Elf Archer

Malbeth99's page

4 posts. No reviews. No lists. No wishlists.


RSS


James Jacobs wrote:

The sewers under Kintargo ended up not really playing a big role in the overall adventure, although they do make "cameos" in parts 1 and 4, and are of course implied in parts 2 and 3. If you want to make them a bigger part of your game, perhaps as a way for the Silver Ravens to move around the city easier, feel free to make them as extensive or as simple as you want. The EASIEST way is to assume the main sewer routes roughly follow the main streets of the city, of course.

If you want to make the PCs "earn" the sewer routes, feel free to have them have to fight a sewer themed monster—oozes, otyughs, skum, faceless stalkers, naughty tieflings, and wererats are all good choices—to unlock travel between a safehouse in one neighborhood and a safehouse in another—once that happens, the PCs should be able to move back and forth between those locations without fearing wandering monsters. You can also give the Silver Raiders a +1 bonus to their Security for each "sewer route" they create, but you should cap this at a maximum bonus of +4 so it doesn't get TOO out of control.

thanks. I wanted to check that there wasn't anything official (or that there wasn't going to be official) before I created what I needed in my game.


Kintargo Sewers

OK, so In Hell's Bright Shadow, we are told that:

"a sprawling undercity exists under much of southern Kintargo, where the city’s original buildings were buried and built over to raise the low-lying reaches of Jarvis End, Old Kintargo, and Redroof above the seasonal flood zone. Many of these tunnels now double as sewers, while to the north, the more modern drainage tunnels below Villegre and the Greens are less prone to concealing hidden chambers. Both regions are somewhat dangerous, with the typical infestation of sewer-dwelling criminals and scavengers and long-forgotten traps and hazards."

But are there any details anywhere on the layout of the sewers? The PCs in my game are starting to want to explore the sewers as a way of moving around without being spotted by the Dotari, and I can make it all up, but if there are more official plans I'd rather use them. Just knowing where the main sewer lines run would be helpful. Am I missing something? Also, what's a good response if the characters start looking for maps of the sewers? Would something like this be available at Crissali's?


7 people marked this as a favorite.

The published information provides great detail on the people and places of Kintargo, but certainly not everything has been detailed. No published source will include *everything* in a city the size of Kintargo. There's lots of opportunity to add more. I'd like to encourage my fellow GMs to post their home-brewed material - what other NPCs, businesses, and other locations have they created in their versions of Kintargo? Here are a pair of Inns that I've created for my campaign. I've not created much in the way of game system specific details, just enough to describe the places and role play encounters with the staff.

The Green Rose (Inn)
A rambling 2 story frame building in the Villegre district decorated with carvings and paintings of trees, flowers, birds, and other nature scenes. This is a luxurious inn specializing in fine food and exquisite service. The wine cellar is particularly renowned, and the sea food is famed throughout the city. The Inn is owned by River Arranda, a female half elf druid, and friend and former student of Mialari Docura, who is a regular guest for dinner. River shares Mialari’s political sympathies and is not a friend of the current administration. River often provides assistance to the Lacunafex by acting as a contact with the druid circles throughout Cheliax. Due to River’s personality and views, ardent diabolists often find a less than warm welcome at the Green Rose. The first floor contains a cozy bar and common room. Twisting passages and several flights of stairs provide access to a series of private rooms and suites. Enchantments protect the building from fire and help to dampen sound, so quiet and peace are preserved.
• River Arranda: female half elf druid. Innkeeper. Friend of Mialari and the Lacunafex. Will act to help clear opponents of the Thrunes if it seems the opposition can succeed, but will be careful not to risk the Inn and the jobs of her staff needlessly.
• Aeran Grewill: human male rogue. Concierge. River’s lover. Aeran ensures that guest’s needs are exceeded. He knows where to find nearly anything or anyone. He has limited connections to the Archivists and other rebellion groups. He has a network of informants throughout the city. He uses his skills to gather information and to serve Good, his friends, and River.
• Jowan Piran: human male bartender. Jowan has a bit of a gambling problem and has had to borrow money from the River Talons and is beginning to have difficulty making his vig. It can be expected that the River Talons will not be understanding.
• Sinikki Maarit: human (tiefling) female waiter/bartender. Sinikki has some tiefling ancestry, but is able to “pass for” human. She lives in fear that her “tainted blood” will be discovered.

The Inn of the Happy Harpy
A 3 story red brick building in the Red Roof district. A large stable behind the Inn provides shelter for horses and other animals. The Inn is marked by a large gold-painted carved Harpy with a big smile and hoisting a tankard. The sign is enchanted with Faerie Fire so it glows all night long. The first floor of the main building is mostly occupied with a large common room dominated by an intricately carved bar at one end and a large stage at the other. Two smaller private dining rooms take up the rest of the public space on this floor. The food at the Harpy is not gourmet, but is very good. Ella, the Halfling cook, is particularly known for her meat and cheese pies and roasted hot peppers. The Innkeeper, Thalla, is a middle aged male dwarf missing fingers on his left hand. The upper floors contain a number of small private/semiprivate rooms. A night at the Happy Harpy generally costs about 1 GP.
• Thalla male dwarf retired paladin. Innkeeper. A retired adventurer, Thalla purchased the Happy Harpy after ending his adventuring career. An unfortunate encounter with an alligator resulted in the loss of 3 fingers on his right hand. After his last adventure, as he was travelling to Kintargo, he came across a large human man attacked by a band of ghouls. Not thinking about his own safety, Thalla waded into the fight and either killed or drove off the monsters, saving the man, Yannik. Yannik came to Kintargo with him and is still his most loyal follower. Thalla still wears a chain mail shirt and keeps a masterwork crossbow and magic war hammer convenient. He takes great pride in his selection of whiskey and other distilled spirits and perhaps enjoys his inventory too much. Thalla is at heart a very good person. He believes he has an active obligation to help the weak. He is opposed to slavery and has a history of purchasing and freeing Halfling slaves. He also believes that the oppression suffered by Tieflings in Kintargo is wrong and does what he can to treat tieflings better.
• Ella female Halfling expert (cook). A former slave that was purchased and freed by Thalla. An exceptional cook, Ella is well known for her meals. Ella brooks no interference from anyone, including Thalla, in *her* kitchen. She is a petty tyrant over her kitchen and serving staff. She is a supporter of the Bellflower Society and a friend of Laria Longroad
• Lysinne Udana human female bard. Bartender. In addition to overseeing the beverages in the Harpy, Lysinne also oversees booking and scheduling the musical entertainment. She is a first rate mandolin player herself and a regular customer of the Silver Star, where she often used to make arrangements for the musical acts at the Harpy. She is upset with the fire at the Silver Star and very worried about the fate of Sherin. She is inclined to be a supporter of any opposition, but will not knowingly risk the Inn or its staff. The destruction of the Silver Star is a message she has understood.
• Big Yannik Rawley: human male fighter (brawler). Bouncer. A big, not too bright, bruiser who is almost fanatically loyal to Thalla. Thalla saved Yannik from being abused by a band of ghouls and brought him to Kintargo with him. Yannik is a bit simple, but a good soul. He hates, and is terrified of, undead, and will react badly to anyone who seems friendly with them.
• Zotak: tiefling male ranger. Stableman. Mostly apolitical, but is very worried about the fate of Strea Vestori and the Cloven Hoof Society. Always stays quiet and fades into the background; will not draw attention to himself.