Friday, April 7, 2023

Dungeon 23 (Hometown23): Week 13

 “After each perilous dungeon expedition, you have stepped out into the sunlight to return to your home. But what do you know of the green countryside, the farmers' golden fields, and the land beyond? What of your town, friends and neighbors? Indeed, noble traveler — what do you know of the world?

-    Frank Mentzer, Preface to the D&D Expert Set


I couldn’t have put it better than Mr. Mentzer.  For the next two months, the Lair is taking a break from dungeon-delving and leaving the Temple of the Snake Cult to stew in its chthonic evil for a while, as we detail  a home town to support adventurers’ forays into the dungeon while also being suitable for expert-level urban adventures.  Finally, we'll place this settlement in a wilderness map the players can explore (and build strongholds in.)

Without further ado I give you…

Alkastra - The Jeweled Spear in the North

Once a military fort that guarded the northern frontier of a luminous empire, Alkastra eventually grew into a trading post, and ultimately, a small city.  As that now-forgotten empire aged and receded into decadence and the mists of time, Alkastra became stagnant and depopulated, devolving into a lawless place of desperate men clinging to ruined glories - the home of a succession of bandit lords and petty kings.

Once voted Best New Places to Live!  Now?  Not so much.


This cycle changed for a time, with the coming of King Cyneric - a mighty sellsword who took the crown for himself after impaling the fey, sorcerer-warlord Xengar to his own Throne of Skulls.  By cunning and sword, King Cyneric’s rule eventually brought peace and plenty to the city – a prosperity that was threatened only by the rise of the Snake Cult, but the King’s eventual victory over that degenerate sect cemented his golden age for a time.

As Cyneric’s bloodline thinned and diluted, so did Alkastra's fortunes wane.  Today, while Alkastra remains the largest trade town on this side of the Dragon’s Tounge, it is a motley mix of ramshackle thatch houses and older wood buildings in the Northern style, surrounded by the crumbling stones of a greater age slowly being washed away by the relentless river.  The perpetually-reconstructed Citadel, where a ruthless Regent directs in the name of a spoiled princeling of dubious lineage, barely keeps this sanctuary of Law safe from the encroaching Chaos of the wilds.

Meanwhile, in the western hills, a foulness from deep within the Earth stirs the Temple of the Snake Cult back to unwholesome life.

Welcome to your home town, adventurer!

 

Gate Quarter

1. North and South Gates

The South Gate is the main entrance for the majority of surrounding farmers, and traders coming on foot from the south.

The guards here (1st-level fighters, AC 3, polearms) are pretty straight-laced.  They inspect any cargo diligently, charge a 1 copper toll per head (animals included,) and direct visitors to another man at a table for 10% taxation of goods before they can move on to the market square.

Persons clad in armor better than leather and large or obvious military weapons (with the exception of a side arm or walking staff) are instructed to store them, or camp outside, the same as any conspicuous military force.  Bodyguards for nobles and merchants with the proper credentials are exempted.

At night, both gates are closed and visitors must state their business and typically have some sort of charter or special dispensation from the Regent to enter.  Otherwise, they must camp outside.

The gates of Alkastra welcome people from all over the Marklands and beyond (AI image courtesy of NightCafe.)

 The North gate typically sees less traffic, and the guards tend to be somewhat lax in their duties.  Recently however, there has been an influx of refugees from the barbarian lands north of the Dragon’s Tongue.  They tell that their aging Altking has died (“murdered,” some whisper) and that the Jarls have begun warring for the position, while the predatory Hill Chieftains smell the blood in the water and have reacted accordingly.  Most refugees are directed to a camp for the displaced growing near the Downs, with the only exception being those who have brought enough wealth for an appropriate bribe.

2. Marketplace

The town’s marketplace is highly active during the day, especially in the spring-summer trading season and the fall harvest, then lies practically abandoned during winter.   The market stalls here are where adventurers can get most general equipment and provisions.  Weapons and armor can be found on Smiths’ Row in the River Quarter.

During the market’s busy times, there is a 1-in-6 chance every hour of being pickpocketed or having a purse cut by a 1st-level thief.

A cryer sometimes has useful news or announcements (see the rumor table.)

Aventure Idea: Danger Alley.  Japhet, a newly-arrived con man (3rd-level thief, AL C) has set up shop in the marketplace (figuratively speaking) and is offering to buy and sell discount magic items to gullible adventurers.  He typically has a minor magic item sample on hand (which radiates magic) to convince the skeptical.   If the party looks capable (higher than 8-10 total levels,) he will sell (or buy) a minor magic item for a reasonable price and never approach them again.  If not, he will escort the party to his rented warehouse, where 1d4+1 gnolls wait to ambush and rob them.  Japhet is running this scam in violation of Thieves’ Guild rules and bringing him alive before the King of the Downs may entail a reward.

3. The Legionnaire’s Rest

The Rest is an example of a commoner-freeman quality inn available in this part of town.  In ages past, it catered to visiting Imperial officials of minor rank.  Today, the Rest welcomes small freesteaders, traders, and visiting craftsmen who come to sell their goods and wares at the market.  More successful merchants tend to stay at places further West in the Citadel Quarter, or in the case of minor nobility, with family townhouses or estates in that area.

Sleeping room in the common area costs five (5) silver per day.  A few, shared rooms of 2-4 people are available upstairs for 6-8 silver per person, depending on  the season.  However, obviously rough-looking characters (i.e. adventurers) are not typically welcome to rent rooms.  

