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=== Majesty Mounds === | |||
'''''Read Aloud:''''' ''The first thing you notice when you enter the Majesty Mounds is the glittering light that strikes your eye as you walk past black and white buildings decorated with gold and other shiny materials. The buildings here are meant to stand out, and it’s almost as if they’re competing with one another for attention from passersby.'' | |||
''The people that walk past you are clearly made of money, their togas and kaunakes looking as expensive as the people themselves smell. The streets are wide and they are clean. On occasion you see a small group of people led by what appears to be a tour [[guide]] standing in front of a home, sharing tall tales of the people that live there. Vendors you come across along the way sell nothing but quality goods from what you can see, though there is less variety compared to other places you have been. One thing is abundantly clear, however: this is where money and fame make their home.'' | |||
Majesty Mounds is a suburb where the rich and famous go to spend their days once their reputation is set in stone. It is not only the home of many nobles, but also that of famous and retired warriors and their families. If you don’t have inherited wealth, the best way to end up here is by winning a championship in the Grand Arena, by committing acts of [[heroism]] when Gilgagon goes to war, or by defeating a Kaijan. Though, there are some who have found an in through other means. For some, their wealth is enough to ensure a residence for life. Others have to work hard every day to remain here. No one wants to endure the shame that comes with being kicked out. | |||
For those that do not reside here, Majesty Mounds is a great place to spend some money on luxury items, if only just for the bragging rights of them coming from this area. The suburb has a few locations where only the famous are allowed in, some more exclusive than others. In any case, Majesty Mounds is quite the experience for those used to regular city life. | |||
==== '''Red Silk Dinery''' ==== | |||
In the heart of Majesty Mounds lies the Red Silk Dinery, because “tavern” is a word that the common folk use. Here you can have a good meal made with the finest ingredients in a pleasant environment, where every evening there is live entertainment. The building itself is made of white stone with golden and red details. The interior sticks with the same color scheme, though there is decidedly more red present, mainly in the form of elegant silk banners on the walls. Reservations are typically needed, though anyone with Fame of 10 or higher will be eagerly welcomed any time. Those with Fame of 5 or lower cannot even get on the reservation list. | |||
==== '''Red Velvet Quarters''' ==== | |||
On the second floor of the Red Silk Dinery are the Red Velvet Quarters, where those who have money to spend may stay overnight if they do not wish to be seen at a regular inn. A total of four luxurious bedchambers can hold up to ten people at any given time, with two rooms having a double bed, and the other two having a double and a single. | |||
==== '''Emerald Ball''' ==== | |||
Twice a year a ball is held at the Emerald Hall, which is a large, open plaza in Majesty Mounds with emerald-encrusted marble columns around its perimeter. It’s a rather exclusive event, only those with Fame of 8 or higher are allowed to attend, and even then it is sometimes required to be invited by someone from Majesty Mounds itself. It is a time to network, catch up on the latest gossip, and most importantly, boast about one’s wealth and status. | |||
In recent years, there have been rumors that the ball is used as a cover for corrupt nobles to discuss dubious schemes that could potentially cause an uproar. So far the rumors are seen by authorities as plain bogus. Either that, or those same authorities are paid handsomely to ignore everything they might overhear. In a place with so much money going around, who knows? | |||
==== '''House of Hiretta''' ==== | |||
Hiretta Bentuli is a famous fashion designer in Palask, known and loved for her use of exotic fabrics and excellent eye for color. Her creations set the trend in Majesty Mounds, and if you don’t have at least one of her designs, then do you truly belong here? | |||
Hiretta owns a store in Majesty Mounds where residents can get clothes made tailored for them. Her store doesn’t tend to carry many items that are ready for sale, and those that she does have are usually only one size. There typically is a waitlist for those with Fame lower than 12, and if you have Fame below 7, she simply shows you the door. Most of the time she works on costumes for the Emerald Ball, which, with all of Majesty Mounds wanting to commission her, puts her amongst one of the wealthiest business owners in the city, if not the entire country. | |||
==== '''Racing Grounds''' ==== | |||
In the gardens behind the Emerald Hall there is a small arena that is used for one of the most popular forms of entertainment in Majesty Mounds: dodo races. While it sounds like something the lower class does to pass the time, it is taken incredibly seriously in these suburbs, with certain winning dodos being sold for incredibly high prices. There are people who specialize in raising and training dodo for the sole purpose of racing, and those dodos usually live a life of luxury, being presented by their owners as prized pets. Dodo races can be attended by anyone with Fame of 5 or higher and visitors can place bets on their favorite dodo, with some payouts going well above 1,500 amber if a strategic bet is made. | |||
'''The Great Dodo Scandal.''' Recently, news broke about a scandal that shook the dodo racing community to its core. Ludovius, the current champion of the dodo races, had been silently replaced with another dodo by its owner after Ludovius started performing poorly, presumably due to age. Unwilling to admit defeat, the owner bought a new chicken and had its feathers dyed to look like Ludovious. Ludovius, its imposter, and its owner are temporarily banned from the races until the committee can reach a verdict. | |||
=== The Mortal Markets === | |||
'''''Read Aloud''': The Mortal Markets are loud and crowded. The air is thick with the scent of spices, smoke, and cooking meat, as many street food vendors prepare their specialty dishes. Street performers demonstrate feats of acrobatics, sleight of hand, and musical skill for small audiences of the marketplace’s visitors. The younger children of the merchants play or watch the performers, while the local urchins run small errands or beg for coins from passers-by.'' | |||
''Several of the nearby street food vendors seem to be offering dishes made from dinosaur products. Down the road, a gaudy tent boasts a sign advertising itself as “The Dreaming Pavilion,” the letters painted in vivid color.'' | |||
