thugs is suggested. All of these patrons have chaotic alignments, with most being chaotic neutral. The patrons are lowlifes of Havdhir, and most wouldn’t hesitate to pick a pocket or slit a throat if there was coin to be made. Shopping The tavern has the following items available for sale in quantities determined by the Game Master. The Guzzling Goblin may have additional items in stock as determined by the Game Master. • Gallon of ale (4 sp) • Guzzling Goblin Gurgler (50 gp) (1 Item) • Lodging (per day) (14 cp) • Meals (per day) (6 cp) • Mug of ale (8 cp) Bounty Board Snick has a bounty board on his wall, with its targets paid for by the Grifter’s Guild, by nobles out for revenge, or sometimes even legitimate bounties established and paid for by the Havdhir guard. Snick facilitates the payment of bounties for his clients, affording many of the collectors an invaluable sense of anonymity. The bounties can be used as potential spin-offs for side quests or random encounters. • A half-orc named Borg eloped with a noble’s daughter. The noble wants the half-orc “dealt with” and his daughter returned to him, offering 5 gold pieces as a reward. •A dwarf named Boris stole a gemstone from one of the governors of Havdhir. The governor wants the gemstone back in his own possession and is willing to pay 15 gold pieces for its safe return. • A fisher near the docks has had her stock stolen each night. She believes merrow have been swimming up to the dock and stealing her fish and asks for their eradication, paying 1 gold piece per merrow head. • A man named “Constantine” is wanted dead, 30 gold pieces (no other details are given). • A benefactor is suspicious that Erwin the undertaker of the cemetery is not who he says he is. The benefactor is asking for investigators to interrogate Erwin and explore the cemetery to uncover if he is an impostor, offering 50 gold pieces for proof that he is not who he says he is. • If the characters are 3rd level or higher: Mimics have infested a shipment of artifacts in Percival’s 51


Appraisal, and the owner is willing to pay 40 gold pieces for their removal. This leads to the side quest “Appraising a Mimic.” Loot Characters might attempt to steal items from the Guzzling Goblin; in which case, the items available for theft and on display are at the Game Master’s discretion. Anyone caught stealing from the Guzzling Goblin is kicked out for the day (forcibly ejected by the patrons). Anyone caught stealing from a patron will be attacked by that patron, but no one else will care. The Crystal Lounge The Crystal Lounge is an upscale bar located inside Stonecentre. It’s a marvelous place for the affluent citizens of Havdhir to enjoy lively entertainment, to sample some of the best spirits available, to occasionally make deals, and to entertain clients. Exterior This building is spectacular to behold, built of black stone with veins of silver and set with dozens of oval windows, each surrounded by small bits of glowing crystal. The building itself boasts a large glass door, in front of which a massive dragonborn clad in gold armor (set with the same glowing crystals) folds his arms, pushing a ragged-looking woman away from the door and flaring his nostrils angrily. Drelzigok acts as a bouncer in front of the Crystal Lounge. Residents of Stonecentre presenting the cloaks associated with their residence can enter the bar, but anyone else has to pay a 10 gp cover fee to enter. Those not wearing “proper attire” (hyperfashionable, regal, clean, or expensive-looking clothing) are turned away regardless. Weapons are not allowed within the establishment. If the characters brought weapons with them, Drelzigok will request the weapons be left with him. Roleplaying Drelzigok Drelzigok is a blue dragonborn. He wears polished armor that is gilded with fake gold and speckled with the same glowing crystals that give the lounge its name. Drelzigok takes his job very seriously, and anyone attempting to enter the bar by intimidating, bribing, or tricking him has disadvantage on the skill checks to do so. Drelzigok (1 Stat Block) is a lawful neutral dragonborn. Drelzigok thinks his armor is a bit ridiculous and has asked the owner several times if he can wear something more practical and less gaudy. However, his requests are always denied. If asked about his armor (or at a time of the Game Master’s choosing), read the following aloud: The dragonborn lets out a great sigh, “I wish I could convince Selene to let me wear something less gaudy and more befitting of a bouncer, but she never listens to me. If you could convince her to let me wear something less embarrassing, you can have this old armor. I hate it!” The side quest “Appropriate Attire” continues on page 54. Interior Entering the building, you are astounded to find thousands of glowing crystals glittering on the ceiling. The crystals are all manner of colors that shift hue in waves of light. One section of the ceiling on the far side of the buildings spells out “The Crystal Lounge” in glowing red crystal. There are a myriad of red-cushioned marble seats set all about the dimly lit bar. A long, semicircular bar rests at the other end of the building with crystal lights gleaming beneath dozens of vintages on the wall. A tiefling woman wearing an elegant red dress is chatting across the bar with a patron. Around the room you can see various people who all appear to be dressed in finery, sipping expensive-looking drinks and chatting with one another. 52 Inns, Taverns, and Entertainment


Inns, Taverns, and Entertainment 53


Selene Glintyal is a tiefling heiress who runs the Crystal Lounge. She has a few workers, all of them always dressed to their best, but she enjoys tending the bar herself, learning new things about the clients who frequent her establishment. Roleplaying Selene Glintyal Selene built the Crystal Lounge using money inherited from her late mother. She is an eccentric, fond of gaudy and bright things, and is always looking for excitement. Selene has a habit of making other people feel at ease when she wants to, or incredibly uncomfortable when she doesn’t. She enjoys playing games with people and especially delights in tormenting the stoic bouncer of the bar, Drelzigok. Selene Glintyal (1 Stat Block) is a chaotic neutral tiefling. Roleplaying the Patrons The patrons are a mix of nobles, Havdhir guards (1 Stat Block), and knights. The number of patrons is at the discretion of the Game Master, but 2d10 nobles, 2d6 guards, and 1d6 knights is suggested. The patrons have a mix of all forms of alignment, apart from chaotic evil. The patrons are refined, genteel, and often snobbish, looking down their noses at others. Shopping The Crystal Lounge sells only top-tier alcohol. The lounge has the following items available for sale in quantities determined by the Game Master. Selene may have additional items as determined by the Game Master. • 500-year-old aged elven wine (10 gp) • Crystal elixir (75 gp) • Dwarven ale flecked with gold (5 gp) • Harpy’s song (25 gp) (garnished with harpy’s song feather (1 Item)) Loot At the Game Master’s discretion, each of the patrons may carry valuables worth 1-100 gold pieces. The Game Master may determine the amount that each of the patrons is carrying or may roll a d100 to determine how much a particular patron has. Characters might attempt to steal items from the Crystal Lounge; in which case, the items available for theft and on display are at the Game Master’s discretion. Anyone caught stealing from the lounge or its patrons receives a one month ban from the establishment, and the Havdhir guard is quickly summoned (they heavily patrol the Stonecentre district) to dispense justice in accordance with Havdhir’s legal system. Side Quest: Appropriate Attire Recently, Selene was experimenting with a new drink, harvesting some of the poison from the stinger tail of imps to give a special kick to this curious cocktail. The drink is called “Devil’s Draught.” Unfortunately, the imps recently got loose in the Crystal Lounge Distillery. If the characters ask about Drelzigok’s attire, she responds: “Ah, yes, he is always going on about not wanting to wear his outfit, but it attracts attention! And attention means customers!” Reward Selene is willing to allow Drelzigok to wear whatever he wants if the characters can handle the imps flapping around the distillery. If the characters capture the imps instead of killing them, she will throw in free drinks at the Crystal Lounge for 1 week (but the drinks cannot be taken out of the establishment). 54 Inns, Taverns, and Entertainment


55 Crystal Lounge Distillery You descend stone steps lit by glowing crystals embedded in the walls. The sounds of frivolity above fade and are replaced by the bubbling and churning of great vats brewing various alcohols beneath the lounge. You enter a chamber with several of these massive vats; stacks of barrels filled with aging wines and liquors line the walls—many of these containers cracked open and leaking on the floor. A few alchemical tables are set up, each with buckled leather straps designed to hold small creatures in place. Crates filled with supplies for creating mixed drinks are stacked high, and, fluttering around these crates, you spy a small, winged devil. Selene set up the restraints on the alchemical tables to imprison the imps while she drained their poisons to make her new, “chique” drink, but failed to realize the imps could shapechange into other forms, easily escaping their bonds when she left the distillery. Ever since their escape, the imps have been causing havoc: drinking the liquor, trashing the distillery, and having a small soirée of their own. If the flying imp spots the characters, read the following aloud: The devil lets out a high-pitched cackle. “Oh, look! New playthings! Your mistress pulled some of the poison from our tails but we will be sure the rest is stuck right in your veins!” the creature shouts before vanishing from view. Its call is answered by echoing laughter around the chamber and the sound of flapping wings… 3 imps fly around the distillery. When they spot the characters entering, they either turn invisible or turn into animals to befuddle the characters. The imps are likely to be hostile toward the characters and move to attack them, but at the Game Master’s discretion they may instead attempt to confuse and distract the characters with various antics. Loot 2x Devil’s Draught (common) (1 Item) 10x Barrel of fine dwarven ale (80 gp each). Note that the barrels are exceedingly heavy and difficult to remove from the distillery. 5x Bottle of aged elven wine (10 gp each) 10x Crate of ingredients (1 gp each) Inns, Taverns, and Entertainment


Returning to Selene If the characters kill the imps: Selene is exceedingly grateful and tells the characters to inform Drelzigok that he can wear whatever he likes. If the characters capture the imps: Selene is ecstatic and immediately pours whatever drinks the characters want, making good on her promise of free drinks for a week (but mentioning they cannot leave the Crystal Lounge with their beverages). She also tells the characters to inform Drelzigok that he can wear whatever he likes (as soon as they are done with their drinks of course). In addition, the lounge adds Devil’s Draught to its inventory of beverages, selling the drink for 50 gp per bottle. Returning to Drelzigok If the characters have been successful in their mission, they can inform Drelzigok of the good news: He no longer has to wear his “ridiculous” uniform. As soon as Drelzigok hears the good news, read the following aloud: Drelzigok lets out a great bellow of joy, immediately doffing his armor and hurling it to the ground with glee. “If you want it, you can have it!” he says, gesturing at the armor and beginning to don a suit of spiked, black chain mail that he apparently has been dragging to the lounge in a sack for just such an occasion. Reward Crystal Lounge decorative armor (common) (1 Item) The Sunken Dream Tavern Exterior This tavern is quite literally half-sunk into the ocean on the coast of Havdhir. Windows made of melted green bottles cast an eerie light from the tavern interior, and a twanging sailor song can be heard issuing from within. The structure appears to have been formed from a derelict ship with various rickety additions tacked on. The Sunken Dream Tavern is formed from the hulls and pieces of wrecked ships and is partially sunk into the ocean. The tavern is located in the Barnacle Barrows district. This tavern is frequented by the poor and lowly of Havdhir and sells the cheapest swill imaginable. The tavern is best-known for its animated tentacle of a kraken that resides near the sunken portion of the establishment leading out to the open sea. There is the opportunity to win gold from the tavern owner via a “Kraken Contest.” Weapons are allowed in the tavern, since few would venture around the Barnacle Barrows district unarmed. The Sunken Dream Tavern Interior The inside of the tavern smells strongly of seawater and fish. Rough-looking sailors sit at tables covered in barnacles and algae. A surly dwarf sits behind a ramshackle bar that’s seemingly formed from the prow of a wrecked ship. His feet are resting firmly upon the counter. The far end of the tavern has sunk into the ocean, and the tavern itself is pitched at an angle leading down into the water, causing drinks to occasionally slide along the tables. As you watch, a man reaches down into the murky water, and a tentacle lashes out, grasping the man’s arm! He struggles with the tentacle to the cheers of many of the tavern-goers. “Kraken Contest!” shouts one of the patrons, and the patrons flock around the man, watching as he struggles with the grasping appendage. Eventually, he pulls a severed tentacle forth from the water and then releases it. The tentacle crawls back into the depths like some form of horrific inchworm. “Two gold pieces for Barty!” shouts one of the patrons, and the dwarf behind the counter reluctantly tosses a small satchel the man’s way. Izak Pilf, a former dwarf sailor, owns the Sunken Dream Tavern. Roleplaying Izak Pilf Izak has only one good eye: The other is clouded over with what he describes as “sea mist.” He lets out an almost constant cough and stumbles around the bar bent over and hacking. Izak Pilf (1 Stat Block) is a neutral dwarf. Izak is extremely proud of his bar, which he pieced together from the remnants of ships; one of which was named the Floating Dream—hence the name of the half-sunken bar. Izak takes great offense to anyone bad-mouthing his establishment and has a deep resentment for the Crystal Lounge and its proprietor, Selene; referring to the establishment as “prissy.” Izak is the owner of an animated tentacle that is used for “Kraken Contests.” He won the animated 56 Inns, Taverns, and Entertainment


tentacle from a necromancer that visited his tavern several years prior, and (while he is normally incredibly taciturn and gruff) treats the tentacle as a beloved pet, often crooning to it and petting it when he thinks no one is watching. The tentacle responds to Izak’s commands, but he never commands it to stop a contest once it has begun. Izak knows the animated kraken tentacle in his bar brings in a great deal of customers and entertainment. Any attempt to harm the tentacle is treated as a bannable offense, as is harassing any of the regular patrons in the tavern. Most of the customers present are regulars that have been drinking in the Sunken Dream for decades. Roleplaying the Patrons The patrons are a mix of commoners, bandits, and thugs. The number of patrons is at the discretion of the Game Master, but 1d12 commoners, 1d6 bandits, and 1d6 thugs is suggested. All of these patrons have chaotic or neutral alignments, with most being chaotic neutral. The patrons are rough around the edges, most of them long-time residents of the Barnacle Barrows district. Many are sailors, petty criminals, or fishermen trying to eke out a living in Havdhir. Shopping The Sunken Dream sells the foulest alcohols in all of Havdhir and at the lowest price. The tavern has the following items available for sale in quantities determined by the Game Master. The Sunken Dream may have additional items in stock as determined by the Game Master. • Bottom shelf wine (pitcher) (1 cp) It appears to have “gone off” and has floating bits of gods-know-what in it. • Mermaid’s piss ale (gallon) (1 cp) (1 Item) • Micalmork’s gin (3-pound container) (1 sp) (1 Item) Izak sells this drink only to patrons that have won a contest against his animated kraken tentacle, since he has very few bottles of this “fine vintage” in stock. Inns, Taverns, and Entertainment 57


