#GM Notes for Storm King's Thunder
##NPC Integration
Flashbacks are going to be the main way of building up backstory and for
general play when members are absent.
###Known NPCs - Overview
- **Baudelain Oka**
- Employed Bert Stoneoath and Twice-Orphaned
- **Stella Mon**
- Worked with Bert Stoneoath and Twice-Orphaned
- **Emancipor Reese**
- Worked with Bert Stoneoath and Twice-Orphaned
- **Kruppe**
- Bert Stoneoath and Twice-Orphaned both met him one night in
Longsaddle.
- **Quick Ben/Tamarand**
- All saw him as a dog once.
- All saw him in Goldenfields with his wagon of wares. He had been
running the opposite direction of the fighting with two young children.
###Flashbacks Thus Far
These are the flashbacks that have occurred and the NPCs that are known and
to which Players.
####A Chance Meeting in Longsaddle
Kuori Twice-Orphaned Gathakanathi and Bert Stoneoath both happened to be in
the village of Longsaddle independent of one another. The scaanned the
crowd and seeming to notice they were each new, decided to eat together. At
first they wre ar the table of a strange fat man named **Kruppe** that
offered them a good as a caravan guard. His offer was only just made when
another patron of the bar, **Stella Mon** made a counter-offer.
Ultimately they decided to join up with Stella, her mysterous employer,
**Baudelain Oka**, and his manservant **Emancipor Reese**.
A few days into their travel south from Longsaddle to Waterdeep, they were
attacked on the road by bandits, and then investigated a small abandoned
house that was full of dogs and goblinkind.
##Third Session
The following is the list of things to do depending on the characters'
choice of quest line to follow.
- Shalvus Martholio's Quest -- **Bargewright Inn**
- Lifferlas -- **Shadowtop Cathedral**
- Zi Liang -- **Waterdeep**
- Miros Xelbrin -- **Amphail**
- Naxene Drathkala -- **Waterdeep**
- Oren Yogilvy -- **Daggerford**
This is the enccounter list to use depending on where the players could be
going for this session.
- **Waterdeep** or **Daggerford** -- Barbarians Attack! map with 16 Tribal
Warriors and 1 Uthgardt Shaman.
- This is the lighter of the two planned encounters, and may need
to be beefed up with more tribal warriors, perhaps an additional shaman.
- **Amphial**, **Bargewright Inn**, or **Shadowtop Cathedral** -- Dig Site
map with 1 fire giant, 8 ogres, 9 hobgoblins, and 16 goblins. All of the
goblins on this map have been exhausted to level 5, meaning they cannot
move and will die if they do not rest.
* * *
The party decided that many of the leads found within Goldenfields were
rather unworthy of their attention. And so after hearing them all out, and
obtaining a letter from Miros the Innkeeper for an old flame in Amphain,
the party set out to track down the fleeing remnants of the giant and
goblin army that had attacked the previous day. They followed it across the
Desarin river to the east and stopped for the night.
##Fourth Session
Basically a wash, they ran the barbarian ataqck encounter, but it sucked
overall and will be retconned I think.
##Fifth Session
The group begin from their campsite after fighting off the Fire giant above
from Session 3. They are quickly confronted by an armed force of twenty
men, a patrol on the way to Goldenfields.
- 4 preists of Chauntea -- Level 5
- 6 men at arms with lances in chain mail. -- Level 5
- 12 lay brothers and sisters in eather armor with short spears -- level 2
- 1 Wizard -- Level 5
they are accompanying Tolgar Anuvien, the founder of Goldenfields as he
rides back to claim his town and abbey with a battallion of Chauntean and
Lathander soldiers, known as Chauntea's Scythe.
- Tolgar Anuvien lvl17 cleric LN
- battallion of roughly 50 men and women of which
- 2 lieutenants at level 15 for 2 platoons of 20
- 4 sergeants at level 10 for 4 squads of 10
- 8 Corporals at Level 5 for 8 Lances of 5
Tolgar tells them that he is taking over control on Goldenfields again. He
aims to reassert Chauntea's rightful place at the top of the food chain in
Goldenfields, and the battallion with him are there to make sure it happens
on way or the other, but hoepfully as peacfully as possible. He is fairly
certain that the Zhents are causing the uprising amongst the giants, but he
can't be sure. Either way, he sends the players to Waterdeep to seek out
advice from Chazlauth Yargorn, from Naxene quest.
---
Thre group arrives in Waterdeep and goes to Balthor's Wondrous and Magical
items because Tolgar said he might know where Harshnag is. While there
Qinro purchases a partial map of the Waterdeep sewers and an original land
plat map for Bargewright Inn.
