Tuesday, June 28, 2022

06/23/2022 Virtuous Age Session 14: Polurn the Henchman, Unearthed Arcana, and the Repugnant Zedar Ekran

We begin this week’s session at dinner still on the day of September 7th. We are expecting Polurn the Firbolg- the expert from Get Smart as well as the stately gnome Gwelldar.

Eabrossi notes there are three guards at our townhome tonight. They are familiar Black Tar clansmen.

Before dinner we talk about the morning encounter at the funerial. Besides Gwelldar’s children, other graves were for the remains of bodies found at the Peylor mausoleum. We also talk at length about the object noticed by Zaigan in one of the graves.

We also ruminate about Gwelldar’s information our enemies mayhap want. Gwelldar helped Aevum’s mother and her search for reflecting pools. He points out that everyone looking for these pools eventually comes to him. We do not have to look far to see this is evident. 

Q: How well does he know the King

A: Cryptically said- no one really knows the King

Eabrossi reads the note we found.

Gwellar doesn’t know anything about the note but there are many groups that could benefit from the riddance of the Saxo bloodline.

Q: What notable areas has (Gwelldar) visited with the Queen?

A: Spraggle Tower. Researched the undefeated. Studied currents, winds, seasons, and weather patterns. Ancient giant graves and met with specialist wizards about older ancient magics. We also studied ancient and giant bloodlines and lineages.

The possibility comes up to attempt locate Bhishma of the Kuru Kingdom, that me might not be dead. To test this theory, Aevum ceremonially sends a miss you message to his mother Sanguine. The message token leaves him and flies away. 

Eventually Polurn arrives geared up and carrying some books and on his back, a large barrel of ale to share.

We invite Polurn to tell his side of the graveyard battle. He describes being sick and it was hard to see. He helped people get out and when that was done all he could hear was fighting between waves of sickness. 

We ask Polurn what he has learned.

A: He guarantees his help if we would take him along on our journey. He claims the three books he has belonged in a cloud giant's or in a titan's library. It was recovered in volcanic ash and was somehow protected from the fire. He believes they would be great reference tools. 

One book he shows us has an artists depiction of a ‘reflecting pool’. But that is not the focus of the book. In ancient times physical travel between planes took effort and therefore the powerful made ways to travel between the places. He believes the book identifies this as a giant or titans place- somewhere. He believes the picture proves its existence and he thinks he can find it.

At this point Aevum produces his mother’s arcane books (ancient geography, diary Theatrum Botanicum, two magical text books: Unearthed Arcanas from the era of antiquity and the time of creation and a book of magic theory from those times. (different iterations of d&d).

Polurn’s reaction is excitement. We begin to share what information we have obtained up until now. 

When the subject of undefeated come up, Poulrn gets excited and grabs a book and asks where the flying citadel makes stops. Gwelldar is sure he can figure out the next time the undefeated will be at Spraggle Tower. Connecting his knowledge of seasons and weather patters, a guess to when the Undefeated could arrive.

Aevum sends another message- a message specifically written by one of our guards... the message reads: ‘message completed’ but this time Aevum's intended recipient is Bhishma, this time the message goes in a different direction. This leads Tena to assume the note:

My betrayal is complete even if my plan isn't. Now I wait, face hidden, for my next opportunity.

How those children survived is a question that may well haunt me to the end of my days. Instead of lost and forgotten in carnage, they are aware of the danger and searching down the same road as the Jinnborn's parents.

Could I be so lucky as to have the group of them suffer the same fate? I shall hope so but prepare myself and fellow conspirators for the eventuality that they do not.

There shall be a new king despite these setbacks and I will suffer the loss of my homeland no longer. An active bloodline of a fallen king is not a fate a wise new king should suffer. Our research on that subject must continue. We must isolate the king until we are prepared to strike and use this time to end the Saxo bloodline.

Was from Bishma?

Meanwhile Polurn and Kron retrieve ale and grog. Talk between them consists of  opinions on ale and  how Polurn handels himself in combat. Kron observes Polurn carries a large great axe. He is armor free and dabbles in magic to augment his battle prowess. The toughest thing he’s faced was an enlarged dire boar. A creature that seem to come through a portal. In fact he had been through a portal. A portal near Spraggle tower that took him underground to Darkell.

Aevum asks Gwelldar to look into Aevums Saxo family genealogy. Along that line Gwelldar knows there is a strange clan of ogre magi and giants from the Kuru Kingdom.

Tena examines an item using spellcraft: The Follow your Dreams book found in the dungeon (Session 6): They detected as divination magic. (Page 30, room 11) The book is a find the path spell. One per page and one ‘path/goal’ per person. And more than one ‘path/goal’ can be active at once. There are seven pages left and a crafter of wonderous items could add new pages.

Tena needs at least 4 more days of training before we leave.

Eabrossi has finished 5 days of downtime with Gwelldar and Aevum’s second day his new downtime.

Zaigan and Kron visit the market to liquidate his +1 sword and his short bow and gets 60% of the list price. 

In the morning, September 8th, Aevum wakes with the knowledge that one of his messages has been delivered.

Overnight Zaigan is haunted by dreams. Thoughts of his memories being jumbled but thoughts always return to his legendary armor- once worn by Bishma.

Eabrossi sends a courier to the Portly Frog’s owner Zedar Ekran of our wish to meet him. A response comes back almost immediately with an invitation to dinner tonight. 

We head out to the site where Sanguine and Bhishma were murdered. We find a worn area where Tena casts a spell View the Past using Zaigain’s armor as a focus.

This awakens Zaigan's Legendary Armor.

During the spells effects Tena, Zaigan, and Aevum each see: Through the eyes of the armor wearer, oddly mounted on a undescriptive horse. 

The hands of the rider are familiar, the three characters witness Bhishma ride up to a spot and places Sanguine down with a badly beaten third body strapped on the horse. The body is eventally pulled off the horse and decapitated. Not long the headless body is outfitted with Bhishma’s armor and gear as to  pass as Bhishma. 

Sanguine is peaceful and dead.

Q: Did Bhishma drop the body of the queen?

A: He set her down. There seems to be an underlying respect and maybe minor regret in Bhishma’s actions.

Q: What direction does he come from

A: he comes from and returns to the Rift.

Q: Was there any iconography on Bhishma?

A: When he departs, a green draconic symbol for ENVY is evident.


Bhishma’s motives are largely unknown, but he seems to be working with draconic agents. And it seems that Bhishma would be free after assuming Zaigan’s identity.

On our way to the cemetery:

Aevum sends a message to King Saxo: 

Bhishma is still alive, one conspirator amongst a seditious cabal working to eliminate the Saxo bloodline. Allied with the dragon of envy.

At the cemetery we search our old battle field and the small object that caught Zaigain’s eye. Finally we realize there is metallic ore mixed in with dirt and that the area could be mined. The graves appear undisturbed. Nothing interesting yielded. 

Back to town it is 3:30 in the afternoon when we return to the Grand Dome. There are the usual three guards including the manager checking in our stay. We say all is good but he mentions missing three men for about two days. We claim to not know about their whereabouts.