Loot Characters might attempt to steal items from the Sunken Dream; in which case, the items available for theft and on display are at the Game Master’s discretion. Anyone caught stealing from the Sunken Dream or its patrons is attacked by Izak and all the patrons of the bar, who administer their own system of justice by attempting to drown the thief in the sunken portion of the tavern. Side Quest: Kraken Contest Tavern-goers can challenge the animated tentacle (1 Stat Block) to “arm-wrestling” matches by sticking their hands in the water. Winners are paid 2 gold pieces when they are able to tug the animated tentacle from the depths. However, the tentacle has been known to drag sailors and patrons of the tavern into the water, pulling them out to sea, and drowning them; which, of course, is what makes the contest fun for the onlookers. Usually, no one drowns, but the risk is what draws tavern-goers to the contest over and over… not to mention 2 gold pieces is well worth the risk of death for many of the destitute residents of the Barnacle Barrows district. When a creature places an appendage in the water, the tentacle lashes out, and the contest begins. The creature initiating the contest makes a Strength (Athletics) check opposed by the animated tentacle’s Strength (Athletics) check. Each round, a new check is made until one of the parties wins three of the contests. If the creature succeeds, the tentacle is grappled and pulled from the water, and the creature wins the match. If the tentacle succeeds, the creature is grappled (escape DC 16) and dragged 15 feet through the water into the open ocean, as the tentacle attempts to drown the grappled creature before returning to the tavern. Reward A character who defeats the tentacle is given 2 gold pieces by Izak. A creature can only challenge the tentacle once per day. If the tentacle is killed, Izak spits angrily and demands the perpetrator leave. Morvin’s Sorrow Pit A rickety elevator of ancient wood and metal creaks as it is lowered down on a frayed rope, descending into the darkness beneath Havdhir. As the elevator screeches to a halt, the light above is swallowed up, replaced by the soft red glow of magical lanterns hanging in the chamber beyond. You can hear shouting. Looking across the way, you can see a crowd of rowdy people cheering in front of a massive cage made of rusted iron bars that reach from the floor to ceiling. The bloody light casts shadows of red and black across the scene, and you can see a scrambling dwarf trapped within the pit screaming as a massive troll lifts him easily into its mouth, biting his head off with a sickening crunch… to the cheers of the onlookers. “Oy!” a half-orc calls to you, lumbering over to the elevator, “You wanna watch a match, you gotta pay 1 silver piece each to view for the day.” Morvin’s Sorrow Pit originally served as the last mining attempt made in Havdhir. Morvin, a wealthy dwarf merchant, believed a vast vein of precious ore still ran beneath the city. He invested all his wealth into the formation of this final mine, only to find that the stone was as dry and devoid of ore as the rest of mines dug by the Iron-Sails clan thousands of years prior. Morvin died penniless and heartbroken, leaving behind nothing but an empty mine with his name inscribed upon it and a carving detailing his sorrows. Years later, seeing an opportunity to make a bit of coin, a half-orc named Gronth established an arena in the mines, using the already dug out areas as fighting pits and cannibalizing the old structures to form cages to host the fights. Normally, he is not one for sentimentality, but Gronth recognized the self-starter dream of the mines’ creator and named his new arena in his honor: “Morvin’s Sorrow Pit.” Gronth pays off the local authorities, burying reports of his activities and ensuring that the city guard turns a blind eye to his operations that fall very much in a gray area in terms of Havdhirian law. Gronth personally greets everyone entering the pit—firstly, he wants to know exactly who is coming into his establishment, and secondly, he doesn’t trust anyone else to handle his money. Gronth does not let just anyone participate in the arena fights. He wants to put on a show, and a slaughter (while occasionally entertaining for his patrons) gets old after a while. If the characters 58 Inns, Taverns, and Entertainment


wish to participate in a match, Gronth demands some display of their abilities—this could be in the form of a contested Strength check, the casting of a spell more powerful than a cantrip, sprinting through the crowd while dodging the other patrons with a successful DC 13 Dexterity check, or other displays of ability. Roleplaying Gronth Gronth owns and operates Morvin’s Sorrow Pit. He is a shrewd businessman and has many ties to criminal organizations within the city. Gronth is battle scarred and talks in a guttural voice. He never minces words and prefers silence as an intimidation tactic during conversation. The half-orc is massive and muscular. He wears simple, dark garb that’s dyed blood-red, which allows him to more easily blend into the shadows if he ever needs to. Gronth (1 Stat Block) is a neutral evil half-orc. Roleplaying the Patrons The patrons are a mix of commoners, bandits, and thugs. All of these patrons have chaotic or neutral alignments, with most being chaotic neutral. Some of the patrons have had a good bit to drink. Others are betting on the matches, and some are making underhanded deals with one another. Entering the Contests To enter a contest the characters must first convince Gronth that they are worth a show. Combatants are entered in either “death matches” or “knockout matches.” Knockout matches pay less than death matches, but the characters may wish to enter a knockout match to confront a foe that could otherwise prove deadly. Some contestants may not allow for knockout fights and will only fight in death matches. Inns, Taverns, and Entertainment 59


Potential Combatants The Game Master could create an endless selection of opponents to fight in the pits, but some suggested combatants and their motivations are given here: Cuddles Opponent 1 Brown Bear Description Cuddles is an extremely violent bear that’s kept in one of the pits near the main arena. Cuddles is periodically starved before matches and sees anything within the arena as a source of food. A creature offering Cuddles meat has advantage on Wisdom (Animal Handling) checks related to Cuddles. Matches death match Difficulty Easy Reward 16 sp The Ashformers Opponents 5 Goblins Description This vicious group of goblins is formed entirely of pyromaniacs who delight in setting their enemies on fire. Each of these goblins carries a torch it uses to set alight anything flammable. Matches knockout or death match Difficulty Easy-Medium Knockout Reward 5 gp Death Fight Reward 10 gp Infernal Eviscerators Opponents 2 Imps Description The Infernal Eviscerators are a band of imps hoping to start a new cult and gain souls in Havdhir, but to do so they need a bit of coin. Hence, the pit fights. Matches knockout or death match Difficulty Medium-Hard Knockout Reward 10 gp Death Fight Reward 20 gp The Bearded Brigands Opponents 3 Thugs Description The Bearded Brigands are three dwarf brothers who were formerly bandits. Seeing a way to avoid the constant harrying of the law, they adopted new identities in the arena and now make their coin by “legally” murdering people. The Bearded Brigands are known for never showing mercy to a combatant. Usually, two of the brothers use their maces to hold enemies at bay while the third fires into the fray with his heavy crossbow. The trio are never far apart, utilizing Pack Tactics to the best of their abilities. Matches death match Difficulty Medium-Hard Reward 20 gp Skagg the Biter Opponent 1 Troll Description Skagg the Biter is the current champion of the pit, lording over it as a fan favorite for years. Skagg is known for biting the heads off of his opponents. While fighting, he is bolstered by the cheering crowd, granting him a d6 which he can add to any one roll he makes during the fight. Matches knockout or death match (If the characters have beaten Skagg in a knockout fight, he will only accept a death match, his “honor” having been tarnished.) Difficulty Deadly Knockout Reward 50 gp Death Fight Reward 100 gp. If Skagg is defeated in a death fight, the characters are crowned champions of the arena. After this, it is very likely that other contestants will only challenge them to death matches, hoping to claim the title for themselves. The characters also gain the respect of Gronth, who offers them a place to stay in a small shack he owns near the pits. He does this so that they can fight in the matches more often. The one-room hovel consists of little more than a fireplace and bed. 60 Inns, Taverns, and Entertainment


Civic Buildings 61


Civic Buildings Civic Buildings Havdhir Notary and Exchange A polished, white marble building of dwarven design stands near the port. Gold lettering carved in a multitude of languages above its edifice reads “Havdhir Notary and Exchange.” Within the building, dozens of stone desks, stacked high with papers and ledgers, are attended by dwarves, humans, and half-a-dozen other creatures—all rifling through the papers. The Havdhir Notary and Exchange serves as a hub for converting currencies from far-off lands, drafting business contracts, reviewing legal papers, providing documentation for the purchase of ships or property, as well as offering underwriting services. The characters can collect the reward they earned from Vrormir by visiting the Havdhir Notary and Exchange and handing over his promissory notes. Each promissory note is worth 5 gold pieces. They might also attempt to forge documents using Vrormir’s promissory note stamp, but using the stamp in Lorton Bank or the Havdhir Notary and Exchange will only reveal that Vrormir has spent most of his finances searching for the lost city of Shjekhel. After their initial 5 gold pieces each have been removed Vrormir’s account, it has a paltry 20 gold pieces remaining. The Havdhir Notary and Exchange is also the place to arrange travel by sea, as you cannot travel on a Havdhirian ship without a charter like the ones purchased here. Hiring-charters for ships and their crews have the following rates. Galley (300 gp per day, +160 gp per day for crew expenses) Keelboat (30 gp per day, +6 gp per day for crew expenses) Longship (100 gp per day, +80 gp per day for crew expenses) Rowboat (1 sp per day) Sailing Ship (100 gp per day, +60 gp per day for crew expenses) Major Quest: Vrehnor Isle (deadly at 1st level) At a time of the Game Master’s choosing, while the characters are in the Havdhir Notary and Exchange, read the following aloud: “I am telling you, it is a GENUINE treasure map! Everyone says that island has treasure on it, and THIS is an official map!” a young boy shouts at a disgruntledlooking dwarf who sits hunched over one of the counters. “I am sorry, lad, but I can’t verify it. I can’t give you a charter to go to that island if it’s a fake—too many people much older than yerself have gone missing over there… They say the isle is haunted.” John Mason, a young boy native to Havdhir, discovered what he believes to be a legitimate map to the hidden pirate’s treasure on Vrehnor Isle. He found the map in the possession of a dead sailor lying in an alley. The notary, a dwarf named Ivan Hearthstone, cannot feasibly approve a charter for the young boy without at least confirming the map he has found is legitimate. The Notary and Exchange works closely with the Shipbuilder’s Guild in Greyport, ensuring appropriate charters are filed for ships making voyages in or out of Havdhir. Anyone caught traveling without a charter is subject to questioning by the navy patrolling the waters around the city as well as receiving potential fines. Roleplaying John Mason John shows his map to anyone that will listen, insisting that it is a legitimate treasure map. 62


He refuses to part with the map or allow anyone to copy it unless they offer to take him along to Vrehnor Isle and split whatever treasures they find with him. John talks excitedly and vehemently about his map, rambling on and on, and he waves it around in the air regularly. John Mason (1 Stat Block) is a chaotic good human. Roleplaying Ivan Hearthstone Ivan is a disgruntled notary who is tired of his job. He WANTS John to be correct (a genuine treasure map would at least add a bit of excitement to his dull days of paper pushing). A character has advantage on attempts to convince Ivan to grant a charter to Vrehnor Isle. Ivan speaks in an exasperated tone and often lets out great “huffs” of air while he speaks. Ivan Hearthstone (1 Stat Block) is a lawful neutral dwarf. A hiring-charter for a small vessel to take to Vrehnor Isle is free, so long as the characters can prove they have access to a legitimate map to the treasure. (Ivan is so pleased at the idea that he’s willing to write off the cost.) If the characters have in their possession the treasure map found in the Captain’s Quarters during the prologue, “Tavernsbane Freighter,” the maps can both be confirmed as legitimate. The characters can also obtain the free charter if they have spoken with Vlaskor and present the official documentation for a charter granted by the Havdhir guard to find the ship the Marigold, which was last spotted headed toward Vrehnor Isle. Otherwise, the characters will be allowed to purchase charters for themselves at standard rates. The quest “Vrehnor Isle” continues on page 120. Hall of the Triumvirate Exterior A large, stone building sits in the center of a massive garden surrounded by a cobblestone square. Various fountains, statues, and wellmaintained plants dominate the garden, which has paths lined with large stone braziers that run all the way up to the entrance of the building. The building itself has a domed roof that’s plated with metal and has a massive, ornamented archway leading to the interior of the building. In front of the entryway stand several rows of guards as well as a few armored mages, who seem to be scanning the passing crowds. A man dressed in resplendent robes stands behind a stone pulpit, reviews a piece of parchment handed to him by a woman, then shoos her away. The Triumvirate leaders regularly meet in this building, which is sometimes jokingly referred to as “the Ladle,” due to its domed metal roof and location at the center of Havdhir, the Cauldron. Most often, the members of the Triumvirate are attempting to set up new deals with one another, work out trades or partnerships with some of the lesser members of their guilds, or conduct other matters of business relevant to the city. The Triumvirate is also in charge of passing laws, maintaining public spaces, paying the Havdhir guard and military, and running the city as a whole. Many consider a government run by the three largest companies in Havdhir to be deeply corrupt, and they would be entirely correct. The Triumvirate does very little that does not aid their business ventures or help gain the favor of the common folk as a publicity stunt. The Hall of the Triumvirate is an “open” chamber, and anyone is allowed inside once they have been examined by the guards outside. Usually, supplicants have to request an appointment or wait for several weeks or months after bringing their plea to a representative of the Triumvirate who stands just outside the entrance behind a large stone pulpit. 2 Havdhir mages (1 Stat Block) and 10 Havdhir guards (1 Stat Block) protect the entrance to the Hall of the Triumvirate. Phillius Pennyworth acts as the representative for the Triumvirate, dealing with requests to see them. Civic Buildings 63


