Lorestaves: the Adventure, Finale

Part Three – If you could see what I have seen.

The search for the staff is not easy. Incarnos knows that it is somewhere in the Squandering Snail, but it may be under it. The temple in which the staff was produced disappeared centuries ago. Nothing remains of that time, though the locations of the various temples was preserved in an ancient scroll found in the libraries of Highstone which a certain wandering bard, Carylle of Temelburh (listed in the NPC section as the barmaid Cornille). Carylle has mapped out the area, compared it to the ancient maps she copied while in Highstone, and also knows the temple of Kernunnos once stood at the location of the Squandering Snail.

While Incarnos knows the staff is here, he does not know where, and can do little to help the PCs. Further, even if the PCs silenced the Holy Knights-which may have been necessary, as the knights don’t believe in surrender-the loss of these seven will be noted. A larger group of knights will arrive the next day, some twenty in number, and they will not be gentle. They will end up starting a riot, in which they will be consumed. By the evening, Duke Javarre will have released the army to deal with the insurrection, and he will have impounded the galley of the Holy Knights. As usual, the Holy Knights will not accept the command of a secular ruler, and so Duke Javarre will be forced to sink their vessel.

However, it is hoped the PCs will be long gone by that point. The Squandering Snail is not large, and logic dictates the staff will not be in the upper floors unless someone has already found it. Incarnos can verify no mortal hands have touched the staff for centuries. He can sense this.

But the PCs have an edge. After Incarnos speech, Carylle will come and ask to speak to them. She has pieced a few things together, and thinks she may know what is going on.

“My name is Carylle of Temelburh, and I am not a barmaid. I studied at the university here for some years, but then decided to seek out the mysteries hidden from book-bound scholar. I learned much in my travels, and I believe I know who you are.” She looks at Incarnos. “Well, at least who you are. Are you a messenger from the Old Gods?”

Incarnos’ eyes grow wide. He straightens in his chair. “How do you know of the Old Gods?”

Unless the PCs intervene, Carylle will want to tell what she knows, believing she is about to uncover yet another mystery.

Carylle takes a seat at the table and leans over it. “In my travels, I reached Highstone. Forget what you have heard, it is not a dreary place infested with hell-spawned demons. It is the greatest fortress I have ever seen, and it is open to all. It has libraries that beggar anything any king or university can claim.

“It was there that I learned the fairy stories and campfire legends of the old powers were true, in a way. Some treatises of the time before Herotus still exist there. Many of the old scrolls have decayed beyond use, but some remain. One tells of the ancient city-state of Baudus, which is here, Bowden. It spoke of the Temple District which sat close to the docks. I am certain that we now stand on the site of the ancient temple of Kernunnos. I’ve been hoping to find some remnants of that time, but there is nothing. Now, a messenger of the Old Gods has come. What secrets are you sharing?”

Incarnos believes that Carylle’s knowledge will help to find the staff, so he wants to tell her about it. He will, however, at this point defer to the PCs. He believes they are divinely inspired. Carylle, though, has studied, she is a scholar of sorts, though not the type one would find in a university. If the PCs ask for her input, Carylle will offer the following:

“We know that this structure was built overtop of older structures. That’s the way of cities. In order to find the secrets of a city, one needs to dig into its roots. The problem is, I haven’t found a way into the roots of the Snail yet.”

If someone offers the obvious answer of a cellar, Carylle will reply that she has not yet found one. However, early in the morning, after the sun has risen, the building is deserted. The staff is asleep and the patrons have been ushered out of doors, except those with rooms. If someone else does not, Carylle will suggest the PCs rent rooms here and then they can all meet together to search for a cellar. Carylle will warn them that if they get caught, they are likely to end up dead. Murnac’s boys kill first and aren’t smart enough to ask questions.

Part Four – Sweet Oblivion

The staff is, indeed, in the cellar. It is hidden in a wall, part of a collapsed portion. While visibly it is little more than the end of a pole and is hidden amid the other debris created by the collapse, Incarnos will identify it immediately.

Incarnos drops to his knees. He begins to weep. Both he and a small portion of wood protruding out of the debris of the collapsed wall begin to shimmer. A faint, white light seems to envelop them both.

“The Staff of Kernunnos, it is found.” Incarnos reaches toward the ceiling, looking up. “My time has come. Damnation or paradise, I no longer care.” He looks at you. “Take it. Mortal hands must touch the staff.”

While this is a culmination of Carylle’s research and wandering, she fears actually touching the object. It will require one of the PCs to do so.

The staff comes away from the wall easily, as though being drawn from water. There is a flash. When your eyes recover, you see that Incarnos is gone. The staff still glows white, and the wood is covered in strange runes. The runes shine with a deep blue light.

The person holding the staff can read the runes. They state “The arm and mouth of Kernunnos, master of the afterlife and opener of doors. To hold the staff is to find the path.” Whoever holds the staff will feel an irresistible urge to travel north. This urge and sense will lead the bearer of the staff to Vellanti, and the next adventure.

The incorporeal voice of Incarnos fills the cellar. “You have saved me and sent me to redemption. Now you must do so for your entire world. In your hands, you hold fate. Do not waver.”

After this, Carylle decides she must return to Highstone and tell the Magnus of this event. Further, she believes more information will be found there. Should the PCs need her help, she will join them, but only for the moment. Her thirst for knowledge is now stronger than ever.

As for the PCs, she suggests they get out of the Temples as soon as possible. It would probably be better to get out of Bowden. There are more Holy Knights and they won’t be pleased when they hear the PCs have interfered. Now that the PCs act on behalf of the Old Gods, they are the enemies of Herotus and the One True Church.

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This ends the free adventure The Lorestaves: At the Sign of the Squandering Snail. If you are interested in more, please drop us a line. If there is enough interest, we will see if we can provide something more for you.

Lorestaves: the Adventure, Part Two

Part Two: The Truth? Can you handle the Truth?

At some point, it is expected the PCs will interact with Incarnos. He longs to tell anyone who will listen about the Lorestaves. If the PCs do not interact with Incarnos, for example, if they allow the Holy Knights to capture Incarnos and do not intervene, another NPC can deliver the following information. Likely, this will be Carylle of Temelburh (listed in the NPC section as the barmaid Cornille), who has learned most of this information. If Incarnos is captured, we can assume that she has learned everything, but has yet been unable to uncover the hiding place of the Lorestaff. Without Incarnos’ help, finding the Lorestaff may prove difficult.

Below is the information delivered by Incarnos. It may be broken up or interrupted by questions. Delivering the following speech exactly and intact is unnecessary, as long as the PCs gain this knowledge somehow. If it is delivered by any agency other than Incarnos, it will need to be altered.

The man rises. Though he moves with stiff caution, you see no marks, neither bruises nor blood. He looks around, as though confused. Finally, his eyes rest on you. He smiles.

“My thanks. I had not expected help in such a place. But I can see that you have good hearts and strong limbs. I wish I could show my appreciation, but all I can offer is the truth of the moment, which I do not believe you would wish to hear.”

Incarnos does not expect that the PCs will be interested in the cause of his beating or in learning what he has to tell. If they exhibit interest, he will certainly be willing to share what he knows.

I have a private room on the second floor of this establishment. I can offer food, drink and a tale that will make you wonder at the very world around you.

If the PCs accept, he will lead them to the room. First, he will stop and speak to the man behind the bar, passing coin.

The room is well appointed, dominated by a large table in its center. Settees and divans rest against the walls while chairs surround the table. Tapestries-perhaps once impressive and vibrant, now dull and uninspiring-cover the walls. Soon after you enter, bearers follow, depositing a variety of food and drink on the table. That done, the man closes the door and locks it. He sits at the table and sighs.

“So, here we are. My name is Incarnos. I am an immortal servant of gods lost centuries ago.”

Incarnos is not here to tell the whole truth, so his story avoids his own responsibility for the ascendancy of Herotus.

Incarnos holds a cup before him, not bothering to drink. “I have troubles calculating the time, but it was centuries ago when other gods watched over the world you call Morvia. Twelve great gods controlled the elements and forces of nature. They cared for mortals as best they could, but left to them age, disease and pain. Some thought this unfair, and in their concern, looked for a way to alleviate the suffering. Herotus offered himself as an alternative, promising to rid the world of care. Many flocked to him, believing him.

“His servants came to the world and set themselves against the servants of the Twelve. The people turned from the Twelve, believing the words of the servants of Herotus. More, in those days, the servants of Herotus could use powerful magics, and so it seemed as though Herotus had more power than the Twelve. In the end, without worship, without the devotion of the people of this world, the Twelve disappeared. It is not known, even among the immortals, if the Twelve had been destroyed, banished or simply left this reality.

“Herotus then betrayed all those who had supported him. Many spirits and demigods were destroyed, others bound with powerful spells. I was banished to the mortal world, to live as an immortal and behold all that I had unwittingly helped bring to pass.

“But in his arrogance, Herotus failed to secure his victory. While his servants attempted to erase all knowledge of the Twelve, some knowledge remains. Even that knowledge is tangled with myth and legend. You know of the twelve swords of Herotus bound knights? A myth. The Temple of the Holy Mount once housed the last relics of the Twelve Gods. Staves, crafted at the dawn of the world, and instilled with a small essence of the Twelve, were hidden in the vaults of the Temple of the Holy Mount. The servants of Herotus were unwilling to destroy such powerful items and may have hoped to one day tap their awesome power. However, greed, as is common, led to an unexpected end.

“Stories tell of the minions of demon lords stealing the twelve swords. Not so. The staves themselves, perhaps sensing their own peril, transported themselves through their own mighty magics. They returned to those temples in which they had first been formed. There they wait.

