Tag: Noble Djinni Vizier

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  • Arcane Cauldron

    With proper materials it would take Drake 1 day each to make them with spellcraft check DC-11.

  • The Adventure Begins

    "You have traveled for many days, leaving the Realm of Cormyr, crossing the Stormhorns and entering into the wilder area of the Tunlands. Farms …

  • Friday Morning - 1st of March

    During the party's feast, Drago hired four men-at-arms and gleaned some information about a Mad Hermit to the west. After the night's revelry, most …

  • The Tide of Battle

    h2. Hakar the Barbarian Hakar was the secondary leader of the Bubalus Arnee Clan, or the Wild Water Buffalo Orc Tribe. His war clan was …

  • The Bandit Camp

    The Bandit Camp is located up in a heavily forested and rocky hill region. Bandits are likely to have light armor and bows or crossbows. …

  • King of the Hill

    h3. A Cold Reception With their prisoner in the lead on a rope, the party marched single file up the trail. After a series of ambushes …

  • Home Page

    h3. KEY- 1.[[Main Gate]] 2.[[Flanking Towers]] 3.[[Entry Yard]] 4.[[Common Stable]] 5.[[Common Warehouse]] 6.[[Bailiff's Tower]] 7.[[Private …

  • Equipment List

    *WEAPONS* Axes: Battle Axe (two-handed) Hand Axe Bows: Crossbow (fires quarrels) Case with 30 quarrels Long Bow Short Bow Quiver with 20 arrows 1 silver-tipped …

  • Main Gate

    MAIN GATE: Two towers 30’ high with battlements, flank a gatehouse 20’ high. All have holes for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge (usually up). There is a portcullis’ at the entry and large gates at …

  • Bailiffs Tower

    BAILIFF’S TOWER: The superintendent (or bailiff) of the outer bailey* of the fortress lives here. (AC 1, F 3, hp 22, #AT I, D 2-7 due to sword +1, ML 12.) He is wearing magic plate mail +1 or wields a sword +1, and is also able to use a longbow which …

  • Towers

    FLANKING TOWERS: Atop each tower are four crossbowmen with crossbows cocked and ready to fire. Each is clad in chain mail (AC 5), wearing a sword and dagger, and has a shield (AC 4 when picked up) nearby. (AC 5 or 4, F I, hp 4, #AT 1 or 1/2 with …

  • Captains Tower

    WATCH TOWER: This 45’ tall tower has all of the usual defensive devices. It houses six men-at-arms in chain mail (AC 5) with bows and swords, 6 others in leather and carrying shields (AC 6) and pole arms (F I, hp 4 each, #AT I, D 1-6, ML IO), and the …

  • Stables

    COMMON STABLE: This long building is about 15’ high, with a 3’ parapet* atop its flat roof, so that it can be used in defense of the gate. The gateside wall is pierced for archery. There are always 5-8 (d4 + 4) lackeys inside tending to horses and …

  • Warehouse

    COMMON WAREHOUSE: Visiting merchants and other travelers who have quantities of goods are required to keep their materials here until they are either sold to the persons at the KEEP or taken elsewhere. The building is the same as the stable (4., above …

  • Smithy

    SMITHY AND ARMORER: This building is about 20’ high, with the usual 5’ parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and other items. Here horses and mules are shod, weapons made, armor repaired and …

  • Provisioner

    PROVISIONER: This low building houses a shop where nearly all of the equipment needed for dungeon adventurers (as listed in the rulebook) are sold. He does not sell weapons other than spears, daggers, arrows and bolts. He has a few shields, but does …

  • Trader

    TRADER: This place deals in all armor, weapons, and large quantities of goods such as salt, spices, cloth, rare woods, etc. The trader is very interested in obtaining furs. (Prices are as per the rulebook, purchases from adventurers are at 50% of …

  • Private Apartments

    PRIVATE APARTMENTS: Special quarters are available for well-to-do families, rich merchants, guildmasters, and the like. The five small apartments along the south wall are occupied by families of persons dwelling within the Outer Bailey of the KEEP. …

  • Jewel Merchants Apartment

    Jewel Merchant: This normal man and his wife are guarded by a pair of 2nd level fighters in chainmail and shield with sword and dagger. (AC 4, F 2, hp 17, 12, #AT I, D l-6, ML 8.) The four are lodged in the eastern portion of the building, the …

  • Traveling Priest

    Priest of Tymora, Goddess of good fortune, skill, victory, and adventurers: The western portion houses the jovial priest who is taking …

  • Loan Bank

    LOAN BANK: Here anyone can change money or gems for a 10% fee. The banker will also keep a person’s wealth stored safely at no charge if it is left for at least one month, otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be …

  • Fountain Square

    FOUNTAIN SQUARE: There is a large, gushing fountain in the center of the square. On Saturdays, local farmers and tradesmen set up small booths to sell their goods in this place.

  • Travelers Inn

    TRAVELERS INN: This long, low structure has five small private rooms and a large common sleeping room for a full dozen. (Servants and the like always sleep in the stables, 4., of course.) Private rooms cost 1 g.p. per night, but sleeping in the common …

  • Tavern

    TAVERN: This place is the favorite of visitors and inhabitants of the KEEP alike. The food is excellent, the drinks generous and …

  • Guildhouse

    GUILD HOUSE: When members of any guild (merchants, craft, artisans, etc.) travel to this area, they are offered the hospitality of this two-story building. This is a fee collection and administragive post, and the staff is careful to observe what …

  • Chapel

    CHAPEL OF CHAUNTEA: The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof two stories tall; the interior is one large room. The altar is located at the eastern end, with a colored glass window above it; the …

  • The Inner Bailey

    INNER BAILEY: This entire area is grass-covered. The troops drill here, and there are practice and jousting areas. During the daylight hours they will always be a dozen or more soldiers engaged in weapons practice.

