Saturday, November 25, 2023
Tuesday, September 19, 2023
Monday, September 18, 2023
Elrick "Rick" Sandoren opened the Seven Sails Inn 10 years ago. In the old days, he was an important figure in the region. The Seven Sails Inn quickly grew in reputation as a place of great comfort and quality, but one whose patrons should expect to pay well for the excellent service and fine food and lodging. The Seven Sails Inn was an establishment on Setting Sun Street where one could actually get some sleep.
Nowadays, Elrick takes it easy, enjoying the life of an innkeeper and an honored citizen of the city of Luskan as best he can. Elrick has slowed down over the years and his health has degraded somewhat but he remains the same good spirited fellow he has always been and he maintains a well ran establishment even to this day. His heart is weak "probably due to his weight gain", but he is always on duty at the Seven Sails Inn when the doors are open, always welcoming patrons with a hard "welcome friends" and a grand smile on his face.
Maridosen, the barkeep, is a young woman who has worked at the inn for two months and knows the town fairly well. She is short-tempered, when it comes to anyone disrespecting Elrick, Elrick is very protective over the young lady - he looks upon her as a daughter.Relithor, a Human Bard entertains the clientele, but is slightly incompetent as a musician. Most people don’t think much of him. (Vendra allows him to perform in exchange for a meal and a room, but this is really charity). The Inn houses and employs two full time serving girls, Kassie & Kitain and an orphanded half-elf stable boy named Kristof Amrun, who grooms the stabled mounts of Luskan. The dining room, well-appointed if a little old, is clean and quiet. The clientele of the Seven Sails Inn are well-mannered folk who enjoy fine food and drink. Drunkards and louts are not welcome. They are dealt with quickly but it has been quite some time since anything like this has happened in this establishment.
Two private dining rooms exist for meetings or distinguished guests. The kitchen beyond is spacious, with steps leading down into the cellar and up into the Sandoren's private apartment. A small stable is on the side of the inn that can stable up to ten horses.
This large structure is the center of the settlements life, bustling with visitors from morning to night. The food is good, with specials such as poached salmon and stuffed pheasant and trout. Most locals can be found here at various times. Candles have been place throughout the dining area which keep the bottom floor well lit. Bar stools have been placed at the bar itself.
The inn is clean and very well maintained, you can tell Elrick takes great pride in his business. At most times during the day, several waitresses can be seen waiting tables and Elrick himself is usually here as well, standing behind the bar assisting Maridosen or walking around speaking with customers.Prices at the Seven Sails Inn are reasonable and the meals that are prepared here make up for short comings the Inn might have. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant and boiled crayfish in drawn butter are just a few of the delights which are served here. The inn may be slightly smaller than most inns but it is well ran and has earned its good reputation it currently has.
Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for the beverages. The locally brewed ale and beer is supplemented by brews from other places, and wine, mead and brandy from all over the region make their way to the boards of the Seven Sails Inn.
(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)
BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp
AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp
BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp
The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.
ROOM NIGHTLY PRICES
(12) Standard Suite: 8sp
Sunday, September 17, 2023
The dragons are power incarnate and they know it. The DM has the responsibility of playing these magnificent beasts properly. There should be nothing so terrifying to PCs as dragons on the wing. When in flight at full speed, dragons rush across the world like a gale, but their ability to turn is greatly impaired (Maneuverability Class E).
When engaging earth-bound creatures in combat, dragons slow to half-speed, improving their maneuverability to Class D. At less than half speed, the creatures stall and lose altitude. They can climb at half speed or dive at double their listed speeds. Dragons can glide but they lose 1,000 feet of altitude per round. Dragons can perform a wingover if they stall while climbing. This enables them to turn 120 degrees as they dive to regain speed.
Very young and young adult dragons have maneuverability ratings one better than older dragons (Class D at full speed, Class C at half speed). Dragons cannot fly higher than 10,000 feet because the air becomes too rarefied to breathe at that altitude.When attacking from the air, dragons employ their breath weapons and awe ability while swooping down low over their opponents and then climbing back into the sky.
Flying dragons can swoop down and either claw or bite, but not both. Diving dragons inflict double damage with their claws if they dive. Dragons cannot cast spells while flying, but can cast spells on the ground or while gliding. Most dragons tend to use their breath weapons twice and then wait for a strategic moment to use their third breath attack.
