Friday, April 14, 2023

Dungeon23 (Hometown23): Week 14

River Quarter 

 

Alkastra's river docks by moonlight (AI art image courtesy of NightCafe)


8. Smith’s Row 

A number of blacksmiths, carpenters, armorers, and other craftsmen ply their trade along this street connecting the Gate and River Quarters

The most well-known of these craftsmen, an aging, soot-covered dwarf by the name of Grent, is on retainer to the Citadel itself. His arms and armor are some of the highest quality goods to be found in the region. His metal armor costs twice as much and weighs 20% less, while his weapons have a nonmagical +1 bonus to either hit or damage, with a cost multiple of x10. There is a 1-in-6 chance one of these mastercraft weapons or armor actually being magical instead (+1 bonus) due to the properties of Grent’s anvil (see below.) These arms are available by special order only.   Typical customers may purchase his journeymen’s creations “off the rack” which still bear his seal of approval (standard prices apply.) 

Grent is actually a duergar – a clanless, cursed, outcast dwarf until his stolen Foundation Stone (currently holding his anvil) graces the hall of a new clan under a true Dwarven thane. Each Foundation Stone is the heart of a Dwarf clan, and it is said that each stone holds a clue to the location of the Lost Dwarf Kingdom within its ancient carved runes. 

 

9. Stank Alley 

A narrow, dead-end alley between Smith's Row and Lantern Street features the businesses of leatherworkers, tanners, dyers, other odoriferous trades, which spills out to the main boardwalk to end at a fish market by the Docks. If one can stand the smell, this is the place to find the rare craftsman that can do custom leather work. 

Unless one is buying dried fish for rations, it is advised to visit the fish market market early in the day to get the best the river has to offer. 

 

10. Apothecary/Alchemist

Before Lantern Street and the Crumbles is a nondescript building with an aging sign carved in the likeness of a mortar and pestle. The building is frequented by denizens of the Crumbles, who can neither afford nor wait for the charity of the Temple of Law for curative aid. The owner, Hildegaard is believed to be a daughter to the Crone of the Swamp (an urban myth that she encourages,) and provides multiple services as a healer and alchemist. Treatment costs 5 silver per day, and confer a +1 hp bonus to natural healing or +1 bonus to saving throws against disease or poison. Other herbal and alchemical goods available which may be of interest to adventurers include:

  • Acid: Causes 1d8 damage; can be used to dissolve locks and hinges. 10 gold
  • Antivenin: grants a +4 bonus to saving throws against poison, lasts 1 hour. 50 gold 
  • Curative poultice: heals 1 hit point if applied to wounds within one turn; ineffective at 0 HP. 25 gold
  • Herbal tea: grants a +1 bonus to saving throws against disease, lasts all day. 30 gold 
  • Purgative/leeches: Allows an additional saving throw after being poisoned. The purgative is for ingested poison, and the leeches are to draw injected poisons from wounds. 20 gold.
  • Wolfsbane: Erroneously believed to ward off were creatures, wolfsbane is a name for a number of species of common herbaceous plants that are highly toxic if ingested. A bunch is 10 gold. A processed tincture version, which can be ingested or injected (via weapon,) costs 50 gold, but it is not sold to those who aren’t affiliated with the Kingdom of the Downs. Regardless of the method of use, wolfsbane causes severe nausea, dizziness, fever, and intestinal distress. The victim must save against poison every round or become incapable of taking actions. Successful saves still incur a -2 to hit rolls. Failing the third round save deals 3d6 damage (half on success) as the poison finishes running its course. 

Other goods, including minor magical potions may also be available for purchase at the GM’s discretion. Hildegaard also buys rare alchemical reagents such as rare lotus blooms, giant bee’s wax (for her curative poultice,) and certain creature’s body parts, such as venom and musk glands, at variable cost (creature HD x 1d10 gold.) 

Unruly customers are treated to the full scope of her alchemical skills (treat as 5th-level magic-user with potions and powders simulating spell-like effects.)