A crowded, run-down marketplace frequented by tourists and the lower classes of the city, the Mortal Markets are full of merchants selling inexpensive goods and trinkets. Customers searching for expensive wares will have to look elsewhere - which is likely for the best, as this marketplace is a favored target for pickpockets and thieves. | |||
==== '''Entertainment''' ==== | |||
There are a few popular forms of entertainment available at the Mortal Markets. Street performers often frequent the area, as it is an excellent place to find an appreciative audience. Additionally, the Dreaming Pavilion is a fortune teller’s tent that specializes in dream interpretation. | |||
'''Street Performers.''' Within the Mortal Markets, the heroes will meet a wide variety of individuals. The tables below provide examples of noteworthy or unusual behaviors that may be useful when describing merchants and other customers. | |||
'''The Dreaming Pavilion.''' The Dreaming Pavilion is a fortune teller’s tent that induces and interprets strange dreams. For 50 amber, customers are given tea made from soporific herbs and a small quantity of dried dodo meat. They then take a short nap in an adjoining tent, where they experience very vivid dreams. When they return, they discuss the dreams with the fortune teller, and are told what their future holds. | |||
==== '''Shopping in the Market''' ==== | |||
The Mortal Markets are an excellent place to shop for everyday items. Items worth less than 1,000 amber can generally be found by browsing the stalls in the market. For more expensive items, the adventurers may need to commission or order them, or to shop for them in the Grand Ziggurat. | |||
{| class="wikitable" | |||
| | |||
==== '''Palask’s Economy''' ==== | |||
When converting the price of a good from the CRB to Palask’s marketplaces, use the standard Supereon One economy rules presented in ''Ancerra Before: The First Supereon''. | |||
|} | |||
'''The Public.''' Within the Mortal Markets, the heroes will meet a wide variety of individuals. The tables below provide examples of noteworthy or unusual behaviors that may be useful when describing merchants and other customers. | |||
{| class="wikitable" | |||
!'''Roll (1d4)''' | |||
!'''Merchant Quirks''' | |||
|- | |||
|1 | |||
|This merchant organizes their wares by color. When the adventurers approach, the merchant is attempting to decide on the placement of two similarly-colored items. | |||
|- | |||
|2 | |||
|This merchant is an older teenager or a young adult who seems very nervous— the shop is a family business, and this is the first day that they have been allowed to run the shop without supervision. | |||
|- | |||
|3 | |||
|This merchant owes somebody money, and they are expected to make a payment the following day. They are very desperate to make as many sales as possible in order to ensure they have enough money to make the payment. | |||
|- | |||
|4 | |||
|This merchant will only sell items at prices that are divisible by three. | |||
|} | |||
{| class="wikitable" | |||
!'''Roll (1d4)''' | |||
!'''Customer Quirks''' | |||
|- | |||
|1 | |||
|This individual insists on paying for large purchases in amber. They carefully count out the exact amount, one amber at a time. | |||
|- | |||
|2 | |||
|This individual is carrying a basket containing several baby snakes. | |||
|- | |||
|3 | |||
|Two young troubadours are searching for the perfect props for their next performance. They are loudly discussing whether each item they inspect would be a believable murder weapon. | |||
|- | |||
|4 | |||
|This individual is running a quick change scam. They are paying for small items with high-value coins, and attempting to trick the merchant into giving them additional change. | |||
|} | |||
'''Saurian Street Food.''' In the Mortal Markets, the adventurers will encounter several vendors selling street food made from dinosaur meat and eggs. The table below contains examples of dishes that the adventurers might purchase to eat while shopping. They are sold in quantities that would be appropriate as a small meal for one individual. | |||
{| class="wikitable" | |||
!'''Price (a)''' | |||
!'''Items''' | |||
|- | |||
|75 | |||
|Fried [[Pteranodon]] Wings | |||
|- | |||
|125 | |||
|Saurian Kebabs | |||
|- | |||
|150 | |||
|Pickled Dinosaur Eggs | |||
|} | |||
==== '''Crime''' ==== | |||
Pickpockets and street rats lurk in the shadows of the Mortal Markets, and several of the merchants are charlatans selling poor-quality goods. For most, this is a cause for concern. However, some individuals come to the market to seek out such things. | |||
'''Hiring Criminals.''' Those willing to bribe a few of the local urchins may be able to track down individuals willing to aid in illegal work for the right fee. Hiring [[criminal]] assistance may range in cost from 5 to 25 sc per day, depending on the complexity of the work. Note that assassination is likely outside of the skillset of the individuals that can be contacted through the Mortal Markets, and thus is not included in the described price range. For general guidelines, consult the table below: | |||
{| class="wikitable" | |||
!'''Price (a)''' | |||
!'''Services''' | |||
!'''Example''' | |||
|- | |||
|75 | |||
|Tasks that require no advanced skills. | |||
|Delivering contraband or an incriminating message or document to a known recipient. | |||
|- | |||
|150 | |||
|Tasks that require some proficiency, but carry little risk. | |||
|Tailing somebody or gathering rumors on a particular subject. | |||
|- | |||
|225 | |||
|Tasks that require some proficiency, and carry some risk. | |||
|Stealing from a poorly-defended target, breaking into a low-security area or building. | |||
|- | |||
|300 | |||
|Tasks that require a great deal of proficiency, but carry little risk or some risk. | |||
|Surveilling a high-profile target, tracking down someone with relatively little information, acting as a broker for high-profile illegal goods. | |||
|- | |||
|325 | |||
|Risky tasks that require a great deal of proficiency. | |||
|Stealing from a notable target, breaking into a high-security area or building, threatening a high-profile individual, planting evidence to frame someone for a major crime. | |||
|} | |||
==== '''The Wick and Wax Tavern''' ==== | |||
A notable tavern in the Mortal Markets is the Wick and Wax Tavern. | |||
'''''Read Aloud:''''' ''Before you is a sprawling ramshackle of a building arranged long-ways across the street, with its back to a tall dusty hill. It is made primarily from wooden timbers, with a claybrick foundation and a series of smallish stilts holding up some of the more haphazard construction. On the front of the building is a small set of steps leading up to an entrance. Its large footprint makes it immediately noticeable, and slow to navigate around. Behind the building, you can faintly hear the droning sound of buzzing insects.'' | |||
''From a distance it almost looks like some sort of temple or smallish, rickety palace for a particularly eccentric noble, but above its entrance is carved the words “WICK and WAX” alongside a somewhat crude depiction of a burning candle.'' | |||