Dragons are haughty creatures and may refuse to fight except as it suits their own purposes. When using spells, they often cast them before melee to avoid the conflict, weaken their opponents, or gain the upper hand. Once in melee, dragons cast spells only if losing.
Dragons do not knowingly place themselves in a position to be subdued, although they are clever enough to pretend to be subdued to lure unwary adventurers into a trap. Dragons are very clever opponents. They have been known to feign death, unconsciousness, sleep, or subdual to trap opponents. They can see, hear, and smell much better than most creatures and automatically detect hidden and invisible beings at a range of 1' per age level. They are rarely surprised. Dragons adapt their tactics to the situarion as is appropriate for very clever creatures. The following tactics are frequently used.
1. Dragons stay in the air as much as possible
during melee to cause awe (see below) and
stay out of hand-held weapon range.
2. If the combat area is dusty, they beat
their wings, stirring up clouds to blind fighters
and disturb spell casters.
3. They use clever conversation and promises
to talk their way out of bad situations.
The power to cause awe and fear is one of a dragons' most potent weapons. Flying or charging dragons cause awe under the following
conditions:
1. Watchers with less than 1 hit die automatically
panic and flee for 4d8 turns.
2. Watchers with 1 to 3 hit dice must roll a'
successful saving throw vs. spell or be paralyzed
with fear (50% chance) or flee as'above
(50% chance).
3. All others must roll a successful saving
throw vs. spell or suffer a - 1 penalty to hit.
Even the draconians are subject to these effects from good dragons. If the draconians are within 12' of the evil dragon they serve, however, they have a +1 bonus to hit.
Dragons younger than adult cannot inspire awe.
Saturday, September 16, 2023
Winston is quite welcoming to returning customers, and is an excellent sales person. The shop offers a large amount of winter clothes for the rugged lifestyle typically associated with the North. His garments are well tailored and his prices were quite steep, typically higher than other shops.
• Torch: 1sp
• Explorer's Pack: 10gp
• Bull'e-Eye Lantern: 15gp (Light 60ft)
• Mess Kit: 2gp
• Rations (7 Days): 1gp
• Waterskin (7 Days):
• Wineskin (7 Days): 2gp
• Coffee (7 Days): 15sp
• Hemp Rope 50': 1gp
• Hemp Rope 100': 2gp
• Flint & Steel: 2gp
• Hooded Heavy Winter Cloak: 10gp
• Winter Blanket: 1gp
• Set of Fur Clothes: 5gp
• Face Mask: 8sp
• Winter Goggles:5sp
• Climbing Claws (2): 2gp
• Compass: 2gp
• Snowshoes: 3gp
Wednesday, September 13, 2023
Menzoberranzan (pronounced: /ˈmɛnzoʊbəˈrɑːnzɑːn/ MEN-zoh-buh-RAN-zan), the City of Spiders, was a large underground drow city-state in the Upper Northdark. Menzoberranzan was possibly the most well known drow city in Faerûn. It was the home of Drizzt Do'Urden, and many of his early adventures dealt with the political intrigue and characters of the city.
It was located in the Upper Northdark, about 3.2km (2 miles) below the Surbrin Valley, between the Moonwood and the Frost Hills. It was quite close to Mithral Hall and was connected through tunnels to that settlement. Other tunnels led to the surface, namely in the Moonwood and on the western edge of the High Forest. Drygully Tunnel was a tunnel leading from the Underdark near Menzoberranzan to the surface.
The deep gnome city Blingdenstone was located about 45 miles to the west of Menzoberranzan. Ched Nasad was some distance to the southwest on the other side of Araumycos, a journey of several tendays from Menzoberranzan. The path through Ammarindar was the quickest journey between Menzoberranzan and Ched Nasad, but it was less traveled because of the danger that lurked there.