The land plat will show that the majority of the land of the Bargewright
Inn is owned by the family of a displaced farmer named, **Joane Mssel**.
This would eventually lead into a Bargewright Inn encounter and adventure.
They found out that Harshnag is in the High Forest, near The Grandfather
Tree, and they paid Athal, from Athal's Stables (S27) to fly them to
Everlund via wyvern for 30gp a head. And they learn that Everlund has a
teleport system that they might be able to use. They book passage and
decide to leave in 2 days.
In the meantime, the players want to explore the RatFist connections that
they have learned shut down their Map & Parchment store in Waterdeep.
##Session Six
###The Rat Fist Problem
*The former map store is located next to D33 on the map at the green dot
(D33-Green{1})*
The players arrive to see their small shop being run by a pair of halflings
as a fish and chip shop, a "hot-counter". The maps they had on hand are all
being used as paper for the fish. I imagine them watching in horror as the
halflings plop fish and fries on a map and then dump vinegar on top and
hand it over to a customer.
The haflings running the store are a family pair. **Theric and Cora
Tayford** They purchased the shop three weeks prior from **Jamath Mylne**
in what they thoguht was a legal purchase. If pressed they will admit to
paying the man 5200gp for the building and land.
The original sign having been re-painted to read, "Waterdhavian Fish & Chip
Shop".
The original deed for the shop was kept in the safe inside the shop. That
safe is now missing, and replaced by an altogether different safe that the
Tayford's have purchased.
The Tayford's explain that they met Jamath Mylne through the **Dragon on
the Docks Realty** office. *(This is marked on the map with a red spot, a
courtyard building on off of Net Street and a few doors down from The
Blushing Mermaid.)* The idea is to let the halflngs have the other
location, while they take over the realty office. The office is one the
bottom floor of a row house that is three stories tall. The above two
floors is the Rat Fist hangout.
Within the building will be the primary offcies and the head of the Fist
will be met and then escape from the main suite on the top floor. He should
jump out of the window when he gets to a low HP. They will also find the
deed for the row house that they can now use as their own.
##Building Classes in WD
Building class is an artificial categorization of structures into one of
four groups (described below), sufficient to allow the DM to describe the
building on the fly.
*Map Key: Name (usage, building class, # of floors)*
**Class A Buildings:** Class A buildings are always unique and
distinctive landmarks of any scale. Most, however, are of a large
and grandiose nature, almost built as much for show as for use.
Examples include the city’s public structures, major temples, and the
noble's villas.
**Class B Buildings:** Class B buildings cover the larger, more successful
and elaborate single buildings within the city. They have up to six
stories, and might have extensive cellars (usually connected to the sewers
at some point). Most inns and guildhalls fall into this class. Examples
include grand houses and mansions, prosperous businesses, large warehouses,
and the guildhalls.
**Class C Buildings:** The great majority of buildings in Waterdeep are
Class C—the tall row houses that line the streets to heights up to five
stories. Row houses usually have shops on the ground floor, with offices or
apartments above that. While not always multi-story row houses, this class
includes many of the better-kept taverns and rooming houses in the city as
well.
**Class D Buildings:** Class D buildings are lesser buildings, usually
one-story wooden buildings used as small warehouses, individual homes, and
storage sheds for Waterdeep’s lower classes. Such buildings are mainly
found in Dock Ward, southernmost Castle Ward, and, in smaller numbers, in
Southern Ward and Trades Ward.
##Property Prices in Waterdeep
Here's the guidelines (refer to your City of Splendors box set for
areas/buildings):
Class D buildings: Land = 5000 gp per 18' square lot/building site
Class C buildings: Land = 10,000 gp per 30' square lot/site
Class B buildings: Land = 20,000 gp per 30' square lot/site
Class A buildings: Land = 50,000 gp per 30' square lot/site
Modifiers:
* Dock Ward: No change to price
* South Ward: +2% to total price
* Trades Ward: +5% to total price
* Castle Ward: +10% to total price if south of Castle, +20% if north of
Castle
* North Ward: +25% to total price
* Sea Ward: +40% to total price
If any side of the building is:
* On a main avenue (pavement): +25% to price after ward adjustment
* On a secondary avenue (cobblestones): +10% to price after ward adjustment
* On a lesser avenue (corduroy/logs): +5% to price after ward adjustment
* On a minor avenue (dirt road): No change in price
Note that the costs above are land only - actual cost for structures are
extra. However, land costs include all applicable fees, including permits,
preparation work, sewer connections, etc - everything needed to make the
land suitable for immediate building - both upwards and downwards
(sublevels).