  • Inner Gatehouse

    INNER GATEHOUSE: This stone structure is itself like a small fort. The southern portion is only about 15’ high, plus battlement; the rear part is some 30’ tall, plus battlement. There are arrow slits in the southern section of course, and along the …

  • Calvary Stables

    CAVALRY STABLES: There are 30 war horses and 1-4 riding horses kept within. They are tended by two lackeys’ and guarded by two men-at-arm

  • Fortress

    THE KEEP FORTRESS: This place has many tiers and is solidly built to withstand attack. The lowest level consists of a 15’ high front section. The round flanking towers are 60’ high, while the main building is 30’ high. All sections have battlements. …

  • Flanking Towers

    FLANKING TOWERS: Atop each tower are four crossbowmen with crossbows cocked and ready to fire.

  • Traveler's Inn

    TRAVELERS INN: This long, low structure has five small private rooms and a large common sleeping room for a full dozen. (Servants and the like always sleep in the stables of course.) Private rooms cost 1 gold piece per night, but sleeping in the …

  • Jewel Merchant's Apartment

    Jewel Merchant: This gnomish jeweler and his wife are guarded by a pair of gnome fighters in chainmail and shield armed with sword and dagger. The four are lodged in the eastern portion of the building, the merchant and his wife being on the upper …

  • Guild House

    GUILD HOUSE: When members of any guild (merchants, craft, artisans, etc.) travel to this area, they are offered the hospitality of this two-story building. This is a fee collection and administrative post, and the staff is careful to observe what …

  • Smithy and Armorer

    SMITHY AND ARMORER: This building is about 20’ high, with the usual 5’ parapet above and walls pierced for defense. The lower floor is …

  • Entry Yard

    ENTRY YARD: This narrow place is paved. All entrants, save those of the garrison, will be required to dismount and stable their animals. The …

  • Common Stable

    COMMON STABLE: This long building is about 15’ high, with a 3’ parapet* atop its flat roof, so that it can be used in defense of the gate. The gateside wall is pierced for archery. There are always 5-8 lackeys inside tending to horses and gear. Each …

  • Common Warehouse

    COMMON WAREHOUSE: Visiting merchants and other travelers who have quantities of goods are required to keep their materials here until they are either sold to the persons at the KEEP or taken elsewhere. The building is the same as the stable with …

  • Bailiff's Tower

    BAILIFF’S TOWER: The superintendent (or bailiff) of the outer bailey of the fortress lives here. He is wearing plate mail and wields a sword, and is also able to use a longbow which is hanging on the wall. He and the scribe share offices on the lower …

  • Watch Tower

    WATCH TOWER: This 45’ tall tower has all of the usual defensive devices. It houses six men-at-arms in chain mail with bows and swords, 6 others in leather and carrying shields and halberds, and the captain of the watch. The captain lives on the first …

  • Small Tower

    SMALL TOWER: This typical tower houses eight guardsmen who are all armored in chain mail and carry crossbows and swords. Shields are stored below. Two are on duty atop the tower at all times. The other six are in the chamber below. The base of the …

  • Guard Tower

    GUARD TOWER: This 50’ high structure houses 24 guardsmen. Their commander is the corporal of the guard. He is armed with a sword and a dagger. There are supplies of food, weapons, and oil on the upper floor. The rest of the building is barracks and a …

  • Inner Bailey

    INNER BAILEY: This entire area is grass-covered. The troops drill here, and there are practice and jousting areas. During the daylight hours they will always be a dozen or more soldiers engaged in weapons practice

  • Great Tower

    GREAT TOWER: This 60’ high structure houses 24 guardsmen, one-third with crossbows, one-third with bows, one-third with pole arms, and another corporal.

  • The Keep Fortress

    THE KEEP FORTRESS: This place has many tiers and is solidly built to withstand attack. The lowest level consists of a 15’ high front section. The round flanking towers are 60’ high, while the main building is 30’ high. All sections have battlements. …

  • Tower

    TOWER: Each is 40’ high, with battlements, and pierced with arrow slits to protect the east and west corners of the building. The fortress men-at-arms are housed in these structures and in the towers indicated by 26.

  • Central Towers

    CENTRAL TOWERS: These structures rise 20’ above the roof of the fortress, with a 5’ battlement on their roof. Their two upper stories house 12 men-at-arms each; 6 in plate with crossbow and sword, 6 in plate and shield with sword who are off-duty. In …

  • Castellan's Chamber

    CASTELLAN’S CHAMBER: This portion of the fortress is 10’ above the main roof and has battlements. Inside is the private room of the …

  • Caves of Chaos

    Encounter Areas: A. KOBOLD LAIR: There is a 2 in 6 chance that as the group enters the cave-like tunnel, 8 kobolds will come out from hiding in the trees above and attack. Kobolds: AC 7, HD 1/2,hp 3 each, #AT I, D 1-4, MV (40’), Save NM, ML 6). Each …

  • Drakkien "Drake" Fortebrocci

    Drake comes from a line of elves who have lived among human society for generations in Sembia. The Fortebrocci Arcane family business has extensive operations in Sembia and around the Sea of Fallen Stars, but it was decided that Drake should look to new …

  • Shana

    Human rogue who focused on archery and crafting bows. She is good with a rapier, as well. She gravitates to those that make her feel safe. The other humans, both fighters, are two such within the party. Alex and Akuru are close to other members of the …