Rise of the Runelords: Chosen of Sandpoint

Game Master polyfrequencies

Loot Sheet
Roll20


House Rules:

Recalling Knowledge:
  • Creature Type/Subtype
  • Senses
  • Special Defenses (e.g., DR, SR, Resistances, Immunities)
  • Lowest Save/Highest Save
  • Movement
  • Special Attacks (e.g. breath weapons, gaze attacks, sneak attack)
  • Spell-Like Abilities/Spellcasting
  • Typical Feats/Abilities
  • Skills
  • Languages
  • Other Special Abilities (SQ)
  • Ecology
  • Hero Point Rules

    Modifications to Hero Point Rules:
    Act Out of Turn wrote:
    You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

    I prefer to use block initiative, so this option is kind of null and void unless the PCs are split into two or three blocks. I will generally do what I can to avoid such situations.

    Bonus wrote:
    If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

    With the ability to preview posts, before/after mechanics rely on the honor system. As such. I'd just nix the +8 entirely so that the option reads:

    Bonus Modified wrote:
    A hero point can be used to grant you a +4 luck bonus to any one d20 roll. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+2).

    Divine Attunement:
    The Sandpoint Pantheon has taken notice of their Chosen Acolytes and imbued them with a fraction of their holy power. As the Sandpoint Chosen develop their reputations, this connection will continue to grow. This manifests in three ways.
    1) Each character chooses one domain (or subdomain) granted by the god of the Sandpoint that Chose them from an early age: Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn. The character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses per day as normal). They also gain the domain's spells as Spell-like abilities. Each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at 2nd level, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha.

    2) Each character gains Birthmark as a campaign trait. "You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects."

    3) Each character as an Attunement Pool that grows with them as they develop. At base, this follows the rules for Automatic Bonus Progression. However, particularly enterprising servants of the Sandpoint Pantheon may choose to divide the power of their god in different ways.

    As PCs advance in levels, their Attunement points grow with them as follows:
    Lv3: 1
    Lv4: 3
    Lv5: 6
    Lv6: 10
    Lv7: 15
    Lv8: 20
    Lv9: 30
    Lv10: 40
    Lv11: 50
    Lv12: 65
    Lv13: 85
    Lv14: 110
    Lv15: 145
    Lv16: 190
    Lv17: 250
    Lv18: 330

    Armor, Resistance, and Shields can be Attuned at a quadratic growth rate. In other words, these bonuses require attunement at an x^2 rate as follows:

  • +1 = 1 point
  • +2 = 4 points
  • +3 = 9 points
  • +4 = 16 points
  • +5 = 25 points

    Deflection, Natural Armor, and Weapons can be Attuned at a quadratic growth rate multiplied by two. In other words, these bonuses require attunement at an 2(x^2) growth rate as follows:

  • +1 = 2 points
  • +2 = 8 points
  • +3 = 18 points
  • +4 = 32 points
  • +5 = 50 points

    Mental Ability Scores and Physical Ability Scores are also Attuned at a quadratic growth rate but can be combined in unique ways. If only a single Mental or Physical Ability Score is being attuned, it occurs at the following rate:

  • +1 = 1 point
  • +2 = 4 points
  • +3 = 9 points
  • +4 = 16 points
  • +5 = 25 points
  • +6 = 36 points

    In other words, a character can have a +2 enhancement bonus to Strength for 4 attunement points and a +2 enhancement bonus to Wisdom for 4 attunement points. Physical and Mental Ability Scores are attuned separately.

    However, if a second or third Mental or Physical Ability Score is also attuned, the cost of each additional attuned ability score is multiplied by 1.5. The second and third ability scores require attunement at a 1.5(x^2) growth rate as follows:

  • +1 = 2 points
  • +2 = 6 points
  • +3 = 14 points
  • +4 = 24 points
  • +5 = 38 points
  • +6 = 54 points

    In other words, if a character wants to have a +2 enhancement bonus to both Strength and Dexterity, it requires them to invest a total of 10 attunement points (4+6). If a character wants to have a +6 enhancement bonus to all three Mental Ability Scores, it requires them to invest a total of 144 attunement points (36+54+54).

    Once these bonuses are chosen, they cannot be changed for the day.

  • Hit points at new level: Reroll all 1s and 2s

    ---------------------------

    Initiative:
    Round One
    Drasven: 74/74
    Izzy: 54/54
    Zoeye: 27/27
    Karmid: 69/69
    Lia: 52/52
    Flutter: 13/13
    Ro: 60/60

    [spoiler=Initiative][dice=Drasven Initiative]1d20+1[/dice]
    [dice=Izzy Initiative]1d20+7[/dice]
    [dice=Karmid Initiative]1d20+3[/dice]
    [dice=Lia Initiative]1d20+3[/dice]
    [dice=Ro Initiative]1d20+4[/dice]

    [/spoiler]

    Map

    Perception:

