Friday, May 30, 2014

The Crimson Fleet

A loosely organized band of pirates known to operate in the oceans surrounding the Amedio Jungle. These scoundrels perform all manner of high-seas brigandage, slavery, and smuggling, operating from a foul harbor far to the south. Crimson Fleet captains are renowned for their ruthlessness and cruelty, but still hold to a perverse code of honor. While stories abound of the Fleet razing and pillaging Amedio settlements, the pirates give Sasserine a wide berth.

The following are several rumors regarding the Crimson Fleet:

  • Captains of the Crimson Fleet are all addicted to a drug that turns their eyes permanently red with blood.
  • The threat of the Crimson Fleet is the only thing keeping the Scarlet Brotherhood from overrunning Sasserine.
  • The leader of the fleet is known only as "The Admiral", and wears a blood-red mask over half of his face at all times to conceal his shocking identity.
  • The sailors in the Crimson Fleet are all cannibals, loosed upon the seas to sow torment and pain.
  • The Fleet has eyes and ears everywhere, and communicates through seemingly innocuous signs and signals. Those who speak ill of it without care are likely to meet with accidents.
  • The Fleet has a hundred ships, the largest of which is a mobile island drawn by enslaved dragon turtles.

Dawn Council

Symbol: A red spire rising from an island.

Background, Goals, and Dreams: After emerging from the despotic rule of the Sea Princes, the citizens of Sasserine were reticent to return to the traditional rule under a solitary lord-mayor. Instead, rule of the city fell to seven long-standing noble families, each representing one of the city's seven districts. The driving goal of the Dawn Council is to see Sasserine return to its glorious roots as a port of call for exotic trade and exploration.

Enemies and Allies: Sasserine has no shortage of enemies. The surrounding swamps are rife with bullywug tribes and other savage humanoids that constantly vex the outlying plantations and farms that support the city. The Scarlet Brotherhood is a traditional enemy of the city as well, yet it has of late been making pretenses of allegiances and truces. The pirates of the Crimson Fleet are another thorn in the Dawn Council's side, and attacks by their ships on merchants and other ships bound for the city seem to be on the rise. The churches of the city are strong supporters of the Dawn Council, assisting with coin and divine might when needed.

Members: The seven noble families that comprise the Dawn Council include the Lidus, the Taskerhhills, the Arabanis, the Dracktuses, the Knowlerns, the Islarans, and the Lorchesters, yet in truth this affiliation comprises of all the minor nobles, sages, scribes, clerks, and others who help in the daily business of administration of the city. The Sasserine city watch is controlled by the Dawn Council, and the city's churches have much invested in this group as well. Beyond Sasserine's walls, agents of the Dawn Council function as ambassadors, emissaries, missionaries, or even spies.

Secrets: Not all of the noble families of Sasserine have the best interests of the city at heart. In particular, the Dracktus family seems uninterested in representing its district of Shadowshore at council meetings. Emil Dracktus all but stole his position on the Council from the previous title holder, and the other members are often ill at ease in his presence. Whispers that Emil has made secret allegiances with the Scarlet Brotherhood have begun to circulate.

Type: Government.

Scale: 11 (multiregional/duchy).

Titles, Benefits, and Duties: Numerous sub-affiliations work within the Dawn Council, ranging from the various craftsman guilds to the city watch itself. All members are expected to support the city's growth and protect its interests as best they can within the venue of their chosen field.

Executive Powers: Holiday, Law, Mint.

Brooch of Shielding

This appears to be a piece of gold or silver jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A new brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.

Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 1,500 gp.

Ring of Jumping

This ring continually allows the wearer to leap about, providing a +5 bonus on all his Jump checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.

TO KRAKEN'S COVE (day 27-month 1, day 5)

A viscous puddle of green goo shimmered on one side of the rhagodessa pen. A large patch of mushrooms grew on the far side of this slime, and what appears to be part of a halfling skeleton lay in a sludge between them.

The skeleton's leather armor and rapier were both rotted and rusted to ruin, but it still wore a gold ring, a ring of jumping, and a brooch of shielding capable of absorbing up to 42 more points of damage from magic missiles.

