Sunday, February 26, 2023

Trail Outfitter and Gunsmith

Trail Outfitter and Gunsmith (#26/28; #57/365)

Solfen Greyhelm (brave, one-handed) is an elderly and experienced Dwarf trader who has been around the block more than a few times in these parts. His shop on the edge of the Souq sells most things anyone would ever want to survive in the wilderness. Whether the customer is a Strongarm caravan guard, prospector, animal trapper or adventurer, Solfen has all the necessary gear of good quality, available at regular prices.

Solfen also sells Firepowder weapons, but only to Dwarfs or recognised gunsmiths. He has the following available for sale (and can construct more if required):

  • Matchlock Pistol: 120GP
  • Matchlock Blunderbuss: 95GP
  • Flintlock Pistol: 160GP
  • Flintlock Blunderbuss: 135GP
  • Weapon Charge: 10GP
  • Slowmatch (per m): 3GP
  • Gunsmith Tools: 115GP
He does not sell cannonry, but can repair damaged cannons on docked ships in the port, though never for anyone he suspects to be a pirate.

Saturday, February 25, 2023

Pellodian Watch-Houses, Guard Towers and so on...

A Typical Pellodian Watch-House (#22/28; #53/365)

There are three watch-houses to be found around Pellod, and each is home to 3-18 Watchmen and a Watch Sergeant. The locations of the watch-houses are the Souq, the docks, and Tower Hill. It is the job of the Watch to stop crime throughout Pellod. Most Watchmen pay lip-service to this, while also enriching themselves through bribery, petty corruption, and collecting supplementary income by acting as informers for other sources, including Poldar's guards, the Rogues' Guild, the Merchants' Guild, and others. The captain of the Watch, Zendar (strong, unhappy), knows this and grieves at being unable to do anything about it. To her, the Watch are a distant second behind the guards and soldiers in the prestige stakes, with no way to recoup lost ground and so she resorts to drink, in her dingy office in the Tower Hill watch-house.

Each watch-house is a squat, thick-walled, fortified building with small windows, arranged around a central courtyard used for drilling, combat practice, and stabling the Sergeant's riding beast (roll a die to determine the type of beast):

1. Giant Lizard

2-3. Camel

4-5. Horse

6. Desert Bison (as per Water Buffalo)

Inside each watch-house are barracks, a mess-hall, a waiting chamber, storerooms for records, weapons, armour, and 'contraband', interrogation chambers and holding cells for prisoners. In addition to their uniform, the Watchmen will each have a shortsword and a leather cuirass.

A Typical Pellodian Guard Tower (#23/28; #54/365)

Captained by Poldar Proudfist, the fifty or so elite guards and soldiers of Pellod are stationed at the Baron's Tower, the three main gates of the city, and patrolling the city walls. In dangerous times, such as raids by pirates, Lizard Men or the Caarth, these numbers will be augmented by at least two hundred militia drawn from the able-bodied populace of Pellod. The gates are:

  • Gate of Stone: the north gate overlooks a trail following the valley of the river Murab, and up into the hills. It is favoured by shepherds, vintners, farmers,  and adventurers, for it also leads to the Found Tombs of Arvakaten.
  • Gate of Sand: the east gate leads to Dust Town, and the caravan routes that span the Desert of Skulls. It is used by traders, nomads, holy-folk, and other itinerants.
  • Gate of Sighs: the south gate watches over the necropolis, the graveyards, and beyond that to the marshes of the Murab delta and a little-used shore-side trail that leads to Rimon, further down the coast.
Each gate has two flanking towers housing around 10 soldiers total; soldiers are armed with swords and crossbows, and have small shields and chainmail hauberks. Soldiers will charge a nominal fee for strangers to enter the city; usually a couple of Gold Pieces. Traders and rich-looking personages may be charged more, and will require a Merchant's Pass (10GP) if selling items in Pellod.

Weapon Smith (#24/28; #55/365)

Salul the Quick (eagle-eyed, forceful) is the eminent armourer and weaponsmith of Pellod, though these days he has apprentices do much of the forging and manufacture, while he looks after the business side of things. Most weapons and armour are available in Pellod, and are of average quality at regular prices. Salul makes most of his money in large consignments to the guards and watchmen; though these weapons and armour are bought 'on the cheap' in Dust Town from non-human smiths (usually Orcs or Goblins), and are of poor quality. Some say Salul doesn't care because breakages caused by poor quality demands a constant supply of replacements and thus more profits; others that Orc shamans are deliberately providing shoddy weaponry to Pellod as they plan to attack the city soon.

Animal Trader (#25/28; #56/365)

Djaphrera Ironwolf (dextrous, jealous) has a stockade just outside the Gate of Sand; here she sells regular animals such as mules, horses, camels and Desert Bison, as well more exotic stock such a Giant Lizard or a Black Lion. Occasionally she manages to acquire a more fearsome monster, roll three dice on the table below to determine what:
 

Roll

Monster

skill

stamina

attacks

See also

3

Manticore

12

18

3

Out of the Pit (p. 79)

4

Cockatrice

7

7

2

Out of the Pit (p. 30)

5

Pit Fiend

12

15

3

Out of the Pit (p. 93)

6

Styracosaurus

11

10

3

Young form. Out of the Pit (p. 38)

7

Gretch

10

13

1

Out of the Pit (p. 63)

8

Dracon

9

14

2

Out of the Pit (pp. 39-40)

9

Clawbeast

9

14

2

Out of the Pit (pp. 28-29)

10

Tarator

8

13

1

Out of the Pit (pp. 112-113)

11

Nandibear

9

11

2

Out of the Pit (pp. 86-87)

12

Great Serpent

9

12

1

Beyond the Pit (pp. 117-118)

13

Shauca

9

14

2

Return to the Pit (pp. 166-167)

14

Griffin

10

10

2

Beyond the Pit (pp. 62-63)

15

Wyvern

10

11

2

Out of the Pit (p. 122-123)

16

Tyrannosaurus

12

12

3

Young form. Out of the Pit (p. 38)

17

Basilisk

5

8

1

Out of the Pit (pp. 18-19)

18

Chimera

12

20

3

Return to the Pit (p. 45)


These monsters are sourced from Dust Town, where Djaphera has contacts among the creature trapping community, and are usually shipped and sold on to wealthy buyers up and down the coast, in Port Blacksand or Halak and Rimon.