    Drasven Hammers [dice]1d20+5[/dice]
    Lia Tani [dice]1d20+2[/dice]
    Karmid Groundbreaker [dice]1d20+9[/dice]
    Rojava Brishen [dice]1d20+8[/dice]
    Perception [dice]1d20+17[/dice]

    ----------------------------------


    -----------------------------------

    Information on Sandpoint:
    Sandpoint, Light of the Lost Coast

    NG Small Town

    Government – Autocracy (Human Noble - Mayor – Kendra Deverin)

    Population – 1,250

    Notable NPC’s

    Balor Hemlock – Human Sheriff

    Titus Scarnetti – Human Noble
    Ethram Valdemar – Human Noble
    LONJIKU KAIJITSU - Human Noble

    Ameiko Kaijitsu – Human Proprietor the Rusty Dragon Inn

    Shalelu Andosana – Elf Local Ranger

    Brodert Quink – Human Sage (Specialty Thassilonian)

    Sandpoint Catheral

    Father Abstalar Zantus – Human Cleric Desna - Head of the Cathedral

    Denominational Heads:

    Father Amadar - Abadar
    N/A - Desna
    Sister Thea - Erastil
    Brother Diraf - Gozreh
    Sister Lilly - Sarenrae
    Brother Valk - Shelyn

    Current Cletgy:

    KOYA MVASHTI (Desna)

    Paladins:

    JASPER KORVASKI (Abadar)
    GAVEN DEVERIN (Sarenrae)

    Former Clergy:

    HAYLISS KORVASKI (Abadar)
    Father Creeg (Desna)
    HANNAH VELERIN (Gozreh)

    Acolytes:
    NAFFER VOSK (Acolyte & Caretaker of the Cemetary - Sarenrae)
    Talene Minly (Marked by Desna)
    Kira (Shelyn)
    Karmid Groundbreaker (Erastil)
    Thorn 'Rat' (Gozreh)
    Kaelaah (Sarenrae)
    Windsight (Erastil)

    Other NPC’s

    Manius Alazario and Ileosa Ratarion-Alazario (Marcelano’s Parents)

    Tobias Minly and Regina Valdemar (Talene’s Parents)

    Fulvio and Margherite Brishen (Rojava’s Parents - Travelers)

    Francesca Brishen (Rojava’s Sister - Travelers)

    Father Olgrimm – Dwarf Torag (Traveler)

    Marketplace
    Base Value – 1,300 GP | Purchase Limit – 7,500 GP | Spellcasting 4th
    Minor Items – 8 | Medium Items – 1

    Sandpoint – In Depth

    1 - Sandpoint Cathedral:

    Easily the largest building in Sandpoint, this impressive cathedral is also the town's newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region: Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn. The building provides chapels for all of these deities in a communal forum-in a way, Sandpoint Cathedral is six different churches under one impressive roof.

    Yet even the previous chapel wasn't the first holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones, which themselves surround a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna and various Empyreal Lords at these stones. Varisian oral tradition maintains that the seven stones represent the seven towers of Desna's otherworldly palace.

    The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna's worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders included five other deities as well. Four of these (Abadar, Gozreh, Sarenrae, and Shelyn) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers.

    When that chapel burnt to the ground several years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be rebuilt on a grand scale. A cathedral would be constructed in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches. It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint's heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view ofthe Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna.

    The previous chapel hosted fewer than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named ABSTALAR ZANTUS. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of advisor for worshipers of other gods of Sandpoint with ease.

    2 - Sandpoint Boneyard:

    Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River. Stone vaults owned by affluent members of the town stand near the cemetery's edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies. The boneyard is well maintained and kept by a Human Cleric named NAFFER VOSK a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. Naffer has found redemption in Sarenrae, and despite a twisted spine that from birth has given him a sinister lurching gait, he's one of the town's most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk.

    3 The White Deer:

    A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn, which commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground several years ago in the same fire that destroyed the Sandpoint Chapel. The new White Deer is a grand affair, three stories tall with a stone first floor and wooden upper floors, with a dozen large rooms that can accommodate two to three guests each.

    A somber and quiet Shoanti man named GARRIDAN VISKALAI owns the White Deer and runs the place with the aid of his family and a few locals. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him rooted firmly in town.

    Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon (area 37) despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint's sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother's complete abandonment of Shoanti tradition.

    4 The Way North:

    As with several other buildings in the vicinity, this one story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named VEZNUTT PAROOH, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 5 gp to 100 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).

    5 Jeweler:

    This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweler named MAVER KESK. Maver retains a half-dozen local toughs as guards, but he has a habit of leaving doors and vaults open-a trait his wife PENNAE KESK often berates him for publicly.

    6 Jumker's Edge:

    Garbage gathered by Gorvi's boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town's Gozreh worshipers (in particular Hannah Velerin; see area 45) rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reluctant to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.