On our way to dinner with Zedar Ekran we find a beautiful dome akin to a ziggurat. On the grounds are functioning crops divided by a path to the main door over which a stone gargoyle sits.

Eabrossi knocks and answering the door is a woman dressed in a translucent cloth. Definitely genie-kind, beautiful save for being horribly scarred and very blind. Some of our starting attitudes are improved upon entering the abode.

We are guided to a sitting room and are invited become comfortable. Music emanates from youths playing instruments, each of them have extreme deformities or handicaps.

Eventually a drow woman enters, dressed in leather, greets us and introduces herself as Bacall. Seems we are not to be the only guests at this dinner. Eventually Zedar Ekran arrives and heads straight for the prince and provides smoke and small talk.

Diplomatically Zedar Ekran did not offer the prince any condolences; Bacall is observed with having a slavers mark on her neck. As do the small children.

When Aevum notices the cat familiar in the room we end the session.

Saturday, June 18, 2022

06/16/2022 Virtuous Age Session 13: The Gnomish Funeral , The Nephew's Replacement

We begin this week’s session the morning of September 7th. Rest is fitful for Aevum and Zaigan who are haunted by images from the buried by goblins and their dirt graves. Zaigan’s dreams are less vivid but just as terrifying leaving an vague lasting impression on him.

When we arrived last night, there are three guards. Which was odd.

The next morning we have breakfast delivered and we discuss our day’s events after first attending Gwelldar’s children’s funereal. When we leave our Grand Dome suite there are only two guards.

We head to a common Graveyard just outside Four Winds. Faithful of Segojan preside over the burials and there are other attendees. About twenty individuals, unfortunately there are multiple burials this morning. Polurn the firbolg expert is with us.

During the words of blessing the priest of Segojan skips a beat while saying the words over the third grave. Aevum, after misidentifying the Segojan religion, decides it isn't a demonic deity but a gnomish one that not a lot of Four Winds revere. 

Zaigan notices in the 4th grave a shiny object and hears own name said in the crowd. During the ceremony as the priest is finishing, Kron notices the mist appears to be spreading/ descending, its color slightly yellow. Eabrossi and Tena notices two minotaurs and an unknown giant focused on Gwelldar.

The hill giant looks unarmed is revealed to be wearing hide armor, the minotaurs however are armed and armored. The descending fog is revealed to be  a stinking cloud and battle ensues. Polurn and the other attendees flee. Gwelldar eventually falls as this ambush appears to be targeting him.

We are able to fend off the attack and Aveum unique magic sends Gwelldar fifteen miles west before the attackers are able to kidnap him.

The Segojan priest is dead and leaves behind a wand of CLW (50 charges), +1 chain shirt (gnome sized- Gweldlar), cloak of resistance +1 (gnome sized- Gweldlar), 3 potions of owls wisdom, potion of protection of evil, herbs, healer’s kit, and a holy symbol. We buried the gnome priest with his holy symbol.

Zaigan and Aevum fly off to find Gwelldar and after an hour find the gnome fishing on a small boat with Deon, a kindly fisherman. Aevum inquires about Gwelldar’s experience with Deon interupting to describes how his nephew was suddenly replaced by Gwelldar.

The rest of us return to the Grand Dome. By the time Kron finishes cleaning himself Zaigan and Aevum return with Gwelldar. Kron visits Finlilly and persuades her to accompany him to the Sky Dome to donate a short sword and heavy crossbow to the church. Also for her to beat him into unconsciousness to hopefully trigger his natural healing while unconscious. 

Thinking about the battle we gather the winged minotaurs were fiendish and the white haired minotaur Yekard had divine powers of Baphomet. Gwelldar thought they were trying to kill him and does not know why they were trying to take him. 

The gnome priest was known to the gnomish community. We gave Gwelldar the gnome priest’s garb.

On a side note, Gwelldar and Polurn have arranged a working schedule.

Gwelldar's time on the boat with Deon gave Gwelldar some time to think and he believes he may have information that endangers him and makes him valuable. 

The rest of the day is spent in individual downtime and with Frankie, and Gwelldar. Frankie brings some regional maps some include maps from outside the kingdom. Eventually a mosaic created from vatious maps produces a rough map of an area north east of here showing regions of sand, broken rock. It lies near a lake marked with a spire. Furthermore the ‘ziggurat’ is possibly guarded by a hydra. 

Artsy Fartsy Map

It can be reached between one and two weeks on foot. There is a dragon near by called the Opal dragon. Called the Opel because it looks to have one big central eye but most believe it has an opal on its brow. Gwelldar reminds everyone that this area is 5-10 miles from the boundary of the Opal dragon.

Opal Dragon

Our standard disposition regarding dragons is paranoia. Everyone is guarded in the rift because we are surrounded by draconic influences one form of another. None of the slave trading cultures operate in the rift. There are one or two reclusive dragons rumored to reside in the rift Minotaur kingdom.

We pick up next session with dinner with Polurn, Tena in her new armor. 

Wednesday, June 15, 2022

Virtuous House Rules for Gaming Fools

 


1.     Every player receives the trait Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.  

Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Three is the maximum number of potions that can be consumed in a round regardless of shenanigans, mythic or otherwise.

2.    Athletics (Strength or Dex players choice): Replaces Swim/Climb

3.     Max Hit Points your 1st three levels and every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).

4.     Select Feats can be trained (DM’s Discretion).  Training a feat follows the same rules as retraining a feat: https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/ No player may have more than four trained feats, and no player can train a third feat until eleventh level.  Campaign, trained, and storyline feats may not be retrained away. Only feats from your normal progression can be retrained.

5.     Meta Magic Components (Unearthed Arcana 3.5 Pg 141 to 149) :  A number of items can be utilized and converted into meta magic components that are consumed in the casting of a spell applying a meta magic feat to the spell that was cast. Players with the Craft Wondrous Items Feat can create meta magic components.  It is rumored that some great casters can create these components on the fly utilizing minor magic items that are likewise consumed in casting.  Note these rules are used as guidelines; Meta Magic is a creative playground for the GM.

6.     Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

7.     Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits

8.     Five Foot Step is changed to your Natural Step.  Your Natural Step is equal to your normal reach without any magical enhancement. This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five-foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

9.     When a perception roll is called for it will be a level check or another skill they are using.  Players will have to be much more active in stating what they are paying attention to or looking for.  As an example, if searching a library for arcane related tomes, one could ask to use their Knowledge Arcana skill as their perception check.  It would narrow that characters focus giving them an advantage in their search of the library. The DC’s to perceive other things, such as noises, people, and mood would be increased.  In the example just given, the GM decides the dc for the quick search of books in the library is an 18.  The DC for the secret door is 20 for the rest of the party, but a 22 for the character who used knowledge aracana, since his focus was on the books. Note I am removing the ability bonus for a generic perception check to encourage the use of skills in place of it. Generic perception will just be a level check.  This will also give different characters the ability to succeed at perception. Your passive perception that i use as DM will usually be the generic level check unless I think another skill specifically applies. 