The Wick and Wax Tavern is an unusual establishment, serving both as an alchemist’s shop (specializing in, of course, candles) and as a place to sample other sorts of concoctions. It’s run by Takoma, a stern-faced human with a nasty scar biting into his nose and running across his right eye, which is milky white and snowblind. At first glance Takoma is a fairly intimidating personage, but those who frequent his odd, sprawling tavern know him as a good man and a good friend. | |||
Takoma keeps his own bees, whose honey he harvests for his mead and whose wax he harvests for his candles. These bees are kept far away from patrons by means of an innovative fine mesh woven from silken fibers. This mesh is wide enough to allow one to see through it, but its holes are small enough to prevent the bees from climbing through it— and the bees are unable to bite through the alchemically-treated silk from which it is made. Takoma has been approached about selling the formula or even just samples of this mesh fabric before, but has been honest in explaining that the process was so work-intensive he never wants to think about it again. He has assured at least one interested party - a member of the Mysterium - that upon his death, the fabric mesh and all notes about how he made it will be bequeathed to the Tower of Mysteries’ library. | |||
The Wick and Wax was originally a temple devoted to the worship of a god of hearth and home with a relatively small cult. Her name is now forgotten, but a somewhat marred statue of her remains in the very center of the tavern, surrounded by a small stone basin which Takoma keeps filled with water. Visitors to the tavern have taken to flicking pellets of amber into the fountain and rubbing their hands on the idol’s long worn-away face to make wishes or pray for good luck from the nameless, faceless goddess. | |||
Takoma is somewhat infamous amongst his regulars for having a stoney face and unchanging affect, but will crack a somewhat sheepish smile when he hears a particularly good (or bad) joke. A common game amongst the patrons of the Wick and Wax is to compete to tell the one joke of the night that will get the old man smiling. | |||
=== The Ramshanties === | |||
'''''Read Aloud:''''' ''The smells hit you before the sights do. All matter of different foods, incense and organic matter are mixed in with the foul smells of urine and other unpleasant odors produced by both humanoid and animal bodies. When your eyes do focus, you see tightly packed and poorly kept buildings, most of which contain multiple floors. The bricks are old and dirty, though on occasion you spot a dash of color that survived the test of time. All kinds of banners and garland from old festivals are spun between the different walls, some of which are used as laundry lines by those who have a window close to the start and end of the ropes.'' | |||
''It’s loud and busy here, uncomfortably so. Whether that is because of the market that seems to have no specific start or end, or because this is simply a high density area, you can’t tell. All you know is that this is where the poor invariably end up living the majority of their lives.'' | |||
The Ramshanties is a massive area that is reserved for the lower class of the city to live in. It doesn’t have much greenery in it and is instead packed with urban housing and apartments, as well dozens of small, ramshackle shops and other facilities. Everything seems to have been built atop and around one another, utilizing every inch of free space there was to find. It is especially known for its curious market, nicknamed the “Bottomless Shop”, as it’s a permanent market that sprawls out across the entire area and has no clear start or end. The market often acts as a whole, with many vendors watching each other’s stands or even assisting one another. | |||
People living in the Ramshanties often don’t have much except for each other, meaning there’s a strong sense of community. Regular strangers are welcomed with open arms, but anyone who looks like they might be of higher status is met with a sense of distrust. Vendors will also often raise their prices specifically for these people. Most days however, nobles and other members of high society don’t bother visiting. | |||
==== '''Bottomless Shop''' ==== | |||
The Bottomless Shop is the massive market that is set up across almost every street in the Ramshanties. There are very few streets where there aren’t at least three market stalls to be found, and even alleyways often offer space to people to sell their wares, although those wares are usually of the more questionable variety. Most of the proper stalls are located at the Black Square, named that way for the black cobblestones that cover the ground. It’s a large area that holds up to fifty stalls at any given moment, all tightly packed together, just like everything else in the Ramshanties. Along the streets of the neighborhood, you’ll be more likely to find “stalls” in the form of a blanket with goods laid out on them, or other improvised setups. While the vendors at the Black Square tend to remain the same, the street vendors tend to move location every other day or so, hoping for better business with each move. | |||
==== '''Market Wares''' ==== | |||
The wares at the market vary greatly, from local foods to handmade jewelry, and from magic items of questionable origin to straight up illegal goods. The price and quality also changes from stand to stand, though they tend to be more fair around the Black Square. Below are a few tables that can be used for different types of wares. It is important to note that the price goes up by 50% if a vendor has reason to believe they are talking to someone with wealth. | |||
'''Food''' | |||
{| class="wikitable" | |||
!'''a''' | |||
!'''Items''' | |||
|- | |||
|15 | |||
|Filled potato | |||
|- | |||
|15 | |||
|Mug of ale or beer | |||
|- | |||
|15 | |||
|Fried rat | |||
|- | |||
|15 | |||
|Crunchy cockroaches with sauce | |||
|- | |||
|30 | |||
|Spit roasted meat | |||
|} | |||
'''Miscellaneous Goods and Services''' | |||
{| class="wikitable" | |||
!'''a''' | |||
!'''Items''' | |||
|- | |||
|45 | |||
|Clothing repair (simple) | |||
|- | |||
|60 | |||
|Weapon cleaning and sharpening | |||
|- | |||
|75 | |||
|Local map | |||
|- | |||
|105 | |||
|Handicraft (small) | |||
|- | |||
|150 | |||
|Disguise service | |||
|- | |||
|255 | |||
|Ramshanties tour guide | |||
|} | |||
'''Questionable Goods and Services''' | |||
{| class="wikitable" | |||
!'''a''' | |||
!'''Items''' | |||
|- | |||
|120 | |||
|Vial of normal [[poison]] | |||
|- | |||
|150 | |||
|Exotic animal (small) | |||
|- | |||
|180 | |||
|Alibi service | |||
|- | |||
|255 | |||
|Exotic animal (medium) | |||
|- | |||
|300 | |||
|Smuggle service | |||
|- | |||
|330 | |||
|Hitman service | |||
|} | |||
==== '''Random Encounters''' ==== | |||
{| class="wikitable" | |||
!'''2d4''' | |||
!'''Encounter''' | |||
|- | |||
|2 | |||
|Lost child | |||
|- | |||
|3 | |||
|Street argument | |||
|- | |||
|4-5 | |||
|Pushy vendor | |||
|- | |||
|6-7 | |||