    7 Govi's Shack:

    This dilapidated shack is home to one of Sandpoint's few half-orcs, a fat, heavily tattooed lummox named GORVI. Despite the ramshackle look of his home, Gorvi has made quite a pretty penny for himself serving as Sandpoint's dungsweeper, enough that he employs about two dozen vagrants and curs who would otherwise be causing trouble along the boardwalk, paying them regularly in copper to haul one of his distinctive red wheelbarrows through the streets to collect refuse and garbage. Sandpoint pays him handsomely for his services, a job that no one else really wants but everyone wants to see done. Lately, Gorvi's been making a menace of himself more than usual, spending evenings down on the boardwalk, harassing women, and raising hackles at the Hagfish (area 33). Mayor Kendra has had to ask him several times to ease up on the drinking and carousing lately, but Gorvi has grown complacent, believing that he won't be run out of town as long as he continues to ensure the streets are clean.

    8 Sage:

    The sole occupant of this ancient building is an old man named BRODERT QUINK, a balding scholar of Varisian history and engineering. Brodert claims to have spent 2 decades of his youth studying with dwarven engineers at Janderhoff and 3 decades as a cataloger at the Founder's Archive in Magnimar, and is continually baffled and enraged that his learning and obvious intelligence haven't afforded him more prestige. Brodert has been studying ancient Thassilonian ruins for the past several years and has recently become obsessed with the Old Light. No one believes his theories that the tower was once a war machine capable of spewing fire to a range of more than a mile.

    9 Locksmith:

    A flamboyant dwarf named VOLIOKER BRISKALBERD has owned and operated Sandpoint's locksmith business since the town's founding. Most of the town's locks were built by Volioker. He's long been an enemy of the local Sczarni (see area 42), who have used both diplomacy and coercion in their attempts to recruit him to their side. Volioker's distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he's traditionally close-mouthed about his past. He's a tremendous fan of the arts, and never misses a new show at the playhouse.

    10 Sandpoint Garrison:

    This stone fortress serves double duty as Sandpoint's militia barracks and its jail. The jail is located in an underground wing, while the above-ground portion houses the town's guard. Sandpoint's town guard consists of a dozen full-time guards; about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well. Guards patrol the city alone, there's generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time.

    Sandpoint also maintains a militia of 62 able-bodied men and women who are expected to attend training and exercise here at least once a week. This militia can be brought to service in 1d3 hours.

    The garrison is currently under the watchful eye of Sheriff BELOR HEMLOCK, a Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin, was murdered by Chopper. Belor saw the town through that last terrible night and is generally held to be the man who stopped Chopper's rampage. In the emergency election that followed a week later, the people of Sandpoint made his role official and Belor became the first Shoanti sheriff of Sandpoint. Honored and eager to live up to Casp's legacy, Belor changed his last name from Viskalai to its Chelish translation, Hemlock-a choice that has endeared him to Sandpoint's mostly Chelish populace but hasn't sat well with his brother Garridan (see area 3). Belor's not-as-secret-as-he'd-like romance with Kaye Tesarani (see area 43) has put further strain on his relationship with his family.

    The jail below the garrison is generally empty save for a few drunks or Sczarni doing time for some minor crime. Murderers and other hardened criminals generally stay for only a few days before an escort from Magnimar arrives to bring them to trial in the big city. The garrison's jailor is a heavily scarred brute named VACHEDI, a Shoanti tribesman who hopes to someday earn enough money to buy back his two sons from Kaer Magan slavers.

    11 Sandpoint Town Hall:

    The majority of the ground floor of this two- story building consists of a meeting hall large enough to seat most of Sandpoint's adults, although town meetings have rarely been even half so well attended. The upper floor contains offices and storerooms, while a vault in the basement below has functioned as the town bank for decades . Plans to build a proper bank have been stalled for various reasons since the town was founded. Sandpoint's mayor, KENDRA DEVERIN, can often be found in this building, tending to the town's needs.

    12 Savah's Armory:

    The northeast corner oft his building bears a few scars from the Sandpoint Fire, but fortunately for its owner, SAVAH BEVANIKY, the building escaped significant damage. Savah's shop sells all manner of weapons and armor, including several masterwork items and exotic weapons like a spiked chain, a dozen masterwork shuriken, and a +1 repeating crossbow with a darkwood and ivory stock that bears the name "Vansaya." She's not sure what the name means-she bought the weapon from an adventurer on the way to Riddleport a year ago, and its high price and complexity have ensured its semi-permanent stay in her shop.

    13 Risa's Place:

    RISA MAGRAVI operated this tavern for the first 30 years of Sandpoint's history, and even now that she's gone mostly blind in her old age and has left the day-to- day affairs of the job to her three children BESK, LANALEE, and VODGER, the mysterious Varisian sorcerer remains a fixture of the tavern. Known as much for Risa's tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only because its out-of-the-way location ensures strangers rarely come by.

    14 Rovanky Tannery:

    LARZ ROVANKY runs Sandpoint's tannery, situated at the edge of town, with ruthless efficiency. He expects perfection from his workers and his products, and as a result often works long hours on his own during the stretches when he's temporarily fired the help. His leather and fur goods are of high quality, enough so that locals generally don't mind the extra wait for custom orders while Larz fusses with getting things perfect.