“Each of the twelve staves holds a key to unlocking the mystery of the Twelve Gods. Each staff will lead the bearer to the next. When all twelve are assembled in the temple of Lugh the Shining, King of the Heavens, the Old Gods will return, to once again lay claim to Morvia and free it from the dominion of Herotus the Deceiver.

“This area is known as the Temples for a good reason. Here was once the Temple District of the ancient city of Baudus. And on this very ground, where this shabby temple of sin stands, once stood the Temple of Kernunnos, the Lord of the Dead, the Master of Change. It is his staff that is the first key. It is his staff that can lead to the resurrection of the true gods of Morvia.

“I am here, in this place, because the staff calls to me. It is time for it to come into the light. The Old Gods are ready to oppose Herotus, but the door must be opened. The fortress’ gates must be opened for the battle to join. I ask for your help in finding this staff. I ask for your help in freeing Morvia from the grip of a deceiver.”

The Lorestaves: The Adventure, Background and Part One

The Lorestaves Adventure
Background and Part One

The Lorestaves adventure was to takes place in Morvia, the planned default setting for Sword’s Edge Publishing’s Arcane Kingdoms line. In the Lorestaves adventure, the player characters were to find ancient staves, items forgotten even in legend. These staves have the power to release ancient gods imprisoned by the one god now worshipped, Herotus. The PCs could have stumbled onto the secret or may be seeking out stories of the ancient gods, depending on how the GM would have liked to insert them into this storyline.

Morvia as a world was to be detailed elsewhere. This particular adventure supplement details only a small portion of the city of Bowden. What is important to understand is that magic is not accepted by the general populace. In some places, wizards and sorcerers—even clerics—may find themselves the target of abuse or perhaps even violence. The underlying reason for this is explained below. However, there are powers in the world that protect and nurture users of magic. The greatest of these is the Magnus, the master wizards who resides in the massive fortress of Highstone. At this time, Nicodemus Magnus rules in Highstone, sheltering and teaching users of magic.

Outside of Highstone, the attitude toward magic varies. Many rulers and nobles consider magic an important tool, others detest or fear it. The common folk, for the most part, fear magic as something supernatural and uncontrollable. There is no overarching attitude toward magic save that of the One True Church of Herotus. The Church, the only religious body in the known world, opposes magic and its use. It is important to note that the clerics and priests of Herotus do not have access to divine magic.

Background
The legends say that in ages past, twelve great demon lords threatened to plunge the world into darkness. Herotus entered Morvia to save this world and its people from the terror of the demons. Twelve kings of men, the mightiest warriors alive, swore themselves to Herotus. As a symbol of their bond, they carried greatswords, forged in the heavens and each etched with the name of a demon lord. These twelve knight-kings led the armies of righteousness against the evil hordes amassed by the demon lords. Their holiness made these knights invincible.

At last, these twelve great knights, sworn to Herotus, faced the twelve demon lords of the outer void in a great battle lasting twelve days. By the grace of Herotus, his knights triumphed, slaying the corporeal forms of the demon lords. Herotus gave his champions long lives, but all men pass, and the knights died on the same day, a day without sun.

On the night of their deaths, the priests of Herotus took the swords of the twelve knights. These holy blades were placed in the temple of the Holy Mount, where legend insisted Herotus handed down the blades to his chosen knights. The bodies of the knights were likewise interred on the hallowed ground of the Holy Mount. Due to its reputation as both the resting place of the knights and their storied swords, the temple grew in size, wealth and importance.

Soldiers, commoners and knights came from all over the world to live at or near the temple, to protect the relics of the chosen knights of Herotus. These guards formed the Blessed and Loyal Military Order of the Holy Mount, now known in Morvia as the Knights of the Holy Mount. Only 100 knights are accepted into the order, and one may only advance to become a knight on the death of knight. One may become an Initiate of the Order, but not a knight.

While legends insist that the bodies of the twelve holy knights and their swords remain in the Temple of the Holy Mount, there are no tombs and no swords. There have not been in living memory. A prophecy has come to the notice of the One True Church of Herotus that without the swords, the twelve demon lords will return and destroy the world. The Knights of the Holy Mount believe evil minions of the demon lords stole the swords more than a century ago, intending to pave the way for the return of their masters. Scholars believe they have unlocked some of the secrets of the swords’ whereabouts in the writings of the 23rd Abbot of the Blessed Order. He wrote that the minions of the demon lords could not destroy the swords, but hid them, disguising them as simple staves.

For almost fifty years, the Knights of the Holy Mount have searched for these staves, hoping to return them to the temple, where they will once again be revealed as the weapons forged in the heavens, weapons to protect Morvia from the ravages of the demon lords.

This is what the Church of Herotus claims. This is not, however, the truth. Many in the Church, including the Abbot of the Blessed and Loyal Military Order of the Holy Mount, know this story is false. They know the truth about the staves and about the ancient gods, but through faith, belief or self-interest, they have hidden the truth from the world at large.

The truth is that Herotus was once a lesser power. He seduced other lesser immortals, minor deities and demigods, to aid him in overthrowing the ruling pantheon. They schemed and lurked and undid what good the gods offered those beings in their care. Finally, the key to vanquishing the old gods was offered to Herotus.

Take the gods’ worshipers, and you take the gods’ power.

Into the world came the one called the Wanderer, the Divine Voice and the Shining Prophet.

The Wanderer brought word of the One True God—Herotus. Herotus would protect the world from the evils of those demons who masqueraded as the divine. The priests and adherents of the old gods disputed the Wanderer, some even fought him, but the Wanderer could not be dissuaded, could not be harmed, and his magic always proved more powerful. The world turned from the Old Gods and soon Herotus became the One True God.

The world changed. Magic, once a realm of science and philosophy, became a cauldron of superstition. Though the Wanderer had produced wondrous magics, the priests of Herotus lacked the spells of healing and life that had nurtured fragile civilizations for so many centuries. As magic was denied them, the religious powers denied it. Kings and princes followed the dictates of the religious masters. Wizards and sorcerers became bogeymen and scapegoats.

Herotus is a jealous and paranoid god. Soon after he defeated the Old Gods, he destroyed those deities who supported him who were powerful enough to threaten him. The others, he bound to him, using magics that could easily destroy worlds. He offered nothing to his worshippers. He recalls, too well, the fate of those gods generous enough to share their divine power with mortals. As such, the clerics of his religion have no access to divine magic.

What no one knew then was that the Wanderer was Incarnos, a deva—a guardian spirit of the Old Gods. He had seen the suffering of age and disease and wished to save the world from such pain. He had believed this was a curse of the Old Gods. For centuries he studied the Planes of Reality, seeking an answer to his dilemma. Herotus found him, promising to release Morvia from the bondage of the Old Gods. Incarnos believed him, and helped him turn the world against the Old Gods.

He quickly learned Herotus had lied to him.

Trapped in an immortal body, devoid of his powers, Incarnos walked the world. With the same diligence with which he had planned the downfall of the Old Gods, he sought some way to contact them, perhaps release them. Why had they not stood against Herotus? Why had they proved so weak?

Finally, Incarnos has learned the truth, but Herotus—and the Church sworn to him—does not wish this knowledge to survive. The Church has sent its hounds to find Incarnos and kill the unkillable. Incarnos, though, cannot release the Old Gods. Only mortals may. The secrets are trapped in 12 staves created at the dawn of time—the Lorestaves. The Knights of the Holy Mount, sent out to find Incarnos and the staves, believe he is an evil minion of demon lords and that the 12 staves hold the key to finding the lost weapons of the 12 holy knights.

As our story opens, the PCs witness Knights of the Holy Mount questioning Incarnos. They are not gentle, but he will not break. Though he feels pain, Incarnos is immortal.

If the party contains wizards or sorcerers, the Temples is a great place to hide. There is little law enforcement and those who appear capable of defending themselves are left along. The party may also contain clerics. While Herotus does not offer divine magic, a cleric may have tapped into a source of divine magic unknown or forgotten. Remember, it is possible for a cleric to not devote herself to a particular deity, though this restricts access to domains. However, perhaps this cleric will find an Old God, though this adventure, that mirrors her beliefs.

It is important for the party to be good aligned. At least a majority of the party should be good. Many of the prods to action are based on sympathy for fellow creatures and a desire to protect the weak.

The opening of the adventure takes place inside the Squandering Snail. The PCs may have come here to relax, to gamble or even to hide out. If they are seeking ancient knowledge, they may have learned of the great temple to the Old Gods that once stood where the Squandering Snail now stands. Perhaps they have some kind of relationship with Carylle of Temelburh (listed in the NPC section as the barmaid Cornille), who has asked for their help finding an ancient artefact her researches have led her to believe is hidden somewhere in the Squandering Snail. Perhaps the PCs are denizens of the Temples or of Bowden who regularly visit Causens’ Corner for a bit of action.

Part One – The Gentle Hands of these Most Holy Men
Everyone in the Temples knows and despises the Knights of the Holy Mount. These holy warriors have no sympathy for common human frailty, and they consider the Temples a blight on the face of the world that should be removed, preferably with fire. The Abbot’s knowledge of the true history of the Temples may contribute to this. Needless to say, when the Holy Knights came to the Temples, searching for a particular person, they received no help. Their actions drew the ire of Duke Javarre, and they have been forced to restrain their “righteous passions.”

However, even the opposition of the populace of the Temples did not prove enough to foil the Holy Knights. They found their quarry.

Incarnos has been drawn to this place, but he cannot say why. He believes he may be close to finding one of the Lorestaves, but he also knows that even were he to find it, he requires the aid of mortal to unlock the secrets. He has some hope that by doing so, he will earn himself release. He did not realize he had become the target of the Church and the Holy Knights and made no effort to disguise or hide himself. He has learned, through long centuries, how to disappear within the societies of mortals.