>"Yes, this makes real estate in Waterdeep horrendously expensive, but
that's life in the biggest city in the North..." - Steven Schend
I added a couple of other things:
Outside of City Walls:
Within 12 miles of the city walls, land prices are 1/5 of the above, per
acre. Between 13 and 25 miles of the city walls, land prices are 1/10 of
the above, per acre. Beyond 25 miles is usually "free land" - settle and
defend at your own risk!
The above is for Waterdeep and other metropolises (such as Calimport,
Skuld, Athkatla, and Dhaztanar). For other large cities, base prices are
1/5 of the above. For smaller cities and larger towns, base prices are 1/10
of the above. For villages, base prices are 1/15 of the above.
##Possible Encounters
####Dig Site
A lone wagon being pulled by a draft horse nears the camp. The wagon is
unoccupied, but filled with the posessions and supplies of a family. The
horse has heard the camp and wandered through the night to the player's
location. A **Survival (Wisdom)** roll will allow the players to track the
horse back to the origin of the attack in the dark, otherwise they will
have to await daylight to track it efficiently.
The players will find four corpses, two of them children. The older male
and female have such extensive inuries to their body that you cannot tell
precisely how they died aside from "squashed". The two children, both
girls, each have a large gaping wound through their torso. *If the feeling
is right, then both girls had been sexually brutalized after death, their
woolen dresses pulled above their hips.*
If the players arrive after dark, then while examining the scene they are
able to see a glow of lights in the distance. Sneaking up on the area they
will see a single **fire giant** bellowing orders to a group of 8 **ogres**
who are attempting to lift something very large from the ground.
**From Scenario:**
*A fire giant equipped with a rod of the Vonindod has located a
particularly large fragment of the Vonindod and has tasked its minions with
digging it up. The giant oversees 1d4 + 1 ogres, 2d6 + 2 hobgoblins, and
2d6 + 10 goblins. The ogres are using ropes to pull the 2,000-pound
fragment out of a 50-foot-wide, 30-foot-deep crater. The hobgoblins scream
at the ogres to put their backs into it. The goblins lie around the
outskirts of the crater, picks and shovels scattered between them. The
goblins have spent the past several days digging the crater and are
suffering from five levels of exhaustion (see appendix A in the Player?s
Handbook).*
***Treasure.** The ogres and goblinoids carry no treasure. The fire giant
has a sack containing 3d6 x 100 cp, 2d6 x 100 sp, 1d6 x 100 gp, and one
mundane item, determined by rolling on the Items in a Giant's Bag table in
the introduction.*
####Barbarian Attack
On the second day's travel along the road the player's should make a DC17
**Perception (Wisdom)** check. Passing allows them to notice the barbarian
horde, otherwise the horde gets a surprise round.
No terms are presented, and no quarter is asked, these barbarians plow from
the forest on one side of the road hoping to take the passersby unawares.
**From Scenario**
The characters encounter a hostile group of Uthgardt barbarians consisting
of 4d6 tribal warriors and an Uthgardt shaman. If the group has twenty or
more tribal warriors, add 1d3 berserkers and a tribal chieftain (a
berserker with 90 hit points) to the group. If the encounter occurs during
the day, the Uthgardt are prowling the countryside while hunting wild game;
if the encounter occurs at night, they are camped.
Use the information in the "Uthgardt Barbarians" section to choose an
appropriate tribe based on the location where the encounter takes place. If
these Uthgardt belong to the Gray Wolf tribe, use the werewolf statistics
for the chieftain and the berserkers, and give the chieftain 90 hit points.
Also give the Gray Wolf chieftain 1d4 wolves as animal companions.
The barbarians carry no treasure.
####Old Bargewright
The largest inn, the Old Bargewright, was recently rebuilt as a substantial
stone structure with thick walls and private chambers hidden behind secret
doors. **Innkeeper Nalaskur Thaelond** *(N male half-elf spy)* keeps watch
over who comes and goes, for this is where Zhentarim operatives meet to
broker deals involving smuggled goods, poisons, dangerous magic, and the
like. Nalaskur is a member of the Black Network.