    15 Red Dog Smithy:

    Named for its owner's affection for large red mastiffs , two to three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named DAS KORVUT. Das's temper is, perhaps, his true claim to fame-he has little patience for customers, and even less for everyone else. Sandpoint suffers his foulmouthed attitude and frequent drunken midnight rants because he really does know his job, and as long as he's busy hammering metal, he stays relatively calm and confined to his smithy. The local children have recently been circulating a somewhat cruel rhyme about Das that they've taken to chanting at hop squares, a doggerel sure to come to an end once the smith hears it.

    16 The Pillbug's Pantry:

    Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates this building is anything more than yet another home. The proprietor of this establishment is a short, rotund man named ALIVER "PILLBUG" PODIKER, an accomplished herbalist, and gardener. Although he's of mixed Chelish and Varisian blood, the Sczarni (see area 42) have taken to treating him as a full-blooded Varisian.

    17 Bottled Solutions:

    This cluttered shop is filled with shelves upon shelves of bottles, bags, and other alchemical containers, some covered with dust and others so new that the pungent stink of their brewing still fills the air. NISK TANDER fancies himself a more gifted potion-maker than he really is.

    18 Cracktooth's Taverm:

    A particular favorite of patrons ofthe Sandpoint Theater, Cracktooth's Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff. Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner JESK " CRACKTOOTH" BERINNI might look like a thug, but he's actually quite well read and possesses a scathing wit-nights when he takes the stage to deliver his observations on the political situation in Magnimar are quite popular.

    19 House of Blue Stones:

    This stone building is primarily a single large chamber, the floor decorated with polished blue stones set within winding pathways of reed mats. This structure was built 10 years after Sandpoint was founded by a wandering monk named Enderaki Sorn-today, the monastery is tended by Enderaki's daughter, SABYL SORN, her father having passed away 7 years ago. A worshiper of lrori, the god of self-perfection and knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below. She opens both the meditation floor and her library to fellow worshipers, but others must convince her of their good intentions before she'll let them in. Use of Sabyl's library grants a +4 bonus on Knowledge (history) and Knowledge (the planes) checks.

    20 Sandpoint Glassworks:

    One of the oldest industries in town, the Sandpoint Glassworks has been owned by the Kaijitsu family from the town's inception. The glassworking trade has been in the family for generations, and many of their techniques-perfected in distant Minkai-result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond.

    21 Sandpoint Savories:

    The smells issuing from this bakery fight against the salty tang of the sea every morning except on Sunday. The shop has been owned and operated by the Avertin family for the past 2 decades. ALMA AVERTIN still hasn't quite recovered from the brutal death of her son Casp several years ago under Chopper's blade, and her twin daughters ARIKA and ANEKA all but run the business these days. Aneka doesn't mind, but Arika is growing increasingly restless with the job.

    22 The Curious Goblin:

    The sign out in front of this shop shows a wide-eyed goblin reading an upside-down book nearly as tall as him. Inside, this bookshop is a testament to one man's obsession with the printed word. CHASK HALADAN has maintained his love affair with books for nearly 70 years and shows no sign of giving it up anytime soon. His store is surprisingly complete, and while almost all of his wares are far too pricey for any of the locals to shop here with any frequency, a nest egg gathered in his adventurous youth combined with a frugal lifestyle makes the succes s of his business secondary to his own satisfaction. Several locals, including Brodert Quink (area 8), Sabyl Sorn (area 19), and Ilsoari Gandethus (area 27) can often be found here, either chatting with Chask or sitting in one of several large chairs, reading.

    23 Sandpoint Theater:

    Brand-new cathedrals and ancient ruins aren't the only incongruities Sandpoint boasts. This massive playhouse, financed entirely by its larger-than-life owner, CYRDAK DROKKUS, features one of the most impressive theaters on this side of Varisia-it certainly competes with the playhouses of Magnimar, a fact that Cyrdak takes great pride in, since he was forced to flee that city for mysterious reasons he's eager to hint at but reticent to expound upon (although they certainly involve another Sandpoint local of note-Jasper Korvaski). The Sandpoint Theater often showcases local talent, but it's the three weekend shows that locals generally look forward to. Cyrdak uses his contacts in Magnimar to great extent, ensuring that the most exciting new productions in the big city are available here as well. Although Cyrdak enjoys flirting with all of Sandpoint's young women, his romantic relationship with Jasper (area 40) is one of the town's worst-kept secrets.

    24 Carpenter's Guild:

    The vast majority o f the buildings in Sandpoint were erected by members of the town's large and eternally busy Carpenter's Guild. Currently overseen by Guildmaster AESRICK BATTLEHORN, a dwarf who left his homeland because of his a nearly heretical fondness for working with wood rather than stone, the Sandpoint Carpenter's Guild has recently been accepting a growing number of projects in the outlying farmlands as well as work about town. The guild has been in a minor feud with the Sandpoint Shipyard (area 46) for years, one that most often flares up over which guild has claim to the best lumber from the mill.

