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Help Me Build A City (Winner!!)
Last Post 06 Mar 2006 04:17 PM by Sulaco. 35 Replies.
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Yo Hon
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09 Feb 2006 07:17 PM  
Hello Everyone

I am going to be DM in for the next campaign and i need a city like Salt Marsh in the DMG II. I don't have any ideas for the city, all I know is I don't want it to be like Salt Marsh. (A Custom City)

I have only thought of a tavern(The Dragon's Back Wash) in the city which is one of the more famous taverns. I need everyone to help me create buildings, the people that inhabit them, and if you can an adventure hook that would go along with the city.

Here is how I would like you to post your ideas:

Name: The Dragon's Backwash
Building type: Tavern/Inn
Building Discription: The Dragon's Backwash is a large building in the heart of the city. The building is very well built of strong sturdy wood that looks like the building was just built, eventhough it is a very old building. Above the door a large sign depicts a copper dragon drinkig a mug of beer with the words The Dragon's Backwash over the dragons head. By the door two torches, one on each side, burn with a continual flame spell casted on them. On to of the building sits a copper dragon drinking a mug uf beer(A perminate illusion casted by the owner. Throughout the day the dragon will stop drinking and fly drunkinly abovre the tavern, drawing many people to the tavern. There is a second level to the building that has six fancy rooms to stay in, but it costs more to stay there due to the quality of the rooms.

Creatures: The Dragon's Backwash is run by a gnome named Traben Shortankard. He is a freindly old illusionist that has retired from adventuring and started up a bar. He attracted attention by using his illusion spells and by letting his young Copper Dragon cohort Xanfire mingle with the guests. Most of the time Xanfire is in the shape of an old man sitting by the fire and will talk to anybody that speaks to him. Traben has hired three waitresses/maids and two strong men to haul around the taverns goods.

Adventure Hook: ???

Other Notes: Lot's of gambling goes on in the tavern so this could be a place to let the PCs get a lot of money and make a few enemies. The Dragon's Backwash has a special drink called Back Wash beer. No one knows what is in the beer, but if you can drink it down and keep it down you win free beers the rest of the night. To get the free beers the PCs must make a DC 24 fortitude check or he will end up being ill for 1d12 rounds and will throw up, losing the chance to win free beers for that night.


Now I need about 25 to 30 places like you all have constructed.
This is the list of the ones I will use in my city:

1. Devil Fang Smithy and Trade
2. Ahnarimm's Appocrathy
3. Glitherstone´s Bakery
4. Milrath Manor*
5. Far Reach
6. The Five Fan Dancers*
7. The SunStar Trading Company
8. The Shining Temple*
9. 40 Flagons*
10. Shrine of the Wanderer
11. The Firestar Halls*
12. The Dryad's Oprea House*
13. Gryrfallon Manor (House Gryrfallon)
14. Artrel Family Manors
15. The Crownfire Emporium*
16. The Riverstone Vault
17. Cricket Hill Estate
18. Silverstone Hill*


*=favorites

Thanks to all who help me with the city.

Remember I need 25 to 30 places.

------------------------------------------------------------
I really need some more ideas so I decided to offer a prize.
In the list above the buildings I will include in my city each have a number. I will then use a number generator to determane the winner.

If your number is chosen then you cna chose from the minis on the following list:

Stone Giant
Dire Wolf
Helmed Horror
Mounted Paladin
Mummy Lord
Troll
Vadania

Remember I have to like your building if it is going to go on the list.
(everyone that allready posted and are on the list are included in the contest.)
There is a maximum of 3 entries per person on the numbered list above.
I will determine the winner on March third.

Thanks

-----------------------------------------------------------------
Sorry everyone I've been gone this weekend so I could not post up the winner, but now I'm here and I am goning to randomly pick the winner by the method I stated above.

And the Winner is.........

#12
The Dryad's Oprea House

Dark Lord I'll contact you so you can pick your prize.

Thanks to everyone who helped me in this contest.
Please continue posting ideas.

Thanks.

Luisjoey
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Caracas Venezuela

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09 Feb 2006 11:54 PM  
Name: DEVIL FANG SMITHY AND TRADES
Building Type: Smith/Shop

Building description: Devil fang smithy and trades is a medium building located in the borders of the city, it stands in a little hill where is seem by his notable Smoke Column that arises up to the heaven from the chimey, The builiding is made with bricks finished by a high roof. Outside is low lighted in night but have a sign of a devil without a fang over two crossed swords. The door seem sturdy and well placed; as you enter you fill the heat that contrast the outside, You can see a room filled with different weapons that goes from clubs to fine Greatswords and bastard sword placed in racks, in the middle in a decorative way is a Cuvelin; a small cannon filled with a little rust and shining parts, some runes could be seen. The walls are covered by some fur and a colosal Bear Head with a little plate that says "The fiercest of the battles", and the wall have many shields with diffent and exotic heralds from far and unknowed places. From this room are two stairs that leads to the living habitations. From the main room is a door to a working place where you can see two big anvils where one bright strangely, and lots of lead and other raw materials spitted in the floor in a strange order, this room is more hot but have some high windows and a big chimey made with stone bricks that keeps flaming braces. Close is a barrel filled with dark water and in the wall you can see clearly a wand that reads in small "In case of fire" if you manage to identify that is a Cone of cold Wand. At the end you could see a big door that lead to outside the building and where a small horse keep is to place horseshoes.

Creatures: The Devil fang smithy and trades is run by two special characters the first is "Filos" a big and ugly orc with strong arms that works as smithy, he is blinded one eye that makes people think he have something to do with evil orcs gods, But he lost it in a fierce battle against a fiendish Bear in a dungeon long time ago. He have many tattoes over the body to cover many scars. Filos is noted as a good artisan that could craft most thinks from steel is an excellent melter and smithy. The other character that runs the smithy is "Artium", a young dwarf with a small reddish beard, dressed in nice suit for his work, with many rings to show some little opulence, he works as tradesman convincing people to buy things at higher cost or to buy things even that they don´t need. He is specialist at appraising things so they sell lots of weapons, armors and misc things that he purchased from adventurers and other traders from exotic and far places.

Adventure Hook:

For the first this is a smithy to repair and sell equipment, but usually they run out exotic stock so Artium usually manages to convince people to find strange weapons or even strange raw materials, such as ebony or ironwood, this deals usually makes poor adventurers die because they go after something risky. Sometimes the old Filos suffers from his scars and need special herbs to treat the paint, but some could find those herbs as illegal sustances, help him could bring some upgrades or small but juicy gifts.

Secrets and hints: (read to spoil) Filos was a barbarian in his early that fought terrible things, but he managed to make a small fortune with his spilled blood to end his life quietly, he knows a lot about wilderness and geografy, his tattoes were done by orcs to protect him from death, that´s maybe why he didn´t die from the deep scars but the pains is still there. He have some expert levels and 2 levels of druid. Artium despiste his dwarf heritage use to be a rogue with specialty in stealing expensive things, but he was caught and outcast from his community so he traveled lot of world in search for fame and fortune, he knows many dungeons that were left empty by him and his casual groups, he trust nobody else Filos because filos has a life debt with him, but nobody knows why.


I hope you like this... [:D] and sorry for my bad english you take the bright from this raw ore. What do you think about it?





