How long is too long. I've got mine in, but I'm really not sure about it as it's long. Oh well, here it is. Wrecan, kill it and let me know if it's just too damned long. You have my permission.
The Dirt Nap
Contest things:
Name: The Dirt Nap
Business: Bar, Casino, Restaurant, Cabaret, Black Market Mecca
Inventory: Described Below—See especially the section on Alchemy.
Layout: The Dirt Nap is located in a giant Cypress knee known as Dolf’s Knee (described below) about 15’ below the city of Tradegate’s most prestigious cemetery. The establishment was carved out of the living wood by giant beetles (directed, but still…) and so most of the rooms and corridors have rounded and irregular shapes. The large main chamber at the The Dirt Nap’s front is roughly square and has enough room to house hundreds of people. On the left of this giant chamber is the bar run by the proprietor, Glint, and a revolving door of employees. Because of the imprecise nature of its construction, The Dirt Nap uses screens and curtains rather than doors, but all areas that are screened off are also generally guarded by employees of one of the various guilds that inhabit The Dirt Nap. A maze of tunnels runs off The Dirt Nap main chamber connecting to smaller chambers which are put to various and temporary use. Glint’s living chambers are located behind the bar. Changing rooms for The Dirt Nap’s dancers are located behind the main stage.
NPCs: See below
Point of Light: The Dirt Nap is located in the town, Tradegate, which borders the world of mortals and the Feywyld. It may be put anywhere in a campaign using the regular 4e cosmology. The town itself is more in the Feywyld than in the world of Mortals, so though it may be reached from many points on a mortal map (points that are not necessarily near one another), the town itself does not take up any space in the mortal world. Nonetheless, Tradegate is a point of light in the Feywyld
Optional Elements
3.Lair: The establishment serves as a neutral ground for the meeting of three main guilds involved in the city’s lucrative black market. It is also located within the lair of a tribe of kobolds (see “The Telftelfioxis Tribe and Morias Slinderhitch” below).
4.Portal: One of The Dirt Nap’s patrons is, himself, a living gateway into the Feywyld (see Telvios Bog)
Atmosphere:
The Dirt Nap is an enormously popular and horribly seedy hangout for the underworld of the fey wyld including a thieves guild, an assassin’s guild, and a corrupt church. It is meant to be a cross between Moulon Rouge, The House of the Rising Son, and a 19th century opium den. People go there to be entertained into total depravity, and, with the introduction of highly addictive special potions called Plaint Juices, it may even entice a player or two into the coils of the Fey city’s seedy underbelly.
City history:
Some few centuries ago, a powerful Fey known as the Queen of Twilight, ordered that the gate through a wall dividing the Western and Eastern portions of her demesne be suddenly closed. The copper dragon Tyrexes was placed as a guard to ward off all who would try to reopen the portal and return to the Feywyld. She offered no explanation or warning to the fey creatures living in the West in the portion of the kingdom that bordered the mortal world; they were simply trapped with no way home. The civil structure of fey lords and vassals soon broke down as most of the fey refugees headed towards the gate to wait for its re-opening. Once collected there, the refugees formed a large encampment which has since continued to grow, becoming first a town, and then a veritable tent city populated by desperate Fey creatures and a sizable group of mortals who have, over the years, dared to venture forth into the haphazard streets of this border town. That city has come to be called Tradegate.
The great Cypress tree, in which the gate was originally carved, is surrounded by enormous “knees” (like Cypress knees) and out of them the citizens of Tradegate soon carved a complex of more permanent structures to house permanent businesses and offices for municipal functionaries. The knee furthest from town, ‘Dolf’s Knee,’ soon became famous as a spot of ill repute, despite the fact that its top most spire had been set aside as a graveyard for the well to do and social elite of Tradegate.
The most important event in the life of the city is the Ascension Day festival, during which a citizen of Tradegate is chosen to attempt to channel the Queen of Twilight so as to order Tyrexes away from his post. Hundreds of years ago, Ascension Day began in earnest, but now the contest has become a Mardi Gras-esque fey carnival ending in a potion-fueled beauty contest. The winner, by tradition, is the only being allowed to speak with the dragon for the following year—although also by tradition, the town tends to fulfill all requests made by the Ascension Queen or King, who, for the span of that year, become central to the social world of Tradegate. For this reason, a powerful black market has emerged around the major alchemical components for the construction of beauty potions. The recipes for these potions vary from Crone to Crone (fey alchemists), but generally include griffon feathers, dragon scales, or the tears of powerful fey creatures known collectively, as the Salutarai (like the Queen of Twilight, for instance). Note, Salutarai is more of a term of reverence given to the most ancient of fey and is not an actual designation of race.
The principal players in this black market are three organizations: Gibbold’s Gets, Preferably Dead, and the local temple of Erathis. Outright street war is heavily discouraged from within and without these organizations because the central economy of Tradegate is reliant upon tourists, visiting revelers, and other outsiders who come to trade. No one wants to risk their economic prosperity in a guild war, and so diplomatic solutions are generally (though not always) encouraged. These negotiations are held in the one spot of the city that lies outside the main province of all three organizations within The Dirt Nap —a recreational establishment in Dolf’s Knee that sits just under the city’s most prestigious graveyards. The Dirt Nap is run by Trindle Grint a member of the shape-shifting fey race known as pookah. In his humanoid form, he resembles a Halfling with a blunt pink nose and ribbons of white and black vertical stripes running down his long triangular face. The overall effect looks more like stage make up than natural racial features. In his animal form, Trindle is a badger.