|Pickpocket | |||
|- | |||
|8 | |||
|Escaped animal | |||
|} | |||
'''Lost Child.''' The party spots a four-year-old boy all by himself, clearly looking upset and lost. If approached, he will act shy but will mention that he can’t find his father. His father has a food stall somewhere at the market, but the boy doesn’t remember where it is. The party can choose to investigate on their own or ask around. Their success depends on how familiar they are with the Ramshanties. If the party struggles to find the right information, after about two hours of searching, one of the other vendors will recognise the child and will approach the party, first accusing them of having kidnapped him. If the party manages to convince the vendor that that is not the case (CHA DC 10), they will then offer to take the child to his father. If they are unable to convince them, the vendor will take the child and chase the party away. Roll 1d8. On a five or lower, the party loses 1 fame. | |||
'''Street Argument.''' As the party walks through the Ramshanties, they come across two vendors (using '''Merchant''' stats) arguing with each other. When asked what the problem is, one vendor will accuse the other of having stolen something from them, which the other will flat out deny. The party can make relevant checks to try and calm the vendors down, with those checks having a DC of 15. If the party fails to calm them down, they will start fighting each other and possibly the party, in which case [[initiative]] must be rolled. | |||
'''Pushy Vendor.''' A young woman approaches the party as they walk past stalls and offers them a piece of pastry to taste. She will then continue to try and persuade them to buy her pastries, offering them discounts if they buy in bulk. If the party refuses, she will come up with a new deal, lowering her price slightly. If the party accepted the sample earlier but ends up not buying anything, she will start an argument with them, accusing them of just wanting free food. This vendor is a '''Merchant''' with a Persuading of +4. | |||
'''Pickpocket.''' An old male pickpocket (use the [[Thief]] stat block) attempts to target the party, using his age to appear innocent. He will bump into the member with the lowest AWR, profusely apologize and steal one of their belongings (worth no more than 500 amber) in the process. Everyone in the party may roll a DC 10 AWR check. If they succeed, they notice the theft. If the man is confronted he will try to run, which is when it becomes clear he is still rather fit for his age. If the party pursues him, roll Initiative. The old man will spend his turns fleeing, but will stop and hand the item back once his HP is halved. If the party is unable to incapacitate or restrain him after four rounds, he manages to slip into the crowd and escape. | |||
If the party catches the man, he will explain that he is homeless and steals items to sell for money. The party could choose to turn him in, though they will find that authorities around here don’t care much for thieves. | |||
'''Escaped Animal.''' As the party walks the streets of the Ramshanties, they hear a commotion in the distance and then see a '''Parasaurolophus''' running their way from afar. It doesn’t seem to be slowing down, and behind it people are yelling for the party to try and catch it. Players get one round to come up with a solution to catch it before the creature reaches them, whereupon they should roll Initiative. Because there is a crowd, the Parasaurolophus’s speed is 30 ft while people are in the way. The Parasaurolophus will calm down once it is Bloodied. | |||
Heroes with the Animal Handling skill gain a unique ability for this fight: | |||
'''Calm.''' ''Reach 5 ft Natural Weapon.'' +AWR vs the Parasaurolophus’s WILL. '''Hit:''' 1d6+AWR psychic. | |||
==== '''The Bloody Bulwark Tavern''' ==== | |||
One of the most notable taverns in the Ramshanties is the Bloody Bulwark. | |||
'''''Read Aloud:''''' ''Before you is a wide, squat building made of equal parts weathered wooden timbers and clay bricks, with a half dome of brown stone protruding from the top of its roof. People linger out front in varying states of inebriation, telling bawdy jokes and challenging one another to fights in a tone that you’re only partially sure is a joke. Above the entrance hangs a large bronze shield that looks to have been cleft nearly in two, nailed to the outer wall of the building. It seems to be partially patinated with a dark green stain that looks remarkably like a splash of old blood.'' | |||
''Inside, a shaft of light comes down from the open dome in the ceiling, illuminating a pit set into the floor, full of sand and pulverized gravel rock. All around this central pit is a darkened tavern full of yet more people drinking their cares away. Clusters of tables with stools ring along the outside of the pit, and a large bar stands near the entrance, waiting to serve whoever walks inside for a drink.'' | |||
The Bloody Bulwark Tavern is a rough and rowdy place frequented by people looking to make a bit of coin in the Amber Pit, the fighting ring in the center of the establishment. Fights are organized regularly (usually affairs involving light bludgeoning weapons or else no weapons at all, just bare-knuckle brawls) about once each week, but anyone is free to show up and throw down, if they so choose. Entry requires a collateral or “holding bet” of at least 10 amber pellets be placed on oneself before a fight can begin, and up to four people are allowed to enter at a time, but all four must be present at the start of a bout. Piling on mid-fight is considered bad form and will get you kicked out of the tavern. | |||
The tavern is run by Obol Shattertusk (use the '''[[Trollkin]] Bridgeguard''' stats, CC chapter 4), a massive Trollkin man almost at his 200th year. He has a badly hunched back, a criss-cross of scars over his face, and a pair of broken tusks repaired with silver caps. Obol tends bar most days, and keeps the tables with the highest degree of relative privacy - those located in the building’s four outermost corners - reserved for his most regular patrons. Obol is aware that his establishment is used occasionally for shady dealings (especially by those aforementioned regular patrons for whom he reserves the corner tables), and expects only that people not actually engage in any crimes directly within the Bulwark. For his obliging ways and ability to keep quiet, most of the people who use the Bulwark in this way pass Obol a small portion of the take from deals brokered within the tavern. | |||