64 Roleplaying Phillius Phillius is a middle-aged man with graying hair, extravagant robes befitting his station, and a fine cane, which he often raps on his pedestal when making declarations. Phillius speaks in a condescending tone and often turns his nose up at those not dressed in noble attire, as though he smells something foul. Phillius Pennyworth (1 Stat Block) is a neutral human. As the characters approach the building, Phillius calls out from his pedestal: “Do you have an appointment to see the Triumvirate or a supplication to see them? All supplicants must speak with myself, Phillius, representative of the Triumvirate.” If the characters have reached level 4, they are wellknown and respected in the city; and when their request is made, Phillius responds: “Oh! I know you fine folk! You’ve been quite a boon to Havdhir of late. Of course I can move some things around… just a few minutes… the guard will search you, and then I will present you to the Triumvirate myself!” Civic Buildings


65 If the characters are below level 4, they are not well known enough, and Phillius treats them as common riffraff, responding: “Hmm… I see…. Well, the Triumvirate does not have any appointments open at this time. If you wish to wait a few hours, I suppose we could squeeze you in between the tax reform request and the claim regarding unsafe working conditions at the wharf. You are lucky, you know—it usually takes weeks or months to speak with the Triumvirate. Wait here a few hours, allow yourselves to be searched by the guards, and I can try and fit you in.” With the host of guards at his disposal, Phillius cannot be intimidated, but he could be deceived or persuaded to allow the characters to enter the Hall of the Triumvirate immediately with a successful DC 15 Charisma (Deception or Persuasion) check. Characters can also bribe him, lowering the DC by 1 for each 10 gold pieces they offer. Anyone entering the Hall of the Triumvirate is thoroughly searched by the guards, with the mages casting the detect magic spell to determine if anyone is attempting to sneak something suspicious into the Hall. Weapons, armor, magic items, potions, and poisons are all confiscated with the promise that they will be returned once the characters leave the hall. A character may be able to hide an item on the character’s person with a successful Dexterity (Sleight of Hand) check opposed by the guards’ and mages’ Wisdom (Perception) checks to spot the item being hidden. Hall of the Triumvirate - Interior When the characters are allowed to enter the Hall of the Triumvirate, read the following aloud: Phillius motions the guards aside, walking up to two massive wooden doors serving as the entrance to the hall. Phillius throws the doors open, sweeping his hands forward as he presents you. “Your latest appointments, good sirs and madam,” he says, closing the door behind you as you enter. The hall is massive and ancient, carved with dwarven statues which hold up the vaulted ceiling. Various paintings line the walls, and the floor is polished marble. A set of shallow steps leads up to a circular stone platform upon which three stone thrones sit in a semicircle. In one of the chairs sits a bored-looking man in a massive, wide-brimmed hat. In the second, an elvish woman glares at you. In the third chair, a portly dwarf chewing on an entire wheel of cheese turns to you for a moment before returning to his meal. “Who are you, and what brings you here?” calls the elf, folding her arms across her waist. Ivar Lorton, Sir Archibold Scath, and Verillin Sylva sit in the Hall of the Triumvirate, waiting for the characters to introduce themselves. Roleplaying Ivar Lorton Ivar is robust, with a beard that’s often filled with crumbs of bread, cheese, or meat; he is known for being a glutton. Ivar speaks with a guttural huff, and his appearance and voice have earned him the nickname “the Bulldog.” Ivar is a middle-aged dwarf and leader of the Iron-Lenders Association. He has sat in his seat on the Triumvirate for nearly a century and always casts votes in the interest of the Iron-Lenders Association… ALWAYS. Ivar wears gold-trimmed fur robes with a large belt strapped under his bulging belly. Ivar Lorton (1 Stat Block) is a lawful neutral dwarf. Civic Buildings


Roleplaying Sir Archibold Scath Sir Archibold wears a captain’s outfit with an exceptionally large, wide-brimmed hat that he is very fond of. He has a smartly-trimmed goatee and a well-maintained mustache. He speaks in a cavalier tone, almost as if he were onstage. Sir Archibold Scath is not a true noble, having supposedly “won” his title from a lord in a card game. Still, he has made more than enough money as the leader of the Shipbuilder’s Guild to earn his place in the upper echelons of Havdhir society… even if the other members of the Triumvirate secretly look down on him for his “lowborn” beginnings. Sir Archibold began life as a lowly cabin boy but rose to the rank of captain as a privateer, and he eventually made enough coin to purchase a fleet of ships used for transporting goods. Since then, he has risen to a prominent position as leader of the Shipbuilder’s Guild. Sir Archibold thought that being a member of the Triumvirate would be exciting, but he has instead found the constant political intrigue and legal banter to be extremely boring. Sir Archibold Scath (1 Stat Block) is a chaotic good human. Roleplaying Verillin Sylva Verillin is always dressed in slimming black robes and wears blood-red jewels gifted to her from the vampires of Mornhaven. Verillin speaks in a quiet, cold tone. Her voice always carries weight, and few would dare interrupt her. Verillin is out for her own best interests first and foremost, and she has seen other Triumvirate leaders come and go time and again. She thinks herself superior to the rest of the Triumvirate and would take power over all of Havdhir if given the chance. Verillin sailed to Havdhir hundreds of years ago and was one of the merchants to sign the Crimson Concordat. Verillin Sylva (1 Stat Block) is a neutral evil elf. Requesting Entrance to Azkhell’s Tower If the characters have reached level 4, having established names for themselves in the city, read the following aloud: 66 Civic Buildings


67 “Ah, yes; you have earned quite a name for yourselves of late,” Verillin croons, eyeing you over a goblet of wine that she lifts to her lips. “Indeed…well done.” “The people of Havdhir speak highly of you,” Ivar calls between mouthfuls of bread and the occasional gulp of ale. Sir Archibold frowns, “We haven’t allowed anyone to visit Azkhell in some time—the mage is dangerous and quite mad. He refuses to leave his tower.” His countenance smoothing, he adds, “Though I suppose we can allow you to enter. Azkhell gave us an arcane phrase to disable the wards around the tower in cases of emergency. This hardly constitutes as such, but with everything you have done for the city, I suppose you have earned it. We will have Phillius fetch the scroll for you that the arcane phrase is written on.” If the characters have not yet reached level 4 and are not considered to have a reputation in the city, read the following aloud: Verillin lets out a small, sarcastic laugh, “You think we are going to allow some unknown vagabonds to enter the tower of the city wizard? I think not.” “I do suppose if you could help out around the city a bit, see what might need doing, we could see what we could do,” comments Ivar through mouthfuls of cheese. Sir Archibold strokes his goatee and murmurs, “Yes, I have been hearing lots of tales around the city of people in need of assistance, and we can’t take care of all their problems, can we?” The Triumvirate will direct the characters to the locations of quests they have not yet completed in Havdhir. When the characters have completed enough of them to reach level 4, they can return and request access to the tower. Requesting Other Forms of Aid or City Reform Characters might also request changes in the city, amendments to laws, or pardons for fellow characters or NPCs. If the characters are well-known and respected in the city, they have advantage on Charisma-related checks to convince a member of the Triumvirate to agree to their request. After speaking with all three members of the Triumvirate, each of its members will vote, with the majority ruling on the issue. The DCs for the requests made by the characters are at the discretion of the Game Master, but some samples for determining the DCs of the requests are provided here: DC 5 Very Easy: An additional guard should be placed outside a shop in the Market District. DC 10 Easy: The city gates should be open for an extra 1 hour after sundown. DC 15 Moderate: Something should be done about the sea lung disease permeating Barnacle Barrows. DC 20 Hard: A character should be pardoned for a crime the character committed. DC 25 Very Hard: The Triumvirate should reduce taxes by 20%. DC 30 Nearly Impossible: The Triumvirate should disband and form a true democratic system. Temple of the Manifold Gods Exterior A temple sits at the center of a busy square with city folk rushing about before it. The temple is an open concept, and each of its many pillars have the symbols, depictions, or sculpted statues of dozens of gods. You can see the religious iconography of hundreds of gods and religions represented on the temple’s exterior. Temple of the Manifold Gods Interior Around the temple are various statues, all of them seeming to depict different deities. Small plinths with holy texts and scrolls are set about the area. A large tile mosaic depicting the Nine Hells, the Abyss, the heavens, and realms beyond, all filled with gods circling one another, is displayed upon the floor. Various worshipers stand at the plinths, reading sacred texts or genuflecting in prayer before statues—some of which are beautiful while others are grotesque. A number of commoners pray or mill about the temple. The number of worshipers is at the discretion of the Game Master, but 4d6 commoners is suggested. Civic Buildings


At a time of the Game Master’s choosing, read the following aloud: A dwarf dressed in robes stitched together from hundreds of different fabrics, all cut in fantastic shapes, slowly lumbers throughout the temple. Around his neck are hundreds of necklaces, each bearing the symbol of a different god, and he carries with him half a dozen tomes. The dwarf is Gholbin Hearth, a priest dedicated to the upkeep of the temple and the organizer of the various religious ceremonies to the gods that are performed here. Roleplaying Gholbin Hearth Gholbin is well versed in the religious practices of thousands of religions and, in the past, has (unsuccessfully) attempted to treat several people afflicted by the curse of the Usurper. If asked about the temple, Gholbin will convey the beliefs of the Manifold Gods: that all gods are aspects of one god, all deserving of worship. Gholbin Hearth (1 Stat Block) is a neutral dwarf. 68 Civic Buildings


Major Quest: Stolen Scrolls (deadly at 3rd level or below) Gholbin conveys the following if asked about the markings on the characters’ wrists: “Aye, I’ve seen this afore. And it’s not good, not a’tall. I’m afraid to say you haven’t more than half yer normal lifespan to live now, and ye best avoid dyin’, for I hear tell the curse upon you transports yer soul someplace terrible. I know little about it, sad to say, though I have tried to save several folk cursed as ye now be. Funny you should come here now; I was meant to receive a shipment of scrolls on curses and their histories not a week ago, but the shipment was lost. Last I heard, the cargo ship transporting it was sunk near Horn’s Head Cave. I can’t prove anything though… ’twas but the word of a sailor what claimed he survived the sinkin’, and he were filled with drink.” Gholbin does not know the intricacies of the curse but has seen enough of its effects and heard enough rumors to know it results in the halving of the recipient’s lifespan and being transported to somewhere awful in the afterlife. Gholbin gladly points the characters in the direction of Horn’s Head Cave, which is a small, often-flooded cave system along the cliff faces near the city. The caves lead down to the sea. The quest “Stolen Scrolls” continues on page 129. Exploring the Temple Shrines to every god or goddess imaginable can be found in this temple. The characters may encounter priests, cultists, or supplicants that could serve as starting points for potential spin offs for side quests or random encounters. Here are a few examples: • A man whispering in hushed tones and weeping openly slowly opens his veins before the shrine of a god resembling a reaper dressed in white, covering the statue in his blood. If the characters intervene, he screams, “The White One comes for you all! He must be appeased!” The man is a cultist dedicated to death, and his cult is hidden throughout all of Havdhir, preparing to poison its water supply. • A small waif of a child sits before the statue of a halfling goddess, rocking back and forth in deep prayer. The child is rail thin—obviously not having eaten in days. The child’s parents were slaughtered by pirates, and the child has been orphaned. The characters can assist in finding a local noble or other person to adopt the child or can adopt the orphan themselves. • A woman stands in front of the temple shouting at the top of her lungs, “Throw down these false idols! Forsake this religion of the Manifold Gods! It is false! Join me in tearing down this temple of lies!” This woman is a devout believer in one god (of the Game Master’s choice) and wishes the Temple of the Manifold Gods to be destroyed. If confronted or removed from the temple, she or another person dressed in similar attire appears the next day, shouting the same message. Loot 5x Religious tome of a good-, neutral-, or evil-aligned god (15 gp each). If you spend 8 hours reading the book, you gain a +1 bonus on Intelligence (Religion) checks pertaining to that god and its followers. You cannot gain more than a +1 bonus by reading multiple tomes related to a particular god in this way. 5x Religious scroll of a good-, neutral-, or evil-aligned god (1 gp each). These scrolls contain religious texts and rituals which can be performed to gain favor with followers of the associated god. Reading one of these texts aloud while within earshot of that god’s followers grants you a +2 bonus on Charisma-related checks when dealing with practitioners following the god to which the scroll is dedicated. You cannot gain more than a +2 bonus by reading multiple scrolls related to a particular god in this way. The scrolls may be freely read in place, but removing them from the temple is stealing. (If stolen from the temple, their number is determined by the Game Master) Religious idol of a good-, neutral-, or evil-aligned god (5 gp each) Civic Buildings 69