Wednesday, February 22, 2023

The Souq of Pellod

The Souq of Pellod (#21/28; #52/365)

The Souq is the main market-place of Pellod, and lies virtually in the centre of the city, equidistant from the three major Gates and the Baron's Tower. It is full of stalls and carts selling and hawking everything from rugs and carpets to brass and copper-ware, and food and drink to bales of textiles and piles of building material (timber is especially expensive).

Inhabitants that are likely of interest to adventurers and Heroes include:

  • The snake-wrangler Chabad the Charmer (blind, paranoid) who keeps a COBRA (SKILL 5, STAMINA 2) in a wicker basket, that he controls by playing on a Bamboo Pipe. Chabad is a Sorcerer (the cobra, "Kha", is his Familiar), whose lost his eyesight in an accident involving an Ebony Facemask. He was kicked out of the Spellcasters' Guild shortly afterwards, and has been trying to buy his way back in via his earnings in the Souq. It hasn't been going well.
  • The twin girl pickpockets Hiba (puny, scheming) and Hepa (plain, cheeky). One will accost the Heroes with a sob-story while the other will empty the Heroes' wallets and money-pouches. The Souq has been designated by the Rogues' Guild as the official patch of Hiba and Hepa - they will only target newcomers, not locals.
  • A food and beer cart-seller, Vikesha (beautiful, dishonest), who sells flame-grilled Aardwolf joint and pints of Pellod's Pride ale (from a barrel). 2GP buys a pint and a hunk of blackened meat that restores 4 STAMINA points; 1GP buys a pint or meat only. After four pints, an imbiber will be drunk, with -1 to their SKILL rolls, until they sober up after 1-3 hours. Further pints do not have cumulative penalties. Nevertheless, once a patron is drunk, Vikesha will double all prices, claiming "expenses" in acquiring more barrels of ale or fresh Aardwolf meat.
  • A curio-seller, with interesting trinkets for display on a coloured blanket. Fantakre of Shazaar (big nose, unhappy) is a dabbler in ancient historical pieces, and sells whatever he can scrabble out of the sand from the ruins near Pellod. He will recommend the serious connoisseur seek out Colstan (Vatosian artefacts, #20) or Gar-Gol of Halak (Djaratian antiquities, #16), depending on their proclivities. Currently Fantakre has the following for sale (given page numbers are all for the Encyclopedia Arcana: Volume 1):
    • Scroll of Opening (p. 97). 55GP
    • 2 Yokka Eggs (p. 121). 6GP each
    • 1 bamboo gourd with a Potion of Heat Resistance (p. 116). 7GP
  • An artist with a series of blank canvasses and a Magic Paintbrush (Return to the Pit, p. 19). Gisgar Yellowhand (wrinkled, soft-hearted) will control the paintbrush to create incredible portraits of excellent quality for 10-60GP. He can also paint maps, pictures of wanted people, rare monsters, and so on, for similar prices. If threatened, Gisgar will unleash the Paintbrush to use the full capabilities of its enchanted arsenal.
  • A patrol of two Watchmen (SKILL 7, STAMINA 7, Shortsword, Leather Cuirass) checking trader's paperwork and keeping an eye out for obvious crime and trouble. One has a spiral-shaped goat's horn that they will sound if they need reinforcements. 2-12 minutes after the horn is blow, 2-7 Watchmen will appear on the scene from the direction of the Souq's Watch-House to help them.

A Merchant's Pass is needed if one wishes to sell things in the Souq - they can be purchased from the Merchants' Guild for 5GP and require a further 5GP official seal from the Pellodian Watchmen. Anyone new attempting to sell things without the correct paperwork will be reported by outraged nearby sellers to a Watchmen patrol.

Sunday, February 19, 2023

Colstan's Curio Shoppe

Colstan's Curio Shoppe (#20/28; #51/365)

In a dusty back alley behind the Souq is this dingy emporium, stuffed full of curios, knick-knacks, trinkets and bric-a-brac. Most of it is useless junk (and feel free to use the appropriate table from Encyclopedia Arcana: Volume 1 (pp. 42-43) to roll up extra contents), but amongst the random crap are a few items that adventurers and Heroes may find useful.

The proprietor, Colstan, is a Gnome Sorcerer (stuttering, collector), who, if he thinks he can make a sale, will show purchasers some of his better items. Time-wasters will be allowed to rummage through endless piles of trash and old souvenirs until they get bored. To deal with would-be thieves and robbers, Colstan has a pouch of 2-7 Giant Teeth - he will cast the YOB spell outside the shop, whereupon the summoned Giant(s) will hold the victims upside down by their legs until all their possessions are on the ground. Colstan will pick through these to add to his inventory, and the City Watch will arrive shortly afterwards to claim what is left, and to arrest the miscreants.