'''Fighting in the Pit.''' The rules of the Amber Pit are simple. Up to four combatants join up, with a healthy period of waiting up front for betting to occur and for folks to muster up the courage to volunteer themselves. Once everyone who is going to fight has signed up and all bets are in, Obol rings a brass bell he keeps behind the bar to signal the fight is on. People involved in the fight duke it out until only one person is left standing. Combatants are expected to knock one another unconscious rather than [[kill]] each other, and people who break this rule are usually banned from the Amber Pit thereafter (see Knocking Unconscious, CRB chapter 7). Combatants can choose to forfeit at any time, and are expected to leave the Amber Pit immediately if they do so. Whoever is left at the end of the fight gets to keep all the Amber put up by themselves and the other combatants, plus 1% of the total amount of money bet on the fight (if Obol is feeling generous). | |||
If the group would like to engage in or bet on a fight in the Bloody Bulwark, you may use the following assortment of characters they might meet there at any point in time. Remember that each will mostly fight unarmed (1+STR blunt damage), or with a cestus (1d4 blunt damage), or with an improvised bludgeon or club (1d6 blunt damage) instead of whatever weapons are found in their normal stat blocks: | |||
* '''Efter and Nazzo''' (each Thugs, CC chapter 4.) — A pair of humans, a brother and sister, who join the fight independently then gang up on people together. If it comes down to the two of them, they start fighting each other for real, but not before then. Each bets 10 + 2d6 amber on themselves, and if they win, they share the pot. Regulars at the Bulwark are wise to their game, but won’t rat out what they’re doing to new folks. | |||
* '''Kurmond the Cragfist''' ([[Dwarf]] Navigator, CC chapter 4) — A dour, bent-nosed, gray-skinned dwarf with pitch black eyes and a short, neatly trimmed beard. He usually bets 25 + 2d6 amber on himself. Kurmond’s Brace ability works with whatever weapon he’s wielding and not just a Battle Axe. | |||
* '''Maala the Siren''' ([[Rogue]], CC chapter 4) — A green-haired elf woman with a vicious right hook and a tendency to shriek like a banshee while she fights. She usually bets around 30 + 2d6 amber on herself. | |||
* '''Horvak the Eloquent''' (Veteran Soldier, CC chapter 4) — A perpetually bruised and purple trollkin whose tongue was cut out years ago after he crossed the wrong people. Horvak is currently regarded as the Bulwark’s reigning champion, as he’s won the last five scheduled matches in a row. He usually bets around 30 + 3d6 amber on himself. He has the Regen 2 trait and the Stoneform ability used by the Trollkin Bridgeguard. | |||
* '''Dydea the Vagrant''' ([[Knight]] Errant, CC chapter 4) — A [[halfling]] woman in late middle age who visits the Bloody Bulwark only occasionally. She is a former soldier who once served Gilgalon as a cavalry captain, and now mostly works as an occasional bodyguard for nobles around town. In her off hours, she occasionally comes to fight at the Amber Pit. She usually bets around 40 + 3d6 amber on herself. | |||
=== Stoneshore Wharf === | |||
'''''Read Aloud:''''' ''The taste of salt in the air, the stench of rotting fish, the humid breeze over your skin, the sound of screeching gulls and lapping waves, and warmth of the sun baking your back are familiar sensations to those who explore the Stoneshore Wharf. Stretching for a couple miles along the River Gilgalon and the Great Bay, the Stoneshore Wharf is home to numerous merchant stalls, inns, and taverns, all considered rather high-class.'' | |||
This neighborhood stretches along the eastern bank of the River Gilgalon and the northern shore of the Great Bay. Technically, the western bank of the river is part of the Ramshanties, but many refer to all shorefront properties as part of the Stoneshore Wharf. | |||
==== '''Locations in the Wharf''' ==== | |||
The wharf has a large concentration of taverns, and occasional overnight inns as well, notably Amadar’s Restful Rooms and the Prosody. This is a great place for the heroes to pick up on local gossip. Below are a few basic locations that the heroes might explore. | |||
'''The Flea Markets.''' The flea markets stretch along the extent of the east bank of the river. These market stalls all share a large tunnel of canvas coverings that ward off the weather. | |||
Visitors to the flea markets can find many goods and services, usually marked up about 10% from the prices available in the Mortal Markets. The occasional healing potion of various rarities can be found here as well, and potions purchased here have a shelf life of double its normal viability. | |||
The flea markets also have rickety wooden stairs descending to small piers where any boater can secure their [[vessel]]. This is commonly utilized by flea market salesfolk coming across the river from the Ramshanties. | |||
'''Ramshanties Piers.''' Across the river from the flea markets, the Ramshanties Piers are a jumble of wood, iron, and rope that looks more like scaffolding than a permanent fixture. Despite its shoddy appearance, there are no plans to beautify this network of piers. They are perfectly functional, and that’s good enough for the folk of the Ramshanties. | |||
These piers are frequented by fishers and by merchants that work in the flea markets or in the Mortal Markets but live in the Ramshanties. | |||
Heroes can find hawkers that sell the following items at a 10% discount in the Ramshanties Piers: blades (small), fishing gear, camping [[equipment]], and any intoxicating beverage. | |||
'''The Sandbar.''' A large sandbank occupies one of the wide turns in the River Gilgalon. This sandbank is a favorite play and relaxation area for children at any time, and for laborers when they manage to procure time off work. The sandbar dips into a relatively shallow portion of the river with a mild current, making it a safe area to relax most of the time. Occasionally, the beach will be evacuated when a deinosuchus or similar creature reveals itself. | |||
'''Stoneshore Shipyard.''' The Stoneshore Shipyard opens into the Great Bay directly. Here, skilled carpenters assemble large triremes that patrol the shores of Gilgalon. At the time of the Brazodiran Blitz (see the end of the chapter), there are five triremes in Gilgalon’s entire navy, and only one is guarding Palask. | |||
'''Tavernbanks.''' The Tavernbanks is directly connected to the Flea Markets; accessing the Flea Markets will require you to go through side roads between the taverns. This often results in market-goers becoming hungry and stopping in one or more taverns for a bite to eat. | |||
Pricing for the taverns and inns are set at 10% higher than normal rates, though barter is encouraged. As such, most of the taverns have a strange assortment of goods they gained from bartering, often including large numbers of docile dodo birds that are always getting underfoot. | |||
==== '''Amadar’s Restful Rooms''' ==== | |||
'''''Read Aloud:''''' ''You see a two-story mudbrick building with a long first floor that sinks back deeply from the dusty street, against a tall rock formation which serves as its rearmost wall. The second floor rises up a way, and has a pair of doors that open up onto the roof of the first floor section which isn’t mirrored by the second floor. On that raised ledge is some weathered wooden furniture, at which you see some of the building’s guests seated with clay mugs, engaging in lively discussion as the business of the street below moves past.'' | |||