Lorton Bank Exterior A squat building with narrow windows crouches amongst the other buildings. The structure is almost completely circular, resembling a great round stone lodged between the structures around it. A set of metal doors are inserted in its center, and a pair of heavily armed guards stands before the entrance. Lorton Bank Interior Lorton Bank holds the wealth of most of Havdhir, though many nobles have their own private caches of wealth. Even the Grifter’s Guild has found ways to store funds in the most well-respected and protected bank in all of Havdhir. 70 Civic Buildings


When the characters enter the bank, read the following aloud: Dozens of tellers sit behind large, marble desks. Stacks of gold, weighing scales, and piles of papers are set before them. A massive, metal door with a large keyhole stands imposingly at the far end of the bank with four heavily-armored knights standing on either side of it. Opening an Account Anyone may open an account with Lorton Bank, free of charge, and citizens may come and go as they please within the public areas of the bank. The establishment is manned 24-hours-a-day, because business in Havdhir never sleeps… and neither does its primary bank, run by the Iron-Lenders Association. Characters can safely store coin and items in the bank without fear that the items may be stolen. Characters can also request loans from the bank which the bank might approve, depending on the characters’ reputations. The bank requires payment each month on all loans and regularly sends out representatives to collect. These representatives are usually veterans, mages (in the case of particularly troubling debtors), or more experienced enforcers who venture to the far corners of the world to retrieve the bank’s dues. The bank has also been known to hire sentient monsters or other powerful entities to obtain payment of a debt or bring a debtor back to Havdhir. Debtors who cannot pay the bank are usually thrown into Still-Echo Prison for a number of days equal to the gold pieces they owe. Side Quest: Robbery of the Century (deadly at any level) When the characters reach a high enough reputation within the city (when they reach level 15) they are approached by members of the Grifter’s Guild who believe they can help the characters break into Lorton Bank and pull off the greatest robbery Havdhir has ever known. At the Game Master’s discretion, they might be approached much sooner and at a lower level, but are more than likely to die during the heist, or obtain gamebreaking loot if they somehow succeed. At a time of the Game Master’s choosing, read the following aloud: As you walk down the street, an impeccably dressed dwarf whistles at you, stepping out of an alley and letting out a hushed exclamation as he approaches. He is accompanied by a halfling whose eyes shift about the area nervously. “It’s you… it’s really you! You’re famous, you’re…. well… you’re exactly what we need. I bet you’ve pulled off some rather dangerous feats, no? You’ve heard of Lorton Bank? Well… we have a plan to take out a rather large ‘loan’ and I think you might be just the folks to help us.” The characters are approached by Yornil Grimdelver and his companion Linrin Softstep, members of the Grifter’s Guild with a plan to rob Lorton Bank. Yornil was recently able to copy the key to the Lorton Bank Exterior chamber. He and Linrin plan to attempt to break into the vault, believing they possess the only key required to open it. Characters might be able to learn more about Lorton Bank (as well as the various traps that are laid within) by using a magical telescope located in Azkhell’s tower. Otherwise they, too, might believe they hold the only key required to enter the vault. Yornil and Linrin have noticed that magical items have started to work within the bank from time to time, and plan on holding up the tellers and knights of the bank by threatening them with a sphere of annihilation and a talisman of the sphere… items of great power they have obtained through the Grifter’s Guild. While the duo hold up the tellers the characters can enter the vault. As far as an escape plan, the pair believe that with the characters’ 71 Character Level Loan Amount Interest per Month 1-2 10 gp 10% 3-4 40 gp 10% 5-6 300 gp 10% 7-8 860 gp 15% 9-10 1,700 gp 15% 11-12 3,000 gp 15% 13-14 5,700 gp 20% 15-16 10,300 gp 20% 17-18 21,400 gp 20% 19-20 55,200 gp 25% Civic Buildings


reputation, the characters might have an idea on how to get everyone out. The duo’s plan is almost sure to dissolve into chaos the minute they put it into action, since the pair are incredibly under-prepared for such a daring robbery. Yornil and Linrin are working for the Grifter’s Guild, which demands a 30% cut of the treasures taken from the vault. In addition, they promise if they are arrested, the guild will ensure they never see the bottom of Still-Echo Prison. (It is at the Game Master’s discretion whether the pair are lying about this). Characters can convince Yornil and to reduce the duo’s percentage of the loot by making a Charisma (Deception, Intimidation, or Persuasion) check opposed by the duo’s group Wisdom (Insight) check. For every 5 the characters’ check exceeds the duo’s check, they reduce their cut by 5 percent, to a minimum of 10 percent. For every 5 the duo’s check exceeds the character’s check, they increase the percent by 5 percent. Some characters might not wish to commit robbery. In this case it is suggested that Yornil and Linrin could be attempting to steal back an item that was stolen by Ivar Lorton, an item which he refuses to return to them. Roleplaying Yornil Yornil is a young dwarf with big plans. He dresses incredibly well and maintains an appearance of gentility and grace, smooth talking his way out of most trouble. He has risen through the ranks of the Grifter’s Guild extremely quickly, and stolen some of the most valuable items in all of Havdhir. He believes stealing from Lorton Bank will establish him as one of the greatest thieves in history. Yornil Grimdelver (1 Stat Block) is a chaotic neutral dwarf. Roleplaying Linrin Linrin is a suspicious halfling raised on the streets of Havdhir. He usually wears an oversized cloak and rarely speaks, letting his best friend Yornil do the talking for him. He trusts no one apart from Yornil, and assumes everyone else is either out to get him or out for themselves. Linrin Softstep (1 Stat Block) is a chaotic neutral halfling. Robbing the Bank Some characters may wish to attempt to rob the bank on their own. The people of Havdhir have all heard rumors of the deadly defenses of the bank and are likely to pass on these rumors to any character who asks. Robbing the bank is no easy feat even for high-level characters and should be treated as a grindhouse encounter with little to no chance of survival. Only incredibly experienced, lucky, or creative characters would be able to rob Lorton Bank. The riches held within the bank have the potential to break a game’s economy—especially if riches are somehow stolen at lower levels. If you decide to allow for a robbery, use the treasures within the bank carefully. If the characters decide to rob the bank on their own, they begin the “Robbery of the Century” side quest but do not have to give the Grifter’s Guild a cut. 72 Civic Buildings


73 Wards The bank is heavily warded against theft, with a permanent magical suppression system emanating through its inner chambers that’s projected from a device that was created by the Iron-Lenders centuries ago. It is meant to keep teleporting mages or magic-using thieves from infiltrating the bank. The device has not been updated in some time, and has begun malfunctioning. Within the bank, spells cast in the bank or effects created by spells cast outside of the bank have a 50% chance of failing or ceasing to function, and magic items have a 50% chance of not functioning. Roll the percentage for spells when they are cast within the bank or when the spell’s effect enters the bank. For magic items, roll the percentage when the items enter the bank. Mind-affecting spells and effects such as those produced by the charm person or dominate monster spells end upon entering one of the vault rooms, and all vault rooms are enchanted with permanent zone of truth spells (Charisma save DC 20) that affect any creature other than guardians of the vault. The vault to the bank is protected by a murderous lock system and a contingent of guards who are not affected by the magic suppression. Doors and Locks A series of trapped rooms—each protected by a more difficult lock than the last—leads to the vault. Each of the doors in Lorton Bank is made of adamantine and has AC 23, 27 hit points, immunity to poison and psychic damage, and a damage threshold of 10. Breaking down a door activates the trap in the room the characters are currently in as well as the trap in the room beyond. The walls of the bank are solid stone, 10 feet thick, and each 1-foot section of the walls has AC 20, 20 hit points, immunity to poison and psychic damage, and a damage threshold of 5. Bank tellers that know the combinations to the bank’s secrets have their memory of the combination magically modified by a ward that was created by the wizard Azkhell to protect the bank’s secrets. This ward casts the modify memory spell on the bank representatives when they leave the bank. Not even the owner, Ivar Lorton, knows the combination to the vault when he is outside of the bank, his memory only returning when he reenters the establishment. Vault Entry Chamber Exterior Lock 1: This chamber can be entered by using the corresponding key. The key is in the possession of one of the bank tellers, and the person carrying the key changes daily. Yornil and Linrin’s copy of the key will also work for this first lock. A creature using thieves’ tools can pick the lock with a successful DC 18 Dexterity check. The door is guarded at all times by 4 knights. Vault Entry Chamber Interior The chamber itself is empty, apart from a complex lock at the far end and vents built into the walls. The vents can be clogged with cloth or other items which would stop the flow of air. Lock 2: Each week, a teller is randomly selected and given the combination to the lock. This teller is different from the one carrying the key to the entry chamber. The lock opens the door to the Coin-onHand Chamber. A creature using thieves’ tools can pick the lock with a successful DC 20 Dexterity check. Trap: On a failure, the entry door swings shut and locks from the outside, the chamber fills with a noxious gas, and a magical alarm sounds that alerts all creatures within the bank. Each creature in the chamber must succeed on a DC 15 Constitution saving throw at the start of each of its turns or fall unconscious for 1 hour. This chamber is not meant to be deadly, just in case a teller forgets the combination to the safe, but it is meant to knock out potential thieves. Coin-on-Hand Chamber This room is lined with carefully-labeled shelves. Stacks of gold, jewels, and other precious items are meticulously organized upon them. This room is a holding chamber for daily coin and the riches brought into the vault. Valuables and coin are carefully categorized and sorted to be sure that all coin is transferred to the appropriate party. Civic Buildings


74 Loot 90 pp 1,200 gp 7,000 sp 400 cp Spell scroll (alarm) (common) Black velvet mask with gold thread (25 gp) Agate figurine of a cat (25 gp) Silk handkerchief with small jewels (25 gp) Lock 3: The lock magically changes its combination each week, and only Ivar and a trusted representative know the combination. Ivar’s representative will not betray his secrets under any circumstances, fearing the wrath of the Iron-Lenders more than any threatening, thieving criminals. The lock opens the door to the Monthly Coin Chamber. The lock can be opened with a series of checks by a creature using thieves’ tools. Failure on any one of the checks causes the trap to activate. DC 15 Wisdom (Perception) check. You can hear the complex tumblers working within the mechanism, and you think you know the right combination…if you can be nimble enough. DC 20 Intelligence (Arcana) check. You seem to have successfully deactivated some form of magical ward set on this lock by aligning runes in the proper order. DC 25 Dexterity check. With a resounding click, the lock swings open. If the trap is activated, read the following aloud: The lock flares with a burst of black energy, and you hear an ominous clicking sound. Suddenly the floor beneath you folds inward, opening up to a chamber filled with boiling lava! The heat washes over you as the small alcoves holding treasure are covered by sliding doors, leaving a polished, flat surface on the walls. The lock casts the power word kill spell on the creature attempting to open the lock (if the character succeeded on its Intelligence (Arcana) check on the lock, the power word kill spell is not cast). In the same instant, the floor of the chamber drops out, opening into a pit of lava. The shelves on the walls filled with valuables close, mechanisms sealing the shelves to create a perfectly smooth surface, and no handholds are available save for a tiny ledge on the edges of the chamber. A creature can attempt a DC 18 Dexterity saving throw to keep itself from plummeting into the lava, clinging to one of the ledges. When a creature starts its turn in the lava it takes 55 (10d10) fire damage. The trap resets itself 1 minute after activation, the pit closing and shelves reopening. Monthly Coin Chamber This chamber is dominated by several large desks, each of them with piles of treasure and various items carefully organized. Many of the items are tagged with the names of persons or companies. Two large, snake-like creatures with human-like faces slither along the other side of the chamber, and you note dozens of holes in the walls and ceiling, each roughly 6 inches in diameter. The third chamber is used to store weekly wealth brought into the vault, the items transferred by a personal representative of Ivar Lorton at the end of each week. 2 guardian nagas protect the chamber, the ancient wealth, and the potentially dangerous magical power held within the bank. Lock 4: This lock opens the vault. Ivar Lorton is the only person alive who knows the code to the vault, though he has paid a handsome sum to have the knowledge magically passed to whoever takes control of the Iron-Lenders Association in the event of his death. Ivar ventures to the bank once per month to transfer riches from the Monthly Coin Chamber into the main vault. The bank is Ivar’s legacy, and he will not betray its secrets, even under threat of death. The lock can be opened with a series of checks by a creature using thieves’ tools. Failure on any one of the checks Civic Buildings