Items for sale include (given page numbers are all for the Encyclopedia Arcana: Volume 1):

  • 2 Runestones (p. 100) 15GP each
  • 1 phial of Dust of Levitation (p. 111) 10GP
  • 2 vials of Sleeping Draught (p. 118) 3GP each
  • 1 Scroll of Pangara's Protection (p. 97) 60GP
  • 2 sets of Prayer Beads (p. 122) 10GP each
  • 1 pair of Boots of Climbing (p. 125) 60GP

If one of the Heroes is a Sorcerer, Colstan will only be too happy to sell them several Components as well if needed (but his Giant Teeth are not for sale):

  • 3 Gold-Backed Mirrors (p. 104) 50GP each
  • 3 Sun Jewels (p. 107) 35GP each
  • 2 Cloth Skullcap from Kaynlesh-Ma (p. 103) 3 GP each
  • 3 vials of Stone Dust (p. 107) 25GP each
Colstan is friends with Shang Monoa, the Dungeoneering merchant of the Found Tombs of Arvakaten who occasionally visits Pellod to stock up, but has not seen him for a while and is worried about what may have happened to him. Colstan is also deeply interested in the lost city of Vatos and can speak Vatosian. He will happily purchase any Vatosian artefacts or treasures that the Heroes may acquire. Such interests have brought him to the attention of both the Dark Disciples and the Phoenix Cult; both groups have visited the curio shop in recent weeks just to aimlessly wander about, and Colstan worries about what either group, though he does not know fully who they are, may have planned for him and his Vatosian collection.

Saturday, February 18, 2023

Outland Herbalist

Outland Herbalist (#19/28; #50/365)

This mud-brick villa very close to the Gate of Stone is festooned with clumps of herbs drying in the afternoon sun, and surrounded by terracotta pots full of yet more plants, succulents, and cacti, all growing strong under an azure sky. The herbalist is Kalsha Mossfriend (short-sighted, sensible), a spectacles-wearing Half-Elf clad in purple robes, who hawks their wares on a large slate, upon which have been chalked prices for whatever herbs are currently available.

Kalsha occasionally hires adventurers to accompany them on herb-gathering expeditions into the wilderness; while Kalsha expects the adventuring companions to be appropriately armed and armoured, they themself usually carry just a gardening trowel, a spade, a large straw-hat, a full wineskin, a collection of sample jars, and a book or two describing plants of the local area.

Currently, Kalsha has the following herbs for sale (given page numbers are all for The Titan Herbal):

  • Axeplant (p. 20) 6 vials (of Blade Venom) for 10GP each
  • Green Spikeball (p. 38) 10 cacti for 5SP each
  • Jewelfruit (p. 42) 2 bags for 17SP each
  • Luckleaf (p. 45) 2 sprigs for 20GP each
  • Medusa Grass (p. 48) 1 bunch for 30GP
  • Red Lotus (p. 56) 2 roots for 21GP each
  • Spear-Root (p. 63) 11 roots for 2SP each
  • Stinger Leaf (p. 64) 5 bunches for 5GP each
  • Tigerplant (p. 69) 4 leaves for 5GP each

Friday, February 17, 2023

Some Final Obscure Sects of Pellod

These small cults are limited to 2-12 believers, drawn to Pellod for its way-station status on the sea and (to a lesser extent) land trading-routes between Arantis and Allansia.

Cult of the Cobra (#15/28; #46/365)

The Cult of the Cobra revers Sithera, the Djaratian Goddess of Evil, and avatar of the Snake Demon Sith. They have small cells of followers across the southlands, dedicated to the resurrection of some of Sith's ancient high priests, such as the Mummy Lord Akharis. Cobra Cultists wear red robes that bear the emblem of a golden cobra, and are usually armed with scimitars and throwing daggers. They also have access to strange desert-based magic such as summoning swarms of desert hornets, creating Sand Golems, and controlled bandaged hordes of mummified denizens from many a lost Djaratian necropolis or tomb.

In Pellod, the Cult of the Cobra have a safe-house on a hilltop overlooking the city; from here they plot and scheme, keeping in contact with their brethren in Rimon and elsewhere by messenger-falcon. Their leader is Drenek Rabra (unkempt, violent), an apparently destitute vintner. The Cult of the Cobra are always on the lookout for adventurers and explorers bringing trinkets and artefacts back from the Desert of Skulls, in case these items will help them in their quest to restore their dead masters back to a semblance of 'undead' life.

The Dark Disciples (#16/28; #47/365)

This sect are based in the lost city of Vatos where they enjoy the patronage of the High Priestess Leesha. They are followers of the Dark One, an amalgamation of the first three Dark Lords; Death, Disease and Decay. Dark Disciples garb themselves in somber brown robes, and brandish iron-bladed sickles as weapons. Once a month the Dark Disciples kidnap a random citizen of Pellod to sacrifice to the Dark One on the last day of the month; the victim must wear a gold medallion inscribed with the shape of a heart to ensure their ritual acquiescence.

The chief priest is Gar-Gol of Halak (big nose, humble), ostensibly a dealer in Djaratian antiquities, who dwells in a marble villa on the hill-slopes leading up to the Baron's Tower. As a high-ranking member of Pellodian society, Gar-Gol uses their status to quash any investigations into the activities of the Dark Disciples, who meet in the cellars beneath their house. However, the guard captain Poldar Proudfist grows suspicious, and Gar-Gol has sent messengers to Vatos recently, seeking Leesha's magical aid...

The Phoenix Cult of New Vatos (#17/28; #48/365)

This is perhaps the dominant belief system in the community that dwells within the ruined city of Vatos, a debased combination worshiping both the Fire God Filash and the Wind God Pangara. Taking the semi-mythical Phoenix bird (see Beyond the Pit, pp. 102-103) as their symbol, these cultists wear white robes and a white head-dress, fastened with a golden clasp in the shape of a Phoenix, with the birds' wings flat against the cultists' foreheads. They are typically armed with scimitars; some cultists will also have powers or enchanted items to summon and invoke Fire, Air and Wind Elementals.

In Pellod, the cult is centered around the Street of Carpets, and, in particular, the rug-weaver Avakha the Large (fat, dishonest), whose wall-hangings and floor-coverings typically feature a Phoenix detailed somewhere within the textile threads. The followers of the Phoenix Cult are technically in conflict with both the Dark Disciples and the more mainstream Temple of Pangara; such a diverse group of enemies means they are very cautious and careful. All Phoenix Cultists carry 1-2 Yokka Eggs (see Encyclopedia Arcana: Volume 1, p. 121) upon their person, to be used only in times of extreme danger. The source of these eggs is unknown, but some cultists have been seen to make long dangerous pilgrimages into the north-western crags, possibly in search of Phoenix nests.