    25 Sandpoint Lumber Mill:

    This long building was one of the first to be built when Sandpoint was founded. Owned by the industrious Scarnetti family, the mill and its daily operations have recently been left more and more to a pennypinching businessman named BANNY HARKER and his partner IBOR THORN. Neighbors have been complaining that the two have been running their insidiously noisy logsplitter into the wee hours of the night as they rush to keep up with demand in the face of Magnimar's increased hunger for lumber, but Harker's influence with the Scarnettis has so far kept any mandates against operating the logsplitter from coming to pass.

    26 General Store:

    Owned and operated by VEN VINDER and his family, Sandpoint's oldest and best-stocked general store has a little bit of everything farm equipment, weapons, tack, tools, furniture, food, and even homemade pies baked by Ven's wife SOLSTA. Ven even keeps a shocking supply of alcohol in his basement, although a customer has to ask to see the "wine cellar" before Ven'll admit to his special stock. Ven has a particular fondness for bitter grog and rotgut imported from places as far as the orc city of Urglin. His true prides, though, are his daughters, whom he dotes upon. Lately, he's been increasingly distracted by what he believes is a budding romance between his daughter KATRINE and that no-good Harker from the lumber mill.

    27 Turandarok Academy:

    As families thronged to Sandpoint, the town founders quickly came to realize that they needed somewhere to handle the education of children, to house unfortunate orphans, and to busy older children and keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, the academy is run by retired adventurer ILSOARI GANDETHUS. He volunteered to be the academy's headmaster if he could have the basement of the two-story building to himself. The town agreed, and today, the rooms below the Academy are almost a museum of the strange things and trophies Ilsoari has collected over his years. He keeps these chambers locked, but the children who attend classes on the ground floor and the orphans who live on the upper floor have countless stories about what's down there, ranging from a goblin farm to a nest of phantom spiders to the Sandpoint Devil itself. Although the contents are much less sinister (Ilsoari is all too happy to show off his collection of exotic weapons, strange maps, and monster trophies to anyone who asks nicely), the old wizard does nothing to dissuade the children's tales.

    28 Madame Mvashti's House:

    Although from outside this appears to be an ancient, decrepit manor house with several rooms, only one person lives in this old building-ancient and mysterious NISKA MVASHTI Old even when Sandpoint was founded decades ago, Madame Mvashti (as she prefers to be called) is a Varisian historian and seer, part of a long tradition of oracles in her family. As with many seers, the current age's unexpected departures from established prophecies have left her with a lifelong sense of brooding worry. She performs most of her readings with harrow cards or carved bones but seems only very rarely to enjoy casting her predictions.

    Madame Mvashti had long complained that the yearly travels of her extended family hurt her bones, and when Sandpoint was founded, as part of the accord with the Sandpoint Mercantile League, the local Varisians demanded a large manor house be built for their respected elder. Once she passed away, the house was to revert to the town's property, but Madame Mvashti has proven exceptionally tenacious and long-lived. She survives primarily on support and volunteer help from local Varisians and her only daughter, KOYA MVASHTI, although she spits and curses at those she knows belong to the Sczarni. Druids from the hinterlands make weekly visits to her home, often helping her along on the long walks she still enjoys in the nearby countryside.

    29 Grocer's Hall:

    This building's facade is open to the air where it faces the market. During the day, bins and trays and tables here are heaped with produce brought in that morning from the outlying farms. Near the back of the store are tools, seeds, feed, tack, and other supplies useful for farming. The other half of this building is filled with living quarters, meeting halls , file rooms, and storage. OLMUR DANVAKUS took up the post of guildmaster here after the previous guildmaster was murdered by Chopper.

    30 Vernah's Fine Clothing:

    RYNSHINN POVALLI has owned and operated this clothing shop for the last several years. The only daughter of a kindly woman named Vernah, Rynshinn never knew her father, Iremiel, only that he was killed by goblins less than a week after she was born. At the time, Vernah's tempestuous affair with the mysterious elven bard was the talk of the town. Every year on the anniversary of Rynshinn's birth, a small package of elven coins, medicine, and toys mysteriously appeared somewhere in the upper floors of this building. Vernah always claimed the gifts were placed by Iremiel's ghost, but locals generally believe the gifts were granted by one of his living relatives. Rynshinn, for her part, holds out against hope that her father somehow survived and that it's him and not his ghost who leaves these mysterious birthday presents.

    Since her mother's death several years ago during Chopper's murder spree, Rynshinn has used much of the money from those gifts to expand her mother's tailoring business, and even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here. She's looking into opening a shop in Magnimar as well, but has yet to find a partner there whom she trusts. A number of Sandpoint's young men idly court Rynshinn, whom many hold to be the town's most beautiful citizen, but to date, she has politely eschewed all possible suitors for reasons she has not shared.