 

11. Docks

The docks, warehouses, shipbuilders and other nautical businesses have slowly migrated to the southern end of the town as seasonal floods have slowly destroyed the original stone and cement quay on the north end of town (now known as the Crumbles.) A number of ships moving up and down the river can be found here. The quality of their crews varies from respectable traders and professional sailors to little more than part-time buccaneers. Fishermen tend to dock near their own village on the Downs. 

Passage aboard a ship or barge is available for 2-3 gold a day, with daily stops at most villages up and down the Dragon’s Tongue. Alternatively, one can hire on as crew for a (1) silver a day or guard for three (3) silver per day and get free passage.

Adventure Idea: Plague Ship. The Peregrine arrived at the dock silently one night and without crew in sight. As a precaution, the Regent has ordered the ship quarantined out of fear of disease spreading into the city; no boats originating from the Peregrine are allowed to dock. The Dockmaster is currently looking to hire someone to investigate the ship and whether there are any survivors. 

In reality, the crew was systematically killed by a “family” of four (4) lesser vampires (HP 22, 11, 18, 24) that fled the North after their master was slain and his fortress razed in the civil conflict. They cannot leave the ship due to the running water of the river, and they are starving. Among the ship’s cargo are the vampire’s four “coffins” (nondescript man-sized crates) and a chest, which has the vampire lord’s remaining treasure. It contains 2000 electrum coins, and an assortment of gems worth 660 gold. 

Vampire, lesser: AC 6, AL C, HD 4, MV 12, ATK 1, DMG by weapon (+1) or level drain, SAVE 13 (or as warrior), SPECIAL charm by gaze, level drain, regenerate 2hp/round, XP 800 (or HD + specials.) 

 

12. The Sirine’s Pearl 

The Pearl is the most infamous of the drinking and gambling establishments along Lantern Street, which demarcates the end of the River Quarter at the Crumbles. The Pearl caters to river sailors, drifters, and adventures alike. The Pearl's typical fare is cheap ale or wine (for two coppers,) and/or a crust of bread with a bowl of thin, goopy stew (for one silver) that has been heating on a fire since the days of Xengar.

After this repast, one can lose the rest of their coin on various games of chance, typically run by members of the Kingdom of the Downs. 

Finally, a raucous night at the Pearl can be capped with some companionship after buying one of the regular “river workers” an expensive (double priced,) watered-down drink that functions as a signal of ones’ intentions. 

(Note: there are many fun, random tables out there on the internet that simulate the results of a night of drunken, debaucherous carousing. The writer highly recommends using these when characters spend their off adventuring time in places like the Pearl.) 

The presence of adventurers of all types tends to keep the customers of the Pearl civil, but fights are known to happen. In fact, the Pearl has been rebuilt more than once after a clash of swords and spells has turned it into a pile of debris. 

Below is a sampling of adventurers-for-hire regularly seen at the Pearl:

Ayella (Elf 3, AL L): This beautiful, elfin knight looks out of place at the Pearl. However, her choice to spend time in this part of town is deliberate. She considers herself a champion of the people against evil and Chaos, and wants to be where she can keep watch on evil-doers. Her courage (+1 to morale in battle) is an asset to any adventuring party, but she tends not to stay with groups (-1 to checks) as they seldom meet her high standards. She is armed with a sword, plate mail, and shield. Her magic tends to support her role as a self-appointed champion of Law and goodness, favoring spells of deciphering languages, shielding, and reading thoughts. 

Ayella is just too Lawful and good for your party (AI art image courtesy of NightCafe)


Panderghast (Fighter 3, AL N): Although he is a common sellsword, Panderghast makes for an experienced and solid addition to any party (+1 to morale to take orders.) Mercenary work is currently at a low, so he has taken up adventuring. He wears leather armor and shield, and carries a sword.