Wheelie Circle Cult (#18/28; #49/365)

The weird race of disc-shaped Wheelies (see Out of the Pit, p. 119) are known from these parts; they are more common in Dust Town but some also work in Pellod as labourers and carters around the Souq, or wherever transportation is required. While most Wheelies are followers of the Trickster God Logaan, some resent this slavish devotion to maintaining 'The Balance' and are instead acolytes of the Circle Rune (see Titan, p. 73), universal symbol of the Dark Lords and Chaos Gods. 

These Wheelie Circle Cultists can be detected by the presence of an iron ring worn on one of their four hands; denoting their allegiance to the Circle Rune. They are usually armed with up to four throwing daggers, and some may also have a holstered blow-pipe and several darts, usually tipped with a fast-acting, sleep-inducing drug. Led by a heavily scarred Wheelie 'priest' Gor-Thax (hairy, greedy), who operates from a mud-brick hovel just outside the city walls, on the trail to Dust Town, their depredations consist of late-night muggings where the victim has a circle carved into their forehead with a sharp knife. Worse things will surely follow...

Monday, February 13, 2023

Yet More Weird Pellodian Cults

Chaos Cultists! (#13/28; #44/365)

Among the docks is this wrecked villa, overgrown with thornbushes, whose floor has collapsed into a debris-filled cellar. A secret door in the cellar wall leads to an ancient series of Carsepolitan sewers and catacombs beneath Pellod and possibly connecting up to the dungeons under the Baron's Tower. Among these tunnels is a hidden chapel to Belthegor, God of Second Life (see Rough Guide to the Pit, p. 42), where 3-18 Chaos Mutants (mainly Human, some Dwarfs and Man-Orcs also; see Beyond the Pit, pp. 30-31) conduct unspeakable rites in service of their foul and depraved deity. 

The high priest of the Chaos Cultists is Rorsol Runak (spotty, truthful), a lapsed acolyte of Hydana who become infected by mutations and began following Belthegor. Rorsol is afflicted by three mutations: Carapace (red, lobster-like), Sulphur Steamer, and a Crab Claw instead of a left hand. As a result he rarely leaves the cult headquarters and then only at night, and heavily robed as well. The main aim of the cult is to identify and kidnap influential members of Pellodian society, who are then infected with Chaos mutations and thus must become cult members lest their secret gets out. The cult is in its infancy though, and beyond its initial members, has only managed to subvert a minor merchant and a low-ranking watchman sergeant so far.

Worshippers of the Light (#14/28; #45/365)

This peculiar sect is an offshoot of either Throff or Ashra believers, who pay homage to giant glowing crystals that emit beams of dancing light. Their followers are typically drawn from the smaller of Titan's races, which, in Pellod, means Halflings, Chervah and Gnomes. Their secret temple is located behind a false wall in the house of the Chervah scribe Srisoothra Thesagoonlu Phantormun (short-sighted, honest), who is also the high priestess of the cult. There are 3-18 cultists, split equally between Halflings, Gnomes and Chervah, who gather once a week on Moonsday to conduct midnight services around an enormous green Regeneration Crystal (see Encyclopedia Arcana: Volume 1, p. 100). If threatened or disturbed, the Light Worshippers will fight to the death to defend their temple and the crystal. Each cultist carries a type of magical crystal as a Holy Symbol of their faith, roll a die on the following table to determine the type:

1. Glowstone

2. Sun Jewel

3-4. Regeneration Crystal

5. Jewel of Light

6. Energy Crystal

Saturday, February 11, 2023

Secret Cult of the Spider God!

 

Cult of the Spider God (#12/28; #43/365) 

This rundown hovel is actually the secret headquarters of a coven of Spider God Cultists! This region of Allansia has long been a centre of worship for Arhallogen the Spider God. His cult was strongest in ancient Djaratian times, and its successor states such as Vatos, and spread to the natives of the southern jungles as well as to more cultured lands such as Arantis and the city-states of the Glimmering Sea. Here it exists as an underground sect, no doubt owing its practice of sacrificing unbelievers by feeding them to packs of Giant Spiders! The influence of Arhallogen is strong in non-human form as well, from the dual races of Spider Men and Spider Kings to the foul demonic creatures such as Death Spiders and Ishkarim.

 

At any given time there will be 3-18 Cultists present. They are usually clad in thick cloaks often cut to resemble an eight-legged spider, and wield poisoned daggers in combat. Their skin is tattooed with spider-like designs in red and black ink, and some sharpen their teeth into fangs. The head of the cult is Zen-Darna (ugly, clever), a priest of Arhallogen (see Advanced Fighting Fantasy, p. 97). There will also be 1-3 Giant Spiders present as guardians and attack-creatures.

 

CULTIST OF THE SPIDER GOD

SKILL: 6

STAMINA: 6

WEAPON: Poisoned Dagger (does 4 stamina damage)

ARMOUR: None

NUMBER ENCOUNTERED: 3-18 (per cult)

REACTION: Hostile

Yet More Pellodian Entertainment Emporiums

The Siren's Lament (Tavern) (#10/28; #41/365) 

Named after a folk tale dating to the early days of Pellodian settlement, where a Caresepolitan sailor fell in love with the last of a shoal of Sirens who once dwelt among these rocky bays. This tragic story is recounted to gullible visitors to the tavern (Poor Quality), often while they are being silently relieved of their valuables by devious pickpocketing locals. For the Siren's Lament is a den of thieves and many other things besides; a sailor's tavern, a (covert) haunt for pirates and smugglers, a waystop for sea travellers and oceanic wanderers, who are all hopefully quick of wit and even quicker with their sword blades.