Knight of the Quori
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zenthrus
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10 Feb 2006 12:27 AM  
Name:The Scarred Testicle
Building Type: Tavern
Building Description: The "Scar" as it is (un)affectionately known is a shanty composed of slats of rotted wood, some spit, and a few rusty nails. No one understands why it hasn't toppled over during some of the more rambunctious nightly brawls. Some claim magic, others claim divine intervention by powerful creatures from the Planes of Chaos. The "Scar" has no sign and does nothing to attract attention to itself. It is situated near the docks. Nothing is cheaper than Ulmog's Black Brew but nothing is as likely to kill you, either.
Creatures: The "Scar" is run by Ulmog, a half-Dwarf, half-Duergar (don't ask him about it, it's a sensitive issue) known primarily for his witty charm (Charisma 4) and even temper (never raises his voice when killing). Ulmog wields an enormous crossbow that he's been customizing over the past several decades. Few people have seen him fire the bow but those who do begin to understand the darker nature of the tavern's namesake. Only the seediest types (and most foolhardy adventurers) dare to frequent the "Scar." Sailors, half-orc brawlers, and thieves are common since this is a place few "respectable" people want to be seen.
Adventure Hook: "You want to walk out, fly out, or limp out?"
Other notes: All types of villainous sorts can be found here. Knives for hire, crooked politicians, necromancers, and other individuals with less than legitimate skills ply their trade here. It is also has the greatest concentration of Half-orc wenches and courtesans available anywhere.

Every upstanding major city has to have a "seedy side of town."
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10 Feb 2006 04:19 PM  
Don't own the DMG2 so I've no clue as to how big Salt Marsh is as a city. Hopefully you like the below...

Name: Ahnarimm's Appocrathy

Building type: Appocrathy

Building Discription: Built along one of the city's outer walls, Ahnarimm's is for the most part a long single story building with a steeply angles roof. There is a small two story section at one end of the building; the bottom floor holding the shop's main entry and place of business and the second floor holding a small apartment suite that Ahnarimm calls home.

The long single story portion of the building appears like an odd mixture of a library and a outdoor market stall. Several rows of shelving take up the middle of the room with a large open counter along the back wall. A wooden walkway is suspended above the counter area and a ladder allows a person to climb up and hang/take down long strands of drying herbs, strange plants and other things hanging from the rafters of the steep roof closest to the wall.

Creatures: Ahnarimm is the sole propriortor and occupant outside a trio of cats that mill about or lie in sunny spots produced by the windows. Ahnarimm is an older human woman in her late forties/early fifties. She wears simple robes with a battered leather apron covering her front. The three cats all appear to be mixed breed strays she's rescued from the street. Two of them appear younger, perhaps offspring of the older third who keeps an uncanny interest and watch over any who enter the shop.

Ahnarimm, Human female, Adept 3/Expert(Apothcary) 8, Neutral
Whisper, cat familiar

Adventure Hook: Ahnarimm is fairly knowledged in most all herb lore and the like but there are some things that she cannot acquire from the city markets or, in her older years, cannot go out and track down. Having accepted a commission from a well to do merchant family in town, she cannot procure the needed elements to make the salve that will combat the wasting skin disease the merchant's wife and daughter have contracted. She inquires with the party if they would assist her for compensation. Hook could start with the party cleric or wizard coming in to stock up or check her wares and drumming up conversation.
You see! There ARE others out there just like me. What? Why are laughing?

Yo Hon
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10 Feb 2006 05:17 PM  
THESE ARE GREAT!

I will add these to my city right now. I like how you all mixed the Types of buildings up. I need a lot more so keep throwing your ideas out.

I would like some more shops (maybe a varient of The Wyrmworks), and acouple of nobles mansions. (Give the nobles secrets they keep, vampire, werewolf, ect.) I really want a cool Wizards Guild.

Thanks, keep the great ideas coming.

orcdoubleax
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10 Feb 2006 05:40 PM  
a couple quick questions then I come back with something.

What is the economic base?
What is the climate/geography?
What is the racial breakdown?
Yes I am Gelatinous.



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Yo Hon
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10 Feb 2006 06:27 PM  
Thos town is a place that the PCs will spend most of their time in this city. It will be like a base for all the missions they will do for the citizens of the city.

This is a middle class city that has its rich places and its poor places. You can get allmost anything in the town but the best things cost an arm and a leg.

The city is on the interection of many trade routes. The geography is a plain/forest land scape and has normal seasons but winter is shorter(about 2 1/2 months). Some where in the city is a very large lake that is the supply of water for the town. This lake has a river, that leaves it, that cuts the city in half and forms a water fall into the exiting river.

The town is a mixing pot of many races. Most are human. All of the races in the Player's Guide are present in the city, some more than the others. I also want some Half Drow in the city along with other good races that are more rare than the common races.

Luisjoey
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Caracas Venezuela

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10 Feb 2006 09:49 PM  
Name: Glitherstone´s Bakery
Building type: Small Factory
Production: Bread, Cakes, Mead, Honey Jar.

Building Discription: This bakery is one of the important building for the internal economy of the city, because it provides processed food that give an extra income from travelers and from locals. It is build in tan bricks with a tile roof, it have a big oven that have to chin to take out the smoke from the hut, it have a storedepot which have plenty of space for grain, salt and honey. Outside you could see a small honeyrack filled with bees, and a small silo with a little water mill together. The place always smell really good and tasty, people go early in morning to buy the more fresh products.

Creatures: The place is run and owned by Rosen Glitherstone, she is an old woman with traces of an old beautyness, she is very kind but strict dedicated to her work and make profit enough to keep runing the business, the place have two workers that are Old Granamia who is a gnome that make excellent shapes and give excellent taste to the cakes and a young apprentice called Sunamo that is a fat Halfing, that dedicates to make the bread in the ovens and to work with the honey to make the mead. Granamia works hard to keep his orphan nephew Alain that study in a pretty far magic academy as ilusionist. All of them lives in the Factory with small but confortables rooms.

Adventure Hook: Helping caravans that bring grain from far to reach the place; fighting back night raids made by bears to the honey rack; Finding or purchase some replacement piece or component to the different machines that works in the bakery; this are the common and dull task usually placed by Rosen Glitherstone. Granamia could ask to help her to take some money or a card to her nephew but the school of magic is in a place guarded by terrible treants. Sunamo could ask to find his tools that he always lose he think that faeries and demons come to stole his tools and he is usually being accused and punished because some cakes disapears.

Secrets and Hints: Granamia always send more money that you can see she uses powerfull ilusion spells to secure that the money could get to his nephew. Rosen Glitherstone never trusted in banks that´s why she hides some money in her bed and the rest in a vault under the bakery, where she keep more money and his death husband armor with the skeleton inside, her love is held for him, plenty of offers to him and to vecna (or some death goddess) could be seen in hope of his husband return from graveyard. Sunamo walk asleep so himself takes his tools and throw them away because he have javelin thrower delirium, and he eats some cakes so he keep fat.