10   Body Slots not only limit the number of magic items that you can have but also the number of spells that can be on an individual.  Any spell of duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  Detrimental spells like curse or a prayer that works against you also take up body slots.  If body slots are full the detrimental effect takes over the lowest level spell filling a body slot.  If all body slots are full from magic items, the magic item effect is suppressed for the duration of the detrimental spell.  The affected player chooses which magic item is suppressed.  This rule has very little impact at low levels.

11 Leadership: If anyone takes Leadership, I’ll explain in further detail but I run it differently, essentially using the chart to give a total number of HD of followers rather than a bunch of 1st and 2nd level NPCs. 

12. Down Time and Mythic

If utilizing down time a mythic character may utilize their pool of mythic points to reduce the number of days required to complete your downtime activity.  A mythic character may spend four mythic points to reduce the downtime cost by one day.  At the third mythic tier a character can spend eight mythic points to reduce the downtime by two days. No single downtime activity can be reduced mythically more than once and no reduction can completely obliterate all time required to complete, DM’s discretion.  While the time component can be reduced, it does not change cost calculations or expenditures.  You are simply “hasting” the procedures. 

4 Mythic Power Points per Day reduced.  Can’t spend more than 4 till 3rd Tier. 

Note:  I haven’t found any mythic downtime related notes or powers, should I find a mythic power or ability that this house rule weakens or makes obsolete, we’ll get rid of the house rule. I expect things to come up regarding this and as they do we’ll add notes to the rule

13.  Era’s of Time in the Campaign not only reflect storyline differences but often different rules sets of the game.   Current scholars identify the ages as:

·         Antiquity (AD&D) Pre earth, pocket demi planes. The City

·         Creation (3.0, some 3.5) The birth of earth, expansion, The Evening Isles

·         Draconic (3.5, Pathfinder) The Current Era

 



Friday, June 10, 2022

06/09/2022 Virtuous Age Session 12: A Giant Collection of Books, Embassies and Diplomats, and Half Fiend Minotaurs

We begin this week’s session around 8pm on a side street in Four Winds. We were on our way back to the Portly Frog when we were ambushed. A few blocks away from the battle we have a dead elf and our soon to be dead prisoner. After questioning the Seawillow elf, Kron gives the prisoner a sword before Kron kills him and takes his ears. Tena says some final words over the unknown bodies.

Not long after some minor cleaning we arrive at a lively Portly Frog. We meander through the crowd and at times Kron and Tena experience sensation of being watched. Unfettered we arrive with purpose.

A mix of races are present including a couple of firbolgs, one is currently singing beautifully. It is hard to discern the genders of these two. We are soon hailed by the house band to a table to share drink and go over the plan to get us to the secret study. 

During our sit-down we see a Maxwell House vendor bring the coffee Eabrossi ordered. This naturally upsets some of the food truck vendors. 

Maxwell's Coffee

The performers play up to Eabrossi who returns to an established reputation from today’s earlier performance. Denemel (From Earth, Wind, and Fire and Water) relays the plan to get some of us into the collection of works in between the stage acts.

It's not long when Denemel leads Tena and Aevum around the back of the Portly Frog dome. He leads them down a set of stairs to a heavy stone door, past racks of wine in the cellar until he finds a hidden key. With the key he opens a door to a  study where most of the tomes in here are very large- sized for a giant. Otherwise the books are organized by disciplines and topics of study.

Adel’s books are large as are most of the books, the lighting used here are mostly continual light sources. Eventually Denemel leaves the two to their research.

Up top at the Portly Frog Kron is challenging folks to test their strength against him. It isn’t until the Firbolgs Skeline (she) and Eche (he), a romantic couple has completed their acts when Kron finally has some competition. It is Eche who accepts the challenge which inspires Kron to build up the crowd minor shows of strength and a pose down. 

Down in the study Aevum finds a secret section of stairs leading up but doesn't investigate further. The statue however, used to activate the secret section, seem heavy and made of led. We find other statues also made of led. (we find out later these led lined statues are safes and could be eventually opened by good+ performance checks) Tena probes the area magically and discovers several tomes, the shelves have magic auras as well as the obvious sources of light.

It is not a problem finding all six of Adele’s books and the first thing we learn is that Adele is/was a cloud giant...

Upstairs, after much build up, Eche is finally seated with Kron. All bets are made with the winner receiving 10% of the pot. It was a great-good natured battle with Kron winning the contest and splitting the winnings evenly with Eche. 

In the midst of the revelry, a minotaur runs in with strange purpose acting suspicious. Kron points him out to Eabrossi as the odd minotaur 'casually' leaves. Kron then calls for a messenger…

Below in the study…

Adele

The first thing the prince was looking for is information on giant travel magics and activation methods. In the first couple of hours he finds collected tales of flying citadels ruled by various giant clans inferred to as titans. These citadels use magic similar to the magic they seek.

Adele claims to be a decedent of Hyperion and hails from his domain. 

Q: Are there any locations indicated that align with what we know? 

A: there is a location mentioned more than once and that SpraggleTower. Agamotto is mentioned more than a few times and as a matter of TRUE fact as is the orb of Agamotto. (There are three orbs of Agamotto).

Up top: the party is still going on strong however Eabrossi discretely leaves to join the others in the study below. This is about the time when the messenger returns with Kron's girlfriend Finlilly Farfaw.

Below in the study:

Orb of Agamotto

Q: Did Adele ever witness the Orb of Agamotto and if so, where? or did she speak to someone?

A: It is in the possession of the Titan Coeus as a dowry for his wife

Q: How old is this collection?

A: Pre Earth. And the ‘expert’ books were left behind for others.

Q: Was there greater insights into the magic of time?

A: Those magics depend on the area you are in/at. Each of these flying citadels are like demiplanes which comes with its own set of physics and rules.

Q: What is the ‘giant’ term for what we are calling reflecting pools.

A: there is a consistent reference to embassies and diplomats. The ‘pools’ are ‘embassies’ and travelers are called ‘diplomats’

After six hours Denemel comes back down and retrieves the group and they are led back upstairs where the party has died down.

Leaving around 2 in the morning the two halberd men that was watching us had clocked out for the night. We stay to the main roads on our return to the Grand Dome.

On the way we are attacked by three half-fiend flying minotaurs- possibly from the resolute clan. Baphomet’s faithful.

Kron’s weapon undergoes a minor awakening gaining a minor intelligence and knowledge planes equal to Kron’s level.

We gain our 4th character level and end back at the Grand Dome where both Zaigan and Aevum have nightmares that night. The next day it will be September 7th.

Tuesday, June 7, 2022

06/02/2022 Virtuous Age Session 11: Half Hard Cover, the Portly Frog, and Seawillow Ambush

We begin this week’s session passing the day of September 4th with busy downtime that makes the time pass quickly. Folks begin showing up in advance of Gwelldar’s children's funereal as well as minor interruptions in our tasks because of the general curiosity about our group. This has however resulted in an influx of business.