The tavernkeep is Candarul (one-eyed, rude), an ex-pirate with little time for fools and idiots, who professes mock-innocence at the many crimes that may occur on the premises of the Siren's Lament. With a quayside locale and a garish sign featuring a scantily-clad Siren howling at the moon, the tavern is packed most nights, and trouble is never far away. The local city watchmen usually give the tavern ten to twenty minutes to sort out any 'issues' before they make an appearance. 

The bill of fare is cheap bad ale, seaman's grog and even Guursh at times, if a crew of Man-Orc corsairs are on shore leave. Food is limited to the basics; fried squid, roasted fish, Arantian groundnuts, and skewered live shrimp. Pinfinger is the most popular game by far, as weapons are allowed on the premises. Rumour states a backroom is used for Knifey-Knifey, but gaining admittance to these sessions requires an initiation ritual that is almost as deadly as the game itself.

The Gambling Pit of Ghudra (#11/28; #42/365) 

This literal hole in the ground is the collapsed ruin of an old Carsepolitan villa, that started off as an illegal dice den, and, over time, became an acceptable gambling retreat. Stairs lead down from street level to a sunken pit, surrounded by shadowy alcoves, featuring a host of different gambling past-times, from Ten-Ten to Orc Eye. The entire operation is overseen by Quikul (dextrous, cheerful), and a team of club-wielding invigilators, rooting out troublemakers, cheats, and cash-shy voyeurs wherever they find them.

Drinks are cheap and plentiful to encourage more gambling; and generally consist of ales and spirits. Food is similarly simple, being roast squid, fried fish, burned tubers and other fire-grilled items. There is no house policy on winners and winnings; most participants being so drunk and/or spectacularly bad at judging the odds that the place turns a profit. Some of this profit is then turned over to the local Rogues' Guild as 'protection', and, as such, many of the guild-members are often in attendance, 'overseeing' the operation.

Wednesday, February 8, 2023

Another Pellodian Drinking Establishment

The Wailing Ghoul (Inn) (#9/28; #40/365) 

This large inn (Good Quality) is so-named due to its proximity to the Gate of Sighs and the graveyard and necropolis beyond. Despite this, it is a pleasant establishment catering to merchants and travellers and its common room is spacious and well-lit. The inn's private sleeping chambers are likewise well-appointed; this is obviously the premier hostelry in Pellod. The landlord is Lendragbad (tall, religious), who wears a holy symbol of Hydana around their neck (in the form of a turquoise trident).

Lendragbad himself is scrupulously honest, and runs an efficient team of cooks, serving wenches and potboys; nevertheless, the location and popularity of the inn means that it is a magnet for schemes and secret plans of all sorts. While large hand and missile weapons must be left at the door with the Troll bouncer Urog (green-skinned, fat, heavily-scarred), there is no doubt much that happens at the inn gets back to various Pellodian personages through their spy networks, including Poldar Proudfist, Kalpar Silverfingers, the High Priestess Phemta, and Baron Cript himself.

There is a wide variety of food and drink available, all of it of good quality at higher than normal prices. The house special is sarul, a type of large Barracuda, caught fresh daily, fried in garlic, and garnished with black sauce and hot peppers; one dish will feed four people. Many good wines are also available, including Spirits of Ra, Libra's Truthtongue, Zaragillia's Clearsight and Crimson Leonar (see Encyclopedia Arcana: Volume 1, p. 55), while one of the more popular ales is Holdgut's Special Blue (see Encyclopedia Arcana: Volume 1, p. 59). As Lendragbad is a religious man, gambling games are played discretely in a backroom for high stakes, usually involving dice or cards.

Tuesday, February 7, 2023

A Pellodian Drinking Establishment

The Legionnaire's Retreat (Tavern) (#8/28; #39/365) 

This fairly basic tavern (Average Quality) is halfway between the Gate of the Sand and the Souq, recognizable by the battered and corroded suit of Carsepolitan legionnaire's armour that has been nailed to the tavern's sign. A haunt for Strongarms, adventurers, explorers, and even the occasional mage, as the Spellcasters' Guild is just around the corner. The landlady is Rimam (thin, suspicious), and hails originally from Shazaar; with dyed golden hair indicating ritual allegiance to that city's Cult of Telak (interestingly, the God of Courage is not a popular deity within Pellod).

There are usually a few footloose wanderers looking to sign on with a band of Heroes in search of gold and glory, and many of the patrons will also be playing gambling games such as Pinfinger, Ten-Ten and High-Low. On Highday, Rimam conducts a noon service for Telak worshippers in the cellars beneath the tavern.

The menu is simple: fried squid, roast Aardwolf joint, and 'Strongarm's Stew' (leftovers, some tubers, herbs and bone broth in a pot), while drinks include the local ale, 'Pellod's Pride', and seaman's grog. There is wine, but it is uniformly terrible, being produced from the few stunted vineyards growing in the hills above the city, or the last dusty bottles 'on special' from a late consignment via Salamonis or Rimon.

Several important buildings within the City of Pellod

Temple of Hydana (#2/28; #33/365)

Given the reliance upon the sea by the citizens of Pellod, it is perhaps no surprise that many people in the city are followers of Hydana the Sea God. The temple is a grand affair, with a pillared colonnade painted azure blue, and an enormous statue of Hydana plastered with gold leaf. The High Priestess is Shapanna (charismatic, beautiful), who is actually a Mermaid, and, in her rare public appearances, disguises herself using Potions of Illusion brewed from various undersea corals, sponges and seaweeds. Shapanna's influence keeps the worship of Hydana popular in Pellod, much to the chagrin of the other temples. In the cellars of the temple is a Merfolk community, living in deep 'safe-pools' connected to Pellod's harbour via secret underwater tunnels. The Merfolk are sworn enemies of several of the region's more bloodthirsty pirate captains, and from this secret base have been known to strike out and attack lone buccaneer galleons in carefully coordinated marine assaults.