I hope you like the idea my friend.
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10 Feb 2006 10:11 PM  
Wow ! Some people actually bought the DM2 and did NOT return it...I am stunned ! [:0]
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10 Feb 2006 10:49 PM  
Name: Milrath Manor
Building Type: Noble's Mansion
Building Description: The mansion of Lord Milrath stands at the top of the great waterfall of (insert City name here). Lord Milrath spared no expense and his manor is built of the finest stone. White, green, and yellow marbles were imported from distant regions to texture the walls and cooridors of Milrath Manor. Fine and exotic woods accent and trim each room. Inside the outer courtyard wall of Milrath Manor are gardens filled with exotic flora. Since Milrath Manor rests atop the waterfall of (inser City name here) the river flows directly through the gardens. Milrath's architects cleverly incorporated the river into the design by using it both as a natural moat and for more aesthetic purposes such as reflecting pools and fountains. Milrath Manor stands out from the rest of (insert City name here) for both its splendor and its unique location astride the falls.
Creatures: Milrath Manor requires a substantial number of servants and guards to maintain the grounds. Members of the staff are commonly human although Lord Milrath holds Elves of all kinds (High Elf, Half-elf, and Half-drow) in exceptionally high regard and often entices them into his staff by offering generous pay, favors, and status. Milrath's chamberlain is a particularly striking Half-drow who runs his staff with efficiency and almost ruthless precision.
Adventure Hook: Lord Milrath's business affairs are varied and his influence in (insert City name here)'s political affairs is substantial. Opportunities to work as collectors or guards for various merchants are common. Other opportunities for adventure stem from Lord Milrath's political dealings and many parties (always looking to hire renowned bards). Lord Milrath's chamberlain is rumored to seek out adventurers for various purposes (usually personal interests or affairs that should not be directly linked to Lord Milrath).
Secrets: The Chamberlain works for Lord Milrath but is a political powerhouse behind the scenes. Many of the staff work for the Chamberlain as eyes and ears. Rumors circulate that the Chamberlain seeks to one day replace Lord Milrath but to all appearances the Chamberlain's loyalty is without question. Rumors also mention secret nighttime shipments arriving to the Manor from various places in the city (including Glitherstone's). Most people discount these rumors as either false or routine food and amenity deliveries yet other, more sinister purposes could yet be the cause.
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11 Feb 2006 05:57 PM  
Name:Murkroth's Stewpot
Building Type:Restaurant
Building Description:An outdoor wooden counter where steaming bowls of fish stew are passed out to walk-up customers. An enclosed kitchen behind the counter holds a great pot bubling over a woodfire. The alleyway out back is piled high with wood for the fire.
Creatures:Murkroth (m 1/2 orc expert 4) and his lovely wife Grantonna (f 1/2 or commoner 3). Murkroth was a fisherman in his younger days, and now spends his early mornings buying fresh stock for his stews, and his afternoon selling his wares to passerbyes. Grantonna spends her time in the kitchen (where all good wives belong.[;)]
Adventure Hook: A thieves guild running a protection racket could pressure Murkroth to pay up, and if the pc's are able to drive the thieves off they'll have all the fish stew they can eat.
Secret: Murkroth retired from fishing and opened his eatery around the same time he married, and his wife is not a local. But you wouldn't know that talking to Grantonna. She thinks she IS from town, and has been married to Murkroth for years. It's too bad she has had amnesia ever since that boating accident a few years ago...

And Sir Bozak, would it be possible for you to ever actually contribute to a discussion, instead of mindlessly spamming every thread?
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Yo Hon
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11 Feb 2006 10:00 PM  
How do you guys come up with these ideas?

These are great. I am adding them now.

Keep the ideas coming.

ShadowLord XT
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11 Feb 2006 11:11 PM  
Name: Far Reach
Building Type: Pawn Shop
Building Description: A simple ordinanry building on the outside. Grey stone walls and a tile roof. A piece of wood hanging above the doorway "Far Reach." It looks as if it was the oldest building in the city. It has almost every ordinary nick-nack know to most people in the city. It has some rarities inside it too. One that reaches the PCs eyes immediatly is a quasit inside a cage. Other rares in the shop are up to you the DM.
Creatures: Navus (1/2 Orc Expert 5) who works the night shift and Tallel (Human Expert 4) who works the day shift.
Adventure Hook: Behind the counter there is an iron chest that looks brand new. Both the human and 1/2 orc don't have the key. The human used to have it but lost it. He guesses he left it at a bar a couple days back. The key is around a crazy guys' neck found outside the bar during the day and in the bar drunk during the night. It is much easier to get it from him during the night obviously. A card game of 21 is the easiest and best way to win it from him, and he is the dealer. If the PCs can get the key and lure the clerks from the counter to get at the chest and open it, they find a +2 sword of (Dm's choice).
Secret: If the Pcs buy the Quasit, it tries to fly somewhere but can't because of a leash. If the Pcs follow it, it leads them to a small manor outside of town. Inside is a (Something wanting to eat the PCs) in the basement of this otherwise abandoned manor.

Hope this helps.
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11 Feb 2006 11:18 PM  
Which plane are you playing? it is in toril (forgotten) or it is in eberron? or some custom one? that could help a little about the cultures and what powerful hands are into.
Knight of the Quori
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12 Feb 2006 02:41 PM  
The town is just in a basic prime material plane. It is neither eberon or forgotton. This town is the home of the Kngs favorite castle so he is in charge. Each town in the kingdom has a representative that meets in times of crises.

If any of you can help me design a castle, please do.

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12 Feb 2006 09:01 PM  
quote:
Originally posted by Yo Hon

The town is just in a basic prime material plane. It is neither eberon or forgotton. This town is the home of the Kngs favorite castle so he is in charge. Each town in the kingdom has a representative that meets in times of crises.

If any of you can help me design a castle, please do.


Yo Hon,

Sorry for the thread hijack, but I received your message about magazines and responded to it. Hope you received at your end.

Please contact me.

I will also try to post something here for you.

Cheers [:)]
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13 Feb 2006 04:57 AM  
NAME:The Five Fan Dancers

BUILDING TYPE:Multi level shops Sarna's Delicacies/Asla's Rare Treasures/Sarta's Lexicon

BUILDING DESCRIPTION:A large 4 story "Blue Stone" building sitting on the corner of a side street in one of the cities better districts. Named for the ornate bas relief that flanks the buildings 2 main entrances. The building is noted for remarkable stone work with numerous decorative carvings and external statuary. The windows on the first and second floors are large panes of good glass protected by decorative wrought iron screens.The roof is one enormous sheet of copper long since turned green with verdigris. Once the home of a wealthy merchant family it has served as offices for both a trading concern and mercenary company. The last generation or so it has been the home and shop of Shimoon Thanasas.Shimoon operates 3 distinct buisnesses in the building. The first floor is givin over to offices, storage and meeting rooms.Two of the offices are actually short term rental spaces for certain types of buisness to be concluded. The former kitchens on the ground levels are given to Sarna's Delicacies a display area where expensive cheeses and foreign dellicacies are sold the Upper basement holds a wide range of expensive wines and strange liquors from exotic places. The second floor is an enormous chamber given over to an art gallery,Asla's, that is not open to the public and is only rarely accesible without an appointment. The third floor is a rare book store divided into five rooms,Sarta's Lexicon. Each room is purportedly devoted to a particular grouping of subjects, However anyone who starts browsing titles will be unable to discerne any system of organization. The fourth floor is the private apartment of Shimoon himself, a well appointed space filled with an eclectic array of art and furniture from very distant locations.

BUILDING CREATURES:Shimoon Thanasas (Tiefling,male, rogue 12), a silver tounged, efeete man in his early 30's. He uses a hat of disguise at all times and is known to the general populace as a 1/2 elf of grey elven stock. He is in fact also Asla, a plump and self important human woman in her early 50's and Sarna an extremely formal 1/2 elven woman on the verge of old age. He maintains the pretext that all 3 of his buisnesses are seperate enterprises. He was once an extremely succesful Con-Man who moved around quite a bit before settling down here about 30 years ago.
Sidarra Neranshee (1/2 drow, female,rogue/sorcer 4/4), Shimoon's lover and assistant. Sidarra also has a hat of disguise and sometimes posses as Shimoon to further complicate things but generally appears as a lovely young 1/2 elf of probable wood elf parentage. While not the consumate actor that Shimoon is she does a dead on performance as both Shimoon and Laysa a communal bookkeeper for the buildings buisnesses.
Kadee Uthresh (human,female,commoner 2) a very young and slightly naive girl who helps out at Sarna's. Kadee has no idea what goes on in the house and thinks Sarna/Shimoon are two different people. She views Shimoon as a sweet old man who was kind enough to get her a very good job with Sarna, who overpays the girl for discretion and occasional strange hours. Unknown to any one other than Shimoon, Kadee is his illigetimate daughter. He will be extremely overprotective if he feels she is in ANY form of jeopardy. He would reveal the relationship, feels that letting Sidarra on to his past indiscretions would be a little to dangerous.
Kunk (1/2 orc,male,warrior 5) A slow but massive creature who seldom speaks and helps out around the house and does heavy lifting. He lives in a room over the stablehouse.
Maquar (human,male,fighter 8)an old, scarred, stooped acomplice of Shimoon from the old days. He works in the book store and seldom if ever leaves that floor.