Civic Buildings causes the trap to activate. In addition, if the guardian nagas sense intruders, they activate the trap by purposefully entering a wrong combination. The nagas do not fear drowning in the chamber as they will rejuvenate a few days later. DC 20 Wisdom (Perception) check. You can hear the tumblers within the lock settling gently, and if you can move your tools quickly enough, you should be able to open the lock. DC 30 Dexterity check. With a satisfying click, the lock springs open. If the trap is activated, read the following aloud: The door behind you swings shut, locking with an ominous, resounding thud. A hissing sound can be heard. Suddenly, the holes in the wall and ceiling spray forth a sticky green substance which lets off an alarming yellow steam. This disgusting liquid is quickly filling the chamber! If the trap is activated, the door to the Coin-on-Hand chamber swings shut and locks from the other side. The holes in the walls and ceiling spray forth a sticky green liquid. When a creature starts its turn in the liquid it takes 55 (10d10) poison damage. The liquid covers the entire floor of the room when the trap activates. Roll initiative. On initiative count 20, the liquid in the chamber rises by 5 feet. It takes 5 rounds for the liquid to reach the ceiling, at which point creatures in the room must hold their breath or begin to suffocate unless they can open one of the doors to escape the chamber. The chamber resets 5 hours after activation, small slots opening in the floor to drain the poison. Loot 69,000 gp Potion of giant strength (fire giant) (rare) 2x Black opal (1,000 gp each) Emerald (1,000 gp) 2x Fire opal (1,000 gp each) 3x Star ruby (1,000 gp each) Star sapphire (1,000 gp) Yellow sapphire (1,000 gp) 2x Brass mug with carnelian inlay (250 gp each) 2x Amethyst goblet (250 gp each) Large tapestry depicting a battle (250 gp) Silver necklace with a carved amber pendant (250 gp) The Vault A golden glow issues from within the room, and torches along the walls spring to life as you enter. Piles of gold and jewels are stacked as high as the eye can see, and the walls are lined with brass shelves, each carefully labeled with business or personal names. Two massive, iron creatures stand within the chamber, each with an orb of black, swirling energy hovering before it. A strange machine made of whirring gears and inlaid with arcane runes and crystals sits at the far end of the chamber. The malfunctioning device meant to suppress magical intrusion is located in the vault. The device can be destroyed, which negates its magical suppression effects. The device has AC 17, 27 hp, and immunity to poison and psychic damage. 2 iron golems guard the chamber, protecting it against the intrusion of anyone apart from Ivar Lorton or people who can prove they are associates of his. Each of the golems possesses the ability to speak, and uses the zone of truth spell affecting the vault rooms to question intruders. The golems each control a sphere of annihilation and will attempt to slay any unauthorized creature that enters the chamber. 75


Market District Loot This chamber is filled with riches beyond measure. While it is up to the Game Master what exactly is stored in the bank, suggested loot is provided here: 408,000 gp Ring of djinni summoning (legendary) Potion of invisibility (very rare) +3 Wand of the war mage (very rare) +3 Weapon (any) (rare) Cloak of the bat (rare) Gold game board with jade playing pieces resembling dwarves and elves (8,500 gp) 2x Gold crown with emeralds (7,500 gp each) Enameled, gold animal’s sarcophagus (7,500 gp) 2x Small gold statuette set with diamonds (7,500 gp each) Carved ivory drinking horn with gold inlay (6,500 gp) Ruby (5,000 gp) Intricate music box (2,500 gp) Miniature replica of Havdhir made of solid gold (2,500 gp) Illuminated manuscript (2,500 gp) Black opal (1,000 gp) Blue sapphire (1,000 gp) 5x Amber (100 gp each) 5x Spinel (100 gp each) 10x Zircon (50 gp each) Azkhell’s Tower In the final part of Trouble in Havdhir, the characters gain entrance to Azkhell’s tower. Azkhell’s tower was built by the Iron-Sails dwarven clan during the height of Havdhirian power. The tower itself is enchanted with lost magic which allows certain spells and effects within it to behave in unusual ways… making them exceedingly powerful, permanent, or special. Azkhell has used the tower for decades as a domain for his studies; and, in his madness, he has used many of the tower’s special properties to set bizarre traps and areas of “entertainment.” The quest “Azkhell’s Agoraphobia” continues on page 153. Market District A bustling market opens up before you; the narrow streets you have been traversing seem to fold away as you walk into the busy square. Creatures of all shapes and sizes press through the throng, visiting the stands and small shops lining the street. The aroma of freshly baked bread, the tang of heated metal, and the earthy scent of leather permeate the air. The market has dozens of shops and market stands. Characters simply stopping in to quickly grab equipment or sell loot can do so with little trouble, but if you want to add a bit of life to the market rather than making it a simple exchange, have the characters venture to the different shops and interact with the vendors to obtain items or sell off loot. Many of the shopkeeps also have side quests the characters can become involved in, helping them earn a reputation for themselves in Havdhir. Selling in the Market District Arms, Armor, and Other Equipment. Most vendors in the Market District will buy treasures and trinkets at half price. Magic Items. No one in the Market District purchases magic items, and only a few have any for sale. If the characters attempt to sell magic items in the Market District, they will be directed to Freya’s Fantastical Items. Gems, Jewelry, and Art Objects. Vendors in the Market District will trade full value and even pay with gems or other valuable items as currency, so long as the item’s value is no more than 100 gold pieces. If the item is worth more than 100 gold pieces, most vendors refuse to accept the item, fearing such an item may be easily stolen or faked. Characters attempting to sell an item of higher value will be directed to Percival’s Appraisal. Theft in the Market District Theft is common in the Market District. The Grifter’s Guild utilizes street urchins and lowranking pickpockets within the organization to swipe valuables. The Havdhir guard attempts to put a stop to these thefts, but there is little they can do when for every thief whose hands you remove, another sticky-fingered rogue steps in. Each time the characters enter the Market District, roll a d6 to determine if the characters are targeted by a pickpocket. If the characters’ reputation 76


Market District 77 precedes them, either because of their mighty deeds or confrontations with the Grifter’s Guild, pickpockets are more likely to leave the characters alone. 1. No pickpockets target the characters. 2. A pair of thugs working for the Grifter’s Guild approach the characters as they walk away from the crowd. Pulling their heavy cloaks aside to reveal their weapons, they demand that the characters pay tribute to the Grifter’s Guild, asking each to hand over 5 gold pieces or “face the consequences.” 3. An urchin begs the characters for loose coin. If they stop to speak with the boy, the child’s companion attempts to lift a small item worth no more than 5 gold pieces off one of the characters. Each urchin uses the statistics of a spy. 4. A veteran thief working for the Grifter’s Guild targets the characters and attempts to remove one of their most valuable possessions, waiting for the opportune moment to strike. The thief has advantage on Dexterity (Sleight of Hand) checks. The thief uses the statistics of a spy. 5. A magically enhanced pickpocket attempts to steal an item at random from each character. The pickpocket uses the statistics of a bandit captain mage (1 Stat Block). 6. A group of pickpockets have paid off the guard in the Market District and are pick-pocketing anyone they deem a worthy target. The pickpockets set their sights on the characters and attempt to steal as much as they can from them, the guard doing nothing to help. The group consists of three bandits. Haggling Characters may wish to haggle over the cost of an item or the pay for an item they are selling. Some optional rules are provided below for haggling in the Market District. It is recommended that the haggling is roleplayed to help add life to the transactions. Items priced at 10 gold pieces or less: DC 10 Charisma (Deception, Intimidation, or Persuasion) check to reduce item cost or increase sale price by 10%. If the check exceeds the DC by 5 or more, the percentage increases to 20%. If the check fails by 5 or more, the item cost increases and sale price decreases by 5%. Items priced at 100 gold pieces or less: DC 15 Charisma (Deception, Intimidation, or Persuasion) check to reduce item cost or increase sale price by 10%. If the check exceeds the DC by 5 or more, the percentage increases to 20%. If the check fails by 5 or more, the item cost increases and sale price decreases by 5%. Items priced at 1,000 gold pieces or less: DC 20 Charisma (Deception, Intimidation, or Persuasion) check to reduce item cost or increase sale price by 10%. If the check exceeds the DC by 5 or more, the percentage increases to 20%. If the check fails by 5 or more, the item cost increases and sale price decreases by 5%. Items priced at 10,000 gold pieces or less: DC 25 Charisma (Deception, Intimidation, or Persuasion) check to reduce item cost or increase sale price by 10%. If the check exceeds the DC by 5 or more, the percentage increases to 20%. If the check fails by 5 or more, the item cost increases and sale price decreases by 5%. Items priced at 10,001 gold pieces or more: DC 30 Charisma (Deception, Intimidation, or Persuasion) check to reduce item cost or increase sale price by 10%. If the check exceeds the DC by 5 or more, the percentage increases to 20%. If the check fails by 5 or more, the item cost increases and sale price decreases by 5%. Navigating the Crowd The hustle and bustle of Havdhir’s Market District can make reaching a particular stall or shop difficult. Occasionally, a vendor of Havdhir may put on a sale, generating a mob of shoppers rushing to be the first to take advantage of the deal. Alternatively, there may be an altercation between a criminal and a guard that results in a crowd running for cover. Any of the following events could occur while the characters are shopping: A vendor announces an “everything must go sale,” offering 20% off the usual prices. A crowd flocks to the stand. To reach the stand and the deals, a character must succeed on a DC 15 Dexterity (Acrobatics) check or a DC 15 Strength (Athletics) check. In order to simply avoid being trampled by the crowd, a character must succeed on a DC 8 Dexterity (Acrobatics) check or a DC 8 Strength (Athletics) check. If a character fails on the check to reach the stand or to avoid being trampled, the character is knocked prone and takes 16 (3d10) bludgeoning damage from rushing shoppers.


78 Market District Shops A fight breaks out in the Market District. Arculf Proudbelly, Bandit Captain Extraordinaire (1 Stat Block), threatens to cast the fireball spell on himself and everyone around him if the guards do not let him escape with some stolen goods. Shoppers duck for cover, and the characters can attempt to either find cover or intervene. The crowd is particularly thick today. To get other shoppers to stand aside, the characters must succeed on a DC 10 Charisma (Deception, Intimidation, or Persuasion) check to advance 30 feet through the crowd. On a failure, 1d4 commoners turn on the characters and attempt to knock them prone, potentially inciting a riot. 10 boars break free from their pens just before slaughter, rampaging through the market district. The boars smash stalls and run over shoppers. Each character must succeed on a DC 12 Dexterity (Acrobatics) saving throw in order to avoid being struck by a fleeing shopper, taking 2 (1d4) damage on a failed save. If the save fails by 5 or more, the character is struck by one of the rampaging boars using its Charge and Tusk attack. A vendor selling alchemical ingredients spills a few together by accident, creating a horrific cloud of noxious gas. Each creature within 30 feet of the stall must make a DC 15 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 hour. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the initial saving throw is successful, the creature takes half as much damage and is not poisoned. Market District Shops Brong’s Bashy Things A large, open structure with a roof that’s supported by two weathered wooden poles and a back and side wall made of mortared stones juts out into the market. A massive anvil rests before an even larger stone forge with whetstones on wheels, racks of weapons, and various workbenches piled with tools that mark this as a blacksmith’s shop. A crooked sign painted in crude lettering hangs over the smithy reading “Brong’s Bashy Things.” As you approach, a hulking ogre dressed in a burnt leather apron steps from beneath it, nearly hitting his head on the swinging sign as he does so. “What you want? Bash? Smash? Gash? Or stop from get mashed?” the ogre bellows, pointing toward a rack of weapons and armor. Brong is the owner of “Brong’s Bashy Things.” He was born a runt and abandoned by his parents in a small cave just outside of Havdhir. Luckily for Brong, a wandering metalsmith looking for rare ore stumbled upon him and took pity on the abandoned ogre, raising Brong as his own. Roleplaying Brong Brong speaks in a bellow most of the time, is mostly unaware of his surroundings, knocks his goods over, frequently burns his apron by walking too close to the forge, and talks primarily in the third person with a bit of a “dull” streak. Brong (1 Stat Block) is a chaotic good ogre. Shopping Brong sells any form of nonmagical weapon or piece of armor (so long as the weapon or armor is primarily made of metal). Brong has the following items available for sale in quantities determined by the Game Master. Brong may have additional supplies as determined by the Game Master.


79 Armor Breastplate (400 gp) Chain mail (75 gp) Chain shirt (50 gp) Half plate (750 gp) Plate (1,500 gp) Ring mail (30 gp) Scale mail (50 gp) Shield (10 gp) Splint armor (200 gp) Weapons Battleaxe (10 gp) Dagger (2 gp) Flail (10 gp) Glaive (20 gp) Greataxe (30 gp) Greatsword (50 gp) Halberd (20 gp) Handaxe (5 gp) Lance (10 gp) Light hammer (2 gp) Longsword (15 gp) Mace (5 gp) Maul (10 gp) Morningstar (15 gp) Pike (5 gp) Rapier (25 gp) Scimitar (25 gp) Shortsword (10 gp) Sickle (1 gp) Trident (5 gp) War pick (5 gp) Warhammer (15 gp) Adventuring Gear Ball bearings (bag of 1,000) (1 gp) Caltrops (bag of 20) (1 gp) Chain (10 feet) (5 gp) Crowbar (2 gp) Hammer (1 gp) Hammer, sledge (2 gp) Lamp (5 sp) Lantern, bullseye (10 gp) Lantern, hooded (5 gp) Lock (10 gp) Manacles (2 gp) Pick, miner’s (2 gp) Pot, iron (2 gp) Shovel (2 gp) Spikes, iron (10) (1 gp) Whetstone (1 cp) Tools Smith’s tools (20 gp) Tinker’s tools (50 gp) Market District Shops