Temple of Solinthar (#3/28; #34/365)

Despite, or perhaps because of, the patronage of Baron Cript himself, Solinthar is a distant second in the number of followers the god has within Pellod. The God of Sailors and Sea-Travellers has a white-washed temple, roofed with an ostentatious display of valuable ships' timber, and the statue of the god has two embedded Giant Pearls for eyes. The head priest is the Baron's own personal holy-man, Foryaz the Furious, but given that Foryaz spends most of his time politicking in the Baron's Tower, day to day duties fall on Brinebeard, a Dwarf ex-marine (arrogant, stuttering) who is proving less than successful in attracting new adherents to the temple of Solinthar. On any given day, the central worship chamber will be thronged with sailors, sea-captains, pirates (in disguise), and various ocean-travellers all paying their respects to Solinthar for his best wishes upon their nautical endeavors.

Temple of Pangara (#4/28; #35/365)

Owing to Pellod's position buffeted between the harsh winds of the desert and the howling gales of the Western Ocean, Pangara, God of the Wind, has quite a few followers within the city. The High Priestess is Fayphre Rosel (plain, unhappy), who is desperately trying to attract new believers to the Wind God. The temple building is austere in architecture and made from blocks of grey and white stone. The temple has an attached tower, where a priest calls believers to prayer in the early evening, typically five minutes before the rival temple of Sukh does the same thing. Chained to the tower is a captive BIRDMAN called Vrork, who desires their freedom and wants to escape back to their tribe in the uplands of High Arantis. Currently, light-grey-robed, low-level priests of Pangara are engaged in a turf war with the acolytes of Sukh, and every week or so, there seems to be an instance where monks in cloaks of different hues of grey are engaged in theatrical street warfare along one of Pellod's major thoroughfares.

Temple of Sukh (#5/28; #36/365)

The Temple of Sukh is a towering edifice of grey basalt slabs, spattered with bird guano from a colony of albatrosses that nest among its eaves. From here, a priest sings the 'Call to the Wind' to the faithful in the evening, five minutes after the Pangaran priesthood has done the same thing. The High Priestess Phemta (keen hearing, truthful), an exile from Vymorna, is amused by these issues with Pangara's temple, including the warring street-monks, and is currently playing wait and see with regards to both the Pangara antagonists, and also on how precarious Baron Cript's hold on power of Pellod is, or is not.

Spellcasters' Guild (#6/28; #37/365)

The Pellod Spellcaster's Guild is based in an old coral-brick building of Carsepolitan design, that was probably once a temple; inquiring as to which god the temple was originally dedicated to, is considered poor form amongst the spellcasters of the guild. All spellcasters residing within or near Pellod, are expected to be members of this guild, as are wizards and sorcerers who frequently visit the city-state. Membership fees include access to the Guild's extensive library, including many codices and grimoires that predate the War of the Wizards, and also laboratories and summoning chambers. Services offered by the Guild include the identification of magical adjuncts, the selling of minor and sundry enchanted baubles, including potions and scrolls, and the lifting of curses and especially nasty diseases and poisonings. The leader of the Guild is Grim Klarag, Baron Cript's court-wizard, but the daily second-in-command is Aldrag the Potent (long-haired, youthful), who once tried to be a dungeon-warlock deep within the Found Tombs of Arvakaten, until a close-call with a bunch of bloodthirsty adventurers convinced them to return to Pellod, rejoin the Guild, and commence an honest life as a city-based spell-for-hire.

Merchants' Guild (#7/28; #38/365)

Membership of the Pellod Merchants' Guild is mandatory for all local traders, whether they be shipping produce in and out of the city aboard either sailing galleons, or camel- and mule-trains traversing the dusty trails between Shazaar and Sapphire City. The Master of the Guild is Kalpen Silverfingers (broad, rude), who is probably the richest man in Pellod, and who, allegedly, has been rumoured to use nefarious contacts in the outlaw settlement of Dust Town to hobble and harrass the caravans of rival merchants. The Guild building is a limestone edifice in a faux neo-Carsepolitan style, with lots of wood paneling and brass ornamentation, necessitating a live-in crew of cleaners to maintain the upkeep. Two extremely bored Hill Barbarians (Tunros and Kemgar), with battle-axes and jaguar-skin loincloths, guard the entrance door; the money is good but both would rather be adventuring elsewhere. Inside the building, as well as a kitchen and meeting halls, most of the major traders of Pellod have a small office for appearance's sake, even if, by and large, they generally conduct business 'on the road'.

 

Sunday, February 5, 2023

Month #2: The City of Pellod!

So, I got through January for #dungeon23! Rather than head straight down into level 2 of the Found Tombs of Arvakaten, I thought instead we'd scroll backwards, go wide-screen on this whole area of south-eastern Allansia's Pirate Coast, and then focus in on the dusty port of Pellod, several days downstream from the Found Tombs, and a useful base for Heroes to return to (and where every "room" for #dungeon23 is actually a building or place of interest).

Pellod was created by Graham Bottley as an example of a Dominion and Dominion Management for the Heroes Companion (p. 43), and fits in very well with what we already know about the surrounding area from previous books and adventures, such as Titan, Dungeon of Justice, Temple of Terror, and Curse of the Mummy, among others. This is what we initially know:

The City of Pellod

Ruler: Baron Cript

Dominion Grade: 6

Type: Small City

Income: 200GP/month

Army: 50 Soldiers, 50 Watchmen, 200 Militia

Description: A small city of 5,000 inhabitants, Pellod lies on the Allansian coast north of Rimon. With the vast Desert of Skulls to the east, almost all food, supplies and trade reach Pellod by sea. Pellod is an independent city that owes no tribute, but has passed through a succession of rulers every few years or so. The portly and vicious Baron Cript is the current incumbent of the Baron's Tower, but how long he will hold on to power is anyone's guess. The vast majority of citizens make a living from ships, the sea, or hospitality to travellers.