Putting The Dirt Nap into a campaign
The Dirt Nap is a place of intrigue for city based adventures that are ultimately very ‘fantasied up.’ Its position as the hub of seedy business in a fey border town allows it the potential as a backdrop or jumping off point into extreme fantasy and high magic. It also has all the flavor of criminality and subterfuge for political games. Lastly, The Dirt Nap and Tradegate allow the flavor of Feywyld campaigns at lower levels and work well as introductory settings for campaigns that will later delve deeper into the world of the fey.
Non-Guild Personalities/Features:
The Dirt Nap Business (official and unofficial): The Dirt Nap is first and foremost a bazaar of entertainment. Almost any barely legal activity is tolerated within its walls. This includes Fey prostitution, drugs from the human world and the Feywyld, ale, beer, wine, dancing girls, etc.. In addition, as it is frequented by three particular organizations, it is a great point of first contact with the local thieves and assassin’s guild, as well a corrupt temple (all detailed below under guild features).
Every evening, as a kind of showcase of the various men and women available for prostitution (as well as a suggestion of other vices that might be enjoyed), Grint puts on a floor show in the enormous main room that is enormously popular with the more powerful and well-to-do of the Tradegate’s citizens. It is a mixing of all the upper echelons of society and generally includes young nobles, the more powerful merchants, and the artistic who seek out Tradegate as a place of secrets.
Alchemy: The most lucrative trade in The Dirt Nap, however, happens in the back rooms away from prying eyes. Through Grint, the guilds trade heavily in alchemical ingredients and a special variety of potions specially brewed by Grint’s crones known as Plaint Juice. Through a special process, known only to a few fey (Trindle Grint being one of them) emotions are distilled into a liquid form granting the imbiber special powers. In game terms, a vial of Plaint Juice is like an at-will or encounter power in bottle (like most potions it requires the expenditure of a healing surge). The cost of plaint juice is generally the same as the 7th entry in the treasure parcel table of the level for the power contained in the vial. Thus, a vial of plaint juice granting a level 7 Warlord encounter power would cost 850 gold. While the power to brew plaint juice is known by other fey, only Trindle is of such low moral fiber that he’s willing to sell them on the open market. Plaint juice is an addictive substance.
All other alchemical gear and equipment are available for sale by the various marketeers who frequent The Dirt Nap but the most important to the citizens of Trademeet are those generally used in the production of high end beauty potions: dragon scales, griffon feathers, and tears from the Salutarai. All of these items are in high demand precisely because they are controlled. Dragon scales (from Tyrexes) can only be attained by the reigning Ascension Queen or King, Griffon Feathers are generally supplied by a powerful Trademeet family who have cornered the Griffon hunting business in the surrounding forest around Trademeet, and the tears of the Salutarai ought to be impossible to get since the gate has been closed, but nonetheless appear in town with enough frequency for their to be a market for them. This last ingredient, Salutarai tears, acts as one of only a handful of alchemical reagent for the construction of epic tier potions. In raw form, Salutarai tears are conduits for chaotic fey magic and are extraordinarily dangerous to handle by all but the most proficient of alchemists.
Telvios Bog: Telvios is a sort of permanent resident of The Dirt Nap. Addicted to plaint juice (he likes to pretend he’s a cleric), he is never seen outside the establishment—though occasionally he disappears for lengths of time. As he is of no account, he draws little attention. While in The Dirt Nap, he is under the curious protection of Grint. Unbeknownst to the guilds, Telvios Bog was a well respected diplomat from a kingdom deep within the Fey Wyld. When the Queen of Twilight closed her gate, Bog’s power to return to the Wyld was beyond her control to limit. Thus, he is able to return to the Wyld and perform the rituals needed to distill Salutarai tears (taught to him by Grint). Bog is the all important means for bringing this material into Trademeet. This is a secret that is kept between Grint and Bog because of Bog’s addiction. Unbeknownst to Grint, however, Bog need not go alone to the other side; he could, if he so chose, bring others with him, though he fears that knowledge of this ability, were it to fall into Grint’s hands, would endanger his life. Also unbeknownst to Grint, the exiled fey nobles, dispossessed by their inability to return to the Wyld, know that such an agent as Bog is somewhere in Trademeet and have been searching for him for hundreds of years.
Despite Bog’s horrible shape as an Plaint addict, he is in love with one of the bar’s most experienced dancing girls/courtesans. She was separated from her child when the original gate was shut, centuries ago, and is kept alive by her sadness. Bog tends her long lost child as a benefactor. This is a secret he has revealed to no one. After centuries of service, he is afraid that revelation would drive away his love.
The Telftelfioxis Tribe and Morias Slinderhitch: It wasn’t long after Tyrexes showed up that a tribe of kobolds showed up to show him fealty. In the border-town of Trademeet, however, their presence has been more than grudgingly accepted. The open-mindedness is due in large part to the fact that the Telftelfioxis tribe are beetlers—they train and use giant beetles. In a town where the most permanent structures are carved out of the living wood of a giant cypress tree, an army of kobolds riding giant wood-eating beetles serves as the municipal construction crew. Unfortunately, the kobolds still don’t much like humans, elves, eladrin, or any other non-lizard, non-draconic things and so they’ve made their home in the knee as far from the center of town as possible. Thus their lair, as it were, is basically Dolph’s Knee. Because of this, tribe members are common frequenters of The Dirt Nap (they initially dug it out with their beetles after all). Occasionally, the Telftelfioxis tribe make nuisances of becoming too enthusiastic when expanding their lair or digging too deeply when carving out a new grave in the cemetery just above the bar. One of the jokes about the establishment’s name, is that an overenthusiastic digging crew of kobolds may at any time cause skeletons to fall from the cemetery above. This is referred to as disturbing a Dirt Nap.