Menzoberranzan was located in a huge arrowhead-shaped cavern, some two miles wide and a thousand feet high. The drow called the cavern, Araurilcaurak. The city was mainly carved from calcite and it was filled with blue, green, and violet faerie fire. Buildings were often covered with the city's main motif: the spider, in honor of Lolth. The roof of Menzoberranzan was covered in paths. Some homes were 1,000 feet above the floor. Ceiling houses had to have great magic to prevent them from falling, and many were empty. An enchantment in the city cavern reduced echos from all the noise.There were a fixed number of buildings in Menzoberrazan, meaning that the poorer areas were extremely crowded. Noble houses, once destroyed or abandoned, were not permitted to be reoccupied, meaning that there were a number of abandoned compounds both on the surface and roof of the city cavern. Gromph Baenre by francis001
The city had around a hundred gates, all guarded. These gates led into the myriad tunnels surrounding the city (collectively called the Bauthwaf).
One of the most distinct structures in the city was the pillar-clock called Narbondel. It was enchanted each morning by the Archmage of Menzoberranzan with a glow that slowly dissipated as the day wore on. Narbondel could be seen from throughout the entire city. When the pillar was completely dark, it was called Narbondel's Black Death (effectively midnight).
Notable Locations
• Arach-Tinilith
• Bazaar
• Carpathian's Tavern
• Clawrift
• Lake Donigarten
• Eastways
• Elstearn's Escorts
• Fane of Quarvelsharess
• Gollvelius' Tavern
• Jewel Box
• Melee-Magthere
• Narbondel
• Oozing Myconid
• Silken Rack
• Sorcere
• Symeera's
• West Ways
Districts
• Donigarten
• Duthcloim
• Tier Breche
• Eastmyr
• Narbondellyn
• West Wall
• Qu'ellarz'orl
Exterior Locations
• Dark Dominion
In 1370 DR, there were approximately 20,000 drow in the city, with 1,000 of them considered nobles of the 60-70 noble houses. Slaves included bugbears, goblins, ogres, ogrillons, orcs, minotaurs, quaggoths, trolls, and kobolds According to Liriel Baenre in 1361 DR, human slaves were rare in Menzoberranzan, but not unheard of.
In 1372, the city had 32,000 inhabitants — approximately one-third drow and the rest humanoid slaves, namely orcs, kobolds, gnolls, humans, and the occasional illithid. Circa 1486 DR, the city was back to 20,000 drow. As many as 1,200 visitors might have been in the city at one time, including beholders, deep dragons, illithids, naga, and fiends.
Independent traders and merchantile companies were an important part of drow society. They were run mostly by male drow, though a few merchants, such as "Nal" Xalyth, contradicted this standard. The trade was a dangerous one, even more so for non-drow, and many died quickly due to "accidents" from Houses that disliked them or from rival traders. Some were sponsored by noble Houses, ensuring their survival in some cases.The city exported poisons, mushrooms, riding lizards, spell scrolls, wine, and water (clean water could be hard to come by in the Underdark). Other goods included body dyes, chains, everdark ink from deep dragon scales, giant slugs, herbal medicines, kayaks, musical instruments (flutes, drums), obsidian carvings (often used for sacrifices), perfumes, spells, spiced sausages, stone sculptures, surgical services, textiles, tortoiseshell goods, and ulaver wine. The city imported produce (surface and Underdark), shellfish, slaves, and textiles.
The neighboring drow city of Ched Nasad provided fully half of Menzoberranzan's goods. Various currencies were accepted in Menzoberranzan. Coins came in many shapes, including round, square, triangular, ring and spider-shaped coins. The greatest dozen houses in Menzoberrzan minted the coins. For example, House Baenre minted their own coins with the Baenre emblem, which were accepted throughout the city.
Ruling Houses
1) House Baenre
2) House Barrison Del'Armgo
3) House Faen Tlabbar
4) House Xorlarrin
5) House Agrach Dyrr
6) House Mizzrym
7) House Fey-Branche
8) House Tuin'Tarl
25) House Nurbonnis
29) House Thex
The city had many different factions, or Houses, all of which vied for power. As it was a matriarchal society, however, only females truly held power. Officially, the city was under the rule of the Ruling Council of Eight, composed of the eight matron mothers of the first (and most powerful) eight houses. For many centuries—as long as any living drow could remember—it was under the indirect rule of House Baenre which was governed by Matron Mother Yvonnel Baenre, also known as Old Matron Baenre, perhaps the most powerful de facto ruler the city ever saw. House Baenre had been the First House of Menzoberrazan for centuries of uncontested power.