Loot Characters might attempt to steal items from Brong’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. Brong does NOT respond well to theft, and, if he catches a thief, he immediately calls the guards and bans the perpetrator from ever shopping from him again. Side Quest: Deeds for a Discount His prices are fair, but if asked, Brong is willing to give each of the characters a 25% discount in his shop if they can do something for him. “Terra—she have leather and fletcher shop. She not like Brong…won’t sell Brong leather apron, and Brong’s apron full of burn holes. You get Terra sell Brong apron, Brong give you discount.” Brong is in desperate need of a new blacksmithing apron to protect himself from the heat in his forge, but an apron for a creature of his size is a custom order and one Terra has refused to make for him. Terra owns a tannery and fletching stand in the Market District called “Wolf’s Last Rest,” and on the past few occasions Brong has sheepishly ventured to her stand to ask for a new apron he has had quivers of arrows and tanning supplies hurled at him along with Terra’s many insults. Reward 25% off all items in Brong’s store Wolf’s Last Rest A long tent is set along the side of the market. Various posts are tied with string and set out front. The hides of creatures are strung amongst them. The smell of leather permeates the air near this tent, and within, you spy a half-orc woman smiling as she hands a roll of leather, a quiver, and a few dozen arrows over to a young man who hurries out of the shop. Small tables are stacked with animal furs, bows, and leather armor. “Welcome to Wolf’s Last Rest,” the half-orc calls out, “Terra’s the name. What can I get you to take with you today?” Terra is the half-orc proprietor of “Wolf’s Last Rest,” a shop she named as a tongue-in-cheek bit of irony owing to the number of wolf pelts she sells. Roleplaying Terra Terra speaks in a rasping tone and has a large scar across her neck (one she received from an ogre attempting to eat her). Terra often stands with her hands on her hips and a sober expression on her face, only lightening up when a sale is imminent. Terra (1 Stat Block) is a neutral half-orc. Shopping Terra has leather goods, non-metallic armor and weapons, bows, arrows, and other fletching supplies for sale. Terra has the following items available for sale in quantities determined by the Game Master. Terra may have additional supplies as determined by the Game Master. 80 Market District Shops


81 Armor Hide (10 gp) Leather (10 gp) Padded (5 gp) Studded (45 gp) Weapons Blowgun (10 gp) Club (1 sp) Crossbow, hand (75 gp) Crossbow, heavy (50 gp) Crossbow, light (25 gp) Dart (5 cp) Greatclub (2 sp) Javelin (5 sp) Longbow (50 gp) Net (1 gp) Quarterstaff (2 sp) Shortbow (25 gp) Sling (1 sp) Spear (1 gp) Whip (2 gp) Adventuring Gear Arrows (20) (1 gp) Blowgun needles (50) (1 gp) Case, crossbow bolt (1 gp) Crossbow bolts (20) (1 gp) Hunting Trap (5 gp) Quiver (1 gp) Sling bullets (20) (4 cp) Tools Leatherworker’s tools (5 gp) Loot Characters might attempt to steal items from Terra’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. If Terra spots a thief, she picks up the nearest weapon and attacks, not trusting the guards. Many of the locals are fond of Terra, and commoners are likely to flock to the scene to aid her. Side Quest: Deeds for a Discount If the characters speak with Terra before they meet Brong, read the following aloud: As you peruse her wares, Terra strikes up a conversation. “Can you believe that damned ogre, Brong, is still selling his wares in Havdhir? The monster should be strung up just for being born. Can you believe he had the gall to come in here and ask me to make him a new blacksmith’s apron?” Market District Shops


Terra despises Brong, the owner of “Brong’s Bashy Things,” and hates ogres in general. Her husband and daughter were eaten by ogres while traveling to Havdhir several years ago, and in Terra’s eyes, Brong is little more than a monster. Brong has been asking Terra to make him a new apron for months, his own getting more and more disheveled and burnt, but Terra has repeatedly refused the “disgusting brute.” There is one thing that would convince Terra to craft an apron for Brong: A month ago, she got a bit rowdy at the Guzzling Goblin… so rowdy, in fact, that she was removed from the premises and arrested. One of the guards, a man by the name of Garren Dirth, stole the small locket she wore with a painting of her late husband and daughter inside of it. Terra knows this corrupt guard sleeps in the Havdhir Barracks and likely has stored her locket in the sleeping chambers there. If the characters can retrieve it, she will craft an apron for Brong as a favor. Reward Large blacksmith’s apron (20 gp) If the characters decide they don’t particularly want to help Brong: Terra instead offers a 25% discount on her wares if they bring her the locket she wants. Histell’s Alchemical Mysteries Exterior A small shop with a chimney spewing green smoke lies before you. A wooden door, with a stained-glass window depicting a lizard stirring a cauldron, is closed on this cozy-looking shop. A clockwork device is hung over the door, a metal book whose pages turn with a clicking sound. The flipping pages quickly spell out “Histell’s Alchemical Mysteries.” Histell’s Alchemical Mysteries Interior Entering the shop, you are accosted by a blast of purple smoke, which clears almost instantly. “Curses!” you hear a voice cry as the smoke dissipates, “Charlotte will hate this one too. Why won’t it smell right?!” Peering across the room, you see a lizardfolk creature wearing a pair of small spectacles and dressed in an ornate robe laboring over a bubbling alchemical set. The room is lined with alchemical ingredients, shelves of books, and rolls of paper. As you enter, the lizardfolk looks up from his work. “Ah! Customers! I’m having a bit of trouble with my latest concoction here— you must excuse me. What can I do for you?” Roleplaying Histell Histell is a lizardfolk who frequently makes strange hissing and clicking noises under his breath, often pulling a small roll of parchment out of his robe and scribbling down notes. He has a habit of squinting, and it’s obvious that his glasses do little to improve his poor eyesight. Histell is the owner of Histell’s Alchemical Mysteries: a supply store for alchemists, scribes, and spellcasters. Histell (1 Stat Block) is a chaotic good lizardfolk. Shopping Histell has the following items available for sale in quantities determined by the Game Master. Histell may have additional supplies as determined by the Game Master. 82 Market District Shops


83 Adventuring Gear Acid (vial) (25 gp) Alchemist’s fire (flask) (50 gp) Antitoxin (vial) (50 gp) Book (25 gp) Bottle, glass (2 gp) Candle (1 cp) Case, map or scroll (1 gp) Component pouch (25 gp) Crystal (arcane focus) (10 gp) Healer’s kit (5 gp) Ink (1 ounce bottle) (10 gp) Ink pen (2 cp) Magnifying glass (100 gp) Oil (flask) (1 sp) Orb (arcane focus) (20 gp) Paper (one sheet) (2 sp) Parchment (one sheet) (1 sp) Poison, basic (vial) (100 gp) Potion of healing (50 gp) Pouch (5 sp) Rod (arcane focus) (10 gp) Spellbook (50 gp) Sprig of mistletoe (druidic focus) (1 gp) Staff (arcane focus) (5 gp) Totem (druidic focus) (1 gp) Vial (1 gp) Wand (arcane focus) (10 gp) Wooden staff (druidic focus) (5 gp) Yew wand (druidic focus) (10 gp) Tools Alchemist’s supplies (50 gp) Brewer’s supplies (20 gp) Herbalism kit (5 gp) Poisoner’s kit (50 gp) Magic Items Scrolls, common (75 gp) Market District Shops


Loot Characters might attempt to steal items from Histell’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. If Histell spots a thief, Histell uses the suggestion spell and requests the thief replace the item. If this fails, he utilizes the greater invisibility spell to flee to safety, summoning guards to the scene as he does so and returning to aid in thwarting the brigands robbing his shop. Side Quest: Scents and Perfumability Histell has a condition common amongst lizardfolk of his lineage that results in him releasing a powerful odor when he is anxious. Unfortunately, Histell gets anxious every time he is around Charlotte, the halfling grocer across the street who he has a romantic infatuation with. Histell is ashamed of his stench, which would attract other lizardfolk but has the opposite effect on Charlotte. Histell is attempting to brew a perfume that will help hide his stench from Charlotte, but he never seems to get the ingredients right. If the characters assist him in crafting a perfume of adequate olfactory splendor, he will create a replica of the perfume, gift the group 1 vial of the perfume, and allow each of them to select from his shop an item (or items) totaling 10 gold pieces in value. Characters can also pool their “discount” by selecting an item of up to 40 gold pieces (for 4 characters) instead. Crafting the Perfume Histell has a set of alchemist’s supplies readily available for the characters to use if they wish to assist him in creating the perfume. If the characters agree to help, Histell brings the following items out of storage in the hopes that they can use them to craft a perfume: Crushed dragon’s teeth (5 gp) Exotic mushroom (1 cp) Frog legs (1 cp) Lilies (1 cp) Nightshade (1 sp) Ogre’s toenail (1 cp) Owlbear claw (1 gp) In order to craft the perfume, the characters can mix any or all of the ingredients together using alchemist’s tools, making a separate Intelligence (Investigation) check or Wisdom (Survival) check regarding each of the ingredients. A character proficient with the “alchemist’s supplies” artisan tools can add the character’s proficiency bonus when making these checks. Nightshade usability check result 10 or less: This seems usable. The flower is a lovely purple—surely it will smell nice! 11 or more: This is just as likely to cause the wearer of the perfume to pass out as it is to cause those smelling it to feel a bit nauseous. Impact on the perfume if used: Negative Owlbear claw usability check result 10 or less: No way this is going to smell good. There’s still blood stuck on it. 11 or more: Hmm, a bit gamey, but it seems like this could work. Impact on the perfume if used: Positive Ogre’s toenail usability check result 10 or less: Seriously? No. This funguscovered toenail is for sure not going to help. 11 or more: Surprisingly, the fungus growing on this toenail is letting off a rather nice scent that might compliment the other ingredients. Impact on the perfume if used: Positive Exotic mushroom usability check result 10 or less: Looks delicious. Probably safe to add into the perfume. 11 or more: This mushroom is deadly. Probably shouldn’t touch it. Impact on the perfume if used: Negative 84 Market District Shops


85 Lilies usability check result 10 or less: These seem a bit wilted. Probably not the best choice. 11 or more: While a bit wilted, the sweet smell of the flowers’ decay could be modified in a professionally made perfume. Impact on the perfume if used: Positive Frog legs usability check result 10 or less: These seem like a great choice. They look mummified, so they’re likely filled with spices. 11 or more: These mummified frog legs let off a musty odor that would make Histell smell like a powder-coated grandmother. Impact on the perfume if used: Negative Crushed dragon’s teeth usability check result 10 or less: No way. These powdery bits of bone give off no scent at all. 11 or more: This fine white powder gives off a slight magical glow; looks like maybe it could be used to enhance a potion or perfume. Impact on the perfume if used: Positive The Intelligence check DC for crafting a usable perfume depends on the ingredients used. If the character uses more positive ingredients than negative ones, the DC to craft the perfume is 13. If the character uses all positive ingredients, the DC is 5. If the character uses more negative than positive ingredients, the DC is 18. If the character uses all negative ingredients, the perfume lets off a terrible odor regardless of the check result to craft it. On a success, read the following aloud: “Histell’s eyes light up as he inhales deeply from the perfume you have created. “Incredible!” he shouts, “Oh, Charlotte will LOVE this! Thank you! Thank you so much!” On a success, a perfume is created with varying properties based on the ingredients used. The perfume’s statistics are in the item appendix. On a failure, read the following aloud: Histell gags when inhaling the concoction you have created and gasps, “I would kindly ask that you never try your hand at potion making or perfuming ever again. By the gods, I’m amazed you didn’t blow up my shop. Please, for the love of all that is beautiful and pleasant in this world, remove this horrid thing.” Histell coughs, holding the perfume at arm’s length. Reward If the characters succeed in crafting a satisfactory perfume: Lover’s perfume (uncommon) 10 gp-worth of items per character from Histell’s shop Ardhos’s Bounty A quaint little shop built in halfling style, all rounded doors and windows and earth tones, rests just off the market street. The door is painted in elegant calligraphy, reading “Ardhos’s Bounty.” The smell of cooking meats, freshly baked bread, and sugary confections wafts tantalizingly from the shop. The door is open, and you can see a halfling woman busily rushing about within, wrapping cakes and merrily humming to herself. Charlotte runs this small grocer; baking bread, cooking meats, and preparing other delicious foods for sale—all in the iconic cooking style found almost exclusively in the region of Ardhos. Roleplaying Charlotte Charlotte is a sweetheart who always believes the best of everyone, has a kind word for any who walk through her door, and sports a pleasant demeanor. She wears a flour-coated apron, an array of handstitched clothes, and homemade jewelry—much of it gifts from the small children in Havdhir to whom she regularly gives free sweets. Several years ago, Charlotte ventured from a small hamlet in Ardhos to Havdhir, taking the culinary techniques of the region with her to Havdhir. Her shop has been a major success! Market District Shops


86 Charlotte (1 Stat Block) is a neutral good halfling. Shopping Charlotte offers ordinary food and drink as well as the following items exclusive to her shop: Ale of Ardhos (50 gp) Ardhosian short ribs (7 gp) Charlotte’s famous bread loaf (2 gp) Root vegetable casserole (50 gp) Sugared baked dough (50 gp) Loot Characters might attempt to steal items from Charlotte’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. If Charlotte witnesses a theft, she kindly requests the item be returned. If it is not, she immediately alerts the Havdhir guard. Side Quest: Scents and Perfumability Charlotte is very fond of Histell, the alchemist across the street. However, she gets the feeling he has been avoiding her, and this saddens Charlotte. At a time of the Game Master’s choosing, Charlotte may reveal the following to the characters: I do so enjoy spending time with Histell. Have you met him? The lizardfolkalchemist across the street? He is such a kind man. Although, I get the feeling he has been avoiding me lately. No idea what that’s about, but if you happen to find out, I’d greatly appreciate it. He’s a dear friend, and I’d hate to lose his companionship. Market District Shops