ADVENTURE HOOKS:HOOK#1; Shimoon is actually a fence for stolen art and books and occasionally drugs. While he seldom sells hot items in the store, he often ships them overland to other "Free Traders" he is familiar with. In return he handles high end items for those same traders in kind. If the PC's require someone to buy "recently relocated" items Shimoon may be their man. On the other hand if locating stolen property is a PC focus the trail might end here. This becomes more complicated as Shimoon is pretty well conected in the city and supplies some of the wealthiest citizens with items they can't get anywhere else.

HOOK#2;Sidarra isn't quite retired from her old line of work,Blackmail. While she's not greedy she likes to make the rich and powerful squirm. One of these citizens might contact the PC's to find a certain 1/2 drow woman.

HOOK#3; The PC's might decide that the FIve Fan Dancers is a good target for a robbery. They'll find all the luxury items the building is known for but very little coin or jewelry. They WILL find a houseful of slightly paranoid occupants prepared to relieve thieves of not only what they carry but also of where they might have other items secreted.

HOOK#4; One of the PC's or one of their relatives might develope a relationship with Kadee. Kadee's father is just paranoid enough to start keeping tabs on the PC's or perhaps keeping her safe by eliminating such dangerous/unworthy suitors.

OTHER NOTES: Maquar has a rather extensive collection of maps in the book store. Included are several accurate maps of the local Underdark Domain, and perfect maps of the city sewers. He is well aware of what these are worth and drives a hard bargain on all the wares in his charge. The house is well defended both by its occupants and several magical and mechanical traps. Additionally Shimoon may have several construct/undead guardians at his disposal. On occasion Shimoon will have Magical Items for sale.He seldom sells them out of his semi-legitimate buisnesses and if he does it is as a third party and under a new disguise. Let the buyer beware they might still have old owners looking for them. Shimoon owns several other buildings in the city, most under alliases. His alter egos are well developed with their own living spaces and even friends. He may well be someone your players already know.
Two trades completed!! (Krush,Hides From Hurricanes)
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IHawk
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Lisle, Illinois

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15 Feb 2006 10:02 PM  
Everytime I see this topic, I keep hearing Starship "We Built this city" swimming through my head. so lets build...



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NAME:The SunStar Trading Company

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BUILDING TYPE:Warehouse/Shipping Office

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BUILDING DESCRIPTION:A small two story building sits at the edge of town. On the first floor is a main office with book-keeping and registry personell and a small side office for the owner, Brayson. On the second floor is a bedding quarters for many of the warehouse workers.
Adjacent to the office building is a medium sized warehouse, roughly 50' wide by 100' long by 16' tall. there is a small stables behind the warehouse for horses & ponies during loading and unloading. The Warehouse is undescript except for the uncharacteristic number of humanoid workers including humans, goblins, hobgoblins & bugbears.

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BUILDING CREATURES: Brayston (Bugbear,male, Ftr 2/Rgr5/foe hunter 3 [Giant]), A large goblinoid has overcome many of the local prejudices and has entrenched himself as the propriator of this establishment. Brayston was at one time a supposed bandit with many goblinoid and humanoid followers who happeded to win the Sunstar Trading Game in a high stakes game of cards. Since then his shrewd business cunning and somewhat unorthodoxed delivery methodology has allowed him to monopolize the delivery trade within the town and he has expanded offices in many of the surronding towns. During the Giant invasion, every one of the competitors were crippled by the giant raiding parties. Brayston personally led many of the deliveries for his company, and gained a reputation of fierce cruelty, that most giants would no longer challenge.
Jorlash (hobgoblin, male, Exp 10), This chap is the bookkeeper and a fantastic one at that. He is a marvelously skilled number cruncher, negotiator and taskmaster. Without question he is the brains of the operation, and severly loyal to Brayston.
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ADVENTURE HOOKS:HOOK#1; You could have some organized crime tie in to the SunStar Trade Company or make Brayston an absolute Clean businessperson...your choice.

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HOOK#2;Brayston also is involved in the local military, he has been granted a commission as Captian and leads a Company of goblinoids under the Kings Flag. This would come in very handy if there were more giant incursions. The PC's can join his company, especially because it is the ONLY non standard humanoid company in the military.

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HOOK#3; There are plenty of opportunities for the PC's to be hired as messengers or Delivery guards. The relatively quick expansion has spread Brayston's resources thin, forcing him to bring in outside help, reluctantly.

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OTHER NOTES:
mark - Champion of the Goblin Worg Riders | anteblue_at_yahoo_dot_com
IHawk's Have/Want List | IHawk's Trade List | Completed Trades - 228 | Pending Trades - 0

Omand
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Winnipeg, Manitoba, Canada

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16 Feb 2006 01:19 AM  
Hey Yo Hon,

Hope this helps you out:

NAME:The Shining Temple (Temple of the local Sun God)

BUILDING TYPE: Temple/Religious Building

BUILDING DESCRIPTION: The largest temple in the city, built of fine white marble and with portions of the roof covered in gold gilt. Large stained glass windows allow light at sunrise and sunset to stream into the heart of sanctuary. The main portion of the temple is only a single level, although the vaulted ceiling reaches over 200 feet above the floor (and numerous small walkways, staircases and crawlspaces allow maintenance on the structure). The bell tower for the temple is visble from all over town and allows the clerics to look far and wide.

BUILDING CREATURES: Allarus Tholus (NG, Male Human Cleric 12) is the High Priest of the temple. He is a vigourous man of approximately 70 winters, who has grey-white hair and a long beard (which he is fond of stroking). He is assisted in his duties by a selection of lower ranked clerics in service to the sun god (1 x Clr8, 1 x Clr7, 1 x Clr5, 3 x Clr2, 5 x Clr1). Allarus has served in this temple for close to 50 years and is nearing the end of his days. He has been a wise councillor to the rulers of the city and is highly regarded by even those who do not worship his deity. He does fret that as he approaches union with his god that there does not seem to be a cleric to take his place as leader of the temple. While all of the clerics who serve in temple with him are competent enough, none of them is sufficiently well-rounded (at least in Allarus' opinion) to take over the duties of High Priest. He is especially concerned about Drelak's fundamentalism and hopes to be able to ensure the young man is not appointed his successor.

Drelak Prins (LG, Male Human Cleric 8) is the next most senior cleric in the temple after Allarus. He naturally thinks that he should (and will) take over upon Allarus' death. He is a strict fundamentalist in matters of doctrine, and he chafes against Allarus' attempts to teach him the intricacies of working with others whose ideas are not 100% in accord with his own interpretations of the faith.

Melian Ayall (NG, Female Half-Elf Cleric 5) has risen quickly though the ranks of the church, being only 22 summers old. She is an attractive young woman with stunning facial features (a benefit of her elven heritage), although she lacks any hint of pointed ears. Her flaming red hair is also atypical for a half-elf, coming from her human mother. Melian seeks to work hard in the community for the temple, and she assists in the running of many of the temple's community works, including a soup kitchen for the poor. She is unambitious when if comes to jockeying for position within the temple itself (one might almost say naive in matters of temple politics), which is precisely why Allarus is potentially considering her as his successor, except that he worries about her lack of political acumen.

Sellan Trice (NG, Human Warrior 2) serves as a doorward for the temple and is likely to meet PCs seeking admittance. He has a pronounced stutter and is extremly shy as a result. He is also quite in love with Melian, who is utterly unaware of his intentions (as he has yet to get up the courage to speak to her directly).

ADVENTURE HOOK 1: Allarus might call upon heroic PCs to go on a quest for the temple to recover a lost sacred artifact. He is likely to send along Drelak or Melian on such a mission (one or the other, depending on the mission) to teach them a lesson of some sort (the value of other points of view, the nature of politics, etc.)