    31 Wheen's Wagons:

    A lanky man named BILIVAR WHEEN owns this workshop. Bilivar is a down-on-his-luck wheelwright who's lately been spending more time at various taverns (especially the Hagfish-area 33) than here working-ever since his daughter Tanethia drowned in the Mill Pond last year, his wife VORAH has grown more and more shrill and paranoid that her remaining two children's days are numbered as well. Bilivar's been heard to mutter about packing up and skipping town to some of his drinking buddies at the Hagfish, but no one thinks he'll really follow through on this plan.

    32 Scarnetti Mill:

    As with the Sandpoint Lumber Mill, this building is owned by the Scarnettis. All of the flower and grain produced here is supplied by local farmers. Mysterious fires have claimed the Soggy River Mill, the Biston Pond Mill, and most recently the Cougar Creek Mill, leaving Scarnetti's the only functioning grain mill in the region. Accusations of Scarnetti-sponsored arson have been flying high, but the manager of this mill, constantly worried and sneezing COURRIN WHESTERWILL, has gracefully lowered the prices for its use to record lows until the outlying mills can be rebuilt, a gracious move that has alleviated, to some extent, extensive public outcry.

    33 The Hagfish:

    One of Sandpoint's most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint's best bet for a good old-fashioned seafood meal. Owned by a gregarious one-legged man named JARGIE QUINN, the Hagfish gets its name from the large glass aquarium that sits behind the bar, the home of a repellent Varisian hagfish that Jargie affectionately calls Norah (despite the fact that he's had "Norah" replaced dozens of times-Varisian hagfish don't live all that long in Quinn's aquarium). Hanging from a nail next to Norah's tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of "water" scooped from Norah's tank.

    It costs a single silver coin to try, but the trick is that, since she's a hagfish, the water in Norah's tank is thick and horrifically slimy and foul-tasting. Few can stomach the stuff, but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfish has been in business for nearly 10 years.

    But there's certainly more to this tavern than Norah. Jargie's game table s are always well attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called "yarning" involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, a legendary giant red snapper that might or might not dwell in the depths of the Varisian Gulf. Jargie himself is quite an accomplished yarner, with the ever-changing story of how he lost his leg being his favorite starting point for his tales.

    34 Valdemar Fishmarket:

    Like the Grocer's Guild across the market, the facade of this long building is open to the air. Here, locals can shop for the day's catch, picking out cod, salmon, tuna, shellfish, and even the odd octopus for the evening's meal. TURCH STERGLUS, a retired fisherman with a lazy eye and a wild white beard, runs the fishmarket in a lovably crotchety manner, constantly complaining about the weather or the day's catch or the antics of local youth, but always packaging his customers' purchases with a smile and a wink. The fishmarket it self is owned by the Valdemar family, but most locals act as if the building and business were Turch's, often tipping the lovable old man a few extra coins. Turch's five sons, each smarter than the last, have all made careers working for their father as fish cleaners, haulers, and even cooks.

    35 Sandpoint Market:

    On most days, Sandpoint's marketplace is empty save for the odd group of children who enjoy using the wide-open area to play whistle ball or other games. Twice each week, the market fills with vendors. At the start of the week, the farmer's market radically increases the daily selection of goods available at the Grocer's Hall, while all day at the end of the week, merchants from Magnimar, Galdmia, Nybor, Wartle, and beyond take part in the Town Market. It's very rare to see any item worth more than a 500 gp base value go on sale at this market, but prices are generally 75% of the regular asking price.

    36 Sandpoint Meat Market:

    Local butcher CHOU BEVUK runs the Sandpoint Meat Market. Half of this building doubles as a slaughterhouse, with the meat itself put on display for sale in the front half of the market. Most of the meat processed here is from livestock or animals caught by hunters. Chod still claims to this day that he encountered Chopper several days before he was ultimately caught and that the two of them fought, leaving Chod with one fewer finger, but most locals believe the wound was self-inflicted in an attempt to get attention. Chod's penchant for lies and exaggeration in all matters not relating to his business doesn't help lend credence to his version of how he lost the little finger of his left hand.

    37 The Rusty Dragon:

    This large structure is Sandpoint's oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building's roof, doubling as a lightning rod and decoration. Owned and operated for the past 6 years by the lovely and popular AMEIKO KAIJITSU, the Rusty Dragon is not only one of the town's most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, as the northern stretch of the Lost Coast Road is less traveled. It certainly doesn't hurt that Ameiko's beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs being performed by the talented woman.

    Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry. Of greater concern to Ameiko is her long-running feud with her family-leaving town to become an adventurer scandalized her family enough. But when she retired from adventuring a year later after a disastrous mission (the nature of which she never speaks of), she returned to Sandpoint and bought and renovated the Rusty Dragon-an act that only further scandalized and shamed her father. Ameiko claims not to care about her father's opinions of her choices, but becomes evasive when anyone asks her why she gave up the adventuring life. Some believe she has a secret lover in town, while others theorize that something happened on her last adventure that took the bravery out of her. In any event, the Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous "Help Wanted" board near the bar and Ameiko's policy of discounting rooms for any who tell exciting adventure stories.