Although drow culture was matriarchal, a few male drow in the city held some political power, including Gromph Baenre, the archmage of the city, and Jarlaxle, leader of the mercenary band Bregan D'aerthe, which was often utilized by House Baenre.
Monday, September 11, 2023
The Cutlass is one of the busiest taverns in the city, a haven for the crews of the pirate ships that dock in the harbor as well as the escorts whom they spend their share of the booty on. It was located close to the lawless harbor, the Dragon Beach.
Bearing the dubious honor of being the oldest tavern in the city, the Cutlass is owned by Lania Kurrid. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way into Luskan "mainly pirates" stopping to rest and spend money from looted ships and such.
This watering hole is located in the dock section of Luskan, near the water. It is known for being frequented by pirates. It is operated by Lania Kurrid. This spacious inn and tavern serves as one of the public eating houses in Luskan. Like alehouses everywhere, The Cutlass offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are also available.shipping merchants,pirates and other dock wards gather each night to drink, gossip, sing, and play games of chance. It is marked as a tavern by a sign depicting a ship with black sails on it. The main floor has a large hearth that sits in the center of the room. The walls are covered with hunting trophies, countless antlers, wild beasts and even a few monsters. A head of a large bear is mounted on the wall behind the bar. It does have a upper level to the main floor with more tables.
There are another two rooms in the inn:
- a backroom that serves as the 'quarters' of Lania Kurrid. The room is as tidy and organized as the taproom itself. A small single bed is tucked in a corner, a desk full of papers and empty bottles sits beside the small fireplace.
- the other room is a barn with straw and empty stalls. The ale barrels are kept in a cellar underground - there is a large trap door visible in the first stall on the right-hand side. Customers who have passed out are dragged there to finish off the night.
Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs and wooden tankards are used for the beverages. The locally brewed ale and beer is not the best but still holds its taste, mead from all around the region make their way to the boards of the the Dancing Bear.
BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Cheese Omelet: 7cp
Fried Potato Wedges: 3cp
AFTERNOON MEALS
Beef Stew: 1sp
Poached Salmon: 1sp
Roast Goat & Cheese: 6cp
Stockpot Stew: 1sp
Stockpot Soup: 1sp
Steak and Kidney Pie: 1sp
BEVERAGES
Bitter Black Ale: 10cp
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 1sp
Hill Cider: 1sp
Goblin Piss: 1sp
Ale: 4cp
Mead: 1sp
TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 4sp
The upper rooms are very clean, and all of the rooms are heated during the colder months of the year. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.
ROOM NIGHTLY PRICES
Guest Room 6sp
Saturday, September 9, 2023
The Royal Arms was an expensive and luxurious inn that served only the finest foods and drinks, often favored by rich traders and dignitaries.
The Royal Arms Inn, a rather small Inn that is said to be one of the oldest structures in Luskan. The Inn has an aged look and feel to it but seems well put together and very well maintained. Most of the clientele have plenty of coin to spend . . . "mostly being travelers and adventurers passing through the region". The Royal Arms Inn might be a small secluded Inn nestled in the middle of Luskan but it is still an important location for this city. On any given night, you might find a small group of locals sitting around, drinking a pint and discussing the days events with each other.
It features a Well-Informed Barmaid named Nika and a hearth to warm your spirits. Luskan is a smaller, more ilsolated city along the northern coast and larger cities have more fancy establishments, the Royal Arms Inns ale casks are always full! This quaint establishment is owned and operated by an older fella that everyone calls Jeb, his real name is Jebrick Talis. Jebrick has lived in Luskan his entire life and knows everyone who lives here by their first name. He is very well liked and respected and believes it is his duty to keep the folk of Luskan well fed.No new customer is turned away as long as they have the money for their drinks and meals. Meals are mostly of standard prices, and the food and drink are well worth the price increase. The guest rooms are rather pricey but again, they are well worth the price. As said before, this establishment is rather small, only having 4 rooms for rent upstairs but the overall structure is very well maintain and is a welcome sight to those coming in off the long roads. The main floor in the inn consists mostly of open area filled with tables and chairs and a well stocked bar located on the side of the room as you enter the tavern. Bar stools have been placed around the bar itself. The inn is clean and very well maintained, you can tell the owners take great pride in this establishment. General gossip is common within these walls "with the many travelers visiting this location all having tales to share".