ADVENTURE HOOK 2: The PCs might become involved in the chaos after Allarus's death if there is no clear line of succession in the temple heirarchy. They might even be blamed for Allarus' death if he meets a violent end (as local villans are likely to know that Allarus' death would be a destabilizing event for the city and would be sure to forment further chaos if they could).

ADVENTURE HOOK 3: The PCs might simply become involved in the temple to access healing magic or deific advice in the day to day business of adventuring.

ADVENTURE HOOK 4: One or more of the PCs might worship the sun god and thus become members of the congregation. A PC cleric of the sun god might even end up in the race to succeed Allarus.

OTHER NOTES:
Successful Trades: 77 * Pending Trades: 0 * Bad Trades: KONG (B.W.)
Trade History * Trading Thread * Sales Thread * Winnipeg Meetingplace

devasque
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16 Feb 2006 01:42 AM  
Name: 40 Flagons

Building type: Feasthall/tavern

Building description: Set on the corner of one of the busiest cross streets in the middle of the city, 40 Flagons is a fairly expansive sprawl taking up no less then three buildings that have been redesigned and constructed to join one another. Once known as ‘The Ravens”, the original name was struck down with new ownership after a rather boisterous dwarven monk (drunken master) was able to top off 40 flagons of the house ale over a prolonged binge.

The main building on the corner has a large, angled entryway arch big enough to accommodate most sized patrons to the establishment. The stone arch also acts as a magic divination tool for the staff and alerts them if someone brings in dangerous items or magic. A huge open space of tables, benches and the sort occupy the bulk of the main floor. Two long bars operate at either side of the entry. Offices, kitchens, pantries and a keg room take up the back portion of the main floor. A stair from the feasthall floor leads up to a second story balcony that rings the building and is usually reserved for those requesting a quieter table or a better view. In one corner of the feasthall is a large raised stage for performers.

Through an arched doorway out the left of the feasthall one enters a smaller two story building. The main floor here is composed of spaced tables and the outer walls are ringed with private booths. It boasts its own kitchen and a small bar. A separate entrance to the street is available here. This section is clearly for those with a bit more coin and wishing more privacy. Merchants, adventuring parties and even minor nobles all frequent here. The upper floor holds several private rooms available for rent or parties.

Another arched doorway out the right of the feasthall leads to another attached building, this being a converted three story townhouse. The arched doorway has a fine mesh chain curtain that blocks any view in or out. This section of the feasthall is reserved for more ‘carnal’ vices. The main floor holds a small bar, a few private rooms and offices for staff and a large open sitting room. The upper two floors are composed of various bedchambers.

Characters/Creatures: An aged but merry gentlemen named Tammaran Tukes (Halfling, Rogue 13) and his best friend, Raethor Ormathus (Human, Bard 14) own and operate 40 Flagons. The pair often love to disguise themselves and slip in to make sure the general public are enjoying their establishment. Vanric d’Urth (Dwarf, Rogue 3/Expert 7) is the Flagon’s Overseer and runs the place for the retired pair of adventurers. Ghavel Windsinger (Gnome, Bard 5/Illusionist 5) is a long standing companion of the owners and runs the entertainment. Lyssaria Dumare (Half-elf, Rogue 3/Expert 4) is the Flagon’s ‘mistress’ and runs the townhouse with a sharp wit and fairly drips charisma. A rather odd trio of fellows act as the Flagon’s hired muscle should it be needed (and often does); Zhann (Half-ogre, Fighter 5), Ollis the Mute (Half-hobgoblin, Fighter 2/Rogue 2), Ba’raad (Human, Sorcerer 11).

Adventure hooks: #1 – Stopping in for some fun and refreshment after being on the trial the party gets caught up in a small brawl that erupts in the main feasthall. When things get settled down one of the brawlers claims one of the party (not a rogue type) a thief. Indeed the item the brawler claims stolen is somehow on the party member (slipped there in the fighting). Taken away by the local militia, the party has to prove their companion innocent.

#2 – Unbeknownst to the Flagon staff, one of the courtesans under Lady Dumare has been replaced with a Doppleganger trying to get close to a visiting merchant lord, one of the party members get shuffled off to ‘her’ as the merchant lord picks another girl. There’s no romance brewing as the Doppleganger leads them upstairs in to the room next door to the merchant lord.

#3 – The party is taking a moment to gather themselves in either the more private dining area or one of the rented rooms of building 2 when approached by Vanric (who’s aware of who’s here and why in the feasthall at all times). He’s heard of the party’s deeds and would like to employ them in escorting a shipment of ‘less then legal’ goods back to the Flagon from a contact in a distant town.

Other notes: It's a big establishment and fairly open to most every class of folk in the city as long as they've the coin. Plenty of openess for a melting pot of various happenings, sightings, contacts etc.
You see! There ARE others out there just like me. What? Why are laughing?

Omand
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Winnipeg, Manitoba, Canada

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17 Feb 2006 12:50 PM  
NAME: Shrine of the Wanderer (Shrine to local god of travel, travellers, messengers, etc. - a Mercury/Hermes or Fharlanghan)

BUILDING TYPE: Temple/Religious Building

BUILDING DESCRIPTION: One of the smallest, if not the smallest, religious sites in the city. The Shrine of the Wanderer consists of a single 10 x 15 room in the ground floor of a simple house just off of one of the major roads of the city (near a gate). A small wooden altar is place in one corner (really only a 1 foot pedastal), with the god's holy symbol carved into the top. The simple wood floor is clean, but worn, and the walls are bare of any decoration. From time to time pilgrims or travellers down on their luck will stop here and stay the night if they cannot afford an inn and leave a gift to the god which is understood to be used by which ever travller next arrives and needs such a gift. When gifts have been left in the shrine they are always neatly stacked against the wall to the left of the entrance.

BUILDING CREATURES: Timis Thaso (N, Male Human Expert 4) is the self-appointed protector of the shrine. He is 65 years old and a retired courier who travlled throughout his life. He now lives in a small apartment a few streets away from the shrine, but every morning he stops by to sweep the floor and make sure everything is well ordered in the shrine itself.

Kellan Vermett (N, Male Human Cleric 4) is a cleric of the Wanderer who stops by the shrine every few months as he travels a circuit through the area, visiting all of the hamlets, towns, and villages. He ensures that Timis is provided with a small payment for his services, and replaces any missing items in the shrine (the altar has been stolen more than once).

ADVENTURE HOOK 1: If the PCs are down on their luck they may end up staying overnight in the shrine. During the night someone might try to rob them, or other travellers down on their luck might arrive. PCs might also encounter Timis who encourages them to leave a donation for hte next down on its luck group that arrives.

ADVENTURE HOOK 2: Timis might approach the PCs to help him locate Kellan, who is overdue for his next visit to the town and the shrine. This delay might simply be because Kellan was detained elsewhere on religious business, or something more sinister might be at work.

ADVENTURE HOOK 3: One or more of the PCs might worship the god of travel and thus take an interest in making the shrine more prominent in the community.

ADVENTURE HOOK 4: Thieves keep targetting the shrine and those who visit it, Timis seeks out the PCS for help after the city watch cannot (or will not) solve the problem.

OTHER NOTES: This is not meant to be a major religious location, but the nature of the god of travel's worship allows you to leave items fo the PCs that you want them to have when they are starting out and cash poor. You an also change the site to have Timis being a villan who preys upon travellers while pretending to serve the god of travel.

Cheers [:)]
Successful Trades: 77 * Pending Trades: 0 * Bad Trades: KONG (B.W.)
Trade History * Trading Thread * Sales Thread * Winnipeg Meetingplace

devasque
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17 Feb 2006 06:10 PM  
Putting the finishing touches on a Wizard's Guild, will post up tonight. Got a minor noble house (elves) I'll tag up as well.
You see! There ARE others out there just like me. What? Why are laughing?