    38 Goblin Squash Stables:

    The sign above this door perpetuates the greatest fears of the lowly goblin-being trampled underfoot by a horse. The stables are tended by a retired hunter named DAVIREN HOSK, whose hatred of goblins is nearly legendary in Sandpoint. In a somewhat grisly display, over the entrance to the stable's covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin's name burned into the leathery flesh-mostly because Daviren knows that writing down a goblin's name is one of the worst things you can do to desecrate its memory. The bitter ranger's pride and joy is a large glass bottle filled with brine in which he's preserved the body of Chief Whartus of the now-extinct (due in large part to Daviren) Bone grinder Tribe.

    39 Two Knight Brewery:

    While Sandpoint's taverns offer a wide variety of spirits, they all proudly serve the mead, ale, and rum brewed here at the Two Knight Brewery. The brewery was established by two brothers (both worshipers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded, and their expertise at brewing has only increased over the years. Tragically, Wade Deverin was one of the first of Chopper's victims, a murder that has shaken the faith of his brother, GAVEN DEVERIN. Locals whisper that since Wade's death, the brew from here simply hasn't tasted as good, but they would never say something to this effect to Gaven's face.

    40 Sandpoint Mercantile League:

    This large building serves many purposes. One can book passage on a ship bound for other ports, arrange for caravans or carriages for overland travel, or send messages to folk in town or as far away as Korvosa or even Riddleport. Inquiries into land ownership, building construction, and establishing new businesses, both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here. Although ownership of the league remains split evenly between Sandpoint's four noble families, few of them take part anymore in the actual day-to-day business, leaving such matters in the capable hands of SIR JASPER KORVASKI. In his younger years, Jasper was a paladin of Abadar, and although he's long since given up the more dangerous lifestyle of a crusader, he remains loyal and devout.

    Despite his best efforts, his romance with Cyrdak Drokkus (area 23) has become one of Sandpoint's worst-kept secrets. The Scarnettis, easily Sandpoint's most conservative and least open-minded family, claim find the rumors of this scandalous and offensive, but it's unclear whether they're more offended by the relationship itself or by the fact that the majority of Sandpoint is so accepting of it. In any event, the Scarnettis have been doing their best to make things difficult for Jasper in an attempt to not-so-subtly convince him to move back to Magnimar, but the support of the other three families has, so far, kept the Scarnettis from becoming too obnoxious.

    41 Sandpoint Boutique:

    This large boutique and shop sells all manner of clothing, weapons, toys, artwork, books, and tools imported from throughout the world, although most of the wares here are Varisian in nature. The place is owned by HAYLISS KORVASKI, who is, like her brother Jasper, a devout worshiper of Abadar. Yet unlike her brother, her temper isn't balanced by a desire to keep everyone happy. Hayliss isn't afraid of making enemies and wears her disdain for the Scarnettis on her sleeve. She's even gone as far as sometimes upcharging her goods for members of the Scarnetti family, in spite of Mayor Deverin's repeated requests to keep the peace.

    42 Fatman's Feedbag:

    If the Hagfish is Sandpoint's most popular tavern, Fatman's Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or less-than-reputable sailors.

    A lanky thug named JUBRAYL VHISKI, is one of the Feedbag's regulars. Jubrayl is also rumored to be the leader of the local gang of Sczarni, an extended network of Varisian thieves , highwaymen, con artists, graverobbers, smugglers, and murderers . Nearly two dozen of the Varisians in Sandpoint are Sczarni as well, all cruel and self-serving men and women who take care to maintain respectable jobs as laborers, fishermen, and hunters, but who draw their true income taking part in various scams and stunts. Sheriff Hemlock suspects that Jubrayl is the local leader, and would like nothing more than to bring him in, but the Sczarni are experts at walking the line between legalities and taking the blame for their direct superiors. So while Sheriff Hemlock has sent many of Jubrayl's boys to jail over the last several years, he's never even come close to the ringleader himself, much to the continued amusement of Jubrayl.

    43 The Pixie's Kitten:

    Many of Sandpoint's crasser locals have a much more colorful name for this establishment , but KAYE TESARANI runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three Shoanti bouncers she employs are more than enough to handle troublemakers . Although prostitution isn't illegal in Sandpoint, the Scarnettis have long lobbied for it to be outlawed, publicly condemning the Kitten as a place where vice and criminal activity can take root. Behind closed doors, however, Jubrayl has tried for the last several years to get in on the brothel business himself, but Kaye's not-so-secret friendship (and romance) with the town's sheriff make this a delicate, long-term goal for the Sczarni at best.