Most of the next circular cavern consisted of a large pool of brackish-looking water, its surface greasy with filth and rotting seaweed. Dripping lead pipes protruded from the walls of the twenty-foot-high cavern, including one that was nearly two feet in diameter on one side. A five-foot-wide hole in the ceiling seems to lead up to the surface. On two sides was a five-foot-wide beach of grit and gravel. A narrow tunnel led up at a shallow angle to one of these sides and out of sight.

The smaller pipes protruding from the walls provided drainage for the rest of the complex.

Two secret doors on one side were five feet off the ground. Graim found them, and Pillboxer reached them.

There was a crocodile held by chains at the end of the passageway on the side of the cavern.

The next hallway surrounded the previous cavern and connected four domed chambers, each of which sported a wooden ladder leading up to a trapdoor in the ceiling above. These trap doors opened into the abandoned buildings surrounding Dead Dog Alley above. Most of these buildings were boarded up from the outside and apparently abandoned. The boards were a ruse; the doors could be opened with ease. Inside, the buildings were indeed abandoned, but several of them contained hidden trap doors that led down into the guildhall.

The next narrow room overlooked the previous cave on one side - a barely-perceptible haze hanged in the air between these two rooms, almost as if some sort of membrane were stretched over the opening. Five wooden chairs were arranged before this "window". To one side sat a low table surrounded by more chairs, while to the opposite side a large valve protruded from the wall.

From this side, the "haze" was transparent, while from the other side it appeared as a solid natural rock wall.

The next room was currently empty.

A pair of candles lay on the floor; a pair of chairs sat on the floor.

The next room contained a single long bench pushed up against one wall. A door on the same wall was marked "Lavatory".

A table was turned on its side on the floor.

The sound of lapping waves filled the next chamber, a natural sea cave that incorporated a large sloshing tidepool. To one side, a low sandy beach seethed with brightly-colored crabs. To the opposite side, a larger sandy beach sloped up to a glistening wall. A short wooden pier protruded from this beach into the pool, and the cavern wound around the corner beyond. To the same side as the crabs, a large wooden door blocked the cave exit, although the waters flowed unimpeded through a large space under the door.

A wooden wall under a nearby pier was actually a cleverly disguised wide door that could be lifted to allow small boats to pass into the pond.

The crabs on one side clattered and clacked menacingly, but they were relatively small and harmless.

The walls, floor, and ceiling of the next chamber had been covered in white marble tile; every inch sparkled cleanly. In the middle of the room sat a five-foot-by-ten-foot pool of clean water. Across the door stood an unlit iron brazier.

The water in the pool was fresh and clean.

Although the city watch and the Dawn Council might not have realized it at first, the painting from Rowyn's lounge and the documents and maps in the war room were more than enough to prove the magnitude of the service the Tropic Thunder provided to the city. This accomplishment granted Harold the title of High Citizen among the Dawn Council.

At some point several days after they defeated the Lotus Dragons, a representative of the Dawn Council invited the Tropic Thunder to a banquet and dance at Castle Teraknian so that the members of the Council could thank them in person for the services they provided to Sasserine. At the end of the banquet, Lord Worrin Lidu presented each hero with the Spire of Sasserine, a medal awarded to those who perform great services to the city. Anyone wearing this medal finds that it grants a +2 circumstance bonus to Diplomacy and Gather Information checks made in Sasserine. Harold and Lavinia began courting during the celebration, much to Cyq's discontent.

After recovering the money stolen from the Vanderboren Vault and defeating the Lotus Dragon thieves, the Tropic Thunder still haven't succeeded in the primary mission assigned them by their patron, Lavinia Vanderboren. Her brother Vanthus is still at large, but with the discovery of the true extent of Vanthus' involvement in the death of her parents, Lavinia no longer hopes to find and redeem him. Instead, she wants him returned to Sasserine so he can answer for his crimes. According to documents discovered in the Lotus Dragon Guildhall, Vanthus and a woman named Brissa recently left the city to travel to a location known as Kraken's Cove to mount a robbery of several pirate ships supposedly moored nearby.

Determining the approximate location of Kraken Cove in the eastern shore of Blood Bay was possible when Harold gathered information in Sasserine.