Extrapolating from this, we could get:

"The southern walled city of Pellod is an oft-overlooked port on the trading routes between Arantis and northern Allansia; a former Carsepolitan outpost and garrison town that survived the War of the Wizards largely intact and has now grown into a city-state in its own right. It lies on the eastern edge of a rocky peninsula that juts out into the Western Ocean, not too far south from Blood Island. The original fort was built on a hill overlooking the fly-blown estuary of the river Murab; the city has grown up to encompass both and the spaces in between. The buildings of the city are constructed with slabs of white limestone or blocks of fossilized coral; the absence of nearby timber in these arid wastes means wooden buildings are scarce. Poorer dwellings are made from mud-brick or stonework scavenged from older ruins, of which there are plenty."

We could do a lot more at this point on things like weather, currency, and so on, but instead let's dive straight into the detailing the dwellings of the more interesting inhabitants of Pellod.

The Baron's Tower (#1/28; #32/365)

The Baron's Tower is the old original Carsepolitan fort, rebuilt and refortified. It is the current home of Baron Cript (portly, vicious), his wife, the Lady Antorana (weak, dull), and son, the Honorable Drekha (ugly, youthful), and protected by 50 professional soldiers. Also in residence are Foryaz the Furious, a priest of Solinthar (short, mean), Grim Klarag, the house wizard (thin, flamboyant), and lots of servants.

Once a week, the most powerful guilds and temples meet with the Baron to thrash out a treaty or deal. However the meetings rarely achieve anything other than the sight of a retinue of important Pellodian personages travelling up the hill to the Baron's Tower, using a colourful variety of transport contraptions and contrivances (sedan-chair bearers, exotic steeds, covered palanquins, etc.).

The captain of the guard, Poldar Proudfist (nondescript, paranoid), is surprisingly competent and has a number of spies in both Pellod and the lawless outland settlement of Dust Town, sniffing out various potential threats to the beloved city-state of his birth.

The Baron's Tower itself is a functional small keep of white limestone slabs, with the use of wood restricted to ornamental covered balconies and the like. The interior is cool and airy, if somewhat dusty. A small flock of DEATH HAWKS have taken up residence among the ramparts; these occasionally attack stray animals or small children. As with any structure of this size or history, there are rumours of deeper dungeons beneath the Tower, burrowing into the hill itself.


Last three chambers for Level 1 of the Found Tombs of Arvakaten

 Orc Captain's Lair (#29/365)

"Four torches burn in the corners of this long, low-ceiling room. It is an opulent chamber, hung with silk tapestries of geometric designs, and the floor is scatted with cushions. Two creatures sit at a table playing Dragon Chess, one is a very large Orc blowing purple smoke rings while sucking on a water-pipe, while the other is a Black Elf woman with silver-streaked hair, in dark robes, with a scimitar at her side. They look at you with bored disdain and then they both break into a fit of manic laughter!"

Contents: This is the lair of the captain of the Bronze Serpent Mercenary Company, Shaisak Camel-Smiter, and his advisor/factotum/drug supplier, Espereth of Rimon. They are currently both under the influence of some Pale Willowsap wine (see Encyclopedia Arcana: Volume 1 p. 55) they have been drinking.

Shaisak's Bronze Serpents are originally from the uplands bordering the Skull Coast but have left their tribe and ventured south, setting up a base here in the Tombs, where there is more work in the region, whether it be as marines on pirate ships, shock troops for the Lizard Men Empire's far-flung colonies, or simply being paid by local devious merchants to bump off their rivals' caravans. When possible, they venture down to Dust Town to trade, or occasionally send emissaries back home to the north, with loot for the rest of the tribe to spend.

Espereth was formerly a spy operating from Kaynlesh-Ma to Port Blacksand, working for so many shifty shadowy employers that she has lost track of who betrayed who and when and why. While laying low in the city-state of Pellod, she heard of the rumours of the Found Tombs of Arvakaten, and, investigating, struck up a friendship with Shaisak, before getting him hopelessly addicted to a mild variety of Purple Lotus, which she acquires from visiting pirates or periodic trips to the bazaars of Dust Town.

Espereth is convinced a powerful artefact, the Hammer of Bisu, is buried in the depths of the Tombs, and intends to claim it for her own. As such she has spent a lot of time researching the Tombs, while working for the Bronze Serpent mercenaries, but is unsure when to begin actual explorations of the deeper underworld. The Heroes may find her a powerful ally or a devious antagonist depending on whether Espereth thinks they can help or hinder her achieve her goals. She will get on very well with Wubutu however.

Shaisak and Espereth are not especially perturbed with the presence of the Heroes though they will defend themselves if attacked, or if the Heroes have battled their way in here and are covered in green Orc blood. They may challenge the Heroes to a game of Dragon Chess, with a small betting stake attached. If the Heroes are in the presence of other friendly Orcs, they may be granted a boon of further information about the Found Tombs. If there is a fight, and it is going badly for the Orc(s) then Espereth will switch sides; her research is more important to her than her friendships.

The tapestries are worth 100GP but take up 8 Encumbrance slots. The Dragon Chess set has a board crafted from ebony and ivory and pieces made from red and green jade - it is worth 150GP. The water pipe is of a normal brass type, with enough Purple Lotus left in the bowl for one more smoke. Also on the table is a half-empty bottle of Pale Willowsap wine (see Encyclopedia Arcana: Volume 1 p. 55) and 2 glasses.

The current treasury of the Bronze Serpent Mercenary Company is in a chest in hidden nook behind a loose brickwork panel next to Shaisak's camel-skin bed. The panel is trapped; Anyone setting off the trap frees a GONCHONG (see Out of the Pit, p. 62), kept under a wicker basket, that will leap out from the nook and attack whoever interfered with the panel. Inside the chest is:

Stats: 

Shaisak Camel-Smiter, GREAT ORC Mercenary Captain (see Out of the Pit, pp. 90-91) 

SKILL: 9

STAMINA: 14

Attacks: 1

Weapon: Battleaxe (two-handed)

Armour: Medium (Chainmail scraps)

Notes: Has 3-18GP, a Silver Dagger, and a Potion of Weapon Skill (see Encyclopedia Arcana: Volume 1 p. 118). Shaisak is currently under the influence of a mild variety of Purple Lotus (see The Titan Herbal, p. 54). His reactions are as per Smoking Weed (see The Titan Herbal,p. 61), except that he will not randomly attack anyone unless attacked first.