    44 The Feathered Serpent:

    This cramped and cluttered shop smells of a strange mixture of incense, spice, and dust. Its sole proprietor, VORVASHALI VOON, an exotic-looking character with bright blue eyes, long red hair, and almost bronze- colored skin, is gregarious and excited about every customer. Not everything in his shop is for sale, rendering the shop's eclectic collection of strange relics, statues, and monument fragments part museum. Vorvashali's stock changes constantly, as his dozens of contacts from Magnimar come in weekly to buy and trade stock. Adventurers seeking magic items and other tools of the trade can find what they're looking for here more often than not.

    45 Hannah's:

    While Abstalar Zantus (area 1) does his best to take care of Sandpoint's truly sick and needy, he can't help everyone. For minor aches, pains, and illnesses, most of Sandpoint's citizens depend on HANNAH VELERIN. Hannah spends most of her mornings out in the surrounding wilds, gathering herbs or simply enjoying Gozreh's bounty. In the afternoons, she returns to her shop and home here to prepare medicines and receive patients. Hannah's ironically the one to go to when one either wants to end a pregnancy or needs a midwife to aid in a birth; Hannah encourages all of the women she sees to carry to term, and advises the use of pinberry extract to young women as a way to prevent any unwanted pregnancies from happening in the first place, but in cases where there's no other option, her other services are discreet and confidential.

    46 Sandpoint Shipyard:

    The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, ropemakers, and sailmakers to work their trade in one of four dry docks right on the shore. The shipyard is owned by the Valdemars, with BELVEN VALDEMAR, old Ethram's eldest son, overseeing the constant work here. Belven is a handsome and quite available bachelor, but his dedication to his craft and family have so far left him little time to entertain the dozens of young women who've been trying to catch his eye for the past several years.

    47 Valdemar Manor:

    This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befits the home of the family most connected to the town's shipbuilding and fishing industries . The family itself remains under the patriarchal rule of old ETHRAM VALDEMAR, the only one of the original members of the Sandpoint Mercantile League who is still alive. Ethram's years are numbered, though, for the old man has a persistent lung infection that keeps coming back, no matter how often the family pays to have it cured.

    48 Scarnetti Manor:

    The Scarnettis are Sandpoint's most notorious noble family, and many of Sandpoint's elderly Varisian locals still haven't forgotten or forgiven Alamon Scarnetti's assault on their people more than 40 years ago, even with Alamon 20 years in the ground at the Sandpoint Cemetery. The Scarnetti family, now headed by Alamon's only surviving son TITUS SCARNETTI, controls Sandpoint's mills and the lumber industry. Their control over the lumber the Valdemars need for their enterprises is not lost on the Scarnettis, and they use this fact as often as possible to leverage Valdemar support. The Scarnettis are easily Sandpoint's most traditional family, who cling to old Chelish values that are, in many cases, outdated today.

    49 Kaijitsu Manor:

    This manor is the smallest of the four noble houses overlooking Sandpoint, yet the Kaijitsus are perhaps the richest family in town. What this manor lacks in stature and size it more than makes up for in the exotic and impressive furnishings within. LONJIKU KAIJITSU has carried on his father's proud work as glassmaker, and the Sandpoint Glassworks is perhaps the town's most prosperous business, with its products regularly shipped as far as Korvosa.

    Lonjiku's accomplishments are all the more impressive when one takes into account that he and his family are relative newcomers to Varisia, the survivors of an exiled family from Minkai who fled over the Crown of the World a half century ago for unknown reasons. Lonjiku was born in Magnimar and has never visited his motherland, but he carries memories ofits wonders in the form of stories told to him by his now- deceased parents. Yet for all of his success at business, Lonjiku has found the role of father to be one he's particularly ill suited for. His eldest son Tsuto, in addition to being proof ofhis wife's affair with an unknown elf, left the region several years ago after an argument that resulted in Lonjiku striking his son with his cane. His eldest daughter Ameiko shamed him not only by becoming an adventurer, but also by opening and running a tavern and flophouse-"hardly women's work," he's fond of telling anyone who'll listen. Of course, those who know Lonjiku know his short temper is his real problem.

    50 Deverin Manor:

    Living within the largest manor, the Deverins have traditionally held leadership roles in Sandpoint. Old Amos Deverin served as the town's first mayor for 23 years, and his son Fenchus served as its second. Both Deverins perished after unfortunate accidents (Amos was trampled by a runaway horse on Festival street and Fenchus was killed by a snakebite while on a boar hunt), leaving Amos's youngest daughter as the heir to the family fortune and a likely candidate for mayor. KENDRA DEVERIN didn't initially want the job, but after she was nominated for the role by her close friend Casp Avertin, she won the election by a landslide, something her primary opponent in the election, Titus Scarnetti, has never quite come to terms with.

    For some time there was talk of her and Casp becoming wife and husband, but Casp's death at Chopper's hands cut that short. Kendra's recovered now from the shock, but has put aside all interest in romance for politics. She shares this manor with her brother's rather large family, and although her sister-inlaw Vana constantly complains about needing even more space and luxuries, Kendra has done a saintly job so far in keeping her temper under control.