In all affairs involving the tribe as a whole, they are represented by Morias Slinderhitch—a fairly outgoing Eladrin Druid. When the ‘Telf-telfs’ mess up, it is normally only Slinderhitch and her magic that are allowed to fix the problem. Unbeknownst to Slinderhitch, the kobolds think that their representative may be an avatar of some kind of dragon spirit as she accidentally fulfilled one of their prophesies. They live in fear and ardor of her, though their true allegiance remains with Tyrexes (who uses them from time to time to do his bidding).
Guild Elements
As it would be impossible to detail three entire guilds here, I have chosen to include basic motivations as they pertain to The Dirt Nap.
Preferably Dead: Preferably Dead is a bounty hunters guild (pretty much an assassin’s guild) run by a raccoon pookah named Tuffish McGurd and financed by a preternaturally intelligent Ogre named Kronzo. Kronzo is more of a business man than anything else. His hillbilly cousins are responsible for Griffon hunting in the area. As such, Preferably Dead has cornered the market on Griffon feathers. As a “bounty hunters” guild, rather than an assassins’ guild, Preferably Dead operates with the endorsement of local law enforcement, whom they often help in times of great upheaval. The organization has been around since the town’s founding and is considered one of Tradegate’s most respected businesses (which says as much about Tradegate as it does about Preferably Dead). The guild’s main agent in The Dirt Nap is Rufus McGurd, Tuffish’s second eldest son. Rufus, like most pookah, is generally inscrutable in his motives—unlike most pookah, he is remorseless in his judgment and has no sense of levity.
Gibbold’s Gets: The thieve’s guild is run by Thelonious Gibbold, a quickling rogue who pulled himself and his street gang up until it became a semi-permanent feature in the city’s power structure (thieve’s guilds in Trademeet are always in danger of the newcomer guilds and Gibbold’s Gets has actually only been in power for the last fifteen years). Gibbold, himself, lacks the subtlety and flair of Kronzo, but makes up for it in volatility and in the size of his network. Because the market of dragon scales all but depends on influence over the Ascension King/Queen, the market has the capacity to change from year-to-year. Over the past decade, however, Gibbold has been able to gain influence over the winner of that contest and has thus gained access to the dragon. Unbeknownst to most, Gibbold would rather get back to the Wyld than run a thieves’ guild and so his real hope is to use the dragon to get himself back through the gate. So far, he has been utterly unsuccessful in this endeavor. Gibbold’s representative in The Dirt Nap is Dozly Bomper, a cunning satyr who often overindulges in the excess of The Dirt Nap.
Temple of Erathis: Run by an Eladrin named Horgel Miops as the temple’s main priest, the city’s temple of Erathis has devoted itself to restoring the order of the old Fey lords. It began this struggle through diplomacy but has since come to understand that only the black marketers have any real influence in the town. Thus, the temple began to negotiate these markets in the hopes of gaining power for the exiled fey lords. The temple’s main agent inside The Dirt Nap is a human hireling by the name of Thomas Fleet. Thomas was well known in the human world as a negotiator of peace treaties between warring nations. It is unclear what brought him (or perhaps, drove him) to Tradegate, but he has since been employed to serve the needs of the Temple.
Final Notes:
Pookah: This establishment mentions Pookah. Pookah are fey animals that take on human appearance and mannerisms. Their humanity is, however, just an act—a fact that even the pookah will admit. They are playing at being human. In actuality, their real ‘selves’ are located within their animal existence. Despite this (or perhaps because of this), Pookah can be dangerous at their game. Because they do not have the same stakes as humans (guilt, shame, etc.) except as pretense, Pookah excel at intense social interaction. In myths and legends, they can break hearts without a glimmer of concern as they change shape back into animals. Trindle Grint and Rufus McGurd are playing at being kingpins underworld figures, and because it is just a role they are playing, they are able to act with the callousness that these positions require.
Other Characters: The bar is filled with regulars, addicts, riff raff, dancing girls, bartenders and waiters, waitresses, impresarios, and prostitutes. A DM hoping to use The Dirt Nap should feel free to insert interesting NPCs into the business as they see fit so long as the general themes of exile and debauchery are maintained.
I update my campaign through http://www.obsidianportal.com/campaigns/aversill
Monstro is the difference between Frankenstein and Pinnochio.
In the maze of back alleys and dark byroads of the proud city of Grimmwell, if you are desperate enough to find it, you might stumble upon a simple house with a wooden door, which contains more then the commoners home one would expect to find inside. The people of Grimmwell don't speak of it - for those who do might find themselves on the bottom of the river the next morning - but in the house ... they ... live. Oh, they look like ordinary people, and when you knock on the door, they will gladly invite you in. Its even rumored that they present you with a drink - a cup of tea, a mug of ale or goblet of wine. It matters not what you choose, for what you will get is a potent poison. Why would one want to find this house then? If all you find in it is death? The answer is simple. They provide a service nobody else in the city of Grimmwell will provide. These dealers of death deliver dissolution. They are doormen to the beyond. They are the assassin guild of Grimmwell.
- Last entry in the book 'Urban Legends and Myths' by the late Anton Raxd.
The business
The business described in this entry isn't a normal business - it doesn't get it's profit by trading goods like an ordinary business, but instead it relies more on the ... service ... it offers. The assassins guild of Grimmwell has settled itself in what was once a normal commoners house, but now it is completely modified so its a camouflaged fortress and hiding place for the guild's members. The assassins guild, obviously, is specialized in assassinations. However, they also sell some goods on the side for when people are cheap and want to do their own dirty work.