When he is found, it is in the Squandering Snail. He has long known the need for currency when surviving in a civilized society, and so he has turned to one of the quickest ways he can make money—gambling. After centuries of practice, he has mastered both dice and cards, and can all but control a cast of dice. When the Holy Knights entered and disrupted the game, Faelan silently thanked the One True God for the blessing. Incarnos had won almost 50 princes (sp), and it didn’t look like his luck would change anytime soon.

The PCs may be in a position to overhear the initial exchange.

Seven Knights of the Holy Mount enter the gambling den. They swagger in, eyeing the patrons of the establishment with disdain. Sneering, they push their way through the crowd to a table at which a knot of people has gathered. They rudely knock these people away. The leader of the group grabs one man and turns him around. The man is tall, standing at least a hand taller than any of the knights. He seems unperturbed when faced with seven armed Holy Knights. He wears simple clothes and is not armed.

“Hello, fiend,” the Holy Knight says. “Your terror is at an end. Now you will tell us where you have hidden the staves.”

“Gentlemen, I believe you are mistaken,” the man replies. “You do not serve the one true god, only a usurper of gentle gods.”

At that the leader of the Holy Knights backhands the man. The man rolls with the blow, but does not appear injured. His face has no mark on it.

The man smiles. “Ah, the gentle word of the supreme deity, yes?”

The leader of the knights spits in the man’s face. “Your words are as twisted as your masters.”

The leader gestures, and the other knights begin to beat on the man. They have daggers in their hands, but they do not stab him. Rather they beat him with the pommels of these daggers. They drive him to ground, striking him mercilessly. The man curls into a ball, flinching and crying out with each blow, yet still there is no mark on him.

One would hope that good-aligned PCs would, at this time, react. They need not actually physically intervene. The PCs might approach the leader of the knights, Heston of Gueste (now known, as all Holy Knights are, as ‘of the Mount’), and ask him to refrain from physically assaulting an unarmed man offering no resistance. They might ask what crime the man has committed. Should the PCs become physically involved, they will take the Holy Knights completely by surprise—at least for the first round. If the PCs speak to Heston, he will react as follows:

The leader of the knights crosses his arms and frowns. “Are you in league with this servant of evil that you would speak on his behalf?”

Unless the PCs protest their innocence and leave the knights to their beating, Heston will become even angrier. No matter how mildly and rationally the PCs may act, any questioning of the “holy mission” of the knights is seen as violent opposition by Heston.

“You dare to question the will of the One True Church?” The lead knight draws his greatsword.

While he does not intend to strike the PCs with his weapon, considering the situation, PCs might consider themselves under attack and act accordingly, if they do not, the scene progresses as follows:

Greatsword in hand, the lead knight’s eyes narrow. “You will surrender yourselves to trial by the Blessed and Loyal Military Order of the Holy Mount in the name of myself, Brother-Captain Heston of the Mount. Divest yourselves of any weapon you may have.”

This is basically a game of chicken. Heston knows that if he shows weakness in this place, he and his men might not walk out alive. The opposition of the PCs has inspired many of the other patrons of the Squandering Snail. The PCs might not notice, but Heston certainly has. His position, with only six knights, could be perilous.

If the PCs do not surrender, Heston has been backed into a corner, and he will need to act.

“As you will,” Heston says. “Your actions betray your intent. Iolan, Metres, we have more servants of the dark ones here.”

Two of the Holy Knights turn away from the continued beating they are inflicting on the unresisting man. They draw their swords.

At this point, the PCs will need to defend themselves or be arrested. If they are arrested, they will be taken to a galley in the harbour. This is the galley the Holy Knights arrived in. Due to Duke Javarre’s lack of cooperation, the Holy Knights have operated from this galley. They will load the PCs and Incarnos on and set sail for the nearest fortified monastery, known as a chapterhouse.

During the trip, Incarnos will relate whatever information the PCs request of him. He will also help them escape. He cannot and will not harm another living being.

The Lorestaves: The NPCs at Causens’ Corner

Causens’ Corner in the Temples
The NPCs listed in this section are tertiary characters at best. They should be used in a narrative capacity. They are mouthpieces for the GM, and should not be coming into conflict with the PCs. They may prove to be available as some level of resource for the PCs, but other than that, their impact on the story will likely be minimal. These are not extraordinary individuals.

Alassorn of Karnhorn, the local cooper
37 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 11; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk +1 melee (1d6, club), or +3 ranged; SV Fort +0, Ref +2, Will +2; AL CN; Str 10, Dex 14, Con 11, Int 14, Wis 9, Cha 13.

Skills: Sleight of Hand +7, Craft (woodworking) +10, Disable Device +4, Forgery +7, Hide +7, Knowledge (local) +7, Listen +3, Move Silently +6, Profession (cooper) +4, Search +3, Spot +3.

Feats: Alertness, Skill Focus (Craft [woodworking]).

Possessions: Artisan’s outfit, club, dagger, pouch with 30 princes (sp).

Background: Alassorn is something of a success story. A career criminal, a turn at the oars of one of the Duke’s galleys killed Alassorn’s anti-social tendencies. Finally released after he had served his time, Alassorn apprenticed with the only craftsman who would accept him—Hesrick, the cooper at Causens’ Corner. Hesrick, unlike Alassorn, knew nothing of the criminal elements in the Temples and work only for legitimate businesses. While he survived, one could not call him successful. Alassorn, meanwhile, was willing to help out his old criminal cronies by supplying things like weighted barrels to easily dispose of a body in the bay, or false-bottomed barrels in which to smuggle goods. With the money made through his illicit dealings, Alassorn did something completely out of character—he acted honestly and in good faith. He purchased the cooperage from Hesrick for a price everyone had to agree was more than fair. Hesrick went to live with his eldest son who had a fairly prosperous farm outside the city and Alassorn was free to contract with whomever he pleased.

What He Knows: While Alassorn isn’t in the thick of the underworld, he hears plenty of stories and he has a good idea of who killed whom, especially since he may have supplied the means to hide the body. He also thinks he knows more than he does, crediting himself with deductive capabilities far beyond his actual capacity.

What He Will Tell: For enough coin, Alassorn will tell anything. It doesn’t matter if it is true or not. Of course, Alassorn is aware that occasionally stupid decisions can come back to haunt one, so he never sells false information to anyone connected with the underworld in the Temples. Outsiders, however, are fair game.

Tactics: It’s been quite some time since Alassorn has needed to protect himself, but he still remembers how to fight. He’ll try to escape from any fight, though, before he’ll willingly engage in one. If forced, he’ll fight defensively while trying to get a feel for his opponent. If he has a few rounds in which his opponent has not landed an attack, Alassorn will actually attempt to fight as regular, until he gets hit, at which point he’ll return to fighting defensively. If he has a chance to escape a fight, even one in which he’s doing well, he’ll take it.

Cessforn the Elder, the father of the local carpenter
72 year old Male Human Expert 3: CR 2; Size M; HD 3d6; hp 11; Init +0; Spd 30 ft.; AC 10; BAB +2; Atk +0 melee (1d6-2, walking stick), or +2 ranged; SV Fort +0, Ref +1, Will +6; AL CN; Str 6, Dex 11, Con 8, Int 15, Wis 13, Cha 10.

Skills: Craft (carpentry) +11, Craft (woodworking) +7, Diplomacy +6, Gather Information +3, Heal +7, Knowledge (local) +6, Listen +7, Move Silently +3, Search +5, Spot +4.

Feats: Dodge, Iron Will, Skill Focus (Craft [carpentry]).

Possessions: Artisan’s outfit, pouch with 15 dublings (cp) and 5 princes (sp), walking stick (can be used as club).

Background: Cessforn lived his entire life in the Temples. Born to a carpenter, he apprenticed as a carpenter and brought his son up to be a carpenter. When he looks back on his life, he has many regrets, mostly not having left the Temples for someplace safer. Still, could he have started over? Could he have afforded to leave an established practice? Luckily, his son is responsible enough to see to his father’s needs. Should Cessforn the Younger pass away, the Elder will soon find himself in a very dire situation.

What He Knows: Not a criminal himself, he has grown up around criminals. He knows much about the underworld, who is important and who is dangerous, but nothing that every other denizen of the Temples doesn’t also know.

What He Will Tell: He doesn’t really have anything to tell and he is too frightened of repercussions to tell what he does know.

Tactics: Cessforn, if attacked, will defend himself. He doesn’t expect to last much longer in this world, and given the chance to go out fighting, he’ll take it. He won’t go looking for a fight, but if presented with one, he’ll start swinging his walking stick. He doesn’t have much of strategy.

Cessforn the Younger, the local carpenter
51 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 9; Init +1; Spd 30 ft.; AC 11; BAB +1 Atk +0 melee (1d6-1, quarterstaff), or +2 ranged; SV Fort +0, Ref +1, Will +3; AL LN; Str 8, Dex 13, Con 11, Int 13, Wis 11, Cha 10.

Skills: Craft (Carpentry) +9, Diplomacy +5, Disable Device +4, Gather Information +2, Hide +2, Knowledge (local) +5, Listen +5, Move Silently +3, Spot +7, Tumble +6.

Feats: Alertness, Skill Focus (carpentry).

Possessions: Artisan’s outfit, pouch with 15 princes (sp) and 5 wrens (gp), quarterstaff.

Background: Like his father, Cessforn the Younger grew up in the Temples. It’s all he knows. He apprenticed under his father and actually has some skill in carpentry. He could likely move out of the Temples, but he has a wife and children and not much actual coinage, rather his wealth is in his business. Finding another place where he could live with his father close by for as little as the Temples would be difficult, if not impossible. As such, Cessforn works throughout Bowden, earning a fair amount of money, but lives and has his shop in the Temples.