''The front door is wide open, and inside you can see a small group of people standing around tall tables enjoying drinks.'' | |||
Amadar’s Restful Rooms is a fairly nice inn primarily staffed by a [[hondu]] man named Corie Fox (Appendix A). Corie is actually [[undead]], an anomaly of nature who came about his current state in an oddly mundane fashion: having tripped and fallen down some stairs and broken his neck in the process (though he often tells a slightly less embarrassing version of the story, claiming to have been jumped by unseen assailants). Corie is not the owner, as he is not “Amadar”, but Amadar Seyt (a wealthy and quite elderly human man) is almost never actually at the inn that [[bears]] his name, preferring to let Corie manage the business as much as possible. Amadar is somewhat notorious around Palask as the owner of several run-down housing structures in the Ramshanties that charge surprisingly high rent for their state of relative poor repair. | |||
When speaking to customers Corie is extremely pleasant, cheerful, and does what he can to be helpful. When not at work, however, he is a grumpy, irritable, and cantankerous individual who often complains about his job, the owner, and the customers. Those who make particularly high (DC 23) AWR rolls when interacting with Corie at the inn may detect the barest hint of his true feelings, but most remain oblivious thanks to his practiced [[mask]] of professionalism. | |||
The Restful Rooms has a tavern-like common area on the first floor, with tall tables around which to stand for more private meetings, and longer tables with benches for people who’d prefer to sit. It has two larger rooms (four beds each) on the first floor, and six smaller (one bed) rooms on the second floor. Those staying in a room at the inn are allowed to use the open area on the roof of the first floor to relax and watch the comings and goings of the city while they enjoy a mug of ale or wine. | |||
==== '''The Prosody''' ==== | |||
'''''Read Aloud:''''' ''You see a very long single-story building with a steepled roof covered in colorful shingles that look almost like the scales of a fish. The rest of the outside of the building is also painted in keeping with this motif, with a pair of large lanterns lit at night resembling the “fish’s” eyes, and the impression of scales all along the building’s length.'' | |||
From inside, the smells of baking bread and the sounds of a lyre being gently plucked trickle out into the surrounding street. | |||
The Prosody is an odd place run by a family of halflings called the Coveera Family, in particular being headed by their matriarch, Mama Coveera (her real first name being Istre), and her eldest daughter Catha Coveera, a 20-something young woman. The family numbers seven in total, with the most common faces around the inn being Mama, Catha, Fenno and Bryth (twins, one boy and one girl, just a bit younger than Catha), and Dorama (the youngest, about six years old, who does her best to help out but usually tends to make things worse). The other two children stay at home (a building just down the street from the Prosody) and do their best to avoid having to work at the inn whenever possible. | |||
Mama Coveera’s husband, Teshon Coveera, has been dead for three years, as a result of a heart attack. He was a poet by hobby - though definitely not by trade, having had a reputation for bizarre and unwieldy verse - and originally bought the building in hopes of turning it into a public house of poetry and music. In this endeavor he was not particularly successful, but the building’s size allowed them to put up extra walls to make individual rooms and use it as an inn for travelers visiting the grand city of Palask. | |||
The atmosphere inside is homey and comfortable, if a bit chaotic. There’s a large common area in the front which is built to emphasize the presence of a halfmoon-shaped stage that rises a foot off the ground. At most hours of the day, Mama Coveera has a musician, poet, or other performer (or group thereof) situated on the stage, performing for tips and free meals. Rimzi, a fairly famous [[triceratops]]-like [[kosavran]] musician, is good friends with the Coveera family and will occasionally put on a show at the Prosody, knowing her music is a fairly big draw these days. Rimzi and the Coveeras go back years, and the Prosody was one of her first performing venues when she was just starting out. | |||
==== '''Rumors and Gossip''' ==== | |||
The rumors and gossip table below can be applicable at any point in the campaign, as the heroes will likely return to Palask several times. Feel free to use rumors related to the main plot, as you feel appropriate, rather than these options, which are primarily for flavor or side quests. | |||
{| class="wikitable" | |||
!'''d6''' | |||
!'''Rumor/Gossip''' | |||
|- | |||
|1 | |||
|A new champion has made a name for themself in the Grand Coliseum. [[See the Grand Coliseum entry for more. | |||
|- | |||
|2 | |||
|Labashi allegedly mentioned receiving a strange new magic item in the Tower of Mysteries. These rumors may or may not be true. | |||
|- | |||
|3 | |||
|Some thugs have been running a protection racket in the wharf’s flea markets. See the Protection Racket side quest below. | |||
|- | |||
|4 | |||
|Some kind of monstrous creature has taken up residence in the river, causing problems for the local fishers. See the River Lurker side quest below. | |||
|- | |||
|5 | |||
|A high-stakes game of bone dice will be happening at [[MAJOR INN tonight. See the Gambling side quest below. | |||
|- | |||
|6 | |||
|Brazodir has sent spies to infiltrate Palask. See the Finding Spies side quest below. | |||
|} | |||
The heroes still may find their way into these side quests simply by being in the wrong place at the wrong time. Utilize the random encounter table below as you see fit. | |||
{| class="wikitable" | |||
!'''d6''' | |||
!'''Random Encounter''' | |||
|- | |||
|1-3 | |||
|A skittish merchant that sells something to the heroes asks them to help put an end to the protection racket. See the Protection Racket side quest below. | |||
|- | |||
|4-5 | |||
|The heroes hear screaming coming from the Sandbar; the River Lurker has attacked! See the River Lurker side quest below. | |||
|- | |||
|6 | |||
|A spy from Brazodir tries to pump the heroes for information. See the Finding Spies side quest below. | |||
|} | |||
==== '''Protection Racket''' ==== | |||
The heroes may become involved in a side quest to break up a protection racket. Use the following stages. | |||
'''1. Stakeout.''' The heroes will first need to find a merchant willing to work with them. If there is not already a merchant who asked them to help, then they can get a merchant to help them if one hero succeeds on a DC 16 CHA check. | |||