Members
Arbo
In the shadows of the corner, there sits a silent figure, envious of everyone and all. That seems to be the best way of describing the Deva named Arbo. Haunted or blessed by memories of a thousand assassins before him, Arbo is the reincarnation of a very dark soul. Jealousy is his pet peeve. Be it Gianna's looks, Llonis' art for business or the clients money ... if he could he would take it all. But he can't. He realizes the benefit of the guild. Amongst others, Arbo is also the incarnation of Jomuji, a deadly and famous deva assassin, who's also the founder the Grimmwell assassins guild.
Arbo
Level 10 Lurker
Medium Immortal Humanoid
XP 500
Initiative+14 Senses Perception +7 HP 81; Bloodied 40 AC 24; Fortitude 21, Reflex 24, Will 23 Speed: 6 Resist: 10 radiant, 10 necrotic
Dagger ( standard, at-will )Weapon
+15 vs AC; 1d4+5
Dagger ( standard, at-will )Weapon
Ranged 5/10; +15 vs AC; 1d4+5
Escaping strike ( standard, encounter )Weapon
Arbo makes a dagger attack with a +4 damage bonus. If he was marked, he may loses the mark status and shift 1 square
Pepper grenade ( standard, at-will )Weapon
Area burst 3 within 10; creatures grant combat advantage (save ends)
Sneak Attack
Arbo deals an additional 2d8 damage on dagger attacks against any target he has combat advantage against.
Chameleon ( minor, recharge )
Arbo becomes invisible until end of next turn
Memory of a thousand lifetimes ( free, recharge )
Add 1d10 to an attack roll Arbo makes
Alignment evil
Languages common, draconic, deep speech
Skills Stealth +15, Thievery +15
Str 12 (+6)
Dex 21 (+10)
Wis 16 (+8)
Con 15 (+7)
Int 14 (+7)
Cha 19 (+9)
Equipment black garments, 4 daggers
Llonis Istoren
Llonis is a slick half-elf businessman. He's always calm, and always for the lookout for a good deal. Not only does he take care of the buying and selling part for the assassins guild, he's also an excellent swashbuckler. "The price is decided by the client, never the seller" is his life's motto. Before entering the guild, Llonis was a trader on the black market. Having hired the guild multiple times to take care of non-paying customers, Llonis decided that joining the guild would end up cheaper then keep paying them. By joining, Llonis got leverage to ensure 'fair' deals (fair for him, that is), and the assassins guild got a trade operation, access to cheaper materials, etc ...
Llonis
Level 9 Soldier
Medium Natural Humanoid
XP 400
Initiative+8 Senses Perception +0; low light vision Brilliant Parry aura 1; When an enemy in the aura makes an attack against Llonis, and there is an other enemy in the aura, the attack targets that other enemy HP 100; Bloodied 50 AC 25; Fortitude 22, Reflex 24, Will 23 Speed: 6
Rapier ( standard, at-will )Weapon
+14 vs AC; 1d8+4 damage
Sly Flourish ( standard, at-will )Weapon
+14 vs AC: 1d8+7 damage
Multiclass Rogue ( free, encounter )
When Llonis hits with a Rapier or Sly Flourish attack and he has combat advangage against the target, he deals an additional 2d6 damage
Nimble strike ( standard, recharge )Weapon
Llonis makes a rapier attack. he may shift 1 square before or after the attack
Alignment evil
Languages common, elven, dwarven
Skills Bluff +13, Diplomacy +16, Thievery +13
Str 12 (+5)
Dex 18 (+8)
Wis 13 (+5)
Con 14 (+6)
Int 14 (+6)
Cha 17 (+7)
Equipment leather armor, rapier
Gianna Redmoor
With long dark brown hair falling of her golden shoulders and piercing blue eyes that could even make a cleric commit sin, This lovely lady is the next member of the guild. She's is a beautiful young human woman who's always looking for parties. Be it a keg party or a high social event, it makes no difference for this party gal. Unknown to most outside the guild, Gianna is an accomplished enchantress and a perfect example of a black widow. Before she entered the guild she was the daughter of a rich baron. However, her wild party behavior eventually got her cut out of daddy's will. She kept going to parties, and kept up her high life style by cleaning out her one-night stands. One night she heard about a bounty on some guys head and without much thought, she crossed that line in the sands of morale. She seduced and killed him without qualms. She got the reward and burned it all in a single night. Having tasted the sweet taste of the large sums of money she could earn, she found and joined the assassins guild.
Gianna
Level 9 Controller
Medium Natural Humanoid
XP 400
Initiative+8 Senses Perception +8 HP 90; Bloodied 45 AC 23; Fortitude 17, Reflex 21, Will 23 Speed: 6, Fly 6 Resist: 5 fire, 5 cold, 5 acid
+14 vs. AC; on a hit, Gianna makes a secondary attack against the same target. Secondary Attack: +12 vs. Will; the target cannot attack Gianna, and if the target is adjacent to Gianna when she is targeted by a melee or a ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until Gianna or one of its allies attacks the target or until Gianna dies. If the target is still under the effect of this power at the end of the encounter, Gianna can sustain the effect indefinitely by kissing the target once per day. Gianna can affect only one target at a time with its charming kiss.
Dominate ( standard, at-will )charm
Ranged 5; +12 vs will; the target is dominated until the end Gianna's next turn
Zonc is the muscle of the assassins guild. The half-orc isn't as evil as most other party members, but as he grew up between orcs, he gives a different value to the lives of humans and consorts. Survival of the fittest, the right of the strongest and all that. Humans, elves, dwarfs, ... for him those are not more then ... lets say dogs. Sure, nobody likes to kill a dog, but some dogs need to be put down. And this is where Zonc comes in. Being a good combination between stalker and beserker, This predator makes a mighty fine assassin. And to keep the K9's of the law of his back, he joined the guild ...