What He Knows: Cessforn keeps out of trouble, he stays away from criminals and he forgets any rumours he hears on the streets. He knows how quickly fate can turn on a man in the Temples.

What He Will Tell: He will tell nothing, and he will insist that he knows nothing. Knowledge is far too dangerous in the Temples.

Tactics: Cessforn isn’t a fighter, but if his family is threatened, he’s more than willing to use the stout staff he always carries with him. He knows the Temples, which means he knows violence.

Not much of a fighter, Cessforn will fight defensively. He’ll try to give his family a chance to escape. That done, he’ll attempt to escape himself. If he is in his own neighbourhood, he’ll try to get those people who know him involved, at least to find help. Cessforn has plenty of friends—for a man of the Temples, he’s honest—so there might actually be people willing to help.

Fishmonger Gereslack, a pimp
38 year old Male Human Rogue 3: CR 3; Size M; HD 3d6+6; hp 22; Init +2; Spd 30 ft.; AC 14; BAB +2; Atk +3 melee (1d6+1, shortsword), or +4 ranged (1d4, dagger); SV Fort +3, Ref +5, Will +3; AL CE; Str 12, Dex 15, Con 15, Int 13, Wis 15, Cha 13.

Skills: Bluff +8, Disable Device +5, Gather Information +6, Hide +8, Intimidate +8, Knowledge (Local) +7, Listen +5, Move Silently +7, Open Lock +6, Search +5, Sense Motive +8, Spot +8.

Feats: Combat Expertise, Dodge, Persuasive.

Class Feature (Rogue): Evasion.

Possessions: Dagger, leather armour, pouch with 25 princes (sp) and 5 wrens (gp), shortsword, traveler’s outfit.

Background: It’s not as though a person grows up dreaming of becoming a pimp. Still, Gereslack had few options. He might have become a thug, he could have become a loanshark, but the fact is, he prefers trading in flesh. He pretends it isn’t a crime, that no one is hurt, forgetting that he took women and girls in desperate situations and forced them to sell themselves. He is not a romantic, though he will often say that he is. Along with pimping, Gereslack sometimes involves himself in people smuggling, moving young women and boys to use as slaves elsewhere.

Gereslack always carries his weapons with him and he wears his armour, but under his clothing. He always wears a heavy, large cloak in the hopes of hiding armour and weapons.

What He Knows: Gereslack is not highly placed in the underworld, but he does have connections. He knows enough to help an outsider navigate the underworld of the Temples. He also knows enough not to cross the wrong person or insult anyone who could exact retribution.

What He Will Tell: He knows that telling the wrong person the wrong thing could lead to his death, so he is very careful about what he says and to whom. However, if there is gold in the equation, Gereslack will likely take a few risks.

Tactics: Gereslack doesn’t like physical confrontations. He will try to talk his way out of any fight, either by bluffing or intimidating. Once the conflict has been avoided, he’ll pay someone to kill or otherwise remove the threat of the individual with whom he was in conflict with. If forced into a fight, Gereslack likes to feint. He’ll take whatever advantage is available and fight as dirty as necessary to win. If things look particularly bad, he’ll try to flee, or at least fight defensively if retreat is not possible.

Jileforis, a landlord
47 year old Male Human Expert 3: CR 2; Size M; HD 3d6; hp 14; Init +4; Spd 30 ft.; AC 14; Attack +2  melee, or +6 ranged; SV Fort +1, Ref +5, Will +6; AL CE; Str 11, Dex 18, Con 11, Int 14, Wis 13, Cha 16.

Skills: Bluff +10, Diplomacy +10, Gather Information +8, Hide +6, Intimidate +11, Knowledge (local) +8, Listen +6, Profession (landlord) +7, Spot +3.

Feats: Iron Will, Martial Weapon Proficiency (longsword), Persuasive.

Possessions: Courtier’s outfit, daggers (3), longsword (masterwork).

Background: Jileforis came to the Temples as a child. His father was a failed businessman who had lost almost everything, including the family lodgings. As a young man, Jileforis left home with the intent to make money. He remembered the life he had previously led. Jileforis became the practical partner of three, the two other offered money and connections. Jileforis brought the ides and insured their implementation. Soon, Jileforis no longer needed his partners and so he took what he could and left. They soon faded into the Temples, while Jileforis rose to the top. Along with properties, Jileforis owns boats, warehouses, and a trading company. He continues to visit his tenements in the Temples, always bringing some hired muscle.

Jileforis does not carry coins with him because he does not pay for anything with his own hand. If payment is required, one of his toughs will deliver the payment. Jileforis always travels with at least 4 toughs. One of the toughs will have Jileforis’ purse, which will include 35 wrens (gp) and 10 braces (pp). Jileforis always carries his longsword, and is not averse to using it, though only when doing so presents no danger to him.

What He Knows: Jileforis makes it his business to know everything. He knows who are the criminals and the decent citizens. He knows those craftsmen he wouldn’t allow to work for free and those he would pay double. He knows who can get what and how much it will cost. If something needs done, Jileforis knows how to get it done.

What He Will Tell: He tells nothing unless he can profit, substantially, for it. A few coins is meaningless. Once a secret is out, its value is gone. If he knows of a smuggler who can bring him in a certain product, then sells that information, something could happen to the smuggler or the price could increase because the smuggler now has more customers. Jileforis always considers the long-term.

Tactics: Jileforis has thugs to do his fighting. He didn’t rise to his position so he could dirty his hands in fisticuffs. He’ll have his toughs level the opposition, or at least screen his retreat. If absolutely forced into combat, Jileforis will fight defensively, all the time attempting to intimidate his opponents, or buy them off. Any opponent that stops his attacks based on threats or promises will have a price on his head the second Jileforis is out of danger.

Wesent Tailor, the local tailor
36 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 7; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk -1 melee (1d6-2, quarterstaff), or +3 ranged; SV Fort +0, Ref +2, Will +5; AL LN; Str 7, Dex 15, Con 11, Int 14, Wis 14, Cha 5.

Skills: Appraise +7, Craft (clothing) +10, Diplomacy +2, Forgery +7, Hide +4, Knowledge (local) +6, Listen +4, Move Silently +5, Profession (tailor) +7, Search +4, Spot +3.

Feats: Dodge, Skill Focus (Craft [clothing]).

Possessions: Artisan’s clothing, pouch with 10 dublings (cp) and 10 princes (sp), quarterstaff.

Background: Wesent Tailor’s parents were indentured to a rich family who lived on an estate just outside of Bowden. Wesent escaped at a very young age and has not seen his family again. He arrived in Bowdern destitute and afraid. He spent some time running with a gang of young thieves but never felt as though he belonged. He had come to know many people in the Temples, and had only found one man he thought he could trust. He became an apprentice to a small, insignificant tailor who only succeeded in keeping their two bellies full. When his master grew ill, Wesent took over the business. What little money they had stashed away, Wesent spent on a funeral for his old master. Now, Wesent does what he can. He is not particularly good, but he makes a living. He cannot see a time when he will have enough wealth to marry and start a family, but he has no other skills on which to fall back.

What He Knows: Wesent spent much of his youth on the streets of the Temples, and he has maintained contact with a few of his old friends. He knows as much as most people in the Temples know, though he has access to other information through his friends.

What He Will Tell: He won’t tell anything unless the profit from doing so was enough to get him out of Bowden and set up elsewhere. Nothing he knows is worth that kind of money.

Tactics: There’s very little that Wesent will fight for, save his small shop. He’d just as soon receive a beating as fight back, hoping that by not fighting back, the enjoyment the bullies or thieves take from beating will be minimal, and that will persuade them to move on. If his life or shop is threatened, he’ll take up his quarterstaff and hope to drive off the attackers with a show of strength. Since that won’t be forthcoming, he better hope they are worse fighters than he.

________________________________

OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Lorestaves: The NPCs at Causens’ Corner Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

The Lorestaves: The NPCs at the Squandering Snail, Part 2

The Non-Player Characters at the Sign of the Squandering Snail, Part Two

Flourette, a barmaid at the gambling den at the Squandered Snail
23 year old Female Human Commoner 2: CR 1; Size M; HD 2d4-2; hp 4; Init +5; Spd 30 ft.; AC 11; BAB +1; Atk +0 melee (1d4-1, dagger), or +2 ranged (1d4-1, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort -1, Ref +1, Will +1; Str 9, Dex 12, Con 8, Int 11, Wis 12, Cha 16.

Skills:  Balance +5, Climb +1, Escape Artist +3, Hide +2, Listen +3, Move Silently +3, Profession (barmaid) +3, Spot +3.

Feats: Agile, Improved Initiative, Simple Weapon Proficiency (dagger).

Possessions: apron, dagger, simple clothing

Background: Flourette is a child of the streets. Her father was an itinerant labourer who barely kept his family fed. Her mother was a seamstress who turned to intermittent prostitution when Flourette’s father disappeared. She has never learned if he simply left his family or if he met some deadly fate.

While Flourette had promised herself as a young woman that she would never sell her body, the Temples often forces people to ignore their own codes. She had strayed from her self-imposed path more than once, each time disappearing deeper into the underbelly of the Temples. She took on the name Flourette when she reached Causen’s Corner and the Snail. Flourette was her mother’s name. Her own real name is Adalei.

Goal: Flourette plans to make enough money to leave Bowden. She wants to travel to some small town, find work there and maybe marry a farmer.

Motivation: She is sick of the city, sick of the Temples and sick of the woman she has become. Flourette wants desperately to leave her past behind her.

What She Knows: Flourette has learned much about life in the Temples. She knows all the major players in the Temples and has become an expert on Causens’ Corner. She has stopped listening to gossip, but can’t help but hear it.