Kron trains at the temple; Zaigan trains the nephew Danor Mulaan; Eabrossi remains working with Gwelldar (towards a rank in geography); Tena spends the day in restoring the Agamotto shrine, and Aevum is working on the ring/jewel setting while tireless.

On the 5th we are treated to breakfast delivered to our room. After we eventually head to Get Smart as a group.

Get Smart is a domed structure with sparse business. Inside is confined space and a Tengu named Suumik who quickly recognizes Prince Aevum Saxo. Aevum makes a general inquiry to which Suumik asks the nature of the Prince’s questions. Perhaps Aevum requires a Seer?

A meeting is arranged for a private lunch with a seer.

From Get Smart we walk to the Portly Frog a medium sized dome surrounded by smaller buildings.

Here we spot armed individuals with halberds- we had seen them earlier at Get Smart. Some of us also spot waifish shadowy figures with leather armor and longbows on nearby roof tops. Kron gives the Prince some cover and an antitoxin while Erabrossi begins a tune in hopes to draw out some bards from the Frog. Four bards (the house performers) are genasi each representing the four elements. The speaker for the Four Elements band is a percussionist Ifrit named Denemel. The rest of the foursome is made up of the Sylph Tennine, an Undine named Rhoadar, and the Oread Fusiki. 

Earth, Wind, and Fire...and Water

Eventually we each enter the Portly Frog- an Inn and stage theater. The bards are proud to say they are possession of several complete works from published bards. Not all subjects may be covered we are cautioned, and organization may be lacking so finding specific information may take some time.

The information is not theirs to speak for, however a clandestine arrangement is made for midnight to get access to the collection.

Outside the Frog Aevum calls over the unknown Halberdmen. Tena sees they don’t have magic weapons but their cloaks are magical, there is conjuration magic in their packs. They explain they are extra security from the Grand Dome.

From here we make our way back to Get Smart where Suumik meets us and introduces is to a middle aged, robed woman with robes seemingly of stardust.

Tena casts detect evil: Suumik detects as EVIL as well as the woman Sermosa ‘the Seer’. She seems human with a touch of shadow or fetchling.

Erabrossi introduces himself and supplicates himself to the seer. She gives him brief instructions- Erabrossi concentrates on giant artifacts and reflecting pools. She seems to fall into a trance while massaging the Jinnborn’s head. 

Polurn

“Polurn knows the answers you seek.” She whispers. “Adele’s collection is where you should focus your search.” are her final words. 

She comes out of her trance and asks if she was helpful. Erabrossi tips her two platinum in reply and asks who is Polurn? Surprised, she says he’s here and one of the experts in the back of the establishment. A giant-blooded bearded fellow. Adele’s collection? Adele is a bard who has a collection at the Portly Frog.

Kron volunteers and searches for the red headed firbolg Polurn and brings him to the lunch. We inquire about our popular topics of giant artifacts and reflecting pools. He knows of them. He likens it to the elven Ways. This unlocks more of what our characters understands about ancient magic. In the past there was the Giants and a city-state of High Elves- each race had their way of magical travel. The Giants had the ‘reflecting pools’, essentially creations that also allowed diplomatic magical travel. 

He knows of three:

One reflecting pool possibly destroyed in the volcano (Kron wants to search the first Agamotto temple) and two others which location is lost to history. One of these is surely in the underdark Polurn suspects. We know of the possible pool near the Pyramids thanks to Frankie's information. 

We hire Polurn to research whatever he can uncover in a day and tomorrow sup with us at the Grand dome (September 6th).

We leave Get Smart around 1 pm.

We return to the Grand Dome where Kron works the kitchens to spend time and get closer to the stone giant Finlilly. Erabrossi arranges coffee to be delivered to the Portly Frog while Tena finishes her work on the Temple of the Lost shrine.

On our way to the Portly Frog we fall victim to a surprise attack by elves. We are able to capture one of the aggressors while the others- including their leader gets away. 

From the elven group we recovered two +1 composite longbow (+1 Strength), 250 gp. Wand of CLW 34 charges, and two suits of Studded leather +1 with an SW emblem and a diabolic mark of Stormhaven. They also had 2 masterwork short swords.

We gather up the prisoner and head to a dark alley to question the elven attacker.

Q: Why did they attack us?

A: The others hate one you travel with. Ogres/trolls. He is a Seawillow.

Q: What is a Seawillow?

A: We are the Seawillow elves (Pg 19 Stormhaven pdf) and have an embassy here.

Q: its ok to attack someone in the street?

A: He was following orders.

Q: Where is he from?

A: They have holdings outside Four Winds south of there as well as the Embassy.

Q: How long have you been here?

A: unknown, been here for generations, they are the last of their kin and came here from a far away location.

Q: Who told you to attack?

A: Hell the leader of the group.

Q; what is this symbol?

A: Conugon devil- the horned devils.  

We end the session shortly after the interrogation. 

Tuesday, May 31, 2022

05/26/2022 Virtuous Age Session 10: Spicy Water, The Stone Giant Fran-key and Temple of the Lost

 We begin this week’s session back at the Grand Dome in time for dinner. It is September 3rd.

Tena is having dinner with Kalique Mulaam while the rest of us sup together in the main featshall. where enjoy fine cuisine and inquisitive looks. Kalique, dressed to impress, was in typical Jann fashion including fine jewelry, clothes and aromatic cologne. Zaigan is introduced to Kalique’s nephew who is no more than 12 years old.

The rest of us get a lot of looks during the various courses of meals. Eventually Barnacle comes out to Aevum who introduces the rest of the party. Things are tense because our hosts do not wish to break etiquette with the prince's unannounced visit. That is until Eabrossi breaks tension with a lyric.

Looking around Kron identifies the largest individual in the room, a stone giant eating a simple sandwitch. Kron invites the giant over to our table. We learn that Frank is his name, Eabrossi introduces the old stone giant first to the prince then to all of us. We invite him to sit and dine with us.

Eabrossi invites the venerable giant to tell a tale.

About 20 years ago, North East of the rift is a pyramid- an old giant relic Frank says. He claims to have traveled there once. He was there for a week looking for a mechanical means of entrance to the pyramid. He unknowingly triggered something and in doing so he was transported somewhere. He figures the trigger or whatever was made for giants. All he knows he was gone for a number of days and that it was Aevum’s mother who saved him. She had come to Frank about old giant lore and geography. All he could remember of the place he was transported was a cloudy realm of insubstantial land and confusing distance. 

Kron asks if the old giant could render us a map to this pyramid north east of the Rift? Frank said he

Franky

would do his best to make a map or work with a map maker.

He now inquires about our business in Four Winds. Aveum admits to searching for new mechanical methods and new geometries.

Eabrossi would like to spend a day with Gwelldar before having Frank join them in collaborating a map.

Q: Did you see Aevum’s mom while he was transported?

A: No

Q: did he find the mechanisms he was looking for?

A: no, it’s a large structure and overgown- some thought it a pond. He realized there was a possibility of more features here- a body of water and a structure. Frank was moving away vines when he identified a different material in the structure. He took a step toward the pond and was suddenly in a golden- pink/white void. An impossible place where he felt small, the ground was mist.