Zonc
Level 9 Brute
Medium Natural Humanoid
XP 400
Initiative+7 Senses Perception +9; low light vision HP 120; Bloodied 60 AC 21; Fortitude 19, Reflex 18, Will 18 Speed: 6, or 8 when charging
Short sword ( standard, at-will )Weapon
+12 vs AC; 1d6+9 damage
Sneak Attack
Zonc deals an additional 2d8 damage against any target he has combat advantage against.
Furious Assault ( free, encounter )
Zonc deals an additional 1d6 damage and knocks the target prone
Alignment unaligned
Languages common, giant
Skills Stealth +12, Insight +12, Intimidate +9
Str 21 (+9)
Dex 17 (+7)
Wis 16 (+7)
Con 18 (+8)
Int 10 (+4)
Cha 10 (+4)
Equipment hide armor, two short swords
Tony
The fifth member of the Grimmwell assassins is a simple, old human man. Tony. Bartender of a local inn. Tony used to work on a ship and had many adventures on it. Then came the faithful day where the ship crashed and Tony was the sole survivor. Washed up on the beach, Tony was nearly struck down by a knight for trespassing on the knights lands. However, luck was on Tony's side, for that day was also the day that a deva assassin called Jomuji, was out to kill the knight. So as the assassin did his job, he also ended up saving Tony's life. For saving his life, the young man swore his lifelong allegiance to Jomuji. And even after the deva passed away and reincarnated in Arbo, Tony decided to stay loyal to his savior and remained in the guild. Tony's day job is bar-tending for the local inn, spreading and learning rumors in the city, always ready with a tall tale of his travels abroad. His night job is mixing poisons for the assassins.
Tony
Level 7 Minion
Medium Natural Humanoid
XP 75
Initiative+3 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 20; Fortitude 17, Reflex 16, Will 15 Speed: 5
Club ( standard, at-will )Weapon
+12 vs AC; 6 damage
Alignment unaligned
Languages common, dwarven, elven
Skills Bluff +12, Stealth +8, Streetwise +8
Str 14 (+5)
Dex 11 (+3)
Wis 12 (+4)
Con 14 (+5)
Int 10 (+3)
Cha 16(+6)
Equipment cloth armor, club
The guild house (level 9 encounter)
The Assassins guild house used to be a commoners house, though 'used to be' might not be the correct word. 50 years ago, when the guild was founded, multiple secret caches and a secret basement were build in the house. What was once a normal house, is now the fortified headquarters of the guild. Too keep up appearances, Tony still sleeps in the house at night. So as far as the neighborhood knows, its just an ordinary house. Other then that, the house is also used for meeting clients.
Obviously those who claim to be a client aren't always telling the truth, and that's why the assassins introduced a test of for any new client. They simply offer them a drink when he enters, and insist that he drinks it. Now, this is a non-fatal but very bitter brew, but the assassins spread a rumor that they offer poison. Dependent on how the client act they can size him up for what he's really like... Also, as Tony is a master of brewing potions, the drink is not simple bitter water, but a truth serum (see Bitter Brew, in the inventory) Once the assassins have made up their mind about the client, they either kill him, or reveil themselves as what they truly are.
The front door of the wooden house leads into the living area. A simple room with a wooden table and 4 wooden chairs. A small closet is the only thing decorating the room. To the left, there's simple sleeping room. A bed for one person, a closet for clothes and a wooden box at the foot end of the bed. From the living room, a second door leads back to a simple kitchen. A couple of cupboards and standard equipment for a cheap kitchen, this house is truly that of a commoner. In the kitchen, there is also a small hatch leading to a tiny empty subterranean room
No, that last paragrath is not exactly correct:
The front door of the wooden house leads into the living area.
The floor boards on the living floor squeak, as the assassins use it as first anti-burglar system (Stealth DC 19)
Some of the living room's wall-boards are loose. two are actually traps (use the electrified floor trap (DMG p 91) for statistics), two others contain caches of daggers.
A simple room with a wooden table and 4 wooden chairs.
The farthest two legs of the table are hollow. and they contain spring loaded crossbow bolts. When The table is flipped and used as cover, a solid smash on either leg fires the bolt through the table surface (standard action; range 10; +9 vs AC; 1d6+4 damage)
A wooden closet is the only thing decorating the room.
The wooden closet contains a single badly hidden short sword. This one is meant to be found (its not strange for people to own weaponry).
Between a batch of cloths on the bottom of the closet a small jeweled eye is hidden (moderate perception DC to find it, worth 1600 gp). this is the focus of an eye of warding (PHB p 305). Hidden on top of the closet (stealth DC 29), the eye makes a loud noise (the town crier making pronouncements about the assassins guild being found on the other side of town) when people are in the living room when no assassins are present.
To the left, there's simple sleeping room.
At 10 inches high, a long hair is strung in the doorway Anyone breaking the string triggers a hidden needle trap op the floor. While the victim thinks he's got stung by a big splinter, he got injected with a anti-clothing agent (use the glyph or warding trap (DMG p90), with as hit effect: "until the target takes a extended rest, or receives a successfull DC 14 heal check, he takes -5 on all saves against ongoing damage")
A bed for one person,
Beneath the pillow nearly empty bottle of whiskey is found. this bottle actually is a potion of cure light wounds.
In the border of the cover, a whip is sowed in.
A closet for clothes
Three of the five sets of the clothing contain a contact poison causing severe burns. When someone puts on the cloaths, make the following attack: Attack: +12 attack vs fortitude. Hit: nothing (save ends) after effect: ongoing 10 fire damage (save ends)
and a wooden box at the foot end of the bed.
It has a fake bottom (though that hidden compartment is empty - as it its meant to be found)
It has second fake bottom (perception DC 19), containing multiple vials of poison
From the living room, a second door leads back to a simple kitchen. A couple of cupboards and standard equipment for a cheap kitchen, this house is truly that of a commoner.