What Will She Tell: She will not tell anything. She can see no good of sharing the information she has, even for coin. If she was offered wealth enough to disappear and start anew somewhere far from Bowden, she would offer everything she knows.

Tactics: Flourette will flee or talk her way out of a fight. If she thinks her life or her tattered honour is at risk, she will fight as best she can, though always defensively.

Cornille, a barmaid at the gambling den at the Squandered Snail (background based on the Lorestaves adventure)
20 year old Female Half-elf Bard 2: CR 2; Size M; HD 2d6; hp 9; Init +1; Spd 30 ft.; AC 11; BAB +1; Atk +2 melee (club, 1d6+1), +2 melee (dagger, 1d4+1), or +2 ranged (dagger, 1d4+1); FS 5 ft by 5 ft; Reach 5 ft; AL CG; SV Fort +0, Ref +4, Will +5; Str 12, Dex 12, Con 10, Int 13, Wis 14, Cha 12.

Skills: Diplomacy +3, Gather Information +3, Hide +1, Knowledge (Arcana) +5, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Nobility and Royalty) +4, Listen +2, Move Silently +1, Perform (Comedy) +6, Perform (Keyboard Instruments) +5, Perform (Oratory) +5, Perform (Sing) +6, Search +2, Speak Language (Auran, Common, Elven), Spot +2.

Bard Spells Known (Level 0, 3; Level 1, 1) Level 0: Lullaby, Mage Hand, Open/Close, Prestidigitation, Summon Instrument; Level 1: Expeditious Retreat, Identify.

Feats: Scribe Scroll

Features (Bard): bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Possessions: Apron (with club hidden under apron), common clothing, 4 daggers (left sleeve, lower back, each boot).

Background: The barmaid Cornille is actually the young bard Carylle of Temelburh. The only daughter of a famed poet, Carylle took it upon herself to follow in her father’s footsteps. Karlis of Temelburh had studied at the university in Bowden, and so Carylle traveled there to study also. She did so against the wishes of both her parents, who had planned a profitable marriage for their daughter. Never one to allow another’s vision to supplant her own, Carylle ignored the wishes of her family.

She proved a capable student, however the rigorous scholarship left her bored. She found the academic atmosphere stultifying. Independent as always, she decided to visit the places of legend about which she studied rather than simply hear some old man talk about them. Carylle found much to whet her appetite for knowledge in her travels, and her love of ancient history led to her discovery of a forgotten treatise on the Elder Gods, those that existed before the One God—the Elder Gods that were not supposed to exist at all.

Her curiosity led her to dig deeper, and that has brought her to the Temples, an area left untouched by the religion of the One God.

Goal: She hopes to find clues to the fate of the Elder Gods. She always wishes to learn about history and about the world around her.

Motivation: She does not seek power, nor does she wish to defy the One God. Carylle simply wants to learn all that she can. Secrets are valuable because they are knowledge, not because they are secret.

What He Knows: Regarding the Temples, Carylle knows little. She has not been here long. She knew the Temples through the rumours and legends bandied about Bowden. She has learned little of that is true, but she has gathered little information to replace them.

What Will He Tell: She will happily discuss history and her journeys if someone realizes she is more than a simple barmaid. As a barmaid, she will tell nothing, hiding her ignorance behind a feigned fear of revealing a secret.

Tactics: Carylle do as much as possible to avoid conflict. She doesn’t want to get herself in a position in which she needs to use her magic to save her life. If forced into a fight, she’ll fight defensively, always looking for a way out, and using her guise as Cornille to get the guards at the Snail to intervene on her behalf. If she has to, she will use her magic.

Chardine, a barmaid at the tavern at the Squandered Snail
41 year old Female Human Commoner 3: CR 2; Size M; HD 3d4+9; hp 18; Init +3; Spd 30 ft.; AC 13; BAB +1; Attack +1 melee (1d6, club), or +4 ranged (1d6, club); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +4, Ref +1, Will +1; Str 10, Dex 16, Con 16, Int 11, Wis 10, Cha 8.

Skills: Listen +3, Profession (barmaid) +7, Spot +5.

Feats: Run, Simple Weapon Proficiency (club), Skill Focus (Profession [barmaid]).

Possessions: Apron, artisan’s outfit, club.

Background: As a young girl, Chardine lived in one of the small farming villages surrounding Bowden. She had seen the city, going there for fairs, festivals, and the occasional market day. When she became old enough to marry, she feared that she would live the rest of her life in the same, small village with its small people. On a whim, she followed a group of players to Bowden. The players took her in and she became their maid. She cooked and cleaned for them. Sometimes she would bed one of them. When they moved on, she stayed in Bowden, finding she could make a few coins working in the taverns and inns. Sometimes those coins would be made in her bedchamber. Smart enough to realize she had no future, she returned to her village, only to find she was unwanted. Her family did not want a daughter debauched by the city, nor did any suitor.

With nothing left in her home, she returned to Bowden and the only life she knew. As time passed, leaving its mark, her prospects lessened. She has finally found herself in the Temples and fears how further she may plunge.

Goal: Chardine believes she no longer has a chance to have a child, but she still wants a family. She is, in fact, desperate for that. She sees Dunchad as her last hope for a husband, as she is told almost every day that she is old and unattractive.

Motivation: As time takes more from her, Chardine is looking back on her life and wondering why it was so hollow. She accomplished nothing. She has nothing. She fears in the future she will have less. She sees no escape for her save though marriage. With a partner in life, she feels she could better withstand fate’s cruel humour. Even were her partner taken from her, a widow is usually offered some respect, and the Church will offer some charity.

What She Knows: As with most of the staff at the Snail, Chardine hears many rumours of many nefarious plans and actions. She has seen the dark underbelly of the foulest part of Bowden, and she fears it. The things she knows gives her nightmares.

What Will She Tell: Believing her future is already in peril, Chardine will tell nothing unless the reward is such that she could escape the Temples. As she knows nothing of that value, it is unlikely Chardine will tell anything.

Tactics: Chardine is not a fighter. She will attempt to flee any combat. Only in the direst of dangers will Chardine fight, and then she won’t be fighting very effectively. In any case, Chardine will throw herself on an opponent’s mercy where there is mercy to be found.

Tathan, kitchen worker at the tavern
71 year-old Female Human Commoner 3: CR 2; Size M; HD 3d4; hp 4; Init +1; Spd 30 ft.; AC 11; BAB +1; Atk +0 melee (1d4-1, knife), or +2 ranged (1d4, knife); SV Fort +0, Ref +2, Will +3; AL NE; Str 8, Dex 12, Con 8, Int 15, Wis 15, Cha 14.

Skills: Appraise +4, Craft (cooking) +11, Listen +13, Profession +8, Spot +10.

Feats: Alertness, Skill Focus (Craft [cooking]), Skill Focus (Listen), Weapon Proficiency (knife).

Possessions: Apron, artisan’s outfit, knife.

Background: Tathan is actually Murnac’s mother, though no one knows this. She grew up in the Temples and expects to die there. She is not proud of her son, having hoped he would have amounted to more than his father, who died in a knife fight with a pimp, but she can only blame herself. Tathan raised Murnac as best she could, but considering she spent much of her time drinking or flat on her back ‘at work,’ her best wasn’t much good. Murnac was essentially orphaned at a young age. Now that he has taken her in, Tathan tastes bitterness every day. She cannot say that she loves her son—she honestly doesn’t know him. She can say that his kindness, taking her in and giving her shelter, reminds her every day of her failings as a mother.

Goal: Tathan has no goal save to help and protect her son. Her life means absolutely nothing, and she would honestly thank someone for running her through with three feet of steel. She works as some small thank you to her son. She does not know the man, but she feels the responsibility toward him as an adult that she never evidenced as a mother.

Motivation: Guilt motivates Tathan, and bitterness that she proved no better than her drunken husband, Murnac’s father. She does not know how to expunge the sense of failure that pervades her life. She hopes she can do so by proving useful in her twilight years.

What She Knows: Tathan knows everything that goes on in the Snail. The only secret is Cornille’s true identity. Other than that, she knows who wants to bed whom, and who would eagerly join a revolt against her son. She passes on her knowledge to him as best she can. They share dinner once a week, but they only talk business.

What Will She Tell: There is no way to make Tathan tell anything, unless one can provide an honest threat to her son. If one had Murnac tied up with a knife to his throat, Tathan would tell all she could. That is the only chink in her armour. Otherwise, do your worst.

Tactics: Tathan isn’t going to fight. At most, she’s going to try to flee, yelling in the hopes of alerting others or her son. She honestly isn’t afraid of death.

Toughs, the guards and other toughs hired by Murnac
Male Human Warrior 2: CR 1; Size M; HD 2d8; hp 12; Init +2; Spd 30 ft.; AC 14; BAB +2; Attack +3 melee (1d6+1, club), or +3 melee (1d6+1, short sword) or +4 ranged (1d4, dagger); SV Fort +3, Ref +2, Will -2; AL LE; Str 13, Dex 15, Con 11, Int 9, Wis 7, Cha 10.

Skills: Climb +1, Hide +4, Listen +1, Move Silently +3, Spot +1.

Feats: Blind-Fight, Power Attack.

Possessions: club, dagger, leather armour, short sword

Staff, miscellaneous staff
Human Expert 1: CR 1; Size M; HD 1d6+1; hp 10; Init +3; Spd 30 ft.; AC 13; BAB +0; Attack -1 melee (1d6-1, club) or +3 ranged (1d4-1, dagger); SV Fort +1, Ref +3, Will +3; AL CN; Str 9, Dex 16, Con 13, Int 12, Wis 12, Cha 13.