His return was through the pond.

Meanwhile, at the table with Kalique Mulaam and Tena as well as Zaigan and the nephew- Kalique is very intrigued with Tena and (us) her company.

Q: At first Tena asks Kalique about the exchange with Frank outside his business. 

A: He explains Frank’s daughter has canceled her father’s orders with Kalique. It is a difficult situation for him.

Kalique: are you a priestess?

A: yes Agamotto.

Kalique says he has heard of a blade of Agamotto. The blade was in Cliff side and owned by a wizard/swordsman. A season tourney is held there and that is where he last saw the blade.

They get to know each other in the usual first date way. Tena controls the conversation well and only reveals general information to the blacksmith.

Eventually Tena and Zaigan reunite with the rest of the group around 10:30 that night. It is the first time Kalique has met Zaigan however the blacksmith has encountered Zaigan’s magical mail in the past. Kalique coyly indicates there is more to Zaigan’s armor that he knows. Originating from far east, Kalique believes it was made by a giant because it would expand to fit a giant.

Later in the night we move to the front of the Grand Dome where Erabrossi performs oratory and eventually puts out an invitation to play. It is when the festivities begin in earnest. 

Finlilly Farfaw

Kron gets an invite to the courtyard where he meets Farfaw, Franks daughter. She thanks Kron for showing her father friendship. Kron and Finlilly drink into the night... 

Back at our room we find everything has been rifled through. Tena and Aevum discover crudely drawn arcane wizard marks in two spots in the townhouse. One on the first floor and one on the second, they are easily removed.

Aevum takes care to remember the glyph.

Kron returns in the middle of the night and the night passes peacefully.

The next day (September 4th) breakfast at the common house at our previous table.

Vailamore Goss- of the Rock Island clan, the owner of the Grand Dome makes an appearance and asks if everything is in order. We at first do not mention that our room was violated and searched.

Aevum asks Vailamore what he thinks he offers everyone and what he could improve on? 

A: He does his best to provide his services to everyone and he would improve by diversifying his clientele.

Aevum indicates displeasure at the security here. Vailamore assures the prince all will be rectified with a full security detail.

The security detail are made up of black tar minotaurs.

Erabrossi spends the day with the Gwelldar.

The prince works on his clockwork designs.

Zaigan works with Kalique's nephew Danor Mulaam

Kron spends the day at the Stronmaus church and learns a prayer which is uttered before battle as well as a simple hymn to the giant deity. Kron is invited to a day worship. The whole process will take 3 days of downtime.


Tena goes to the Temple of the Lost, where there is a shrine to Agamotto. Here Tena tends to it, cleaning the shrine and giving it a woman’s touch (and eventually 50 gold for needed repairs.)

Here she see’s the most well tended shrine here is to the Egyptian god of the sun Ra. Tena eventually meets an Egyptian priest of Ra named Fazool who is helpful learning about the Temple. Tena asks for the location of a library. Fazool mentions the magic district which has many private libraries.

The Portly Frog is also an option, though having a bard in one’s company would be helpful accessing the library there. He asks her to dinner but Tena picks up some negative vibes and declines the offer.

Tuesday, May 24, 2022

05/19/2022 Virtuous Age Session 9: So This is Four Winds, Message to the King, and The Market

Grand Dome
We begin this session starting in Four Winds just leaving the local cemetery discussing what inn to stay at while  in Four Winds. Gwelldar, the gnome goes off to make arrangements for his deceased children. It is not long before we agree to inquire at the Grand Dome.

Along the way we see the roads in Four Winds are well kept, especially along the main thoroughfares where daily trade is conducted. Passage through town is an easy affair. 

When we arrive at the Grand Dome we find it is very busy with various races middling about their affairs. Eventually our Minotaur Prince Aevum is recognized and a well dressed minotaur will welcomes the prince. He asks several questions and soon arranges the King’s suite. We wait briefly while arrangements are made for us. This is when we see the sheer volume of the mix of races here in Four Winds.

Before an hour elapses we are led to a separate building on the grounds. A stocked two-story townhome- a temporary residence fit for a Minotaur King.

Not long after a young minotaur servant delivers a message that Gwelldar is here. Arrived, the gnome Gwelldar is clean and escorted by Grand Dome House guards. He states funeral arrangements have been made. The gnome, grief stricken with the loss of his children, did not feel like returning home. We invite him to stay and eat with us.

We take a long rest. The next day is it September 3rd.

Zaigan spends this day in downtime (to be determined later).

Aevum sends for an appraiser while Gwelldar requests a messenger.

Our message to the King touches upon our location and state of being. Furthermore we discovered the origin of the curse that killed Eabrossi’s parents, and we now travel with Gwelldar who firmly believes he can help us find what we seek. RIP his kids.

Dakor Cault

The appraiser, Dakor Cault of the Black Tar Clan. Smartly dressed the minotaur appears like a caliph and strikes an imposing figure and is difficult to read. 

Dakor is agreeable to appraising our gems but invites us to visit On Balance for the arms and armor appraisal and trade. 

We socially pour wine, break bread and cut cheese before we produce the gems and diamonds. The 6 gems are about a single gold piece each but the diamonds (800 to 1,000 gp each) could be worth more if put in a setting. For 1,000 gp the diamonds could be placed in a larger setting that could potentially sell for 10,000 gp. Could take a week to 10 days. Aevum asks to work with the jeweler to make a clockwork device setting with said diamonds.

As far as the armor or weapons Dakor suggest inquiring with the guards to off load the unremarkable equipment.

At the marketplace we find it well organized. A Man’s Burden (12.1) blacksmith will refit Tena’s armor and sell Kron’s magical breastplate. At the blacksmith, there is a variety of arms and armor. Here a stone giant is arguing with an individual named Kalique Mulaam about armor qualities. Then after a subtle brief exchange the Stone giant leaves without further argument and we are approached by Gordan Mann.

We are here to resize Kron’s old chainmail to fit Tena. It is Kalique Mulaam tasked to take Tena’s measurements. Kalique is captivated and Tena feels a connection to the man. He estimates it will take three days to refit the magical chain mail armor.

Kron is advised to take his trade for gold items to the Malice Palace after a battle day (battle days are frequent and never more than two days apart).

From A Man’s Burden we venture over to Gwelldar’s residence, a clay dome quite compared to the neighborhood. This is not a good homecoming for him so Tena casts a bolster spirits to save him from deeper despair.

At his workshop, Gwelldar produces a footlocker with the rest of Aevum’s mother- Sanguine Saxo’s affects. Aevum’s name is the password to the locker box. 

Eabrossi opens the box and receives a boon for the masterwork chest tumbler lock. 

First thing Aevum sees a magical +2 cloak of resistance. Under the cloak are 4 books and a small diary. 