One of the cupboards has a secret backboard (perception DC 22). Through it, there's a subterranean crawlspace, about 40 square ft, about 2 ft high. A hide out for hiding assassins, and storage room for any merchandise.
A second cupboard has a false backboard (perception DC 10), but behind it, there's a magical portal to a remote location. With an arcane check DC 10 The players learn this is a portal which leads to a random location in a nearby city. This is used as last resort escape route if ever the assassins guild is ever found.
In the other cupboards a deadly fungus is growing. When that cupboard is opened for the first time in a day, the spores are released (every living creature in a close burst 1 of the cupboard is targeted by insanity mist (DMG p 51) ). Opportunistic players could try and harvest the fungus. Once per day, a player can spend one hour harvesting. a nature check determines the result:
Result of the nature check
natural 1
You fail to harvest insanity mist, and accidently poison yourself. Lose a healing surge
14-
You fail to harvest insanity mist, and accidently kill the fungus
15-24
You fail to harvest insanity mist
25-30
You harvest one dose of insanity mist. It remains potent for one week, before losing its poisonous nature
30+
You harvest one dose of insanity mist with unlimited potency and can try again. You can't make more then two doses of insanity mist per day
In the kitchen, there is also a small hatch leading to a tiny empty subterranean room
The cellar is meant to be found and in fact, empty
Goods
Poisons
The assassins guild sells any poison of level 10 or lower (DMG page 50). Anything not from the dungeon masters guide is considered exotic, and requires a day to acquire.
They also have and sell a unique poison called bitterbrew.
Bitter Brew
Level 1
This bitter poison is used by the grimmwell assassins for interrogations. They also give it to people they don't know, so they can easier notice if they are friend of foe
Potion Level 1 (50 gp)
Power ( ConsumablePoison ) : Until you take an extended rest, you take a -2 on charisma and wisdom based skill checks.
CAMPAIGN HOOK: someone you know is dying of the poison of an assassin. find out which poison and antidote, and punish the culpret.
Weapons
The assassins guild sells any non magical non-superior weapon and rapiers. For a fee, Gianna can enchant the weapons and make them level 8 or lower.
CAMPAIGN HOOK: the mayor has forbidden the carrying of magical weapons in the city. Tony hires the PCs to supply some to the assassins guild.
Assassinations
This part, obviously, is dependant what you, as DM, want in your campaign. What follows is a possible set of rules the assassins guild could follow.
To assassinate someone, the normal price is equivalent to that of a magic item of the same level. Note, that that level is not in game knowledge, and thus the price demanded or paid might be off. For example, they could charge 2500 gp to kill a lvl 6 character (a lvl 7 item costs 2600 gp, so the assassins were slightly off).
Success or failure is decided by using the following table
Roll a d% to decide the level of success
1-5
The assassin fails and flees (he blames the client for his failure)
6-15
The assassin fails and flees (but doesn't blame the client for his failure)
16-20
The assassin fails and dies in his attempt. The other assassins investigate. This might turn really bad if you paid too little ...
21-25
The assassin fails gets caught. If you underpaid, the assassin will reveal the name of the client. After 2d4 days, the assassin escapes.
26-40
The assassin kills some guards (if any) and the assassin falsely thinks he killed the target. (the target is now weakened, but not dead)
41-80
The assassin kills some guards (if any) and kills the target
81-90
The assassin kills all guards (if any) and kills the target
91-100
The assassin kills all guards (if any) and kills the target. He executes his job so perfectly that the DM might grant the client get a +4 bonus certain checks that involve the incident (for example, boasting about it during an intimidate check)
Additional Modifiers
-10
The client did not pay sufficient
+10
The client paid too much
-10
The target has guards
-20
The target expected this specific assassination attempt
-10
For each level the target is above level 12
+10
For each level the target is below level 8
CAMPAIGN HOOK: Someone the PCs were hired to kill, got mortally wounded by an assassin. The PCs could be accused of having connections with the assassins guild and need to clear their name, while still taking care of their original quest
Finding the assassins guild
Setup: The PCs try and find the assassins guild, preferably without the assassins knowing about it. They try and find suspects and follow them ... Level: Equal to the level of the party. Complexity: 4 (requires 10 successes before 3 failures). Primary skills: Diplomacy, Insight, Stealth, Streetwise, Thievery
Streetwise or Diplomacy (normal DC, grants one success): You collect information in the city. A success also opens the use for Insight, stealth and thievery.
Insight (normal DC, grants one success): You read the suspects body language to see if your gathered information is correct. Failure closes the use for Insight, stealth and thievery. Irrelevant of success or failure, next streetwise or diplomacy check rolled gets a +2 bonus.
Stealth (normal DC, grants one success): you follow someone you suspect to be a member.
Thievery (hard DC, grants two successes): you collect information of the suspect by steal some papers.
Acrobatics or Athletics (normal DC, can only be done if the player before you failed a stealth check) As the suspect tries to get away, you try and follow him. A success on this check does not count as success, but instead negates the previous failure on stealth.
Bluff (hard DC, can only be done if you failed a thievery check during your previous round) As you're about to get caught, you talk yourself out of the situation. A success on this check does not count as success, but instead negates the failure on thievery.
Endurance (easy DC): Rain or cold doesn't stop you. Using this skill doesn’t count as a success or failure for the challenge, but instead provides a +2 bonus or a –2 penalty your next skill check
Intimidate (hard DC): you collect information in the city. A success does not count toward the number of successes, but opens also the use for Insight, stealth and thievery. A Failure closes this option.
Perception (normal DC): Using this skill doesn’t count as a success or failure for the challenge, but instead provides a +2 bonus or a –2 penalty to your next stealth, insight, or thievery check.