Colonel Forbush (Halfling 2, AL N): This pot-bellied, mutton-chopped halfling is a veteran campaigner, with many a story to tell to anyone who will listen (regardless of whether they want to or not.) The “colonel” is a good soldier (+1 to morale to take orders,) but tends to prefer leading from the rear (-1 to morale in battle.) He will try to take over leadership of a group unless put in his place, which inevitably ends up hurting his pride (-1 to checks to stay with a party.) In battle, he girds himself in round, form-fitting plate mail and fights with a short sword and shield.

Goose (Thief 1, AL C): Goose is a lanky young man who is tired of filching pockets and nicking purses at the marketplace and wants to get rich quick by adventuring. He tends to be lazy and unreliable (-1 to take orders and staying long-term with a party) but his risk-taking naiveté works in his favor (+1 morale in combat.) His avarice may get the better of him (-1 to negotiations) and he may try to steal more than his share of treasure, if able.

Nyx (Thief 2, AL N): This short-haired woman is a no-nonsense, consummate professional. She takes direction well (+1 to morale checks,) but is not in the adventuring business to make friends (-1 to stay with a party.) She carries several daggers and wears magical leather armor (+1 bonus) that she won on a previous adventure.

If you need something nicked, Nyx is the best of your picks.  (AI image courtesy of NightCafe.) 

Kraggi (Fighter 3, AL C): This shaggy warrior of Northern stock does not take direction well (-1 to morale checks,) but is fearless in battle (+2 morale.) He works for the love of combat rather than wealth (+1 to negotiations,) and tends to take long breaks after an adventure to enjoy his spoils until the money runs out (-1 to stay with a party.) He fights with a spiked mace (which he notches with the number of foes he’s slain) and wears a chainmail hauberk and round shield, which he enjoys pounding his mace against to work himself up before battle.

 

13. Hrefna’s Flophouse

Where does a near-penniless adventurer sleep off a night at the Sirine’s Pearl or lay low after a job (whether successful or not?) A flophouse near the Crumbles, of course! For the same price as taking the ferry to Hades (two silver,) Hrefna (Dwarf 6, AL N) will allow you a spot to snuggle next to the dogs and other patrons on semi-fresh straw near a dying fire. It’s still better and (and safer) than the Downs, since no one staying here has anything worth stealing. For those needing longer-term accommodations, Hrefna charges 1 gold/month for a not-so-private room with paper thin walls in the second floor above.

14. The Crumbles and the Kingdom of the Downs

This small neighborhood north of the docks is where the refuse of the town gathers before being washed away by the river, both literally and figuratively, as the town’s ancient cloaca (sewer) empties just outside the city walls here. The Crumbles was once part of the greater city docks, but frequent floods and the need for building materials elsewhere in town have turned this into a ramshackle slum over time. The City Watch does not venture here often, but it still beats being outside the city walls in the shantytown known as the Downs.

The Crumbles’ barrier to the outside of town is somewhat porous, with multiple entrances to the sewer used by smugglers affiliated with the Kingdom of the Downs. Navigating the sewers without intimate knowledge of which tunnels are safe and/or unflooded is a dangerous proposition.

The sewers eventually lead to a cistern under the town where a hidden shrine to the Laughing Man, who is the patron of thieves and those who skirt the law, exists.  Under his slyly jolly and corpulent visage is where the King of the Downs holds court. They say that just about anything can be had here (illicit or not) for the right price. The “court” of the Downs is currently composed of: 

Tyrlach (Thief 10, AL N): the current “King” of the Downs was once a successful thief from a far away city who “retired” to Alkastra and used his ill-gotten gains to build a hideout under the city and buy influential connections in town above. He used his guile, newfound influence, and sometimes brute force to wrangle the disparate gangs in town into a true guild of thieves. Tyrlach is getting older and is seeking to truly retire by purchasing a noble title that he can pass on to his bastard children and move to a comfortable townhouse in the Citadel Quarter. First, he wants the Kingdom in the hands of someone who can keep it profitable yet inconspicuous under the nose of the Regent. To this end, he has groomed Jin Quan, his Duke of the Gate Quarter to assume the role. 