Skills: Diplomacy +3, Forgery +5, Hide +5, Knowledge (local) +8, Knowledge (history) +2, Listen +1, Move Silently +3, Profession (gambler) +3, Sleight of Hand +7, Search +5, Spot +5, Tumble +5

Feats: Skill Focus (Knowledge [local]), Toughness.

Possessions: club, dagger

________________________________

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (”Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Lorestaves: The NPCs at the Squandering Snail, Part 2 Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

The Lorestaves: The NPCs at the Squandering Snail, Part 1

The Non-Player Characters at the Sign of the Squandering Snail, Part One

Murnac, owner of The Squandering Snail gambling house
54 year old Male Human Rogue 3: CR 3; Size M; HD 3d6+3; hp 16; Init +1; Spd 30 ft.; AC 11; BAB +2; Atk +3 melee (1d6+1, shortsword), or +3 ranged (1d4+1, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL NE; SA Sneak Attack +2d6; SV Fort +2, Ref +4, Will +2; Str 13, Dex 13, Con 13, Int 11, Wis 13, Cha 9.

Skills: Concentration +3, Diplomacy +1, Disable Device +6, Escape Artist +7, Hide +1, Intimidate +5, Jump +7, Knowledge (local) +2, Listen +8, Move Silently +6, Search +2, Sense Motive +9, Sleight of Hand +7, Spot +3.

Feat: Alertness, Negotiator, Track.

Class Feature: Evasion, Trapfinding.

Possessions: dagger, fine clothing, heavy cloak, purse with 25 gp and 12 sp, short sword, shoulder belt with scabbard.

Background: Murnac is known around the Temples as the Shepherd. Not because of the care with which he treats his clients, rather because of the multitude of ways he can fleece them. The Snail is not the most crooked gambling house in the city of Bowden, but it certainly is not the most reputable. Much like his establishment, Murnac is not the most dangerous man in the Temples, but one should never turn one’s back on him else one finds oneself with a dagger planted in said back.

Murnac is a product of the Temples. He grew up in the streets, working as pickpocket and later as an enforcer. He gained the money for the Snail by loan-sharking. Well, he didn’t actually buy the establishment, which had been a public house, rather the owner of the establishment disappeared after defaulting on a loan owed to Murnac. His loan-sharking is now confined to patrons of the Snail, though he still maintains ties with the underworld of Bowden.

Goal: Murnac’s only goal is to take care of Murnac and make Murnac rich. Nothing else matters.

Motivation: Murnac intends never to know poverty or want again. He does not care who he needs to hurt nor who needs to starve so he can eat.

What He Knows: Murnac knows all about the underworld in the Temples. He knows who is important, who is dangerous and who is a blowhard. Murnac doesn’t know much about the actual politics of the city, though he will bluff his way through any conversation concerning such, and not very well.

What Will He Tell: He will tell nothing of importance unless he is well paid for his information. Even when coins enter into the equation, he is no fool—some information in the Temples is worth a person’s life. If he feels he can profit without risk, he’ll sell knowledge, but he is careful. He knows what can happen to a careless person in the jungle of the Temples.

Tactics: Murnac is a rogue, and that means he’ll go for the sneak attack. He’ll move to flank opponents as well. First off, though, he’s going to call in his “boys,” the doormen and guards at the Snail. He’ll let them deal with trouble. Murnac’s ‘respectable’ now, so that means he shouldn’t have to get his hands dirty.

Dunchad of Helst, the barkeep at the tavern at the Squandered Snail
42 year old Male Human, Commoner 3:  CR 2; Size M; HD 3d4-3; hp 5; Init +1; Spd 30 ft.; AC 11; BAB +1; Grap +2; Atk +2 melee (1d6+1, club), or +2 ranged (1d6+1, club); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +0, Ref +2, Will +0; Str 13, Dex 13, Con 8, Int 11, Wis 9, Cha 9.

Skills: Craft (brewing) +4, Craft (carpentry) +5, Diplomacy +1, Hide +1, Listen -1, Move Silently +1, Profession (barkeep) +6, Ride +6, Sense Motive +1, Speak Language (Common), Spot -1

Feats: Simple Weapon Proficiency (club), Negotiator, Skill Focus (Profession [barkeep]).

Possessions: apron, club, simple clothing.

Background: The village of Helst is only two days ride north from Bowden. Dunchad is the son of a carpenter, and had apprenticed with his father. Throughout his life, he heard stories of Bowden and the wealth one might find there. In truth, Dunchad is a lazy sort, and so thinking he could either remain in his home village and struggle to make a life for himself and possibly a family, or move to Bowden and find wealth and happiness without that same struggle, the choice was obvious.

While he at first found work as a carpenter, he was not particularly good. He soon learned that to make a living in Bowden he would also have to struggle. He looked for other ways to attain wealth. He started to gamble. Bad move. While he was a mediocre carpenter, he was a horrible gambler. Less than a year after moving to Bowden, Dunchad found himself without a job and soon he would be without a home. In order to pay off some of his debts to Murnac, the owner of The Squandered Snail, Dunchad did some carpentry work at the gambling house. Murnac figured the work was okay, and having a carpenter on hand might not be a bad idea. Given the choice of sleeping out of doors or working at the gambling house he frequented, Dunchad chose the latter.

That was more than twenty years ago. Dunchad continues to work at the Snail. He has since learned to be a brewer, though his skills as a brewer have not yet reached the mediocrity of his carpentry. Still, he does his job, skims only a little of the profits, and shags only Chardine, the oldest and least desirable of the barmaids. He doesn’t anger Murnac and tries to keep peace with the rest of the staff.

He sorely wishes he had stayed an apprentice in Helst.

Goal: At this point in his life, Dunchad is becoming desperate for a family. He has always desired wealth, now he only desires the means to keep a roof over his head and food on his table. He has no more grand designs. He has no more fanciful plans.

Motivation: Dunchad came to the city of Bowden believing he was smart and talented. Bowden soon changed his mind. Dunchad now believes he has been cursed. He fears old age, knowing that once he is no longer able to work, he will no longer have a home. He has seen the beggars and forsaken on the streets, and he fears the same will happen to him.

It’s not enough fear, though, to make him propose to Chardine, perhaps the one woman in his life who might actually consider becoming his wife.

What He Knows: Dunchad listens, so he knows most of the same rumours everyone else in the Temples knows. He tries hard not to listen to the planning and conniving that happens in the Snail. He figures that, for the most part, ignorance may not be bliss, but it’s not going to get your throat cut . . . usually.

What Will He Tell: Since he has nothing secretive to tell, he won’t be telling it. He usually doesn’t pass on rumours either, unless they are particularly amusing rumours regarding figures of authority in the government.

Tactics: Dunchad stays out of fights. He isn’t paid to police the establishment, merely serve drinks. If forced, he always keeps a few clubs close at hand. His favorite sits below the counter near the beer kegs. This one has an iron-shod head and has a +1 modifier to damage. He will try to flee a fight, but when forced, fights defensively.

Bressal, a gamesman at the gaming den at the Squandered Snail
26 year old Male Human Expert 2: CR 1; Size M (6 ft., 4 in. tall); HD 2d6-6; hp 4; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk -2 melee (1d4-2, dagger), or +3 ranged (1d4-2, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL NE; SV Fort -3, Ref +2, Will +4; Str 5, Dex 15, Con 5, Int 9, Wis 13, Cha 11.

Skills: Bluff +2, Diplomacy +4, Escape Artist +5, Gather Information +4, Intimidate +2, Knowledge (local) +1, Profession (gambler) +5, Sense Motive +5, Sleight of Hand +8, Use Rope +4.

Feats: Deft Hands, Negotiator.

Possessions: dagger, simple clothing.

Background: Bressel grew up the second son of a shipwright in the dockyards of Bowden. He proved to have little skill or talent for his father’s profession, though he did make an admirable attempt at learning. Bressel’s father was not appreciative of his efforts. He never appreciated how hard Bressel tried, he only cared that Bressel couldn’t succeed.

Bressel became bitter and angry. His relations with his family, all his family, soured. As a young man, the Temples swallowed him. A quick lad, and one with one ear always open, Bressel made his way, surviving but never prospering. He wasn’t tough enough to run with the gangs, and he wasn’t smart enough to think up his own plots and schemes, so he needed coattails on which to hang.

Learning how to gamble, and how to run a gambling table—cards, dice, anything—Bressel ingratiated himself to Murnac. Murnac found a place for him—not a place where Bressel can make a little side profit, rather a place where Murnac or one of his “boys” always can watch him.

Goal: Bressal is all about Bressal. He doesn’t have big dreams, just wants to make himself a boss of somewhere nice like the Snail.

Motivation: Bressal figures Murnac’s got a nice deal, nice place. Bressal is watching Murnac, trying to figure out his secret. He knows Murnac is that much smarter than the normal ‘mule’ on the street, so he’s got to have a secret.

What He Knows: Bressal knows plenty about what’s going on behind the scenes and in the shadows of the Temples. He’s always listening, and he remembers most of what he hears.

What Will He Tell: He’s not about to just share out information. Like everything else in the Temples, information is a commodity. It has a price. There’ll be a negotiation before there’s any exchange.

Tactics: Bressal prefers the safety of fleeing a fight, especially if there’s any chance at all that he might lose. If he’s got numbers on his side, he’ll try for the backstab. He’ll do anything to keep himself alive.

Faelan, a gamesman at the gambling den at the Squandered Snail
31 year old Male Human Expert 3: CR 2; Size M; HD 3d6+3; hp 19; Init +2; Spd 30 ft.; AC 12; BAB +2; Atk +2 melee (1d6, club), +2 melee (1d4, dagger), or +4 ranged (1d4, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +2, Ref +5, Will +5; Str 11, Dex 15, Con 13, Int 15, Wis 15, Cha 13.