Espereth of Rimon, BLACK ELF Spy and Scholar (see Out of the Pit, p. 46)

SKILL: 8

STAMINA: 14

LUCK: 10

MAGIC: 2 (Magic Points: 4)

Talent: Dark Seeing, Swashbuckler

Skills: Elvish 4, Common Speech (Allansian) 3, Orcish 3, Magic-Minor 2, Throwing Dagger 2, Sword 2, Sneak 2, Ancient Djaratian 1, Ancient Allansian 1, Vatosian 1, Bargain 1, Con 1, Evaluate 1, City Lore 1, Locks 1, Trap Knowledge 1

Spells (Cantrips): Attraction, Glimmer, Hear, Honesty, Noise, Secrete

Weapon: Scimitar, Throwing Dagger

Armour: Dodge/Swashbuckler ability

Notes: Has 3-18 GP, a Silver Key (for room #30), one sachet of Elven Dust (see Encyclopedia Arcana: Volume 1 p. 111), and 2 pouches of Sleeping Grass pollen (see Encyclopedia Arcana: Volume 1 p. 118).

Espereth's Retreat (#30/365)

This room can only be opened with the Silver Key in Espereth's possession in room #29, or a magic Open spell or something similar. The lock is intricate and requires a Lock Special Skill roll at a difficulty of -2.

"This small chamber is lit by a single torch. One side has a bed and a low table, the other has a desk crammed with papers, curios, scrolls and chunks of carved rock. A box of clothes lies at the foot of the bed."

Contents: This room belongs to the Black Elf spy and scholar Espereth of Rimon. The bed and box of clothes are nothing special, but on the table is a bottle of Old Sarnaks (see The Citadel of Chaos, p. 19) and a single glass.

The desk contains the fruits of Espereth's research concerning the Found Tombs of Arvakaten and their various periods of construction, occupation and rebuilding. Most of it is only of interest to sages specializing in ancient Djaratian, Vatosian or Allansian lore, but there are some things that adventuring Heroes may find useful:

  • a papyrus scroll depicting a map of the Maze of Pnar, on level 2 of the Found Tombs, and a successful route through its twisty little passages.
  • a pale yellow agate statue of the Djaratian Monkey God, worth 50GP
  • the golden Phoenix headdress of a priest of Vatos, worth 75GP
  • Espereth's notebook/spellbook; anyone reading it, assuming they understand Djaratian, Vatosian or Ancient Allansian, can add +2 to Lore Special Skill Rolls involving these elder cultures
  • a pouch of old gold coins from Carsepolis (worth 50GP to a collector; unusable as modern currency)
  • a Bronze Key 
  • box with 3 dried Purple Lotus flowers
However, the statue is also a guardian fetish of the Monkey God. Anyone who touches anything on the desk without first invoking the protection of the Monkey God, will cause a troop of MUNGIES to instantly appear. These screeching apes will attack any Hero present, loot them and the desk of all valuables, and then flee deeper into the Found Tombs.

Stats:

5 MUNGIES, SKILL 9, STAMINA 16, 5 Attacks, Small Bite (see Out of the Pit, p. 86)

Orc Noshroom (#31/365)

"This large chamber contains several long tables with crude benches. At the far end of the room, a Hobgoblin is stirring a pot on a low fire, next to a table covered in foodstuffs of various types and sources, alongside a large barrel. A bunch of armoured Orcs are seated at the tables and eating and drinking, and all look up at your entrance."

Contents: This is the main eating chamber of the Orcs of the Bronze Serpent Mercenary Company. At any time, in addition to Xergus the HOBGOBLIN cook, 3-8 ORCS will be eating or drinking in here. How they react depends on the Heroes' situation; if the Heroes are covered in green Orc blood from previous encounters then the Orcs will attack immediately.

However, if the Heroes speak Orcish, or are accompanied by other Orcs, things may be much more friendly. Xergus will assume they are hungry and offer them a bill of fare (see below). The Orcs may even challenge them to an Orc Ale drinking competition (not recommended!).

Ye Bille of Faire (available food and drink):

Orc Ale, 5SP per pint, see Encyclopedia Arcana: Volume 1 (pp. 57-58)

Roast Aardwolf Joint, 2GP, restores 1-3 STAMINA

Rat Gizzard Soup, 1GP, -1-3 STAMINA to any non-Orcs

Lizard Eyeball Pate, 1GP, see Encyclopedia Arcana: Volume 1 (p. 56)

Pickled Dung Beetles, 1SP per beetle, see Encyclopedia Arcana: Volume 1 (p. 58)

Stats:

Xergus the HOBGOBLIN Cook, SKILL 6, STAMINA 6, Cleaver (as per Handaxe), Light Armour (leather scraps)

Xergus has 2-12GP, and a canvas bag containing a vial of Orcsbane as an insurance policy against his employers (see The Titan Herbal, p. 51), and a battered copy of the book, The Good Rat Guide by Urgun Runaway (from which he has been stealing recipes; see Encyclopedia Arcana: Volume 1 (p. 58)).

3-8 ORC MERCENARIES, SKILL 6, STAMINA 5, Sword, Dagger, Light Armour (leather scraps) 

Each Orc has 1-6GP, but are always looking to increase their stash by betting on what each of them, or visiting Heroes, can or cannot eat or drink.

On the table are enough chunks of roast Aardwolf and various edible tubers for 1-6 Provisions worth of food. Next to the table is half a barrel of Guursh (Orc Ale; see Encyclopedia Arcana, pp. 57-58).