Prices at the Royal Arms Inn are of the standard rate and the food prepared here is excellent. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant and boiled crayfish in drawn butter are just a few of the delights which are served here. Most Patrons include wealthy traveling merchants, traveling nobles, and citizens of Luskan.Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for the beverages. The locally brewed ale and beer is supplemented by brews from other places, and wine, mead and brandy from all over the region make their way to the boards of the Royal Arms Inn.
Visitors will notice standing behind the bar (during most business hours) - the barkeep, known commonly as lady Nika, a young woman, with shoulder length brown hair and very pleasing to the eyes.
(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)
BREAKFAST
Peppered Bread: 7sp
Oatmeal: 3sp
Boiled Goose Eggs: 4sp
Chicken Eggs: 2sp
Fruit and Cheese: 3sp
Beef Steak: 12sp
Fried Potato Wedges: 3sp
Pork Sausages: 5sp
AFTERNOON MEALS
Beef Stew: 4sp
Boiled Crayfish: 4cp
Poached Venison with Red Wine Sause: 4sp
Poached Salmon: 4sp
Spiced Sausages: 6sp
Stuffed Pork Chops: 6sp
Stuffed Trout: 6sp
Steak and Kidney Pie: 4sp
Venison Steak: 9sp
Stuffed Pheasant: 5sp
Roast Duck with Apples: 6sp
Roast Goose: 7sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 2sp
Smoked Salmon Salad: 3sp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 5sp
BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 1sp
Local Wine: 8cp
Local Brandy: 5sp
The upper rooms are very clean, and all of the rooms are heated and with the inn only having six rooms, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.
ROOM NIGHTLY PRICES
Standard Suite: 15sp
Friday, September 8, 2023
This trading post is located on the south side of Luskan. It is the first shop that would be seen when entering the city from the south. Virtually every sort of saleable goods are sold here. Rare and/or unusual items might be obtained at a price and in time (and will often be spurious or faulty). Magical items are NOT sold here ever!
Joran Morment, a male human, runs this business, in a large structure rebuilt after a fire a few years ago. It still bears the original name in honor of its long service providing the community with supplies of all sorts.
Although other shops and merchants have operated in the city in the past, this old trading post remains standing and a favorite of adventurers and travelers due to its proximity to the Royal Arms Inn. This shop has stood throughout the lifetime of Luskan and has been the main location for buying trade goods.The establishment seems to always be well stocked. The store itself is medium sized to large with a single floor but it does have many alchoves along the upper walls that are accessed with ladders. The trading post is owned and operated by Joran Morment.
This trading post acts basically as a general store, and is open from dawn until dusk. It sells low-cost trade wares, such as adventuring gear, as well as rations and other simple goods, and is perhaps the only place in the region that carries specialty sail-shaped butter from a local farm not far from the walls of Luskan.
The trading post also serves as a trading hub. Clerks Andal and Thistle (two more younger boys) unload and load carts of goods and resources that come into, or go out of Gateway via wagon. Joran Morment also brokers deals for large sales of livestock and similar goods, bringing together local sellers from around the region with buyers from far off towns and cities.
1. Clothing and Packs: peasant equipment is about 70% of list price, rounded down; dungeoneering items are 100% rounded up.2. Footwear, Gloves & Belts: Prices to adventurers is 125% of list, 80% to villagers.
3. Lighting Equipment: Tinderboxes, candles, oil, lamps, wicks, lanterns etc are 110% of list, rounded up.
4. Hand Tools: Hammers, adzes, planes, nails, saws etc. A file sells for 1sp and up. Saws cost cost about the same as a hand axe or hatchet.
5. Food & Herbs: Rations packed to go are 120% of list, and herbs are 150% of list.
6. Ropes, Chains & Dungeoneering Gear: (including writing materials and religious items) 110% of list. 7. Polearms & Shields: 120% of list.