As the Tropic Thunder prepared for their journey to Kraken's Cove, the city of Sasserine was gearing up for a major festival. The one-year anniversary of the defeat of Kyuss drew near. Although the final events of this battle played out thousands of miles to the north, repercussions were felt in this region as the Wormgod nearly brought about the dawn of a new age. In the nearby Spire of Long Shadows, a small army of his undead minions erupted from the ruins there, along with several dangerous outsiders known as broodfiends. Three of these broodfiends made their way to Sasserine, but were destroyed by heroes form the city of Cauldron before they could do much damage.

The event has since become yet another reason for Sasserine's Dawn Council to celebrate, the production of a festival being an excellent way to build up the city's morale and wealth as they continue to recover from 100 years of servitude to a foreign power. Criers loudly announced the coming festival on the city streets and canals, posters went up on tavern walls, and everywhere the citizens were abuzz with excitement.

The Tropic Thunder had time to recover from their previous adventure, liquidate loot and shop for gear before they set out for Kraken's Cove.

The cove itself lay on the eastern shore of Blood Bay, about 60 miles along a marshy coastline (or a mere 40 miles as the gull flies). The brisk salt-breeze of the ocean would make for a pleasant journey, if it weren't for the oppressive proximity of the trackless marshlands and the looming Amedio Jungle beyond.

The safest and fastest method of reaching Kraken's Cove was by boat. The best option was to hire a fishing boat or similar vessel. Blood Bay is a notorious region, and most sailors or fisherfolk balked at visiting this location. With Harold's diplomatic efforts, round-trip passage from Sasserine to Kraken's Cove could be had for 8 gp per passenger. Since the Tropic Thunder wished for their transport to wait for them while they took care of business in Kraken's Cove, there was a further 10 gp/day charge. By fishing boat, the trip took only 16 hours (non-stop - since the heroes left before noon, they can expect to reach Kraken's cove the next dawn).

Saturday, May 24, 2014

Mur

Mur is a distant and little-known land, far to the west on the coast of the Gulf of Ghayar. The land of Mur abuts the waters of the gulf and rises into a tall chain of steep mountains. It is a realm of contrasts with the warm currents of the Dramidj Ocean combining with the bitterly cold prevailing winds from Telchuria to create a zone of moist, tumultuous weather. This warm updraft of moist air and the resulting thunderous downpours from the cold upper air creates a mountainous jungle region of verdant rainforest perched atop steep crags and laced with spectacular waterfalls of prodigious heights. From this topography, the land of Mur is known to some scholars as the Verdured Heights.

Unicorn

These fierce, noble beasts shun contact with all but sylvan creatures (dryads, pixies, and the like), showing themselves only to defend their woodland homes. A unicorn has deep sea-violet, violet, brown, or fiery gold eyes. Males sport a white beard. Unicorns mate for life, making their homes in open dells or glades in the forests they protect. Good and neutral travelers may pass freely through and even hunt in a unicorn's forest, but evil creatures do so at great risk. Likewise, a unicorn will attack any creature it discovers killing for sport in its territory or damaging the forest maliciously. Lone unicorns occasionally allow themselves to be tamed and ridden by human or elven maidens of good heart. Such a unicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its forest.

A unicorns horn is renowned for its healing properties. Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2,000 gp, for use in various healing potions and devices. Most good creatures refuse to traffic in such things. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Unicorns speak Sylvan and Common. Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a magic weapon, though its power fades if removed form the unicorn.

Displacer Beast

The displacer beast is a savage and stealthy carnivore that resembles a puma in some respects. Displacer beasts prefer small prey but will eat anything they can catch. They regard all other creatures as prey and tend to attack anything they meet. They have a deep seated hatred of blink dogs, and the two attack each other ruthlessly when their paths cross. A displacer beast is the size of a Bengal tiger, about 9 feet long and weighing 500 pounds.

Displacer beasts speak Common. Displacer beasts tear at opponents with their tentacles and bite foes that get close. A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

Friday, May 23, 2014

Collar of Armor

This item appears to be a collar. It surrounds the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor.

Moderate conjuration; CL 7th; Craft Wondrous Item; mage armor, creator's caster level must be at least two times that of the bonus placed on the collar; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.

Rhagodessa Pen (days 25-27)

The woman, named Rowyn Kellani as they learned later, escaped the Tropic Thunder.