One of the inn's few permanent residents is **Arik Stillmarsh**, a
well-dressed, young-looking man with a sallow complexion who lives like a
hermit in a corner room on the uppermost floor of the old inn. Rumor among
the rabble has it that Stillmarsh swindled one or more prominent
Waterdhavian families, and that the Black Network is sheltering him. In
truth, Stillmarsh is a vampire (NE male Tethyrian human) whom Nalaskur
occasionally calls upon to dispose of unwanted guests. Stillmarsh has an
agreement with Nalaskur not to feed on locals or other guests without the
Black Network's approval. To sate his appetite at other times, he preys on
rural encampments, night travelers on the Long Road, and the poor people of
Womford. In Womford, the vampire is spoken of in whispers as the "Womford
Bat."
Stillmarsh's earth-filled coffin is hidden in the attic above his room at
the Old Bargewright, accessible through a secret door in the ceiling of a
closet. Spotting that door requires a successful DC 15 Wisdom (Perception)
check.
*Dinner and Drinks menu can be used for any other random tavern that might
be needed as well.*
#####Dinner Menu
- Steamed Dragon and Rye Biscuits, Glass of Cider (3 sp)
- Boiled Sausage and Onions, Tankard of Cider (10 cp)
- Steamed Grouse and Crowberry Tart, Glass of Gin (4 sp)
- Steamed Carp with Mustard and Dried Cherry, Glass of Cider (3 sp)
- Smoked Hare and Dried Leek, Tankard of Ale (10 sp)
- Boiled Eggs and Dried Peas, Tankard of Mead (10 cp)
- Baked Cod with Ginger and Pomegranate Pie, Glass of Mead (8 sp)
- Boiled Pork and Turnip, Tankard of Stout (8 cp)
- Braised Duck and Onion, Glass of Brandy (12 sp)
- Roasted Pork and Dried Beetroot, Tankard of Mead (9 sp)
#####Drinks Menu
*Prices by the glass/tankard/gallon*
- Cider 1cp/3cp/2sp
- Ale 2cp/4cp/3sp
- Mead 2cp/5cp/6sp
- Stout 2cp/3cp/4sp
- Brandy* 2cp/4cp/6sp
- Gin* 1cp/2cp/4sp
- Wine 4cp/6cp/5sp
*Prices with an * are for an oz/3oz/1 liter*
####The Sly Scoundrel
**Location**
In a caravan quarter, near an outcrop of volcanic rock. The street outside
is crowded with quarreling merchants.
**Description**
The inn is a small half-timbered building, with several shuttered windows.
Accomodations consist of a single large room with wooden cots and several
hammocks in the common room.
**Innkeeper**
The innkeeper is a short female elf named Uthan.
**Menu**
- Wheat Biscuits and Soft Cheese, Mug of Ale (5 cp)
- Barley Porridge, Mug of Cider (5 cp)
- Pottage, Mug of Stout (6 cp)
- Buckwheat Porridge, Mug of Beer (3 cp)
- Vegetable Stew, Mug of Mead (4 cp)
- Stewed Mutton and Dried Onions, Tankard of Beer (11 cp)
- Roasted Mutton and Dried Artichoke, Tankard of Bitter (11 cp)
**Patrons**
1. Ronwioneth: Male Elf Scofflaw, Good. Ronwioneth has straight black hair
and blue eyes. He wears worn clothing and several small tools hang from his
belt. Ronwioneth dislikes anyone smaller than him.
2. Elyn: Female Halfling Peasant, Good. Elyn is heavyset, with long golden
hair and bright hazel eyes. She wears modest garments and a wide-brimmed
hat. Elyn seeks an illusionist to apprentice under.
3. Earhorht: Male Human Craftsman, Neutral. Earhorht has gray hair and dark
amber eyes. He wears plain clothing and a wide-brimmed hat. Earhorht seeks
to atone for past sins.
4. Eran: Female Halfling Artist, Evil. Eran has a long face, with braided
brown hair and light green eyes. She wears modest garments and silk gloves.
Eran seeks to atone for past sins.
5. Orwin: Male Human Soldier, Neutral. Orwin has a square face, with golden
hair and green eyes. He wears leather armor and wields a military pick and
shield. Orwin is searching for his lost sister.
6. Angyth: Female Human Peasant, Good. Angyth is fey in appearance, with
auburn hair and soft gray eyes. She wears modest garments and carries a
willow staff. Angyth seeks a company of adventurers to explore the Eldritch
Jungle.
**Rumors**
1. Wihtburh was once an adventurer but was maimed by a dragon.
2. Hily has been seen entering the Black Halls of Muabuchuu the Warlock at
night.
3. Wyne the harlot was killed by wolves in the woods outside town.
4. No dwarf who has entered the Maeston Woods has ever returned alive.
5. Areth was murdered by thieves in an alleyway near the Gray Candle.