8. Other Weapons, Missles and Associated Gear: 140% of list.
9. Armor & Helmets: Padded, studded and leather armor are always in stock. There will be a 70% chance that ring mail is currently in stock, 50% for scale mail, 30% for chain mail, and 10% for a set of banded mail & above. These are all 160% of list. All orders will be at 200% of list. (use d6, 1 being to small, 6 being too large and other rolls will fit).
10. Tack, Harness, Wheelbarrows & Dungeon Carts: All in stock will be at 75% of list.
Tuesday, June 6, 2023
The stables are owned by Gentry Baliver, an elderly man who has gotten too old to maintain them so he lets his grandson, Samuel Benton handle day to day operations. Mounts and such stabled here are well taken care off and groomed on a regular bases. Gentry and his grandson do not have set rates for stabling mounts, Samuel usually works off of tips since he finds he earns a better living doing business this way.
Thursday, April 20, 2023
The Underdark is the enormous system of subterranean caves, caverns, and tunnels located beneath the surface of Abeir-Toril. The Underdark is not one giant cavern under Faerûn, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other.
The Underdark was divided into several domains that are similar to continents of the world above. While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are the Buried Realms, the Darklands, the Deep Wastes, the Earthroot, the Glimmersea, Great Bhaerynden, the Northdark, and Old Shanatar.
The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns. But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.This varied landscape is as dynamic as the surface of Abeir-Toril. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.
The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.
The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground. Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated.
Just like deep dungeons, the air can grow stale and even poisonous in the Underdark. It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time.The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.
The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves,illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons or shadow dragons, which set up their realms deep down. Anything can be expected.
Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.
Notable Locations
• Menzoberranzan
• Mantol-Derith
• Velkynvelve
Sunday, April 9, 2023
Luskan, also known as the City of Sails, is a port city at the mouth of the River Mirar on the Sword Coast North. Luskan, despite the presence of the Ten Towns, is considered by many to be civilization's farthest reach.
Tucked like a gold filling (or some would say a pus-filled abscess) at the mouth of the River Mirar, Luskan is a city of merchant princesses, swarthy bandit princes, and the most diverse, cutthroat, and fractured cabal of pirates on Toril. Torn into factions, these piratical groups are known as "Ships".
As of 1370 DR, the city was split into northern and southern halves by the River Mirar, and these were connected by the bridges Dalath's Span, Harbor Cross, and the Upstream Span. Other than the Host Tower of the Arcane, the city was dominated by two and three-story buildings.
The city and its five inhabited islands sat in the mouth of the River Mirar, on the Mirarmouth Bay. Three of these were inhabited: Cutlass Island (upon which lay the Host Tower of the Arcane, and which was connected to both sides of the river by bridges), Closeguard Island (which housed Ship Kurth and was connected to the southern bank by a bridge), and Blood Island (which housed Luskan's army garrison). The remaining uninhabited islands were Fang Island (named for its treacherous rocks) and Harbor Arm Island (which sheltered the city's harbor).The northern section was walled and was almost entirely made up of warehouses. The Mirabar District (also known as the Mirabar Shield) was a fortified compound operated by the merchants of Mirabar, and it contained the Throat, the city's heavily guarded main water tower, which was situated in a grazing area for sheep. The Red Dragon Trading Post, Luskan's most successful overland trading company as of 1370 DR (but no longer in operation in 1483 DR), was situated on the northern bank, as was the North Gate, the portal between the northern and southern banks.
The docks on the northern bank were on the sea coast (western part of the city) and consisted of Whitesails Harbor, used exclusively for the Luskan navy, and the unprotected Open Shore, which was situated outside the city walls and was the only place foreign shipping could dock.
As of 1370 DR, the southern bank consisted of a heavily fortified inner section surrounded by caravan compounds. This area was home to the majority of residents and shops. The southern wall was semicircular, with over a dozen towers. The two towers flanking the South Gate were named the Twin Teeth. The southern bank also housed stables, the Captains' and High Captains' Court, the Market and the Prisoners' Carnival, and the town's original harbor, Dragon Beach, a lawless place where even soldiers feared to tread.