The bookshelf to the north held several minor objects of value. The books themselves were novels, mostly adventure stories or erotica, none of particularly high value. Some of the statuettes were valuable though, including an alabaster statuette of a tempting female figure with large bat wings unfurling from her back, an onyx statuette of a displacer beast, and a silver statuette of a rearing unicorn. The stuffed animals consisted of small but dangerous creatures like stirges, small monstrous spiders, and even what looks to be a giant shrew the size of a cat. None of these were worth much more than a few gold coins.

The two coffers on the shelves were jewelry boxes. The darkwood coffer contained seven silver and gold chain necklaces and bracelets. The iron box contained a dozen rings and earrings. The wooden cupboard contained several different articles of clothing sized for a human woman, including three courtier's outfits, a noble's outfit, and a flowing (and scandalous) robe of shimmering lavender silk.

The floor of the bedroom was thickly carpeted, and the walls had been smoothed with plaster and painted a soothing light green. A delicate crystalline chandelier hung from the center of the ceiling. Across the door, a dressing table sat next to a padded stool, and a large canopied bed with silk sheets loomed to one corner. Between these two objects sat a heap of oversized cushions.

This room was Rowyn's private sanctum, a place to relax and sleep. Lately, Vanthus had been sharing her bed, although he was not present at this time (having headed out of the city on another project).

There was a secret door across the bed.

A search of the dressing table turned up a large collection of exotic and expensive perfumes. Four are truly exotic imports from places with names like Mur, Alfheim, and Sigil. The final vial came from a place named Shendilavri, and contains six doses that grant the wearer a +10 competence bonus on Diplomacy checks for 1 hour. One dose of this intoxicating perfume is worth 200 gp.

A search of the bed found a small cache of letters hidden between the mattresses. Investigation revealed that the letters were from none other than Vanthus; they were exceptionally racy love letters written to Rowyn and dating back several months. It took an hour to read through them all, but there were a few pieces of information found in the letters (mostly in the more recent ones) of particular interest to the Tropic Thunder.

The door to the next room was locked and trapped. Graim unlocked the door, but also triggered the trap.

This plain stone room was empty, save for three large chests made of wood and iron.

Several traps guarded the contents of this room. The first was built into the treasure door. When Pillboxer opened the door it triggered poisoned darts in the wall; the darts fired at anyone standing in the 15-foot-long hall between this area and Rowyn's bedroom.

The second trap consisted of a bed of hundreds of needle-thin spikes hidden in the floor. This trap triggered after Pillboxer and Graim had entered the room. Both were suddenly struck by these spikes. The chest in one corner of the room was in fact a false chest.

Another chest was locked, but not trapped. Inside was a fantastic amount of stolen wealth.

The last chest was locked. Within was a fantastic amount of gold and gemstones - all of which were neatly collected in silk bags bearing the Vanderboren family crest. The contents of this chest represent all that remains of the wealth that Vanthus stole from the Vanderboren vault. The honorable Tropic Thunder, of course, returned it all to Lavinia (who rewarded them handsomely for such honesty).

The Lotus Dragons thieves' guild was led by Rowyn Kellani, a beautiful, dangerous, and ambitious noblewoman who hoped to seize control of Sasserine's harbor and sea trade through acts of terror and mayhem. Her guild was recently heavily funded through funds stolen by Vanthus from the Vanderboren vault.

In order to break the guild's back and prevent them from seeing their plans through, the Tropic Thunder drove away Rowyn and slayed many of her thieves.

At the end, the Tropic Thunder destroyed the Lotus Dragon operation and saved Sasserine from losing control of their harbor.

Lavinia Vanderboren certainly did not forget the Tropic Thunder as well. News that her brother was responsible for her parents' death shocked her, but she recovered quickly, steeling her resolve to put the whole affair behind them. She gave each hero a bonus for their services, and when she got a chance asked them to continue investigating Vanthus' whereabouts. Thoughts of rehabilitation had left her mind now, though - all she wants is to see her brother face justice for his crimes.

Still, the Tropic Thunder continued investigating the Lotus Dragons guildhall, even after it seems that all remaining thieves have fled the complex. A large tidepool took up the next room, the waters thick with seaweed and its bed clustered with a veritable carpet of red and black sea urchins.