Skills: Bluff +3, Diplomacy +8, Escape Artist +4, Gather Information +6, Intimidate +7, Listen +6, Profession (gambler) +6, Sense Motive +8, Sleight of Hand +7, Spot +5, Tumble +4.

Feats: Lightning Reflexes, Negotiator, Persuasive.

Possessions: club, dagger

Background: Faelan’s family was once one of the lesser burghers, a family of merchants and artisans. Faelan’s father, inept at everything save drunkenness and whoring, lost what little fortune the family had before loansharks took his heart. Faelan actually saw that happen. The loansharks took little Faelan as part of the payment.

Rather than a horrible fate, Faelan found he actually enjoyed the work to which he was put. He found himself working as a runner at an underground gambling den in the dockyards. It was rough, but few of even the most dangerous denizens in the dockyards would attack a kid for no reason. Faelan was smart, and picked up the tricks quickly. He survived his indenture and actually left the custody of the loansharks with skills.

Faelan has worked at many of the gambling dens in the dockyards and the Temples. He ended up at the Snail mostly due to an infatuation with Flourette, which is working itself out. He will likely move on soon. His skills are in demand.

Goal: Faelan is not a person who sets out goals. His conscious goal is to conquer Flourette romantically. His unconscious goal is to test his mettle against fate. Since surviving his indenture, Faelan has the belief that he is playing a game against fate or destiny.

Motivation: Faelan likes to win. Although he’s not known for his adherence to the law, he is a man with his own sense of honour, and keeping that intact takes precedence over winning. In his game against fate, he is uncertain of the rules, but that’s okay—he’ll learn them as he goes along.

What He Knows: Faelan has been working on the periphery of society for many years. He’s learned to keep his ears open even when his eyes are elsewhere. He’s perfected leading a gaming table while listening to each and every conversation at the table, reacting to none of them. As such, if there’s information that has passed through the Snail, Faelan likely knows it.

What Will He Tell: He’ll tell you how much he wants for his information. It might be coin, it might be a favour, it might simply be a cup of well-watered wine—one never really knows with Faelan. He’ll give information, but he’ll also expect to profit from it.

Tactics: Faelan has learned to talk his way out of fights. He really hates to resort to violence as it makes him feel somewhat stupid. He believes he should be able to talk his way out of anything. If he is forced to resort to violence, he’s not particularly interested in killing someone, unless they are trying to kill him. Rather, Faelan will do his best to drop his opponent as fast as possible. Faelan isn’t bloodthirsty, so as long as he doesn’t fear for his life, he won’t kill another individual.

________________________________

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (”Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Lorestaves: The NPCs at the Squandering Snail, Part 1 Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

Swords and A Squandering Snail: Cade of Galaras

Cade of Galaras poet, performer, and sometimes swordsman
Rogue 1/Unfettered 2: CR 3; Medium-sized Half-Elf; HD 1d6 plus 2d8; hp 19; Init +6; Spd 30 ft.; AC 16, Touch 13, Flat-Footed 14; BAB +2; Atk +3 melee (1d8+1, longsword) or +3 melee (1d8+1, longspear) or +4 ranged (1d4, dagger); AL CG; SV Fort +0, Ref +7, Will +0; AP 6; Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 16.

Skills: Bluff +5, Craft (writing) +6, Diplomacy +7, Disguise +6, Gather Information +8, Knowledge [nobility and royalty] +3, Perform [string] +5, Perform [wind] +5, Perform [act] +6, Perform [oratory] +8, Sense Motive +2, Sleight of Hand +7, Tumble +7, Use Magic Device +5.

Feats: Creative, Improved Initiative, Sway the Crowd.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Unfettered): Simple and Martial Weapons; Light Armour; Shields; Armour Class Bonus, +1; Parry.

Possessions – Carried (40.5#): leather armour; light, wooden shield (left arm); longsword (belt); longspear (back); daggers X2 (boots); belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

Possessions – On Mule (81.5#): bit and bridle (mule); pack saddle (mule); backpack (pack); bedroll (pack); crowbar (pack); flint & steel (pack); grappling hook (pack); lantern, hooded (pack); oil, 5 pints (pack); ink, 1 oz vial (pack); inkpen (pack); 10 pcs parchment (pack); 50′ hemp rope (pack); sack, empty (pack); sewing needle (pack); thread (pack); 5 torches (pack); whetstone (pack); flute (pack); fiddle (pack); 5 days trail rations (pack); tent (pack); entertainer’s outfit (pack); traveller’s outfit (pack).

Money: 11 gp, 3 sp, 8 cp

Background: Cade was the third son and fifth child of Corvin, Viscount of Galaras, a small, agricultural fief. Viscount Corvis had no love for the common man and worked his serfs relentlessly. Cade could not understand the sense of superiority and entitlement his father exhibited. Cadefs two older brothers, Corvis and Torvin, followed their fatherfs example. All three were brawny, brutish men while Cade appreciated literature and music.

At the age of sixteen, Cade slipped away from home. He wanted to join a troupe of musicians and actors that passed through Calaras. Taking the name Teleris of Galaras, Cade became an apprentice to Galrid of Hehrville. The troupe was a temporary grouping, but Cade joined Galrid at the end of the season. Over the years, Cade \ as Teleris \ continued to learn from and travel with Galrid, making connections throughout the Divided Duchies. Cade learnt that Galrid had no love for the One True Church and the Holy Knights. Cade couldnft blame him, having seen the corruption of the Church himself. He did not, however, share Galridfs disdain, which bordered on hatred.

After one performance, in which Galrid had lambasted the local Church officials with a lampoon and jokes subtly ridiculing their corruption, the Holy Knights came and took Galrid. Cade had been enjoying the favours of an appreciative young farm girl. When he learnt of his friend and mentorfs arrest, he went to inquire with the local authorities regarding the charge. There was none. They had no record of Galridfs arrest. The Church offered no explanation, but did not deny arresting Galrid.

Cade never saw Galrid again.

From that moment on, Cade began to work in earnest against the Church. He offered aid and protection when he could. He wrote comedies focusing on the abuses of the Church, and always stayed one step ahead of the Holy Knights, using names such as Galeris of the Valley (as opposed to the Mount) and Casrid of the Feather (referring to his goosefeather pen). His last satire he wrote under the name Galrid of Hehrville, and only barely escaped the Churchfs attempt to arrest him.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Through Eam, Cade has come to know Sabrine–Eam’s cousin–and Drustan–his most trusted friend.

Craft (writing) (Int)
This skill allows a character to create articles, broadsheets, fiction, drama, speeches, tracts, and similar works of writing. You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. The quality of the work can offer an equipment modifier to further skill checks in which the work is involved. For example, if the Craft (writing) skill is used to write a drama, and the effort achieved is Professional, a character using the Perform (act) skill to present the drama would gain an equipment modifier of +1.

Skill Check Result

Effort Achieved

Equipment Modifer

9 or lower

Untalented amateur

-1

10–19

Talented amateur

0

20–24

Professional

+1

25–30

Expert

+2

31 or higher

Master

+3

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. The cost of creating a work of visual is simply the cost of raw materials and is usually no more than 10 gp.

Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

CREATIVE (from the Modern System Reference Document)
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.

Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

SWAY THE CROWD
Your performance is so inspiring that the crowd feels a connection to you, and they are emotionally affected by the performance. Some are filled with adulation and respect for you, and all who have witnessed the performance are moved.

Prerequisite: Cha 13, Perform 5 ranks, Diplomacy 5 ranks.

Benefit: A character completing a performance can make a Diplomacy skill check to influence the attitudes of each NPC who has watched or heard, depending on the type of performance.

________________________________

This ends SEP’s presentation of the unpublished fiction for Lorestaves. If you are interested in more characters, watch for the NPCs from At the Sign of the Squandering Snail.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

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15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Monte Cookfs Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Cade of Galaras, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

The Lorestaves: The Squandering Snail – The Basement

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald
Maps and Illustrations by Dean Martin

gambling-den-sketch-basement
The Basement
The walls in this area are made of earth, though they have wood beams reinforcing them.

Storage

Wood racks, set in three rows of two, fill most of this area. On these racks are a variety of goods, mostly preserves in earthenware jugs, sealed with something that looks like dark wax. There are some small kegs and even a few boxes. The room has an odour bordering on unpleasant but not quite strong enough to be truly a stench.

The boxes contain dried fish. Some of the kegs are of salted eggs and salted pork in brine, the others hold a pale gold alcohol, quite strong, like whiskey. The preserves include fruits and vegetables.

Collapse

Other than two old, empty barrels, the only thing is this room is a collapsed wall with wood beams and splinters pointing out of it at odd angles. There is a small corridor cut into the ground leading off.

If the PCs are playing the Lorestaves adventure, this is where the first staff is found.

Sideroom

The only items in this area are two chests, each almost three feet high. They are padlocked, but the locks are rusted.

The padlocks are so rusted that their DC is 15. The chests contain personal papers and items from Wesent, the previous owner. Murnac rifled through them before he had his staff drag them into the basement. What he didn’t find, because he didn’t really try hard, was the small chest that holds 20 braces (pp). The chest has a DC 35 lock. This was Wesent’s emergency stash.

Swords and A Squandering Snail: Drustan of Teyrs

Drustan of Teyrs, warrior and outlaw
22 year old Male Half-Orc Ranger2/Rogue 1: CR 3; Size M; HD 2d8+2 + 1d6+1; hp 19; Init +3; Spd 30 ft.; AC 17 (16 without shield); BAB +2; Atk +7 (+3 two weapon fighting) melee (1d8+4, spear), or +6 (+2 two weapon fighting) melee (1d6+4, dirk), or +6 (+2 two weapon fighting) melee (1d4+4, shield), +5 ranged (1d6, dirk); SV Fort +5, Ref +8, Will +1; AL NG; Str 18, Dex 16, Con 14, Int 12, Wis 13, Cha 10.