Sammereza Sulphontis said that traders in Luskan "always wear furs, haughty expressions, and ready swords". Luskanite traders were always alert and well-armed. The people of Luskan always tended to be tense and paranoid—rightly so, because of the dangers of the tough city—and they were extremely prejudiced against non-humans. In fact, few non-humans were allowed past the city gates.Luskan was the gateway to the lands northward and as such was a perfect market for ore from the Spine of the World and scrimshaw from the Ten Towns in Icewind Dale. Luskan traded silver from Mirabar and timber from Lurkwood. It also had a good business in dwarven-made weapons.
As of 1370 DR, Luskan was the main shipyard for Mirabar. Trade with such places as Amn and Calimshan was carried out on the neutral ground offshore from Mintarn because it was not desirable to be associated with Luskan.
As of 1370 DR, the city's market only allowed stalls by permit. These were only given to Luskan companies, and those outsiders who were closely watched. The main offerings at the market were fresh goods, firewood and trinkets.
After Bregan D'aerthe took over the city, they began trading Netherese artifacts to Menzoberranzan.
As of 1370 DR, Luskan had an army of 300 spearmen and a navy of 19 dragonships. The dragonships were each armed with 70 archers. The North Gate was guarded by soldiers with spears and crossbows; in the winter they wore fur caps. While not at war, Luskan ships of war carried out independent piracy against shipping destined for other ports, with the aim of increasing trade with Luskan. While this contravened Luskan law as of 1370 DR, the pirates were actually supplied and directed by the high captains themselves.
Points of Interest
• Winter Supply Shop
• The Cutlass
• The Royal Arms Inn
• Seven Sails Inn
• Red Dragon Trading Post
• Baliver's House of Horses
As of 1372 DR, the city was officially ruled by the five High Captains, all former pirate lords and each of which led a faction called a "ship" named after its respective captain: Ship Taerl, Ship Baram, Ship Kurth, Ship Suljack and Ship Rethnor. The true power in the city resided with the Arcane Brotherhood. The High Captains encouraged the harassment of the trading routes of small cities such as Mirabar, Neverwinter, and Ruathym, and made sure to avoid conflict with Waterdeep and Amn because they were too powerful.
The Arcane Brotherhood also encouraged local traders to treat travelers with disdain and suspicion, due to the possibility that they may be spies for their enemies, often sending low-level agents to follow strangers personally. Luskan was rumored to be allied with the Zhentarim but no evidence of this was ever presented.
By 1480 DR there was no true functioning government and gangs (including the Ships of the High Captains) carved out territories within the city. Some time after 1485 DR, the five High Captains who ruled the city started to conduct legal sea trade across the Sword Coast. They also protected the city and raided the island kingdoms to the west. Secretly, the High Captains were under the sway of Jarlaxle and the Bregan D'aerthe.
Saturday, April 1, 2023
Date Posted | News Title |
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Pacesetter Games Version of B/X | |
We Focus on TTPRG's Here |
Saturday, January 21, 2023
I know a lot of folks in this game are die hard "oh I play this version" or "oh I play that version" and while I respect that, I've kind of went my own path with my own system that I use. This is mainly why I am creating this news post - I want to explain the reasoning behind the choices I've made and the direction I took B/X for my owwn person system that I use.
Every D&D system has it's good points and it's bad points. So I decided instead of staying 100% with the rules, I would bend and mold it into a shape that I liked. I've always been an avid AD&D DM as well as player. I think it's the best version of the game on the market. As I've gotten older, I guess I have kind of reverted back to my childhood where this game is concerned.I've been looking at the old classic systems like Old-School Essentials, B/X and AD&D. I love the older stuff but I dislike the max level cap being level 14. So many awesome adventures go past 14 which is why I've always set my level cap at 18. I want to keep everything as classic as possible while still giving my players the freedom of having many choices. I also removed level caps for non human classes as well. People always come back with the statement of "oh if you make all classes level 18 as the cap then no one will play a human character". Well, I hate to burst your bubble but since returning to classic, my last group was 3 humans a a dwarf so where is your logic at now?
I've created a page on this blog as kind of an introduction page to what and how we play located here. I'm using a mix of Pacesetter B/X, Old-School Essentials & AD&D in this modified homebrewed system. I have not ran a game with it as of yet but I am sure it will run smoothly. Come join our Discord server, we would love to talk with you about it.