There are typically a number (1d4+1) of 1st-3rd level fighters sleeping in the common area at any time that can help keep the peace and provide a deterrent to would-be thieves.  If things get too rough, the proprietor’s grain-fed son Renk (17 Str,3HD, 1d4+2 dmg club) will firmly “escort” the offenders out.

Meals and drink can be had across the street at The Watchman’s Arms (Location 5,) which partners with the Rest.

4.  Moneylender

Jumal the Moneylender (AL N) is a dark, tattooed man of the Far West, who provides money-changing, lending, and other banking services to traders and merchants passing through.  These dealings tend to occur with comfortable, pillowed seating, pungent (but flavorful) tea, and the watchful eyes of 2d4 guards (1 HD mercenary soldiers plus a 2-3 HD sergeant; AC 5, swords). Jumal's services include:

  • Safe deposit: 10% fee per year.
  • Letter of credit (redeemable at other moneylenders): 5% transaction fee paid at redemption.
  • Loans: 2d6% interest per month.  Amounts over 10 gold require collateral of at least twice the loan's value.
  • Fence (see below): purchase at 100% - 1d4+1 x10 % of the item's value.

Those who are members in good standing and can speak the cant of the Kingdom of the Downs (Thieves’ Guild) may also benefit from Jumal’s services as a fence, but beware!  Not only is Jumal under the protection of the guild, but anyone threatening his wife Asheera, his three rambunctious children, or himself will learn the hard way about Jumal’s former life as a Mameluke – one who is quite at home with the ways of war and slaughter (7th-level fighter; AC 4, +1 sword.) 

Jumal is savvy with coin and sword.  The wise choose the former (AI image courtesy of NightCafe.)

5. City Watch Tower and Barracks

This tall, square, stone tower was once part of the Imperial fortifications of ages past.  Currently, it is where the perpetually under-manned and overworked City Watch bases itself.  The lowest floor is where the Captain of the Watch has his office, while the middle and basement floors have a barracks/armory and small dungeon respectively.  The top of the tower has a guardsman with a warning bell and hammer all times, watching the vicinity of the town for fires, occasional raiders (very rare,) or an invading force (not in recent history.)  The typical watchman is a 1st-level fighter with AC 5 and armed with a spear and club.

Adventure Idea: Who Killed the Prophet? 
  Efric (3rd-level fighter, Lawful), the current Captain of the Watch, is the proverbial good man stuck in a bad job.  The Regent is largely unconcerned with crime as long as it doesn’t spill into the Citadel Quarter or disrupt the flow of gold into the town’s coffers.  However, the recent murder of the local “crazy” prophet has some of the citizens of the Gate Quarter clamoring for reassurances of safety and justice.  (Note: it is best if players have a few encounters with the Prophet at low levels to add color to the marketplace.  Some of his wild rantings about a “Snake’s Eye” returning to bring a “Dark Age” are often true enough merit a rumor from the Rumor Table.  This way, the players are familiar with him and may be interested in investigating his murder by the time they reach “expert” levels.)  

The truth of the matter is that the Prophet tried to stop a duel between the sons of two influential families in town, and a stray blade found its way into his gut.  A local, slow-to-learn lad that hangs around the market also saw the murder, but any potential clue will take the form of an outburst (“Red cloak! Red cloak! Sharp hurts!”) or a some bad children’s rhyme.  Bringing the culprit to justice may prove difficult, if not impossible, but solving the murder will at least give Efric a way to reassure the citizenry and provide the “investigators” with a small, communal reward of 50 gold from the locals.  Besides, having the Captain of the City Watch owe you a favor is not a bad thing.

6. The Watchman’s Arms

The Watchman’s Arms is a tavern that caters to locals and guests of the Gate Quarter, as well as members of the city watch.  Some of the best drink and fare available to the common person can be found here for reasonable cost (standard prices for drinks and meals apply.)

Adventure Idea: The Merchant Miser. A local river trader, Matthias Rel, is shook up and nursing strong drink after an encounter in which he barely escaped alive.  He claims his barge was attacked by “the dead.”  In reality, the trader made a deal with the Crone of the Swamp (or some other sorcerer) to sabotage a rival, but then refused to pay when the rival’s cargo was lost.  In retaliation, the Crone had the trader and his barge crew drugged in the same manner as his rival and attacked by a gang of river pirates.  In his hallucinatory state, the trader thought it was the ghosts of his dead rival’s restless, dead crew.  The remorseful, but still greedy trader wants to hire someone to recover his barge, which was lost by the river (Note: this will be made into a hex location in the wilderness map later.)    The merchant will find an excuse to refuse payment later, but by a twist of town law, the adventurers have salvage rights to the goods of one or both barges if recovered, provided they defeat the river pirates to claim them.

7.  Caravanserai and Stables

This area near the marketplace  has multiple establishments for stabling horses and pack animals, as well as rentable warehouses for securely storing wagons and goods at night.

Stabling and/or warehouses go from anywhere from 2-10 silver per day.  However, paying less than 5 silver runs the risk of having goods or a high-quality animal stolen (1-in-6 chance.)

Similarly, purchasing an animal from one of the stables for less than average price (<75 gold for a horse, <30 gold for a mule) has a 1-in-6 chance of a flaw (low HP, -1 to morale, or -1 reactions from the new owner.)  Paying top price for a beast (1.5 times or higher) has a 1-in-6 chance of gaining a benefit (higher HP, +1 morale, or +1 to reactions.)

Travellers can also trade in a tired mount for a fresh one of similar quality for half price.
 

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