The others are arcane books of reference one of them is on ancient geography. 3 wands ready for crafting and 3 rods likewise ready for a crafter. These have the potential to lower crafting costs. In addition there are 6 rows of chip trays- 6 platinum and 6 gold for a total of 600 gold and 600 platinum. 10 bird feather tokens, 10 whip feather tokens, and 10 fan feather tokens. 100 pages of scroll paper. 1 blank traveling spellbook. Wand of monster summoning 2 fully charged. Finally, 6 gems 500 gp each- like all the other items these gems are ready for enchantment or use in magic.

Gwelldar asks to confer with the geography book when comparing his notes and discoveries to uncover the locations of the reflecting pools. Estimated time: a week to 10 days. Eabrossi offers to aid- an effort for Eabrossi to gain a skill focus on geography. And keep Gwelldar mind off the recent tragedies. 

Next: the Malice Palace. Eabrossi and Kron visit the temple to Vaprak 'the destroyer'. Here a line of warriors vie for position in line outside the arena for tomorrows competitions. An ettin/ogre thing approaches Kron and Ebrossi eyeing our assortment of masterwork arms and armor.

Symbol of Stronmaus
We are led to a half dozen trolls searching for viable armor pieces in barrels. After the trolls pick through the better pieces a few minutes later others come out to look at what we have to trade. 225 gp for each longsword. 350 gp a breastplate pair. 800 for the three chain shirts and morning stars off the Orcus priests. 

Eventually a tank of a combatant comes out buys Kron’s magical breastplate and smashes the breastplate- much to everyone’s disappointment.

Midafternoon, Kron wishes to visit the Sky Dome and meets an adept of Stronmaus. While Agamotto is fine for others, Stronmaus was for Kron an icon of the joys of martial victories and the exuberance of new experiences. Presenting his weapon to the church granted Kron a boon: 1/day for 1 round/level give the weapon the shocking weapon. +1d6 electricity.

Wednesday, May 18, 2022

FOUR WINDS of The Vega Lakes

 

Four Winds (The Vega Lakes)  Large City: AL LN; 60,000gp limit  Assets 56,040,000 gp

Population 20,000; Mixed (30% human, 40% Minotaur,  8% Tengu, 4% dwarf/gnome/halfling, 2% elf, 1% half-elf, 15% other). Note: Human encapsulates the elemental touched, shapechangers and planar touched races.


Four Winds Map Key

The keyed locations on the Four Winds map indicate various districts of the city.

1. Defensive wall: 20 feet tall and 10 feet thick. (hardness 8, 450 hp, break DC 55)

2. City gate: Solid and defensible, constructed of heavy wood (hardness 5, 20 hp, break DC 23)

3. Lord Mayor’s Manor: Oread Vassimore Stonegallow is in the second year of his first term as Lord Mayor of the Four Winds.  

Vassimore Stonegallow

Legatio Lepos
4. Embassy district: This district houses dignitaries from all over the continent and sometimes beyond. The most opulent residence in the Embassy district belongs to the Draconian Embassy. The Tiamatian Ambassador is the Draconian Magister Legatio Lepos. 

5. Fine Shopping: 

5.1 Rock Candy: Sells and buys a wide variety of gemstones. The shopkeeper is an Oread named Brox who has a tendency to eat the product, much to the dismay of the shop owner Catamus Bunk. 

Brox & Catamus Bunk


5.2 The Mountaineer's Bandolier: Sells survival kits, potions that help you adapt to weather, and various supplies that help explorers get through tough climate situations.


Vaniccia Nungoct
5.3 Furever Homes: Vaniccia Nungoct offers small and under-sized creatures as animal companions and pets. They have the basics, like rats, spiders, etc., but if you have enough money, you could adopt more exotic creatures. 

5.4 Buckminser Dome Repair: Architect Buckminser offers home designs and dome repairs throughout the kingdom

5.5 Wourm Silks: Fine silks imported from the far east.  Shop is ran by Jang Sang, an older woman that appears to be human.

5.6 The Shocking Truth: The Tengu Deltimore Schauck runs this appraisal business that is renowned for its accuracy and honesty.  Anyone that lies inside the shop is said to experience a traumatic shock. 

5.7  The Water Seed: This store serves the region with well digging and irrigation builds throughout the kingdom. They are also famous for their "half-weight" water pails.  Not only do these pails reduce the weight of water carried inside but they limit sloshing and water loss.  The Water Seed is owned by the Undine Mersa, and employs several jinnborn. 

5.8 Carruso's: Renowned for their fine craftsmanship and masterwork musical instruments, Carruso's is also the premier instrument repair and maintenance shop for the Magic District. Carruso's operates from a large dome structure, with instruments painted on the stone of the dome by a variety of grateful local artists. The business is ran by Carruso Arras’zur, a drow female of unknown age who has operated this business for at least thirty years. Her patronage in the arts has recently lead to her becoming a Nobel here in Four Winds. 

6. Magic district: This district's name is quite misleading as it is filled with theaters, the most prominent of which is a half dome amphitheater called The Half Moon, which regularly hosts musical events.  The Four Wind Orchestra plays concerts here the week of a full moon culminating into a masterpiece performance on the night of the full moon. 


Most of the other theaters are indoor affairs, varying in size and quality. It is rumored that several of the travelling performers that visit here are spies of one sort or another, usually tracking the movements of other visitors to the city. 

7. Noble estates: The estates surrounding the Marketplace are the homes of the noble elite of Four Winds.  

8. Wealthy residential district: Where the non political merchants rest their wealthy weary heads and plot new markets. 

9. Average residential district: These districts usually have a large amount of construction as well as commercial intrusion. There are rumors of a cult or new faith that has taken up in one of these neighborhoods but so far information is scarce.  What is known is that in three of these neighborhoods, new wells of Water Seed design have been built, seemingly for free. 

10. Garrison: Four Winds is blessed with a skilled set of city guardsmen.  Many members are older former adventurers making some easy coin for their day to day expenses, their homes and livelihoods already secure.  Two lieutenants in the city guard carry the title of Dragon Slayer, one of them legitimately.

11. Guildhall district: Civic Works, Stone Masons, The Growth Alliance (farmers), The Bronze Shield (Soldier/Guard), The Golden Trumpet (Bard's Guild), Blaze Hall (arcane casters), Brewmaster Battalion, Carters Garage, Handlers and more fill up this district with self importance

12. The Marketplaces: The Marketplaces north, south, east and west are paved areas of town that are extremely well organized. When you shop here you either wear a symbolic light blue dickey while you walk around , indicating your purchases are cash and carry or you find yourself at the Carters' Stand.  There you rent  a wagon at discounted price that the Carters then deliver your purchases anywhere in the Rift.  The wagon's cost is based on size, required pull team, and distance of delivery. These are just some of the many businesses to occupy space in the Marketplace.

12.1 A Man's Burden: A blacksmith who displays and sells exotic weapons, made using blueprints gathered from across the land. Owned and operated by the human Gordon Mann, the forges creations are crafted by the Jann Kalique Mulaam. 

Kalique Mulaam

12.2 The Day to Day is a General Store and Grocery.  This particular store seems to change hands between owners frequently.  There isn't a lot of profit in a general store. 