To successfully set a stakeout, each hero will need to succeed on a DC 11 attribute check using DEX, INT, or CHA. Heroes can use Sneaking, Evading, or Savoir Faire as applicable. If any hero fails this check, then the thugs will not show up to collect their cut of profit until a later night. | |||
Heroes can repeat this stakeout once per night, but if they fail twice in one week, then the racketeers will go quiet for a couple weeks before resuming their activities. | |||
'''2. Pursuit.''' Upon setting up a successful stakeout, the heroes can watch as their merchant friend is shaken down. The heroes might intervene (see combat), or they might wait and quietly follow the thugs (see tailing). | |||
'''''Combat.''''' This should be a normal encounter for the heroes (ML = ½ the party level). Use a '''Bandit Marauder''' and '''Bandits, Soldiers,''' and '''Thugs''' as relevant to achieve the proper ML. | |||
Any hostile NPC will fight until Bloodied and then attempt to flee. If the heroes give chase, see the chase subsection. If the heroes nonlethally incapacitate any hostile NPC, they will give up the location of their boss (go to stage 3). | |||
'''''Tailing.''''' Each hero that attempts to discreetly tail the thugs will need to make another skill check as described in the Stakeout section. If they fail, then they are discovered and the NPCs will flee (see chase). If they succeed, they tail the thugs to their boss (go to stage 3). | |||
'''''Chase.''''' Each creature involved in the chase must make a series of contested checks. Heroes start at “-3 Ground.” Any hero that beats an NPC gains “+1 Ground” on them. Once a hero has 0 Ground, they have caught up to an NPC and can engage in combat. If a hero is reduced to -7 Ground and have no allies engaged in combat, then the NPCs escape. The heroes will need to repeat the investigation from step 1. | |||
Contested Chase Checks: | |||
* STR/Athletics | |||
* STR/Sprinting | |||
* DEX/Balancing | |||
* DEX/Tumbling | |||
* END/Distance Running | |||
'''3. Showdown.''' The heroes can confront the leader of the gang, a '''Mob Boss.''' This encounter should be difficult (ML = ½ the party level + 2). Use the Mob Boss and use '''Bandit Marauders, Bandits, Soldiers,''' and '''Thugs''' as needed to achieve the appropriate ML. | |||
'''4. Reward.''' The heroes gain 1 Fame. Each hero gains an item of their choice with a cost of 1,000 or fewer amber. Heroes gain a permanent 25% discount on goods in the Flea Market. | |||
==== '''River Lurker''' ==== | |||
A hostile dinosaur or other dangerous creature has made its home in the river, perhaps near the Sandbar. The heroes must fight it off to make the waters safe again. | |||
This should be a difficult encounter (ML = ½ party level +2 to +4). Choose the monster from the following list: '''Baryonyx, Ichthyosaurus, Ichthyosaurus Gargantus, Omerfosh, Swamp Crocodile,''' or '''Saltwater Crocodile.''' | |||
==== '''Gambling''' ==== | |||
The heroes may find gambling dens in several of the inns and taverns. All gambling in Palask involves bone dice, lots, or a similar completely random game with little real skill involved. To simulate this, have any participating hero determine how much they are gambling and make a LUCK check. On a crit fail, they lose their entire wager. On a roll of 14 or less, they lose ½ their wager. On a roll of 15 or more, they gain winnings equal to 25% their wager. On a crit, they gain winnings equal to 200% their wager. | |||
==== '''Finding Spies''' ==== | |||
Spying is a poorly refined discipline at this time in history. Locating Brazodiri spies is not terribly difficult. Whether heroes catch wind of it through rumors or are speaking with a spy themselves, they must succeed on a DC 12 AWR or CHA check, and may use Intuiting, Perceiving, Empathy, or Savoir Faire as applicable. On a success, they become aware that the person they are interacting with or observing is in fact an impostor. They can apprehend this individual and hand them over to Godking Mangondulon, who will question them and execute them. There is a 50% chance that Mangondulon is able to procure the names of the other spies before executing the captured spy. | |||
At any given time, there are 1d12-1d6 (min 0) spies in Palask. If the heroes and/or the Godking find all of the spies, then make this roll again 1 month later. | |||
=== The Tower of Mystery === | |||
'''''Read Aloud:''''' ''An impossible feat of engineering stands before you— a cylindrical tower taller than any ziggurat, with a base no wider than each floor stacked atop it. It reaches improbably into the sky as if defying the gods to strike it down with a storm of wrath. A pattern of colored bricks of deepest blue runs up the sides, layered in with the more common-looking red and brown bricks, creating an abstract, serpentine shape that encircles the tower like a blue vine.'' | |||
''Looking up at its higher reaches from the ground makes you feel strangely dizzy. An odd visual distortion like the shimmer of heat rising from the desert surrounds the upper floors, as if the tower itself is clad in a chlamys of wavering light.'' | |||
The Tower of Mystery is a feat of engineering not replicable by most throughout the world in all of Telgaia. Most structures above a certain height are layered and tiered - such as the fairly common ziggurats - with much wider bases slowly tapering at each tier towards a smaller top. The Tower of Mystery, however, is a tower in a more conventional sense, which is a sort of structure rarely attempted in this supereon and which almost never remain standing for long. It is an anomaly of structural engineering, the secret methods of its construction being jealously guarded by the psions of the Mysterium, the cabal of mind-mages who run the Tower of Mystery. | |||
Each floor of the tower is sometimes referred to as a “revelation” by the Mysterium, with the First Revelation equating to the first floor, the Second Revelation referring to the second floor, and so on. Most members of the general public are only allowed to visit the First Revelation, while individuals invited to join the Academy are allowed to visit the first four revelations as needed. The revelations beyond the Fourth Revelation are strictly off-limits to all but members of the Mysterium cabal, and contain many strange chambers where the cabal’s experiments - both those in engineering and invention, and into the depths of psyche and psionica - take place. | |||
The basement levels of the Tower - of which there are several - are collectively referred to as the Mysterian Stygia. While the upper floors of the tower are off-limits to most, the Stygia are accessible only to the very few. The cabal’s dungeon, called the Phrenic Labyrinth, is located within the Stygia, as are the tombs of its deceased members. The nature of the Stygia is vague to those outside the cabal, but it is spoken of by the members as the place where the cabal’s darkest and most terrible secrets are kept. In truth, few of them have ever even seen the first floor of the Stygia. | |||
==== '''Revelations of the Tower''' ==== | |||