Yo Hon
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17 Feb 2006 06:20 PM  
Thanks devasque. I didn't think anyone would try to build the guild.

devasque
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18 Feb 2006 02:04 AM  
Name: The Firestar Halls

Building type: Wizards Guild (Mercenary Company)

Building description: Having bought up a failing nobleman’s opulent manor home near the East Gate of the city, the Firestar Company began retrofitting the decaying building. They paid dwarven construction crews to shore the home itself as well as add the addition of four circular towers at each corner of the building. A simple decorative stone and iron gate rings the property interrupted only by two gatehouses; one facing the main road and where most all foot traffic enters/exits and a second near the rear of the building which serves as a service entrance and means of access for the small stable of horses.

The main building sports an extensive and esoteric library the Firestar’s have collected over the years of their travels. It along with several private study rooms are open to the public for an admittance fee but anyone wishing to must also impress the shrewish steward of the library and his vaulted impressions of ‘who’ should be allowed in. Each of the corner towers serves as living quarters and private study to one of the four friends who started the Firestars.

Characters/Creatures: Del Areissa (Human, Wizard(Evoker) 17) and Kzaat’sa his Imp familiar occupy the Northwest tower. Fraedes Taeshyr (Half-elf, Wizard(Evoker) 16) and Natchun his Homunculus familiar occupy the Northeast tower. Lady Kymma Thellarc (Human, Wizard(Evoker) 16) and Rassi her Shocker Lizard familiar occupy the Southwest tower. Sor’Surturas (Half-fire elemental, Wizard(Evoker) 17) and Vuur his Fire Elemental familiar occupy the Southeast tower.

Bazrhill (Human, Wizard(Evoker) 7) holds the position of Steward of the Library. Sanuera Taeshyr (Half-elf, Noble 2/Sorceress 7) is the wizard Taeshyr’s daughter and has married in to a noble family within the city. She serves as the Firestars mouthpiece (high Bluff/Diplomacy/Intimidate skills). There are also perhaps 2-3 apprentice wizards per tower roaming the guild house/library.

Adventure Hooks: #1 – The party stumbles across Sanuera on the wrong end of private meeting that finds her arms pinned and a knife at her throat. Depending on the parties actions/attitude she extends an open invitation to the library in part for their rescue. The party member with the highest Charisma score she pays particular interest to, even sending a private note to where they’re staying (i.e she’s married but * ahem * likes to stray).

#2 – If the party at any time escorts/guards in a merchant caravan in/out of the city they might run across one of the lesser wizard/mercenaries from the Guild hired on in support.

#3 – In the aftermath of a rather large explosion in the Southeast tower of the wizard Sor’Surturas the Guild was quick to hush and cover things up insisting it was simply an alchemy experiment turned wrong. The local militia/constable doubts the slick maneuverings and polished answers and hires to the party to ‘dig subtly’ for evidence to support his theory.

#4 – One of the resident wizards could hire out the party in pursuit of a particular tome, magical treatise, or magical item for themselves and hush, hush from his fellows.

Other notes: Feel free to embelish the Guildhouse with golem sentries, give one of the wizards a Shield Guardian bodyguard, have a summoning go wrong etc.
You see! There ARE others out there just like me. What? Why are laughing?

Dark Lord
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21 Feb 2006 07:33 PM  
Name: The Dryad's Oprea House

Building: Theater/Entertainment(oprea house)

Building Description: This building is a new addtion to the city. It is a place that has the smell of nature. It is a large single story building that looks very expensive. Inside there is a main room were people pay their entrence fees. Going into the next room by walking through a magnificent doorway. This room is Huge with many seats facing a grand stage.

Creatures: This building is run by Carora Mistletoe (Half-Nymph Druid 5/Sorcerer 5). Carora is one of the many stars of The Dryad's Oprea House.
Here is a list of some of the other actors/singers:
Alustina Laughshield (female Human; Expert(actor)4)
Quorry Spiritforged (male Dwarf; Expert(actor)2)
Kriscaryn Strifelaugher (female Half-Elf; Expert(singer)5)

Adventure Hook: Strange things are happening in the basement where all of the props and costumes are stored. The props are coming to life and attacking the actors and singers. Carora Mistletoe thinks it may be linked to the wizards guild.

Other Notes: Carora Mistletoe is charming people to keep coming back to watch her preform. If the PC's fall for her charm you may be able to create an adventure about it.

Luisjoey
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Caracas Venezuela

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21 Feb 2006 11:25 PM  


Name: Old´s beghn Tree Shack
Building Type: A Wooden Shack Carved in a big tree

Building Description: To the far east of the city, outside the real borders there is a small and ugly shack that looks like carved in a Gargantuan old dead tree, it is surrounded by the roots that looks like stones. The tiny shack have a small chimey where you can see a slight smoke column with some casual strange colors. It is placed in the entrance to a big forrest and some people fear the place because thinks that trees speak and scare people, specially at night. When you come close to the shack you see a simple wooden door that could be open easily inside you see a room with one door at the end, who leads to the dormitory and you could find a chimey with a Pot cooking something, in the walls you could see lots of stuffs in jars and pots, maybe some spice or herbs. at a corner you can see an old root where clean water falls into a bucket. in the floor you see a old carpet nailed to the floor and some old furniture made in carved wood. Inside the dormitory there is appart and old bed and old closet a big statue of a strong wood maybe stone which you can define with a little more attention a female shape if you manage to enter.

Character Creatures: Inside this modest shack lives the old beghn, a half elf in the ending of his life, almost blinded and dressed like a dirty farmer, he lives there as a hermit even that he live pretty close to the city. Many people fear to come close to the shack because they think he is a witch or a maniatic, some people said rumors about hearing a woman screaming from there but many say that there are song of a demon many people thinks that this old men have treats with succubus. Old Beghn gains a little money selling some cheap potions to some people through his friend Galeno, and old crippled beggar, and Galneno´s granson Alecs who is a 10 years old boy, this potions have some medical applications to heal people, but usually is said that they have evil spirit that consume their souls. Galeno and his Grandson lives in a small house in the midtown, and galeno goes to the shack just to look for potions. Beghn don´t like to speak to people too much and if someone manages to get his favor he gives them some nice and useful potions, specially the healing ones. Beghn lives with a big Old fat Beaver that some people thinks is possesed, because some people said that saw it sitting to eat and some people said that they saw it talking! maybe just rumors.

Secrets: Maybe you think that in Beghn Shack lives a kind of sorceror or a druid, and you are right, what you are not right at all is that the druid is not Beghn if not the beaver... Let me explain you!
Many Millenia ago before this town was built there was a big old tree with concious that was very old in that time, this tree was a powerful druid that controlled this part of a once big forrest and he didn´t need to talk or act because all goes as nature goes (Totally Neutral), but dark times comes because lots of creatures (maybe orcs or gnolls) comes to chop the trees and burn the earth, and because the tree was so peaceful he couldn´t fight back and most of the creatures ran away that forrest, except for a family of beavers that fight to protect their home, when the big unammed tree realizes that he must save his domaing he casted a powerfull spell to give concious to this creatures and trained them in the arts of the nature, so they become druids and used the nature to repel the orc invader after a terrible fight that leaves a big scar in the Big Tree power and he begin to die slowly but in silence, before he past away he taught everything he could to them so they could keep the balance and the adoration to the godness of nature (elohna/ceres/obad hai in female) as his last act in life the tree sculpted a big statue in wod and after his dead becomes more solid than steel. The beavers Keep the balance and the workship to the godness and make the tree as a god too, and harmony was the king of the deep forrest.