12.3 Munsters Mash: A tiny gnome named Herman stands at a crate, hollering in broken common to come over. He'll buy your scavenged monster parts (albeit at varying prices) from you. If you give him enough, he'll turn them into an item. It's disturbing, but how can you resist his cute lil' face?

Razor

12.4 Bunions' Boots offers weather proofed footwear for sizes small to huge. Several years ago, a pair of boots so large they marked the ground where they were created with stones, was crafted and shipped off via a wizard's magic! The boots, certainly crafted for the feet of a Titan, were ensorcelled by a wizard, both disappearing shortly after final payment was made.  Bunion's Boots is owned by a halfling merchant gambler known as Razor.  When other gamblers wish to annoy the halfling and get him off his game, they will call Razor "Bunion".  Locals frequently trick visitors into calling the halfling by the Bunion name, a practice he detests.   


12.5 Soupies Soaps: A Sylph purveyor of soaps, fur oils, incense and other toiletries. Soupies is always busy.  There is a Soupies Soaps in each marketplace. 

12.6  On Balance is a small dome building that houses the moneychangers and local appraisers. The Master Money Changer is Dakor Cault of the Black Tar Clan. Appraisers are made up of a variety of races depending upon their expertise. On Balance has the most security of any business in the Marketplace. While exact security is unknown, various incidents in the recent past have revealed summoned creatures and an invisible guard force. A half dozen minotaurs also visibly represent they protections available here. 

12.7 Get Smart: Text books, educational aids, scribe services and the rare book of mystery are all offered from this domed structure. Experts and tutors have adopted this business as a gather place for those looking to hire individuals of their expertise. The actual owner of Get Smart is a bit of a mystery but the current manager is a Tengu named Suumik.  

12.8 Black Tar BBQ, Its the Pits! They will barbecue anything and their sauce tastes like no one else'. 4 Ovens and Grills dominate the outside of these half domes. The BBQ smells terrific but the choice of meats depends on the day. 1gp gets you a jar of Black Tar BBQ along with a day long access to their buffet of barbecued mystery meat. For an extra silver they include a Black Tar Ale.  Believe us when we say you'll only drink one. Black Tar BBQ is the largest central dome in the Marketplace and is easily reached from the majority of businesses. There is one in every marketplace! Strangely enough it doesn't appear many other merchants enjoy barbecue. 

13. Temple district: This well paved and cared for section of the city is notable for the unique architecture of the temples.  Each temple started out as a large dome but over time several have added on unique structures based on architecture from all over the world.  Many find these places of worship to be visually confusing.  Several temples have shrines to lesser deities that are recognized by the larger faith.

13.1:  Temple of the All Father: Annam is the giant deity of Magic, Knowledge, Fertility, and Philosophy. Also known as the All-Father, is the creator god of the giant pantheon. His symbol is a pair of crossed hands, held palms together with their fingers facing downward. Annam takes the form of a 60' or 100+' tall giant with white hair, wearing a robe of midnight blue.

13.2: House of Infinite Riddles: Diancastra is the trickster-goddess of the giant pantheon. Her symbol is a sea-green streak, which is based on the mysterious mark she bears on her shoulder. Diancastra has many faces and wiles, from a , slender elven maid to a giant. Two traits remain constant in all her forms: her green-flecked amber eyes and the streak of sea-green skin along her left shoulderblade. She is sometimes accompanied by a magical owl. Diancastra is both impudent and arrogant.

13.3: Battledome: Grolantor is the deity worshiped by the hill giant race, as well as ettins, and some frost giants and ogres. His sacred animal is the dire wolf. His holy symbol is a wooden club.  Grudges can be settled here in the form of holy battle.  Never admit weakness! Crush the weak! Grolantor's priests wear dark brown armor made from horn, and adorn their heads with skulls. They regularly organize hunting parties and skirmishing warbands.

13.4  The Dome of Ash: Hiatea (hee-AH-tee-uh) is the giant deity of nature, agriculture, hunting, females, and children. Her symbol is a flaming spear. Hiatea teaches that Nature is both creator and destroyer, and that admitting defeat is the worst shame a giant can bear. Still, some prices are too high to pay even for victory, for Hiatea is a goddess with tendencies toward good.

13.5 The Dome of Flowers: Iallanis is the goddess of love, forgiveness, mercy, and beauty in the giant pantheon. Her symbol is a garland of flowers.  Iallanis appears as a graceful giant, 25' in height with fair skin. She wears a short green dress from which grows living flowers. She is always bare-legged and bare-footed. Iallanis teaches that mercy is to be honored above all else, save the gods themselves. Beauty is to be honored above all else save the gods and mercy. Punishment will naturally come to those who do evil and rewards will naturally come to those who do good. "Kindness is the milk of might; passion is the milk of life."

13.6 The Temple of Record: Memnor is the cloud giant deity of pride, honor, mental prowess and control. His symbol is a thin black obelisk. He appears as a kindly, golden-skinned giant with piercing eyes, wearing a deep blue robe. He is subtle, intelligent, charming, cultured, articulate, and cruel beyond words. 

13.7 Sky Dome: Stronmaus (STRAWN-mawz) is the giant deity of sun, sky, weather, and joy. His symbol is a forked lightning bolt descending from a cloud that partly obscures the sun. His avatar appears as an enormous (up to 80' tall) giant with blue eyes and flowing auburn-red, wavy hair, wearing a simple gold-edged white robe. He is normally depicted smiling and reveling. He cannot help but smile, for the energy of life flows through him so strongly that it is hard not for him to express his continual exuberance. He revels in the storms he calls up and in the thunder that booms from his magical hammer.

13.8 The Malice Palace: Vaprak is the deity worshiped by ogres and trolls. Vaprak is also known as "The Destroyer." His symbol is a taloned hand. Vaprak has a humanoid form colored an exceedingly horrid mottled brown and green. He has an elemental, savage quality that endears him to ogres and trolls. Vaprak holds the other giantish gods in awe and respect, however, and fears that his race may abandon him to worship them. He is not a planner or a thinker; he merely destroys, ferociously, as quickly as he can, urging his followers to do the same. 

13.9 The Temple of Shrines: This small dome is home to dozens of shrines of giant deities not prominent in his region, such as Surtr or Thrym.  This structure is also used for funeral visitations. 

13.10 The Temple of the Lost: This structure is always being internally reorganized and is always under construction.  The Temple of the lost is a shrine to a variety of non giant deities, including Vishanti Agamotto.   The construction and rearrangement is due to the ever changing prominence of faiths practiced by the smaller races.  

14. Four Wind Farms provides barley, grains, greens and rices.  The farms are maintained by members of the Duskhearth and Lost Clans. 

15. Inn/Tavern district: Unless otherwise stated, most Inn's and Taverns occupy clay domes of medium size.  Any beverages crafted outside the kingdom are heavily taxed. 