Success: the PCs find the assassins guild without the guild knowing about it Failure: the PCs eventually find the guild (losing multiple days searching), but the assassins guild is aware of their actions
Joining The Guild
The Grimmwell assassins don't usually hire new members but if they feel their numbers are running low, they might prospect new blood ...
CAMPAIGN HOOK: a sixth assassin (part of the guild, though not mentioned in the guild members) got caught and killed without revealing info who was behind the assassination attempt. The PCs are hired to figure it out who's the contractor.
NPC Attitudes
Arbo: sees only the risks of new blood (can they be trusted? are the competent enough not to get caught?), so Arbo is against new recruits
Llonis: sees new blood as as new people to manipulate, so he's in favor of the new recruits
Gianna: sees males as easily manipulatable, but females are competition. So dependent of the sex of the recruit she's either in favor of, or against new recruits.
Zonc: the half-orc has a second sense about people. If the recruit is true of hart (he's not an infiltrator) or succeeds a bluff check against a hard DC, Zonc is in favor of the recruit; else he's against.
Tony: can be persuaded with a diplomacy check (DC 15)
The Test
Setup: The PC to sneak up to the guard and kill him before he can raise the alarm. A PC needs to do this on his own, without the aid of party members. Level: 9 Complexity: 3 successes before 2 failures Primary Skills: Bluff, Stealth, Streetwise
Bluff (DC 19, grants 2 successes): You walk up to the guard and ask for directions. Can only be done when you have at least 1 success.
Stealth (DC 14, grants 1 success): You stealthily sneak up to the guard.
Streetwise (DC 14, grants 1 success): You recall some knowledge that can aid you, for example the moment the city is most noisy. Can not be used to achieve your last success.
Secondary Skills: Athletics, Insight
Athletics (DC 8): You climb over a wall, using it as cover. You are considered trained in stealth for your next stealth check. Failure on this skill counts toward the number of failures
Insight (DC 14): By reading body language, its easier to sneak up on people. Failure on this skill does not count toward the number of failures. You either get a +2 bonus or -2 penalty on your next bluff or stealth check, dependant of success or failure.
Success: The PC can successfully sneak up on the guard. The PC has 2 rounds (a surprise round, and higher initiative), before the guard can raise the alarm. Failure: The PC fails to sneak up on the guard. The PC has 1 round (consider the PC to have higher initiative) before the guard can raise the alarm.
The guard uses the statistics of human guard (level 3 soldier, Monster Manual 1 page 162).
Entry Notes
The joining test: a lvl 9 character shoudn't have much trouble to deal about 40 damage in two rounds, as he can uses daily powers, action points, etc ...
Bitter brew: I'm aware that it doesn't use the statblock of poison. However, as its something that only works when consumed, I personally think a statblock of consumable item worked better.
The stat blocks are based on existing monsters from the MM (for example, Gianna is based on a succubus), so balance shoudn't be an issue. As joke, gianna has no equipment (she does not wear enough to count as cloth armor)
Required elements
Name: Name the establishment. The assassins guildhouse
Business: The establishment must offer goods or services for coin or barter. Mostly their service, but also some goods
Inventory: Describe any objects of value that might be found in the establishment. check. both inventory (poisons, weapons), and the service (assassinations).
Layout: Describe the physical layout of the establishment. check. once what you see, and once what you get.
NPCs: Describe any NPCs (proprietors, staff, customers) who might be found in the premises and may be expected to interact with the PCs in a meaningful way. Stat blocks (or reference to a stat block in a sourcebook or the Compendium) are required only if the adventurers are expected to fight the NPC. check. Though they're not required to fight the assassins, its not unlikely that the PCs end up doing so.
Point of Light: The establishment must be located in a place the adventurers would not consider dangerous, such as a village or town. check: I called it Grimmwell, but it might as well be any other town.
Optional Elements
Repurposed: The guild is located in an old commoners home, for camouflage purpouse
Portal: The guildhouse contains a (hidden) escape route in the kitchen
Lair: It serves as meeting place for the assassins guild
Reliquary: The insanity mist fungus might constitute for this
Enchanted: The establishment is under the effects of eye of warding note: eye of warding is cast from a scroll, and thus can be performed even though the caster isn't level 14.
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For years, I've lived a double life. In the day, I do my job - I ride the bus, roll up my sleeves with the hoi-polloi. But at night, I live a life of exhilaration, of missed heartbeats and adrenalin. And, if the truth be known a life of dubious virtue. I won't deny it - I've been engaged in violence, even indulged in it. I've maimed and killed adversaries, and not merely in self-defence. I've exhibited disregard for life, limb and property, and savoured every moment. You may not think it, to look of me but I have commanded armies, and conquered worlds. And though in achieving these things I've set morality aside, I have no regrets. For though I've led a double life, at least I can say - I've lived.
Scipio: And Chihuahuas have definitely improved in the "attacking ankles, yapping, and being generally annoying" environment. Me: OK, am I the only who sees an analogy between forum trolls & Chihuahuas?
XDMC 19 (silver): A full fledged assassins guild (with stats, skill challenges, ...)link XDMC 14 (Bronze): a one shot campaign for beginning DMs/players. link XDMC 16: Paragon path: the Epitome: being better then all then any one else. link (note: this is balanced) XDMC 25: The Gelatinous Cube mount Guide To Disreality: a collection of houserules - Introduction & table of content
Arg ... the quoteblocks are messing up my layout . I'll have to fix that ...