But bipedal creatures era comes and things begin to change, first comes elf that entablish a druid enclave in the place of the tree surrounding, they understood the nature and even the eldest ones knew the history of the tree... but darkness was not to rest and other bipedal creatures comes to plunder and destroy in a big wave, so elves must move back to their original places to defend their native lands and let the forrest alone in the war, but an elf stand and helps the beaver to stand a little and that part of the forrest resisted the war... because wars are temporals but forrest is forever or forever gone.

As a place of power the elf which name is forgotten make an oath to defend this place and the beavers too with the remaining of power that left from the tree.

Time passed and the elf and the elf childs protected this place until the time of men comes, but now the beaver were few and not so powerful and there was only one beaver who will heritage the knowledge because other beavers turn back to nature, tree power was left forever lucky humans don´t were so agresive with nature and the forbidden elf heir even fall in love with a human, having a soon that was trained by the last of the beaver druids; with time they become more than father and son, more than master and aprentice and they are friends and the last of an old heritage of frienship and workship. With the growing of human race that build their city over the closest Lake to get water and carved wells to get water, The beaver and the half elf nicknamed by townsfolk "beghn" decided to cover the shine and protect the corpse of the old Tree from destruction and being forgotten forever.



So now you know about them let me tell you their stats in short: Braver (Druid 18) Begnh (Priest 5 Scout 10)

Adventure Hook:
- For Spell casters begining, specially Druids, and some rangers; old beghn needs lots of ingredients for his potions, some strage that need to go into deep forrest and far, and some in the town but hard to get because the price. Making this would make gain favor with Beghn and the Beaver.
- In the tavern you could receive some offers from old Galeno and could give you some information, and the small child ALEC could drive adventurers from the city streets to the shack.
- In Forrest if you save an animal or save the forrest from a fire or something like that; there is 60% of chance that Beaver could contact you and guide to the shack. The beaver is a powerful seer and have many ways to scry.
- The top objective for Beghn and Beaver is to keep the tree safe and the most of the forrest, the new rich people of the city wants to expand the urban zones, and Beghn and beaver could pay with great favors everybody that could help with this intentions to expand the city, each times become a desesperated situation to them, Beaver could brew nice potions and craft some wondorous items.
- A famine Demon has paid to destroy the shine that keeps the forrest alive many orcs or gnolls could be leaded to destroy the statue and the tree, they have to defend but the city will not help because Beghn don´t pay taxes. If the tree is destroyed there is a big autum and the climate turns into a wasteland or snowland.




Knight of the Quori
Champion of King Kaius III of Karrnath
Purple Knight of Venezuela
Venezuelan Site For D&D minis Calabozo Criollo Venezuela
Venezuelan Site for SW minis VeneMinis.com

devasque
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22 Feb 2006 12:43 AM  
Building name: Gryrfallon Manor (House Gryrfallon)

Building type: Noble’s mansion

Building description: Gryrfallon Manor stands apart from the city’s other noble elite in that it is known for not being in the city’s section of wealthy or prestigious. It resides in the eastern most section of the mid ward amidst the other modest homes of shopkeepers, business owners and the like. By far a huge or extravagant affair, it still none-the-less dwarfs the surrounding town homes and such. A simple wrought iron fence encircles the mansion and there is but a single fanciful stone arched gatehouse that permits entry. The mansion itself is very much an elven creation of beauty. Its exterior is all stone from the surrounding land and ancient timbers from the forests. Several large fruit bearing trees grow along the edges of the fence and in the fall its common to find youths from the surrounding residents sneaking up and picking apples (to which the family and guards just smile and let them at it).

Characters/creatures: Lord Marcainon Gryrfallon (High elf, Aristocrat 7/Fighter 2/Sorcerer 3) maintains business ties in lumber, stonework and most notable – horses, raising/selling and trading. The family crest is a white stallion head upon a gray background. The manor is primarily functionary and not a true home in the sense the Lord and Lady of the house stay chiefly out at their ranch some 15 leagues from the city proper. Lord Marcainon and his wife use the mansion for business meetings, parties, social events etc.

Lady Hannahl Gryrfallon (High elf, Aristocrat 11) is the Lord’s wife and every bit of a city socialite as one would expect of a nobleman’s wife. But she’s no airy matriarch; she knows every stitch of their family’s holdings, who does what and for how much.

Aurinnar Gryrfallon (High elf, Aristocrat 3/Expert 3) is the family’s eldest son and runs the ranch and horse traffic for the family. He’s a very friendly and personable sort but hates the confines of the city and all the meaningless politicking his father and mother insist he be a careful study of.

Rheannas Gryrfallon (High elf, Aristocrat 2/Rogue 5) is Aurinnar’s little sister but she’s a wild streak and over the years has become more streetwise and knowledgeable then even her dear brother. She keeps the posture and demure of a noble lady when it suits her and her mother. Her evenings are spent with a like minded group of noble’s children who’re together something of a black spot all the families but for now they turn an eye.

Adventure hooks: #1 – If the PCs require anything to do with horses from stabling to shoeing, purchase or care a trip to the Gryrfallon Ranch will put them in contact with Aurinnar for certain. He’s been experiencing troubles out towards the wilds where the herds graze. Several of the younger foals have been found slain or just dragged off as if by wild animals but he has his suspicions and hires the group to investigate.

#2 – Lord Marcainon holds a sore spot towards Lord Milrath (of Milrath Manor) and his professed ‘taste’ in things elven including hiring half-drow, Lord Milrath’s Chamberlain in particular. He has his suspicions but an encounter with him at/over 40 Flagons might peak his interest in spreading a little gold for the PCs to ‘nose around subtle like’ and report back to him. Hiring a third party to do the dirty work he can always distance himself if the party comes to trouble.

#3 – The party might run afoul of Rheannas and her ‘gang’ one evening as their a bit drunk and try their hand at accosting the party (or better yet a single/pair from the party). Either the Lord or Lady might summon them and offer coin or favors to hush the stupidity of their daughter.

Other notes: Despite his initial abhorrence, Lord Gryrfallon has ventured to do business with the Sunstar Trading Company and is quite happy with the results. Something to upset the balance might offer other opportunities.
You see! There ARE others out there just like me. What? Why are laughing?

Omand
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Winnipeg, Manitoba, Canada

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22 Feb 2006 12:49 AM  
Hello again,

Hope these catch your fancy:

NAME: Red Griffon Manor, Hightower House, Red Gables - Artrel Family Manors

BUILDING TYPE: Noble Mansions

BUILDING DESCRIPTION: These three manor houses are among the largest in the noble district of the city and all of them belong to the oldest noble family of the town, the Artrel family.

Red Griffon Manor is the main manor of the family. It is the seat of the current patriarch of the clan, Darius Artrel. It is a sprawling three-storey mansion made of the finest available stone from the surrounding areas (granite, slate and other well-wearing stones). Much of the outside of the house is decorated with carved reliefs, and prominent among the designs is the red griffon that serves as the family badge. Surrounding the house is a well kept yard that includes a fountain garden. Outbuildings within the stone-walled compound that house the maner include a carriage and stable block, and a a servant's block that houses those retainers of the family unable to live in the main house.

Hightower House is the second house of the family, and is the current home of Darius Artrel's estranged wife, Merella Artrel. The house itself is situated on a small lot, directly opposite Red Griffon Manor. Its main feature is the great tower on the north-west corner, which stands 100 ft high. Inside the house styles are stuck 60 years in the past, with furnishing reflecting the time of Merella's debutante days. The house itself is quite stuffy and close feeling, and many of its rooms have not been used for years, mouldering without care and maintenance.

Red Gables is the smallest manor maintained by the Artrel family in the town. This is the manor where Darius lodges those black sheep members of the family that he does not want to see, but which he is not quite ready to disown (or worse). It is a well-kepy two sotry manor built of stone and fine wood, with a slate roof. It is more on par with the lesser noble houses in town in terms of style and size. A modest yard surrounds the house, and an ornate wrought iron fence keeps out undesirables.