15.1 The Dancing Imp: Once a bar of ill repute, where shady deals and even devil worship took place. The legend goes that once a cunning bard called a devil, tricking him by destroying his sigil and cursing the imp to dance until it perished from exhaustion. Nowadays, it goes that demons have never since been found into the bar due to this old superstition. While the truth of this tale is often in dispute, the bar runs a marathon dancing contest on the first Saturday of every month with the winner taking a "devil's share" of alcohol in winnings. The Dancing Imp has twenty simple rooms available to rent. The food is not recommended even by the bar's staff. 

The current owner is a Tengu woman named Sheen Salek

15.2 The Giant’s Foot: A dirty bar full of lowlifes and criminals, commonly used for dealings between races such as orcs, goblins and yes, giants. While it's a hive of scum and villainy, where crimes between patrons are met with an uninterested shrug, those who mess with anything within the bar such as stealing glasses are swiftly met with a hill giant guard who nails them by the feet upside-down to the wall to rot, until their ankles break off and only their crucified feet remain. This bar holds a commons area where patrons can sleep the drunk off or wake up from being knocked out. 

Blank

The current owner is a Troll named Blank

15.3 The Twin Golems: At the entrance to the tavern two huge clay golems stand, lifeless, their longswords crossed above the door frame. When commanded, such as during a raid or crime, the bartender can tell them a secret command word which activates their defensive procedure, blocking anyone from entering or leaving the building with force if necessary. The golems have been repurposed here, having been once automated labourers in a mine, but have no personality and are comatose until commanded. The Twin Golems has twenty simple rooms, and ten suites available for rent. 

Zedar Ekran
The current owner is a Tiefling named Zedar Ekran

15.4 The Portly Frog: A large, open room with a circular fountain and one particular statue of a giant, fat frog at the centre. Rumours say that the frog was a magically cursed prince petrified by a Medusa, though it is impossible to determine its validity. A small quartet of bards can usually be found in the corner, singing beautiful songs and busking for money. Those who cause trouble in the bar quickly find that this band of high-level Bards are also the security of the establishment. The Portly Frog has a dozen simple rooms and one commons. 

The current owner is the Half Moon Ampitheater 

15.5 The Whispering Web: A bar infamous for hosting criminals and fugitives from authorities, often home to Drow and other evil creatures. Theories go that secrets travel faster than feet there, which may or may not be true: Mirrors hanging on the walls around the bar are used to anonymously conduct business with one another, with each dealer the only person able to see the other. For this reason the tavern in prized for its discretion and has been rumoured as the host to a number of highly influential underground business deals.

The current owner is a minotaur named Shank

15.6 The Grand Dome: This Inn and Feast Hall is the largest, finest, and most expensive Inn located in Four Winds. The Inn has fifty simple rooms, fifty mid size chambers, and twenty five suites.  The food in the Feast Hall is very popular due to the strange duo of cooks that run the kitchen. The chef is a gnome with a very long name that locals have broke down into Barnacle. The Cook is a stone giant woman Finlilly Farfaw. Barnacle sees to the upper class clientle and Finlilly cooks for the masses. Their friendship and rivalry provides much of the entertainment inside The Gand Dome.

The current owner is the Jinn Born Rock Island clan member Vailamore Goss. 

16. Red-Light district: Changelings, Lycanthropes, Tengu, and Ogres run the brothels of this district with ownership frequently changing hands. Pimps from this district often cause trouble in the slums and shantytown for anyone practicing "The Trade" outside the district. 

17. Ancestor's Rest: Four Winds Cemetary: Maintained by the various faiths of the city, only citizens of the kingdom may be buried here. Several wealthy families maintain family plots and mausoleums here. 

18. Slum/Tenement/Shantytown district: Many of the individuals in these areas of town are either escaped slaves or prisoners escaped from outside the kingdom. 

19. Warehouse/Caravan district: Every clan has a warhouse

Four Winds is surrounded by lakes, including four great lakes in the rift and is the major trading hub for the central and southwestern portions of the rift. The city exists for commerce, and it has grown to its current size as the literal center of its economic region. The city operates under a charter granted by the King to the Mayor of Four Winds, a powerful and respected position. Four Winds has a higher gp limit than most cities its size due to the constant influx of travelers and merchant caravans from all over the continent. It frequently houses more than 8,000 travelers in addition to its usual population.

ARCHITECTURE

The major structures of Four Winds are large and impressive, yet lack any single unifying style. The city’s architects are torn between the conflicting desires of impressing merchants and dignitaries from distant lands and avoiding the appearance of bias toward any one culture. As a result, public buildings reach for a grandiosity they fail to attain, conveying a sense of pomposity without any real majesty. They appear to be based on descriptions of other great structures never actually seen by residents of the city. Unimportant buildings, such as small shops and the private homes of less prominent citizens are simple, built of inexpensive wood or clay domes. Most are plain and unadorned, but some feature gaudy décor in a feeble effort to appear more important than they are.

LAYOUT

Four Winds is surrounded by a single defensive wall, 20 feet tall and 10 feet thick. The wall is wide enough for guards to patrol and strong enough to withstand at least a brief siege (hardness 8, 450 hp, break DC 55). Yet a trading hub cannot afford to make access difficult, and the city has never needed to repulse invaders. Thus, vast gates pierce the wall at many points, including on each of the four main roads. Though they normally stand open day and night, the gates are solid and defensible, constructed of heavy wood (hardness 5, 20 HP, break DC 23). Each gate has a standing guard of two city watch soldiers.

The city government spares no expense in road maintenance, even when cutting costs in other services. The cobblestone streets are built to accommodate feet, hooves, and wheels. The main roads are abnormally wide, allowing even the largest wagon to pass unhindered. Intersections have clearly marked street names, and most major thoroughfares are lit at night by lanterns or—in the richest portions of town—by continual flame effects. The layout of the minor streets is a simple grid, so visitors can easily find their way around. Smaller roads and alleys are hidden from the main roads behind buildings, ensuring that merchants are not inconvenienced by trash or beggars.

PERSONA

Ironically, Four Winds’ attempts to remain culturally neutral have produced a unique personality. Styles and fashions from nearby kingdoms and farther lands blend to create a riot of colors, garish to visitors but considered the height of taste by the inhabitants. Foods, music, games, and languages from the world over are equally mingled—Four Winds has a scent and an accent all its own.

The people of Four Winds have an overdeveloped sense of their own importance to the region, but they try to hide that attitude from travelers. Citizens believe themselves to be cosmopolitan and declare their tolerance of others, but they actually hold fairly provincial attitudes. They scoff at unfamiliar beliefs and often mock the dress and behavior of foreigners—but only out of earshot, since they want visitors to feel comfortable and thus be willing spend money in the city. This façade manifests as a sense of brittle politeness, pseudo-friendliness that visitors notice. Merchants flock to Four Winds to trade—or at least to stop over on their journeys to other markets—but few foreigners stay long.

 In order to make merchants feel safe and secure, the city government makes a show of rigidly enforcing the law. In truth, Four Winds has an exceptionally high crime rate, but so long as miscreants limit their activities to picking pockets and other petty thefts, the guard grants them some latitude in the name of maintaining the peace. Should a foreign merchant be harmed or murdered, however, the guard turns Four Winds upside-down in the search for the perpetrator.