Lord Aegon Krunner III (Fighter 5, AL C): Aegon is the “Duke” of the Citadel Quarter. He controls the business of vice in town, including brothels, the Fighting Pit, smoke dens, and other ventures that cater to decadence and depravities best not mentioned. While Aegon affects the appearance of a weak, effeminate fop, he is dangerously cruel, sadistic, and cunning, with near-demonic appetites. Tyrlach tolerates Aegon and his depravity because of the coin it brings to the Kingdom’s coffers. In addition, Aegon’s influence among the aristocracy is necessary for Tyrlach’s retirement plans. 

Rhodessa (Fighter 7, AL C): Rhodessa is the orphan daughter of Tyrlach’s once right-hand man and “blunt instrument,” MacDunn the Butcher. She is as temperamental and violent as her father ever was and ruthlessly controls the River Quarter as its “Duchess.” Rhodessa has many contacts among the smugglers of the Downs and river pirates operating in the area. She believes the Kingdom needs new leadership – a “Queen,” and that queen should be her. 

Jin Quan (Thief 8, AL N): Quan is a former fence that “retired” and fled to Alkastra along with Tyrlach, and is currently the Duke of the Gate Quarter. Quan controls a convoluted network of significant stakes and investments in legitimate businesses in town, which Tyrlach has used to launder his wealth. Tyrlach expects Quan to take over the Kingdom when he retires. While Quan is a genius with numbers, ledgers, and such, he does not have the force of personality and sheer ruthlessness necessary to control a Kingdom of thieves. 

"King" Tyrlach and his criminal "Dukes" of the Gate, Citadel, and River Quarters (AI images courtesy of NightCafe.)

 

Adventure Idea: Night of the Blood Moon.  While at the King of the Down’s court, the player characters (PCs) witness Nyx (see the Sirine's Pearl, if Nyx has perished on an adventure, it’s a different thief) petitioning Tyrlach for his support and permission to commit a heist against the powerful Verisey family (see the Citadel Quarter.)  She provides her hard-earned coin (from both “night work” and adventuring) to the King as compensation, but Tyrlach refuses.  She storms out, past the PCs but her glance at them turns from angry to meaningful as she gets an idea (especially if they have adventured together before.)  Nyx decides to hire the PCs to help her rescue her brother Wilf from indentured servitude in the mines of the Verisey family.

Nyx and her brother grew up as orphans in the streets and always looked out for one another.  As they came of age, Wilf sought to join the priesthood of Law, but Nyx wanted to join the Kingdom of the Downs as a guild thief.  When she went with her brother to the Temple of Law to inquire about joining, she decided that stealing something valuable from there would impress the guild enough to grant her membership.  She was caught and ran with her brother, but she lost both the loot and Wilf, who was caught by a Templar.  He was sentenced to indentured labor in the Regent’s farms.  Overcome with remorse, Nyx worked relentlessly to become an expert thief and adventurer, in the hopes she could buy her brother’s freedom.  However, by the time she had acquired the coin, he had been sold to the Veriseys to work at the mines.

The Verisey mines are a terrible place, overseen by the warlord, Ser Rorke (Fighter 4, AL C,) who is a massive specimen of a man (Str 17, Con 15) and well-known for his brutality both battle and as overseer.  His band of 40 hardened soldiers (treat as brigands) keep the mine’s wretched workers in line.  Wilf is still alive here and has become a spiritual leader to the mine’s workers.  His devotion to the Lords of Law and care for the workers has resulted in the young man being granted latent divine powers (Cleric 2, AL L.)

To enter the mines inconspicuously, Nyx first needs to acquire a special token of entry found in the Verisey family home.  She warns that only the token must be stolen, lest they incur the wrath of the King of the Downs.

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