87 Verin’s Second-Hand Goods A scruffy-looking man with one black leather glove and one fingerless cotton one tips an oversized hat embellished with an obnoxiously vibrant feather in your direction, smiling with a mouth of crooked teeth, most of which are gold or silver. He shuffles from behind piles of what look like junk, leaning over to the front of his market stand. “Welcome, noble sirs, fine ladies, and exalted others to Verin’s Second-Hand Goods! If I don’t sell it, it doesn’t exist! What can I interest you in today?” the man croaks, his distended belly pressing up against the counter top, and his patched clothing ruffling uncomfortably. Roleplaying Verin Verin operates Verin’s Second-Hand Goods and has ties to the Grifter’s Guild, who often sell him wares. He might provide information on the guild if pressed by the characters but is unlikely to do so unless presented with an immense bribe or imminent threat of death. Verin (1 Stat Block) is a neutral evil half-elf. Shopping Verin has some incredibly odd items that have been stolen or “conveniently lifted” from the residents of Havdhir. At the Game Master’s discretion, Verin also sells any non-magical adventuring equipment, tool, or trinket. Verin’s goods are mostly used, stolen, sold from caches of loot, or dug up from graves. However, he does have a fair amount of items that are in new or good condition and sold to him by credible sources. Verin is willing to purchase obviously stolen or sullied goods at ¼ their market cost. Normally, word of theft of a valuable item in Havdhir travels quickly; so if the characters stole an item of value from someone in the city, it is likely most vendors in Havdhir know to avoid the stolen goods. Verin, however, is willing to act as a fence, purchasing contraband items at a discounted rate. Verin’s “Suspicious” Goods Bloodstained Havdhir guard’s uniform (1Item) (25 gp) Book: Filthy Rags (1 Item) (25 gp) Bottle of salve, labeled “Verin’s Very Voluminous Hair Paste” (1 Item) (1 gp) Child’s kite (1 gp) Chipped tea set (1 sp) Giant’s jawbone (5 gp) Mummified hamster (1 Item) (2 gp) Prosthetic limb (1 Item) (250 gp) Stocking cap with hidden compartment (1Item) (100 gp) Stolen signet ring (1 Item) (10 gp) Tiny gelatinous cube inside a terrarium (1Item) (50 gp) Unsettling jester’s mask (1 Item) (100 gp) Vampire’s fang (1 Item) (15 gp) Very convincing fake beard (1 Item) (50 gp) Loot Characters might attempt to steal items from Verin’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. If Verin spots a thief, he takes no immediate action and pretends like the theft never occurred. Verin later reports the theft to the Grifter’s Guild, and the characters can expect to be hounded day and night by thugs, bandits, pickpockets, and the occasional hired mercenary until they resolve the situation to Verin’s satisfaction. Market District Shops


The Menagerie A stand covered in small cages that are filled with squawking birds, chittering monkeys, and crawling insects generates enough noise to attract the attention of several passersby. Massive cages and stalls are spread out behind this stand, filled with animals of all kinds. A large tank, big enough to hold several large creatures, is filled with murky water and sits directly behind. A dark elf, dressed in a vibrant costume of red with gold trim, stands behind the counter. “Beasts and creatures of all kinds for sale! Step right up! Get yourself a poisonous snake from the far isles! Or a polar bear friend from the Darklands of Vlaskhell! I’ve got the finest steeds from Ardhos and so much more!” calls the dark elf. Viekiir operates a stand that he calls “the Menagerie,” selling exotic and mundane animals, barding, and equipment. Roleplaying Viekiir Viekiir is a showman and is fond of the resplendent outfit he wears to attract customer attention. He fusses over his appearance a great deal and is constantly talking in a verbose voice, accented by grand gesticulations. Viekiir has been in the animal trade business for years and is an expert in all things animal, Beast, and magical-creature-related. If the characters have questions about a particular monster, Viekiir is likely to know the answers and is willing to “sell secrets” regarding creature weaknesses or strengths. Viekiir (1 Stat Block) is a neutral elf. 88 Market District Shops


89 Sold Secrets Viekiir sells information regarding creatures. He will sell at most one piece of information per creature type. The price is determined based on the creature CR. For the price given in the table, Viekiir does not reveal specifics of “individual monsters”: For instance, he may be able to tell the characters that trolls have regenerative abilities but not that “Skagg the Biter” is fond of biting off heads and resides in Morvin’s Sorrow Pit. However, Viekiir is willing to offer up secrets regarding individual creatures at twice his usual rate; it takes him several days to gather information about the individual. Viekiir is able to immediately relay information on creatures CR 0-16, but to deliver information on creatures of CR 17 and above, he requires several days or weeks of gathering information from contacts and referencing documents. CR 0-1 1 gp CR 2-4 10 gp CR 5-8 25 gp CR 9-12 50 gp CR 13-16 100 gp CR 17-18 250 gp CR 19-20 500 gp CR 21+ 1,000 gp Shopping Viekiir has any number of animals and equipment for animal care for sale. He may have additional items for sale as determined by the Game Master. Tack and Harness Barding, leather (40 gp) Barding, padded (20 gp) Barding, scale mail (200 gp) Bit and bridle (2 gp) Feed (per day) (5 cp) Saddle, exotic (60 gp) Saddle, military (20 gp) Saddle, pack (5 gp) Stabling (per day) (5 sp) Animals Donkey or mule (8 gp) Hawk (5 gp) Horse, draft (50 gp) Horse, riding (75 gp) Lizard (5 gp) Mastiff (25 gp) Owl (5 gp) Panther (50 gp) Poisonous snake (25 gp) Polar bear (800 gp) Pony (30 gp) Rat (2 cp) Raven (5 gp) Scorpion (5 gp) Spider (5 gp) Vulture (5 gp) Warhorse (400 gp) Weasel (5 gp) Winter wolf (900 gp) Wolf (60 gp) Loot Characters might attempt to steal animals from Viekiir; in which case, the items and animals available for theft and on display are at the Game Master’s discretion. It would be very difficult to sneak away any of the animals in large cages or pens, and Viekiir keeps the key to the cages on his person at all times. If the character manages to free or steal an animal, Viekiir is likely to incite a panic, screaming about “a dangerous animal being on the loose,” and a stampede of shoppers and an influx of guards are very likely. Side Quest: The One That Got Away If asked about the empty tank, if he has any aquatic creatures for sale, or in passing conversation, Viekiir mentions the following: “I do wish I had a shark to go in that tank back there. Would be great for bringing in customers! I even bought several potions of air breathing in Histell’s alchemy shop and converted them into darts in order to transport such a Beast here, but I have no time to venture out hunting for sharks. Everyone I ask to do it just laughs and mocks me, saying, ‘What would you feed it? How would you get it back here through the city? How would you catch one?’ How in the Nine Hells am I supposed to know?! What I DO know is that it would be good for business if anyone would take the time to procure one.” Market District Shops


Viekiir has a love of exotic “pets” and has occasionally kept an octopus or quipper in the empty tank behind his stand, but what he desperately wants is a shark to attract onlookers. “Imagine seeing a shark in the middle of the market!” Viekiir offers the characters a map showing a point off the coast, called “Redwater Tide” by the locals, where a vast number of sharks have been seen recently. He gives them 10 darts of air breathing (1 Item) to use on a shark and directs them to the Havdhir Notary and Exchange to try and obtain a ship. Reward Viekiir offers 10% of his profits for one month if the characters bring him back a living shark. Roll 1d6 to determine Viekiir’s total profits each week of the month: Rolling a 1: Business is terrible—the shark escaped and flopped all over the Market District, causing irreparable damage to various businesses. Viekiir is in the hole several thousand gold pieces and can’t give the characters anything this week or next. Rolling a 2: Business was going well, until one of Viekiir’s sellers upped the price on the fish that he needs in order to feed his new shark. Now, Viekiir’s expenses have increased, and he has only made a measly 100 gold pieces this week after expenses. Rolling a 3: Business is manageable, but competition from a new vendor has Viekiir worried. He had to sink a lot of gold into increasing the shark’s tank size and adding some signs around town. He made 200 gold pieces this week after expenses. Rolling a 4: Business is going well. Viekiir brought in an owlbear which sold for a hefty sum, and he has made 300 gold pieces this week after expenses. Rolling a 5: Business is going great! The shark attraction has brought in all sorts of new buyers, and Viekiir has made 500 gold pieces this week after expenses. Rolling a 6: Business is booming! Viekiir raked in 1,000 gold pieces this week after expenses. Redwater Tide Redwater Tide is located 2 miles off the coast of Havdhir and roughly 5 miles from the bobbing corpses of those buried at sea in the cemetery. Characters could reach the area by swimming, hiring a ship, purchasing a ship of their own, flying (if this is available to them) or any other means they might imagine. When the characters reach Redwater Tide, read the following aloud: A swath of water lies before you. The water is tinged a deep shade of red. You can see dark shapes moving about under the water, and an occasional fin breaks the crimson surface. A creature succeeding on a DC 12 Intelligence (Nature) check or a DC 12 Wisdom (Survival) check can determine that the red water is actually caused by an algae bloom (the red algae thrives in the high light conditions of the area). It is likely that fish are attracted to the algae for food and those fish attract the sharks. 4 hunter sharks swim about the area, feasting on the plentiful fish that enjoy the red algae floating in the water. Diving into the water would almost surely result in the death of the characters, so some means of retrieving one of the sharks without having to fight the others is advisable. Characters can attempt any method they see fit to try and capture a shark: hitting it with a dart of air breathing and waiting for it to fall unconscious after suffocating underwater, netting the shark and hauling it away, etc. Bringing the shark back to Viekiir is another matter entirely. A hunter shark weighs roughly 40 pounds and will need to be protected from environmental dangers such as drying out or being dragged along the cobblestones. The shark will have to be transported in water or be hit with a dart of air breathing for slightly less-difficult transport. Getting the shark to Viekiir is no easy feat without careful planning or the use of magic. 90 Market District Shops


Market District Shops 91


92 Additional Shops Percival’s Appraisal Exterior A brick shop with massive windows displays an array of jewelry, art, and artifacts within. Near the heavy oak door, a brass sign with finely etched markings reads “Percival’s Appraisal.” Often, characters may find art objects or other items of value or of historical significance that they could not reasonably know the value of. In such a case, they may seek out Percival’s Appraisal, a dwarf-owned shop near Stonecentre. Percival’s Appraisal Interior A stuffy-looking dwarf looks up from behind a desk. He is dressed in finery, has a ridiculous monocle, sports a frilly collar, and has grown a long, gray-speckled beard that is draped over the counter like a small waterfall. The dwarf is bent over a blue gemstone, holding a magnifying glass and a small brush to the item. “With you in a minute,” the dwarf calls, bending back over his work and ignoring you other than to occasionally (if somewhat suspiciously) look in your direction. The dwarf is Percival Bingsley, the proprietor of the shop and most renowned art and jewel appraiser in Havdhir. Roleplaying Percival Bingsley Percival talks in a superior tone, and looks down (or up) his nose at anyone not of noble birth or not displaying knowledge of antiquities or valuables. Percival is able to identify the price and history of just about any item for a fee, charging 5% of the item’s market price in exchange for the information. Percival can also identify magical items and can cast the identify spell at will. He charges 150 gold pieces for such a service. Percival Bingsley (1 Stat Block) is a lawful neutral dwarf. Shopping Percival’s Appraisal is filled with art items, precious gems, and historical artifacts of great value. Characters may wish to exchange large, clunky items or sacks of gold or other treasure for the far smaller, more valuable, and transportable items Percival has for sale. Percival’s goods change from one day to the next; the Game Master can roll a d6 to determine what selection of items is available on any given day. At the Game Master’s discretion, Percival may also have any number of other gemstones, art objects, or trinkets for sale. Rolling a 1 Azurite (10 gp) Blue quartz (10 gp) Carved ship made of exotic wood, banded with gold (250 gp) Clockwork bird (50 gp) Silvered mirror (50 gp) Rolling a 2 Antique locket inscribed with dwarven runes (50 gp) Bejeweled coat (5,000 gp) Bloodstone (50 gp) Carved scrimshaw statue of a whale (25 gp) Gold circlet set with shards of inert nihidium(750 gp) Rolling a 3 Amber (100 gp) Antique music box (100 gp) Masterpiece painting (2,500 gp) Rolling a 4 Alexandrite (500 gp) Painted gold mask (750 gp) Signet ring (5 gp) Silver ewer (25 gp) Additional Shops


93 Rolling a 5 Black opal (1,000 gp) Clockwork talking doll (20 gp) Gold ring set with inert runes (250 gp) Rolling a 6 Black sapphire (5,000 gp) Clockwork toy dwarf made of gold (1,000 gp) Silver chalice (25 gp) Loot Characters might attempt to steal items from Percival’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. Percival is incredibly careful to protect the objects in his shop—all of the windows and doors are enchanted with glyphs that sound a loud, magical alarm if an item for sale is removed from the shop unpaid for, and the creature possessing the item must succeed on a DC 15 Constitution saving throw or glow with a fierce orange light for 24 hours. The light shines even if the creature is invisible. If a thief exits the shop, 4 Havdhir guards (1 Stat Block) arrive on the scene 1d3 rounds later, responding to the alarm and searching for the perpetrator. Side Quest: Appraising a Mimic (deadly at 2nd level or below) Percival’s latest shipment of precious items was infested by mimics which have disguised themselves as artifacts. Percival discovered one of the mimics before bringing the entire shipment into his shop (the creature nearly took his hand off) and he has left the crate that it came in locked in his basement for fear the mimics might spread and overtake his shop. If the characters come answering the bounty board in the Guzzling Goblin or if they express interest in getting a discount on goods or services, Percival relays his harrowing tale to them and offers to lock them in the basement until the mimics are disposed of (he can’t risk the mimics getting out). He will pay the 40 gold piece reward posted on the bounty board in the Guzzling Goblin. If the characters agree and enter the basement, read the following aloud: You step down into the basement. The door closes behind you, accompanied by the resounding thud of a heavy bolt being slid into place from the other side. The basement is small and dimly lit by a small lantern at the top of the stairs, which springs to life as the door closes. Most of the chamber is dark, but the flickering light casts shadows upon a crate. Art objects have spilled out of it as though something had been rummaging in or through the pile of precious goods. 2 mimics are hiding amongst the art items. The characters will have to attempt to find a way to root out the mimics, which use their False Appearance to hide amongst the items. If a character gets within 5 feet of a mimic without noticing it, the mimic attacks, and the characters are surprised during the first round of combat. When the characters go to leave the basement (either to escape the mimics or to inform Percival of their removal), read the following aloud: “Are they dead? You get them all??” Percival’s muffled voice sounds through the door. If he is not convinced that the mimics are dead, Percival refuses to open the door, leaving the characters to their fate. Reward Percival pays 40 gold pieces total for the removal of the mimics. As long as he is friendly toward the characters, he also offers to appraise one item for each of them, free of charge. Additional Shops