The walls and floor of the next cavern glistened with thick, transparent ooze. Mushrooms protruded from the slop on the floor here and there.

Three rhagodessas were kept here.

Urchin Venom

The Lotus Dragons extracted the venom from a breed of sea urchins they farmed in their guildhall. This venom was typically used to coat their crossbow bolts or arrows - while not deadly, it quickly nauseates those that succumb to it, giving the thieves a distinct advantage in combat.

Injury DC 11, Initial damage nauseated for 1 minute, Secondary damage 1 Str, Price 25 gp.

Saturday, May 3, 2014

Crested Felldrake

Elves often employ crested felldrakes as guards for settlements and in border patrols. Crested felldrakes have the scent special ability.

A crested felldrake looks like a small, wingless dragon with powerful hind legs and a bright crest on its head.

When crested felldrakes fight in a group, some charge into battle and try to pin down the enemy, while their comrades move to encircle the foe.

Felldrake

The small, wingless dragons called felldrakes trace their origin to Bahamut the Platinum Dragon. After helping a group of powerful elf wizards turn back a demonic invasion, Bahamut created the felldrakes to guard the elves against future incursions. All felldrakes have the blood of Bahamut in their veins and are fierce, loyal, and good at heart.

Felldrakes speak Draconic and Sylvan.

Felldrakes are impulsive attackers. Aggressive and eager to fight, they seek to close with opponents immediately.

Zombie

Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator's bidding without fear or hesitation. Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as "Kill anyone who enters this room". Zombies can be effectively harmed only by slashing weapons.

Undead

Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They are immune to poison, sleep effects, paralysis, stunning, disease, and death effects.

They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. They cannot heal damage on their own if they are mindless, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works even if they are mindless.

Rhagodessa

This primeval vermin lacks the venomous stinger or crushing claws of a scorpion, but makes up for it with its jaws - nearly a third of the creature's weight is accounted for in its powerful mandibles. These arachnids are nocturnal hunters that dwell in caverns, moving out into the surrounding countryside to seek food well after the sun has set.

Although they're all but mindless, rhagodessas are also creatures of habit. Once a rhagodessa finds a hunting ground that's fertile, it tends to remain close to its new lair. This trait makes the rhagodessa an excellent guardian; as long as it's kept relatively well-fed, a rhagodessa settles into a small cavern or underground chamber and remains content to stay there, only rarely wandering into trouble into any nearby regions.

Lounge (day 25)

The purpose of the next macabre chamber seemed obvious. A stretching rack dominated one corner of the room, and an open iron maiden the opposite corner. A sizzling brazier of coals spattered in another corner, giving the chamber a hellish red cast.

This chamber was obviously a well-kept torture chamber.

When the Tropic Thunder entered, they found what appeared to be a torturer heating several branding irons in the nearby brazier to torment a man dressed in rags tied to the rack. The torturer attacked on sight and fought to the death.

The tormented victim claimed to be a merchant who was kidnapped from his room at the Bent Goblin Inn weeks ago. He begged the Tropic Thunder to escort him to safety.

His name was Kersh, a muscular man with dark stubble on his chin and short, greasy hair. His eyes were pale and watery and his knuckles were badly scarred.

The next chamber sported a large bed covered with furs. An iron cage sat at the foot, and a low table in one corner was heaped with salted fish, bread, and bottles of rum.

The cage at the foot of the bed wasn't quite large enough for a grown human to stand or sit in.

A footlocker under the bed contained gold coins and a set of silver flensing knives with ivory handles.

The walls of the next long room were lined with dual bunks, eleven in all. The bunks sported sheets spotted with mildew, yet appeared to be well-slept in.

There were no thieves at all here.

In the next room, four large casks stood against one wall; judging from the scent in the air, they were filled with rum. Harold smashed the casks before the Tropic Thunder left this room.

The Tropic Thunder then returned to the mess hall, where the birds in the cage quickly begun singing when Cyq approached within five feet of their cage, possibly alerting any Lotus Dragons nearby.

A battered wooden table sat in the next room, its surface covered with knives, pots, and other cooking implements. A fireplace kept this room relatively dry, if smoky. A bubbling cauldron simmered over the fire, the unseen contents filling the room with a bitter stink.