Skills: Disguise +4, Heal +5, Hide +8, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +6, Survival +7.

Feats: Power Attack, Weapon Focus (Broad-bladed short spear)

Features (Racial): darkvision, orc blood.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Ranger): Light Armor; Shields; Simple and Martial Weapons; Track; Two Weapon Fighting; Wild Empathy.

Possessions – Carried (38): Broad-bladed short spear, long dirk, bladed light shield, studded leather armor, belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

(on light warhorse, Tersig, carrying 49# with rider, 300#): bit and bridle; military saddle; saddlebags.

(on mule, Arstrik, carrying 145.5#): bit and bridle, pack saddle, bedroll, fishhook, 10 ft fishing line, grappling hook, 50 ft hemp rope, 5 torches, 5 days trail rations, 10 days feed.

Background: The tribes of Herkko in the Mid-Scar Range have long captured slaves during their raids. Kaemar, Spear Captain to Hengist the Ironeye, found himself attracted to a female slave and took her as a concubine. Drusta of Teyrs did not completely oppose the union. She found Kaemar’s strength and sense of honor attractive, if not his physiognomy. From their union came Drustan of Teyrs, named in honor of his mother. Kaemar offered Drusta her freedom in consideration of giving him a son. She stayed to raise her boy.

The Orcs of Herkko still worshipped the Old Gods, making them heretics in the eyes of the Church. The usual crusades against heretics did nothing to dissuade the tribes from their worship. The Church called on the talents of the Holy Knights in their battle against the heretic tribes. The Holy Knights succeeded where all others had failed.  They not only conquered the tribes, they exterminated them. Village by village, family by family, the Holy Knights burned away the heresy and offered the mercy of swift death to all others. Even the slaves of the tribes who had accepted the Orcs’ religion were fed to the fires of purity.

Drustan fought along with the others of his tribe. Unlike them, he learned from his mistakes. He learned to fight without honor and to give no quarter. He became merciless in his battles, but in the end, though he did not lose a battle, he soon found himself alone, abandoned by the others of his tribe who could not accept the loss of their traditions, even at the cost of their lives. He lost everyone ― his mother and father to the Holy Knights, his people to his determination to survive and triumph.

The war continued, but Drustan fought alone against the Church. He became secretive, striking from the darkness. He amassed allies. He found himself protecting those who questioned the Church. Rarely were those burned as heretics truly against the Church, merely some of its practices. Drustan did his best, but he failed more often than he succeeded.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Drustan aided Eam in his quest to find his cousin. When they finally did, Drustan found another trusted comrade at arms.

New Martial Weapons

Cost (gp)

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight

Type

Light Melee Weapons

Dirk, long

10

1d4

1d6

x2

5 ft.

2 lb.

Piercing

Bladed shield, light wooden

19

1d3

1d4

x2

11 lb.

Slashing

One-Handed Melee Weapons

Broad-bladed short spear

15 gp

1d6

1d8

19–20/x2

5 lb.

Slashing

Table: Armor and Shields

Speed

Armor

Cost

(gp)

Armor/Shield

Bonus

Maximum

Dex Bonus

Armor

Check Penalty

Arcane Spell

Failure Chance

(30 ft.)

(20 ft.)

Weight

Shields

Bladed

19

+1

-1

5%

11 lb.

shield, light wooden

________________________________

Watch SEP for more d20 characters from Swords and A Squandering Snail. Coming November 9, the character sheet and history for Cade of Galaras.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Drustan of Teyrs, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

The Lorestaves: The Squandering Snail – Third Floor

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald
Maps and Illustrations by Dean Martin

gambling-den-sketch-3

The Third Floor

The third floor is also built out of wood. The ceilings of some rooms will slope, as this is the top floor of the building and it has a sloped roof.

Murnac’s Room

Against the east wall of this room is a bed that wouldn’t be out of place in a noble’s chamber. A draping canopy hangs on four posters carved to resemble mermaids. The mattress looks thick and comfortable. At the foot of it is a great chest with two padlocks. Across from it, against the southwest wall, is a large stone hearth. At the northwest wall is a counter and cupboard. On the counter are four glasses surrounding a glass decanter. The liquid in the decanter is a pale gold. In the northeast corner of the room is a tall wardrobe. There are doors to the northwest and east.

This room is proof of Murnac’s success and prosperity. The locks on the chest are each DC 30. In the chest is Murnac’s life savings, a total of 150 wrens (gp) and an astonishing 78 braces (pp). Along with this is a hauberk of chain (“light” masterwork chain shirt weighing 20 lbs.) and a shortsword (masterwork shortsword with a +1 enhancement bonus to attack and damage rolls). Murnac does not usually wear or use these items as they have a sentimental value to him, memories of a time he relied on his wits and—more regularly—his strong right arm to get him out of trouble.

In the wardrobe are sets of clothing both for work (effectively, artisan’s outfits) and for entertaining (effectively, courtier’s outfits). These clothes are for a relatively hefty man, but could be worn by any person of average Human size. They are quite clean, amazing considering so little else of the Snail is.

The door to the balcony has a DC 30 padlock on it.

The Balcony

This small balcony overlooks the road to the north of the Snail. It has a carved wood banister. There are two doors giving access to the building.

Both doors are locked from the inside. The locks cannot be accessed from the exterior. The padlock in Murnac’s Room is DC 30. The padlock in the Sitting Room is DC 25.

The Sitting Room

This small area has three cushioned chairs, all appearing quite comfortable.

This small area is used by Murnac when he is meeting with individuals and wants to make them wait, as a way of exerting or exhibiting power. When he is having individuals wait here, he will unlock the balcony door at this room, but not his own.

Dunchad’s Room

This room has a sturdy bed in its southeast corner with a small chest at its foot. Against the east wall is a wardrobe. A table with two chairs sits against the north wall.

The largest of the staff accommodations, this room reflects much about Dunchad. It is practical, comfortable but not ostentatious. The wardrobe includes a selection of work clothes, artisan’s outfits, and two cloaks, one worn and patched, the other in good condition, black with a blue border.

Tathan’s Room

This room has a bed and a chest at its foot. A wardrobe is set against the north wall.

There is nothing of value in this room, as Tathan has nothing of value. The clothing in the wardrobe and the chest is old and worn.

Staff Dormitory

This room has two sets of bunkbeds, each with one bed atop another. There is a set of four chests, one at the head and foot of each bed.

Staff without outside accommodations and not important enough to Murnac to rate their own room can stay in one of these dormitories. As they are unpopular, right now only a couple of the toughs share the north one and two servers share the south one.

Staff Lounge

This room has a collection of ratty and worn furnishings, including a divan, a settee and two cushioned chairs. A scratched and stained set of cupboards is set against the west wall.

This is where the staff comes to unwind and relax when not working. Murnac did not create this—the staff did, rescuing old items of furniture of which Murnac had intended to dispose. As it costs Murnac nothing and it seems to keep the staff happy, he hasn’t shut it down.

Staff Rooms

This room has a sturdy-looking bed with a chest at its foot. Beside it is a wardrobe. Against the opposite wall is a chair and table.

The rooms for Chardine, Flourette, Faelan and Bressal are all the same. None of them has anything of any real value, save for their clothes and possibly a few personal items of sentimental value.

The Treasury

This room has four, iron bound chests, each with two padlocks.

Here is where Murnac secrets the money for the Snail. He may not be a brilliant man, but he is smart enough to keep his money separate from the Snail’s, and he does not dip into this money, except to pay off big winners or pay for improvements on the structure. He feels some security as the locks are very expensive (DC 35 each) and he has paid the local thieves’ guild for immunity.

Murnac’s Private Suite

Scattered about this room are various sturdy furnishings, such as chairs and settees. The walls are plastered and painted. There is a sideboard against a wall, atop of which are an earthenware jug and some pewter tankards. A large table in the center of the room has a cloth top.

This is where Murnac goes when friends visit. They can sit and talk, gamble or do whatever they like. It is also where Murnac goes when he wants to relax, usually with a courtesan or his mistress, if he has one at the time.

The Ducal Suite

Deep burgundy paper covers the walls of this room. Over the rich paper are tapestries depicting mythological scenes. The colors are vibrant and the images are energetic. A great, four-postered bed with a dark, draped canopy rests against the west wall. Two settees, upholstered in needlework fabrics, flank a low table of dark cherry-coloured wood. Against another wall is a tall wardrobe fronted by a mirror.

Murnac set up this room in case he needed something to impress a moneyed individual. That has not yet happened, but each time a rich merchant becomes indebted to the Snail, Murnac will decide if he will take something of value, such as furnishings, rather than the actual money owed. These furnishings end up here. If a visiting merchant from another city or perhaps even a noble happened to visit the Snail, Murnac would attempt to interest them in staying. For the most part, he wants a reaction to the room itself. He expects he can charge 10 wrens (gp) for a night. The truth is, the room is quite comfortable.

The one thing Murnac has used this room for is for romantic assignations with his mistresses. Sometimes, Murnac finds himself involved with a tradesman’s wife or widow, and Murnac has found the room helps to overcome their better natures.

Top of the Balcony

This room has darkened wood walls, complete with tapestries that may have once been impressive but to which time has been cruel. There are three tables here, each with chairs around them. A chandelier hangs from the ceiling, boasting sconces for at least fifteen candles. There is a hearth in the southeast corner.

This is the best “common” room that the Snail can offer. Open only to those who have the means to play a minimum of a prince, this room is usually closed. When it is opened, Murnac always has a tough on the door at the balcony and a tough at the door leading to the rest of the third floor.