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For years, I've lived a double life. In the day, I do my job - I ride the bus, roll up my sleeves with the hoi-polloi. But at night, I live a life of exhilaration, of missed heartbeats and adrenalin. And, if the truth be known a life of dubious virtue. I won't deny it - I've been engaged in violence, even indulged in it. I've maimed and killed adversaries, and not merely in self-defence. I've exhibited disregard for life, limb and property, and savoured every moment. You may not think it, to look of me but I have commanded armies, and conquered worlds. And though in achieving these things I've set morality aside, I have no regrets. For though I've led a double life, at least I can say - I've lived.
Scipio: And Chihuahuas have definitely improved in the "attacking ankles, yapping, and being generally annoying" environment. Me: OK, am I the only who sees an analogy between forum trolls & Chihuahuas?
XDMC 19 (silver): A full fledged assassins guild (with stats, skill challenges, ...)link XDMC 14 (Bronze): a one shot campaign for beginning DMs/players. link XDMC 16: Paragon path: the Epitome: being better then all then any one else. link (note: this is balanced) XDMC 25: The Gelatinous Cube mount Guide To Disreality: a collection of houserules - Introduction & table of content
"comments on Pluisjens The Deepshard Mines and Smithy"Show
what's that , 6 hours after the competition starts? nice
Very interesting history. All logical events that fit nicely.
Also, even though it seems quite epic, it seems easy to sudenly introduce into an existing campaign. (the PCs missed the eariest rumors, and in about a month or so, it can grow to it described level)
Thorfin is a nice addition.
Very fun secret & greater secret. I feared that "hey, once the PCs defeat him, they get infinite adamantine", but the greater secret fixes this very nicely
All problems I forsaw are fixed ( (1) infinite adamanite for the PCs if they win and (2) demon vs angel trouble fixed by golems)
If all entries are like this, I'll have a hard time getting a medal - so from that point of view, that's a very bad entry!
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For years, I've lived a double life. In the day, I do my job - I ride the bus, roll up my sleeves with the hoi-polloi. But at night, I live a life of exhilaration, of missed heartbeats and adrenalin. And, if the truth be known a life of dubious virtue. I won't deny it - I've been engaged in violence, even indulged in it. I've maimed and killed adversaries, and not merely in self-defence. I've exhibited disregard for life, limb and property, and savoured every moment. You may not think it, to look of me but I have commanded armies, and conquered worlds. And though in achieving these things I've set morality aside, I have no regrets. For though I've led a double life, at least I can say - I've lived.
Scipio: And Chihuahuas have definitely improved in the "attacking ankles, yapping, and being generally annoying" environment. Me: OK, am I the only who sees an analogy between forum trolls & Chihuahuas?
XDMC 19 (silver): A full fledged assassins guild (with stats, skill challenges, ...)link XDMC 14 (Bronze): a one shot campaign for beginning DMs/players. link XDMC 16: Paragon path: the Epitome: being better then all then any one else. link (note: this is balanced) XDMC 25: The Gelatinous Cube mount Guide To Disreality: a collection of houserules - Introduction & table of content
Its quite good for someone who doesn't have much time to spare. I was expecting that you were going to go for the 'epic treasure parsel' (a big book/ritual stuff), so I'm glad to see you didn't (now, with some small & easy editing, its still possible).
The biggest downside IMO is to blame on the fact that you don't have much time to spare: For example the lack of info about the broken sword. Also, the use seems a little thin: as DM, I could introduce it, but my PCs will most likely ignore it - unless I force them to go to the book store. Rituals (a.k.a. Books & scrolls) in 4E aren't popular, and unless you're a wizard kind of guy, if you spend the day killing monsters, last thing you want is to spend the rest in a boring bookstore ... (as opposite to the inn - drinking & gambling)
But all by all, some very good ideas. With some more work I think it could have been great
"comments on Lukexsc Ilixs unbelievable arrows"Show
Its quite good but there are still a few gabs in the entry:
- I think that you should have added stats for the arrows. I see PCs wanting to buy & use these fantastic arrows ... - can Ilix cast rituals? these things cost much for commoners - Why do the primordial need Ilix? can't he make arrows himself?
The entry itself very promising, and -except for the gabs- quite usable. The optional elements (portal & repurpoused) are nicely integrated in the story. PCs will be drawn toward it & the store can be recuring (once for buying arrows, once for the elemental invasion)
Quite a few intersting idea, and interesting background story & usablity
The only thing that bothers me is the fact almost nothing is statted out (the ritual to release the devil, or the NPCs)
Random side though: in the centeries the group exist, you would recon at least one guy gets stong enough to eliminate enemies ... assuming Reynald Sabrata (lvl 12 elite) isn't unique, and assuming they can release demons one by one while they fight in groups ...
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For years, I've lived a double life. In the day, I do my job - I ride the bus, roll up my sleeves with the hoi-polloi. But at night, I live a life of exhilaration, of missed heartbeats and adrenalin. And, if the truth be known a life of dubious virtue. I won't deny it - I've been engaged in violence, even indulged in it. I've maimed and killed adversaries, and not merely in self-defence. I've exhibited disregard for life, limb and property, and savoured every moment. You may not think it, to look of me but I have commanded armies, and conquered worlds. And though in achieving these things I've set morality aside, I have no regrets. For though I've led a double life, at least I can say - I've lived.
Scipio: And Chihuahuas have definitely improved in the "attacking ankles, yapping, and being generally annoying" environment. Me: OK, am I the only who sees an analogy between forum trolls & Chihuahuas?
XDMC 19 (silver): A full fledged assassins guild (with stats, skill challenges, ...)link XDMC 14 (Bronze): a one shot campaign for beginning DMs/players. link XDMC 16: Paragon path: the Epitome: being better then all then any one else. link (note: this is balanced) XDMC 25: The Gelatinous Cube mount Guide To Disreality: a collection of houserules - Introduction & table of content