'''The Entrance & First Revelation.''' The entrance to the Tower of Mystery is a short set of simple stone stairs leading up to a tall arched doorway into which are set a pair of solid dark wood doors studded with bright brass bosses like those on a shield. Inside can be found a small reception area where student volunteers of the Academy can be asked about the Tower’s business, how to apply for entry as a student, and so on. The steps leading up to the Academy proper are guarded at all times by a psionic [[golem]] called '''Melovar II''' who bears the regal curly-bearded countenance of a long-dead king who once bore the same name. Melovar II is a creation of the Mysterium cabal and serves them loyally; the creature is beloved of many students and has been a veritable institution at the tower for centuries now. | |||
'''The Second Revelation.''' Above this first floor is the Second Revelation, which is the first floor of the Academy. This is the “entry level” of the Academy where students are taught the basics of literacy, rhetoric, and arithmetic, and introduced to the concepts of philosophy that they will spend the rest of their education with the Academy exploring and arguing over in far greater detail. | |||
'''The Third Revelation.''' The Third Revelation is the “advanced” level of the Academy, where students who have graduated from the basics of the floor below gather to learn, argue, and discuss deeper philosophies and engage in group studies of topics from biology & medicine to physics & engineering. | |||
'''The Fourth Revelation.''' The fourth floor is the main library of the Tower of Mysteries, stacked with countless tablets all organized by means of a secret organizational principle taught only to more advanced students. The layout of the floor seems haphazard and the organization of individual tablets, where one can find what, seems entirely random to most, as if the library’s contents have just been stacked at random with no care to where anything is. The actual means of correctly navigating the library, however, is revealed over time to the Academy’s pupils, such that only those who have studied here for at least five years are likely to be able to find what they’re looking for. | |||
This is as much a test of a student’s aptitude for pattern recognition as it is a way of obscuring information until such time as the Mysterium is confident that a [[student]] is serious about their education. Students capable of “figuring out” the library from a young age or after only a short time with the Academy are given special attention by the academicians as possible new recruits for the Mysterium. | |||
'''The Fifth Revelation.''' The first of the floors the Mysterium members call the Deeper Mysteries, the fifth floor of the Tower of Mysteries contains the Forbidden Archive. The Archive is nearly twice as large as the library on the floor below it, and is guarded by both another psionic golem (this one named '''Konsada IV''', after a queen whose likeness she bears) and '''[[Archivist]]''' '''Agharix''' (uses the '''[[Dragonfolk Scholar]]''' stats, ''CC'', p. 220), a female dragonfolk with bright green scales. Agharix keeps an eye on the Archive with an eye to ensuring no one is sneaking up there from below, and nothing goes missing. | |||
Students of the Academy can be given temporary, guided access to the Fifth Revelation’s Forbidden Archive, but they are always closely watched when they do so. All the precautions in the world can’t keep curious students out, though, and every year there are at least a half dozen incidents related to students finding something within these stacks which they could not control, didn’t fully understand, or else simply should not have touched. | |||
The fifth floor, and all floors of the Tower of Mysteries beyond it, appear to be far larger than they actually should be given the external dimensions of the Tower. This is a combination of both genuine spatial manipulation from psionic magic and clever use of illusions redirecting one’s attention and causing the perceived dimensions of the space to seem much larger than they actually are. | |||
'''The Sixth Revelation.''' The first of the floors devoted to the members of the Mysterium and their particular business, the Sixth Revelation is sometimes called the Initiation Floor. Here Mysterium members gather in a large, lushly adorned common area for meetings and important group rituals, such as those performed when inducting a new member of the organization. This floor also has temporary housing for Mysterium members who are only in town temporarily and have homes outside of Palask, or who need to stay in the tower overnight for other reasons. | |||
'''The Seventh through Tenth Revelations. ''' The four highest levels of the Tower of Mysteries are the personal domains of several Mysterium members, three to each floor, who use their sections of the tower as private laboratories and ritual chambers for performing all manner of magical & mundane experiments. Some welcome their brightest students and initiates of the order into their private sanctums to aid in their experiments, while others keep their work a secret to all but their fellow Mysterium members. | |||
The details of these floors are left purposefully vague so that you can fill them with unique and strange goings on, the brilliant creations of bronze-age inventors, unsettling demiplanar anomalies, and barely-controlled manifestations of psionic magic. Some members of the Mysterium are inventors and philosophers in the vein of real world figures like Archimedes, while others are half-mad psychic sorcerers delving into the darkest reaches of the mortal mind. Many are somewhere in the middle, seeking to expand their understanding of both psionic magic and mundane scientific knowledge. | |||
The Mysterium has only nine masters at a time, called '''mentarchs''', and journeyman members of the organization (called '''noetics''') often spend their whole lives at that rank awaiting an opportunity to take on the mantle of mentarch. The newest novices of the organization (called '''phreniciates''') do not get their own laboratory space and usually spend their time working with noetics on assignments the noetics receive from the mentarchs above them. | |||
'''The Eleventh Revelation.''' The eleventh floor of the Tower of Mysteries is an anomaly, and the members of the Mysterium are split on whether or not it even exists. At different times throughout the year, an eleventh floor of the tower is clearly visible to those outside, while at other times it is plain to see the tower has only ten floors. | |||
Some claim that the Mysterium’s “leader”, a powerful human psion called '''Orthos''', resides within the Eleventh Revelation and only chooses to visit the world on occasion while spending the rest of his time in a psychic demiplane of his own making. No member of the Mysterium has ever independently verified Orthos’ existence, but a wizened old man going by that name with a third eye tattooed on his forehead visits the Hanging Gardens and walks the Mortal Markets from time to time. | |||