BUILDING CREATURES: Darius Artrel (LE, Human Male Aristocrat 10/Rogue 2) is the patriarch of his clan. He has ruled over the family for 62 years now, and he is in his 87th year. Once tall and muscular in his prime, with dark black hair, he is now slighly stooped and is severely balding. While aged, he is still as sharp as when he was 30. Not much goes on in the official and business worlds of the town that Darius does not eventually find out about through his many contacts. Known as a shrewd negotiator, Darius has been a councillor to many Lord Mayors of the city (although he never officially held the position himself). For much of the last 50 years he has consistently battled Allarus Tholus both openly and covertly in the councils of the great. Although he and his wife produced 5 children, and by all accounts had a loving relationship early in life, they are now a bitter couple, unable to stand each other's company. Darius keeps (or thinks he keeps) his wife in line by controlling her allowance and refusing her a divorce, and by granting her sole use of Hightower House.

Merella Artrel (LE, Human Female Aristocrat 6) is Darius' wife and bitter enemy. Once a local beauty with long blond hair, a petite frame, and an excellent taste in fashion, Merella is now an overweight and bitter old woman who uses far too much makeup to cover up her decline. Now 71 years old she spends her remaining years planning ways to win her freedom (and a fortune) from her estranged husband. Her cause is not helped by the fact that she is somewhat delusional and prone to believing that she is still a beautiful debutante of 20. Any mention of her age in her presence evokes a triade from Merella, and the ejection of the perpetrators from her presence.

Kell Artrel (LG, Human Male Aristocrat 1/Expert 5) is the grandson of Darius and Merella and son of Delos and Kelendra Artrel (both deceased). He is 20 years old, ruggedly handsome, roughly 6 feet tall, and has the red hair common in the family. He is considered a black sheep by his grandfather for his belief in helping those less fortunate in society. Kell resides in Red Gables, but spends much of his time in many of the poorer parts of the town assisting relief projects run by the clerics of the sun god, and other religious folk. Kell has also invested in several businesses in town that he feels promote a better society. His investments have paid off so far with financial returns and a good public standing for Kell (which is being closely watched by Darius, who is surprised by this turn of events).

Klug (LE, Male Half-Orc Fighter 7) is a rather handsome and intelligent half-orc who serves as Darius majordomo and fixer. He is the one who arranges any dirty work that Darius requires, careful to always ensure that nothing can ever be traced back to his master.

Kletanus Kelloran (N, Male Human Expert 3) is Merella's butler and general help. He is totally devoted to his mistress, although even he cannot explain why he continues to put up with her mood swings and abuse. Hightower House continues to operate because he sees to those things that Merella overlooks and choses to ignore.

ADVENTURE HOOK 1: Darius, as the head of the family has many business interests both in the local town and throughout the surrounding countryside. International/national shipping concerns are also part of his business. He could approach PCs for any number of work for hire schemes.

ADVENTURE HOOK 2: Desparate to get rid of her husband and regain her freedom (and the beauty she claims he stole), Merella might ask PCs to dispose of her husband, providing them with evidence of one of Darius' more shady dealings. Whether or not this evidence is authentic or not remains to be seen. PCs might end up with both Merella and Darius as their enemies if they attempt to implicate Darius in the crime, but the evidence is found to be fake.

ADVENTURE HOOK 3: The PCs might stumble across one of Merella's periodic (futile) attempts to have her husband assassinated. If they save Darius' life they might earn the patronship of a powerful individual in town (whose alignment and aims might not accord well with that of the PCs).

ADVENTURE HOOK 4: The PCs might be hired by a private citizen (or simply become curious themselves), when they hear that a member of the infamous Artrel family, best known for working employees to the bone and profiting from the poor, is involved in charity work. Meeting Kell they might suspect him of having ulterior motives for his charitable works (and maybe he does, or maybe it is a doppleganger?).

ADVENTURE HOOK 5: The PCs might trace a lead from another adventure back to Klug. Do they confront this retainer of a powerful family in town and earn the wrath of Darius and his like minded family members?

OTHER NOTES: Obviously, many more members of the Artrel family could be detailed, along with their retainers and followers. The majority of the clan are meant to be LE, LN, NE or N, but you could change this to the majority being LG, NG & N with Darius being the tyrannical exception to the rule (and Merella a bitter convert to LE due to her paranoia and hatred).

Cheers [:)]
Successful Trades: 77 * Pending Trades: 0 * Bad Trades: KONG (B.W.)
Trade History * Trading Thread * Sales Thread * Winnipeg Meetingplace

devasque
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22 Feb 2006 01:47 AM  
Building name: The Crownfire Emporium

Building type: Merchant (magical items, magical weapons, jewelry, and jewels)

Building description: Occupying a converted three story home in the upper ward of the city, The Crownfire Emporium maintains an impeccable and clean main floor that’s been converted for the shop. A simple but permanent illusion cast on the shop’s sign makes the whole thing look like it on fire. Rows of glass cases line the interior and are broken up in to four sections mentioned above. Magical wards line the cases and only staff carry a token keyed to nullify the magic if a customer asks to see a particular piece. Save for a secure vault of stone and metal and the stairs up the main floor is all shop.

The second floor holds a large workroom, several secure storerooms and a meeting room when discretion is asked for or needed. The third floor holds several rooms for the owners and a large common meeting room. The basement holds an actual working forge, another secure vault and several smaller secure storerooms.

Characters/creatures: Bhrillhas Murrowwise (Gnome, Wizard(Illusionist) 5/Expert 6) is perhaps the shops most well known owner and a staple body if anyone enters the shop to do business. He’s a jovial wizard with a penchant for illusions but more then that he’s a gifted jeweler. Gamden (Human, Wizard(Diviner) 9) is the shop’s expert in knowledge and identifying magic (he has Arcane Sight as a permanent spell). Salloes Blackanvil (Dwarf, Cleric 9/Expert 4) a cleric of the dwarven god of the forge, creation and artifice, Salloes is the silent partner to the triad. Many of the lesser magical items, arms or armor was cast by his hand and carries with it his own maker’s mark; a tiny imprinting of a blacksmith’s anvil with a dwarven rune (Blackanvil) in silver.

Adventure hooks: #1 – First and foremost if the PC group has the need to identify or sell their loot, The Crownfire is the place to go. This puts them in contact with either Bhrillhas or Gamden. They charge the standard rate for services and won’t back down on price but on the positive they are very thorough and honest with their work and will not cheat the PCs out of any determined worth.

#2 – Following an encounter outside the city, the PC group upon inspection of their fallen foes finds either an enchanted weapon or piece of armor that bears Salloes’s Blackanvil maker’s mark. If they investigate the clue they will be lead to The Crownfire. Salloes will be most upset to learn his works were being used by brigands/marauders or the like and asks to party to help him find out how his goods got in their hands.

#3 – The Crownfire regularly takes custom orders from the local nobles, merchants and trades guilds. Having had something of a fallout and argument with the Sunstar Trading Company (all Bhrillhas’s fault but he won’t admit it), the party is hired to guard a shipment of finished goods to a buyer in a nearby town (a minor lord, weapons/armor for him and his personal guards).

Other notes: Could always interject some fun with the players and have them find a cursed item that has magic to hide its true nature and the party could argue with the Crownfire staff in thinking they were being lied to or doubt the staff’s ‘cursed’ nature.
You see! There ARE others out there just like me. What? Why are laughing?

Luisjoey
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Caracas Venezuela

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24 Feb 2006 01:01 AM  
Hey ho yon you didn´t read my last post [:(] about "Old´s beghn Tree Shack" is the last one of the first page of the thread.

And please tell a feedback about each building, a short comment of what you think about them. [:D]
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