Freya’s Fantastical Items The exterior of this shop is painted with bright colors, and a latticed window reveals shelves upon shelves of every item imaginable. Many strange and wondrous pieces of equipment glow with spectacular runes or move about of their own accord in glass cases. A sign hangs over the door, made to move with a bit of magic which creates an animating effect: Lines of glowing light form into a wizard’s hat and a hand, which pulls a large flaming sword from the hat. The flames dissipate and spell the words “Freya’s Fantastical Items” in glowing letters before fading away, the illusion beginning again. Stepping through the door, you are greeted by an elderly woman who shuffles to welcome you from behind a counter laden with items. Freya’s Fantastical Items is a magical item shop (the only one of its kind in Havdhir) run by Freya, an arcane witness utilizing her Illusory Appearance trait to look like a harmless old crone. Freya’s shop is located on the outskirts of the Barnacle Barrows district. Roleplaying Freya Freya regularly receives shipments of stolen magical goods from the Grifter’s Guild at an extremely discounted rate. If ever asked about her potential connections to the guild or where her items come from she responds, “I often don’t know how my sources come about these items, and frankly… I don’t want to know.” 94 Additional Shops


95 Freya’s shop has magical items available for characters to purchase, but she is careful to only sell these items to persons that she feels are able to handle their power. (Allowing a noble’s son to buy wings of flying landed her in a great deal of trouble after the child plummeted to a messy death). Freya is now very careful about who she sells her items. Someone might have enough coin to afford something, but if clients are inexperienced and likely to harm themselves, others, or (more importantly) her reputation; Freya refuses to sell. Freya (1 Stat Block) is a lawful neutral arcane witness. Freya’s Shop Freya’s shop is under the constant effect of a selective antimagic field, which prevents creatures other than Freya from casting magic or using magical items in her shop. This allows Freya to display her merchandise without fear that someone will pick up a dangerous magical item and attempt to use it to rob her, and it also prevents magical trickery. Freya will gladly demonstrate the abilities of magical items within her shop. Shopping Freya has items of the following rarity available depending on the characters’ levels. The selection of items is determined by the Game Master. Levels 1-3 Common magic items Levels 4-5 Uncommon magic items Levels 6-8 Rare magic items Levels 9-16 Very rare magic items Levels 17 or higher Legendary magic items Alternatively, the Game Master can roll a d4 to determine what selection of magic items is available on any given day. Rolling a 1 1-Legendary Luck blade Ring of three wishes Sovereign glue Staff of the magi 1-Very Rare Helm of brilliance Potion of supreme healing Ring of shooting stars Rod of security Spellguard shield Staff of fire Wand of polymorph 1-Rare Amulet of health Boots of speed Cloak of displacement Cloak of the bat Elven chain Flame tongue Gem of seeing Instant fortress Mace of smiting Oil of etherealness Potion of mind reading Potion of superior healing Robe of eyes Staff of healing Sun blade Sword of wounding Wand of binding 1-Uncommon Bag of holding Cloak of elvenkind Deck of illusions Dust of sneezing and choking Eyes of minute seeing Gauntlets of ogre power Hat of disguise Headband of intellect Javelin of lightning Mithral armor Pearl of power Pipes of the sewers Potion of greater healing Potion of poison Ring of jumping Spell scroll (2nd-3rd level) Wand of secrets Wand of web Wind fan Winged boots 1-Common Potion of climbing Potion of healing Spell scroll (cantrip-1st level) Rolling a 2 2-Legendary Defender Ring of djinni summoning Ring of invisibility Scarab of protection Spell scroll (9th level) 2-Very rare Animated shield Arrow of slaying Dragon scale mail Dwarven plate Efreeti bottle Frost brand Marvelous pigments Ring of regeneration Rod of alertness Spell scroll (6th-8th level) Staff of frost Tome of clear thought Additional Shops


96 2-Rare Boots of levitation Bracers of defense Brazier of commanding fire elementals Dagger of venom Necklace of prayer beads Potion of clairvoyance Potion of diminution Ring of free action Ring of spell storing Shield of missile attraction Wand of fireballs 2-Uncommon Adamantine armor Bracers of archery Brooch of shielding Decanter of endless water Dust of disappearance Necklace of adaptation Pipes of haunting Potion of growth Potion of water breathing Wand of magic missiles 2-Common Potion of healing Spell scroll (cantrip-1st level) 2-Varies in Rarity Figurine of wondrous power Rolling a 3 3-Legendary Holy avenger Plate armor of etherealness Ring of spell turning 3-Very rare Cloak of arachnida Demon armor Dwarven thrower Oil of sharpness Potion of flying Robe of stars Rod of absorption 3-Rare Armor of resistance Armor of vulnerability Cube of force Portable hole Ring of x-ray vision Spell scroll (4th-5th level) Wand of enemy detection Wand of paralysis Wand of wonder 3-Uncommon Broom of flying Circlet of blasting Cloak of protection Gloves of missile snaring Gloves of swimming and climbing Medallion of thoughts Oil of slipperiness Periapt of wound closure Philter of love Potion of giant strength (hill giant) Ring of swimming Ring of warmth Ring of water walking Robe of useful items Rope of climbing Spell scroll (2nd-3rd level) Staff of the python Trident of fish command 3-Common Potion of healing Spell scroll (cantrip-1st level) Rolling a 4 4-Legendary Armor +3 Spell scroll (9th level) Universal solvent Vorpal sword 4-Very rare Ammunition +3 Amulet of the planes Armor +2 Manual of golems Nine lives stealer Oathbow Ring of telekinesis Shield +3 Spell scroll (6th-8th level) 4-Rare Ammunition +2 Armor +1 Cape of the mountebank Feather token Handy haversack Mace of terror Ring of animal influence Ring of evasion Ring of feather falling Rod of rulership Shield +2 Spell scroll (4th-5th level) Staff of charming Staff of swarming insects Staff of withering Vicious weapon Wand of fear Wand of lightning bolts Wings of flying 4-Uncommon Ammunition +1 Eyes of the eagle Goggles of night Helm of telepathy Immovable rod Lantern of revealing Shield +1 Slippers of spider climbing Spell scroll (2nd-3rd level) Wand of magic detection Wand of the war mage +1 4-Common Spell scroll (cantrip-1st level) Additional Shops


97 Pricing for magic items may vary, but some suggestions are given below: Common items 50 - 100 gp Uncommon items 101 - 500 gp Rare items 501 - 5,000 gp Very rare items 5,001 - 50,000 gp Legendary items 50,001+ gp Loot Characters might attempt to steal items from Freya’s shop; in which case, the items available for theft and on display are at the Game Master’s discretion. Freya’s items are all magically warded. Any item stolen from her shop vanishes and magically teleports back to the shop 8 hours after it has been stolen; or it teleports back if it is taken more than 500 feet from her shop, whichever happens first. At the time the item teleports back to her shop, Freya can touch the item and magically learn the identity and whereabouts of the creature that stole from her. Major Quest: Paying the Grifter’s Guild… a Visit (deadly at 2nd level or below) At a time of the Game Master’s choosing, when the characters have left Freya’s Fantastical Items, read the following aloud: A haggard-looking man stumbles toward you. His clothes are filthy, and he reeks of cheap booze. “Please tell me you didn’t just buy something from HER?!” the man asks, gesturing toward Freya’s shop. “Don’t you know who she works with?” The players are approached by Rufus Welfore, a former sailor with a gambling problem. Additional Shops


Roleplaying Rufus Welfore Rufus speaks in a hurried tone, occasionally slurring his words together. He is nearly always intoxicated, consuming great amounts of mead from wherever he can get it. Rufus lost a great deal of money and borrowed nearly 5,000 gold pieces from the Grifter’s Guild. When Rufus was unable to pay; he came home to find his wife missing, a note pinned to his door with a knife, and instructions to meet in the Undercity beneath Havdhir to make his payment… “or else.” In his infrequent dealings with the Grifter’s Guild, Rufus learned that Freya often buys magic items from the guild at an extremely discounted rate. With no money to pay his debt, he has given up on ever seeing his wife again and has directed his sorrow and animosity toward Freya (whom he sees as an accomplice to the guild’s underhanded deeds); drinking cheap mead while he nurses his anger. While Rufus cannot go to the authorities for help (as he is wanted for defaulting on several loans), he asks the characters if they will venture to the waterways beneath the city in hopes of saving his wife. He has nothing to offer besides a token he won in a contest at the Guzzling Goblin that affords him free drinks. He will offer the token to the characters in exchange for the safe return of his wife. Rufus believes that his wife is being held in a small waterway entrance to the Undercity, known as “Drain’s End.” Rufus Welfore (1 Stat Block) is a neutral human. The quest “Paying the Grifter’s Guild… a Visit” continues on page 140. Havdhir Stables The earthy smell of horse manure mixes with the sweet smell of fresh straw. Rows of stables lie before you. A small, well-kept fence surrounds an enclosed livery stable and provides an area for the horses to get a bit of exercise. You notice a golden-scaled dragonborn woman holding a bucket of grains up to the snout of a chestnut-brown draft horse, patting its head fondly as it munches on the contents of the bucket. She holds her hand up to you in greeting as you approach. “Looking for a place to board a horse or other creature? I’ve got plenty of room for creatures of all shapes and sizes. Although, pay mind… the exotic creatures will cost a bit more to board, especially after the latest… incident.” The stable is located on the outskirts of the city, near the city gate and Goldtower. Ferelix Gorelia is a gold dragonborn stable master operating the largest stable in Havdhir. Roleplaying Ferelix Gorelia Ferelix has a kind heart and a soft spot for all animals. She speaks in a gentle tone of voice and is usually more preoccupied with speaking to or petting the animals accompanying visitors than conversing with their owners. Ferelix feels more at home in the stables than just about anywhere else in Havdhir and wears modest clothing associated with a simple stable hand though she manages the stables. Ferelix Gorelia (1 Stat Block) is a neutral good dragonborn. 98 Additional Shops


99 Boarding Costs Stabling for mundane creatures such as horses, mules, or ponies (per day) (5 sp) Stabling for exotic creatures such as polar bears, crocodiles, owlbears, etc. (per day) (5 gp) Shopping Ferelix also sells mounts and barding, and she rents out horses. Mounts ( To Buy) Camel (50 gp) Donkey or mule (8 gp) Horse, draft (50 gp) Horse, riding (75 gp) Mastiff (25 gp) Pony (30 gp) Warhorse (400 gp) Mounts ( To Rent) 1/10 the creature’s cost to buy in gp, per week rented Barding/Equipment Animal Feed (per day) (5 cp) Barding, leather (40 gp) Barding, padded (20 gp) Barding, scale mail (200 gp) Bit and bridle (2 gp) Carriage (100 gp) Cart (15 gp) Chariot (250 gp) Saddle, Exotic (60 gp) Saddle, Military (20 gp) Saddle, Pack (5 gp) Saddle, Riding (10 gp) Saddlebags (4 gp) Sled (20 gp) Wagon (35 gp) Loot Characters might attempt to steal items from Ferelix’s stables. If they do, the items and creatures available for theft and on display are at the Game Master’s discretion. If Ferelix catches a creature stealing some of her items, she might take pity on them—offering them aid in the form of food and drink but requesting the equipment back (repeated offenses cause Ferelix to summon the guards). If a creature attempts to steal one of her mounts, Ferelix becomes enraged, summoning the guards and requesting the harshest punishment for the thief. Additional Shops


Side Quest: Owlbear Antics The “incident” Ferelix alluded to is the time a baby owlbear went completely feral in the stables, destroying a great deal of her property and injuring a few of the horses before escaping from the stables. Ferelix had to pay a large sum of gold at Histell’s Alchemical Mysteries for potions, salves, and herbs to heal the injured horses; and she had to pay out an even more exorbitant amount of gold to the owners of the prized breeding horses that had been maimed. Ever since the incident, Ferelix has been charging a great deal more to board exotic (and potentially dangerous) creatures. While she finds the situation in general very frustrating, Ferelix feels even more sorry for the infant owlbear. She explains the situation as follows: “A few days ago, a sweet little baby owlbear I was boarding went quite mad— tearing up its pen and injuring several of the horses. The little fellow escaped, and I am afraid it might hurt itself or someone else, running about Havdhir all alone. The infant owlbear’s owner hasn’t returned since I informed them of the damages and their responsibility to pay for them. If you can find the little dearie and ensure it is safe, you are welcome to keep it. I just want to be sure it goes to a good home, and I am happy to offer you a discount: half-off boarding fees if you find the wee darling. It’ll be terrible for business if the poor dear hurts anyone.” 100 Additional Shops


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