When Pillboxer opened the door from the mess hall, it caused the cauldron to catapult out of the fireplace towards the open doorway - and Pillboxer.

The next room was nearly clogged with crates, barrels, and sacks of grain.

There were enough supplies stored here to last the Lotus Dragons for a month.

A layer of sand and countless seashells covered the floor of the next room. A small hammock hanged form hooks driven into the walls to one corner, just above a heap of blankets and cushions.

The Tropic Thunder then returned to the training hall, where Graim picked the lock of the closed door there.

A single chair sat in the corner of the next room. Several target dummies lay heaped on the table to the southeast.

The next empty room was guarded by a rhagodessa. The vicious arachnid wore an iron collar attached to a chain - the far end of the chain was affixed to a winch in a small room to one side. The rhagodessa's chain was slack, allowing it to reach every corner of the room.

A large hexagonal table made of oak took up the majority of the next room, surrounded by six chairs. One wall bore a huge map of Sasserine, on which dozens of tiny flags had been placed. To the opposite wall, a five-foot-tall and ten-feet-wide slate bore a tangled mess of chalk scribblings. A winch handle protruded from a corner.
  • In Azure District, a blue flag protruded from the Kellani Estate. The Kellani family is headed by Matroness Heldrath, once an adventurer (some say pirate) who is thought to not have quite abandoned the questionable pastimes of her youth. She is rumored to be quite ill. Her eldest daughter is named Rowyn, and she is the most likely to take control of the estate when her mother passes on. A red flag protruded from the Islaran Estate, which was headed by the late Lord Keltar, who was also the representative of Azure District on the Dawn Council, an aging noble whose children had either gone missing or had no real interest in continuing the family's traditional post as harbormaster.There was also a red flag on the Ropemaker's Guildhall.
  • In Champion's District, there was a blue flag on the shrine of Llerg, the god of beasts and strength. There was a gold flag on the Sasserine Arena, run by Zasker Grankus, a likable (if intimidating) one-time barbarian, who also runs the group of hunters and mercenaries called the Zelkarune Horns. A gold flag stands on the Scarlet Embassy, run by an ambassador from the sinister Scarlet Brotherhood, Anteki Arlesian. Anteki maintains a civil and even respectable veneer, but many suspect him of having ulterior motives in Sasserine.
  • In Cudgel District, there were blue flags on the Cudgel Lighthouse, the Rasp (a tavern), Enad's Trickery (a curio shop), Eva's Boat Rentals and the various gondola waystations. There were red flags on the Cudgel Garrison and the Marshwarden's Hall (offers guides for local marshes). There was a gold flag on the Church of the Whirling Fury, a small shrine that has been attracting a fair amount of attention lately. The front doors of this mysterious church bear a set of chains fixed with a padlock, and there are no windows in the stone walls. Locals say they've seen people entering and exiting the church using silver keys to unlock the chains, but no one's been brave enough to investigate further. Rumors of demon worship, live sacrifices, and worse circulate about the church, yet the priests of St. Cuthbert remain curiously close-lipped about the matter. They say only that they're keeping their eye on the Church of the Whirling Fury, but that it does not pose a threat to the city.
  • In Merchant District, there were blue flags on Costumes and Fantasies (an exotic clothing/costumes shop), the various gondola waystations and the Merchant's Garrison. There are red flags on Orimander's Emporium of the Soul (a magic shop that serves as a bookstore too) and Vilatshel's Favors (a moneylender). The Tropic Thunder were intrigued to see a gold flag protruding from the Vanderboren Estate. Another gold flag emerged from the Smith's Guildhall, run by Velkandar Toregson, eldest son of the Toregson Family. Gold flags emerged from the Weaver's Guildhall, the Cages of Plenty (sells exotic pets) and the Singing Rose (sells perfumes and oils).
  • In Noble District, there was a blue flag in the Courtesan's Guildhall. There was a red flag on Meravanchi Manor, headed by Zebula Meravanchi, whose family's interests run to the decadent and extreme ends of entertainment. There were gold flags in the Instrument Maker's Guildhall and the Imp's Folly (a tavern and gaming hall). There was also a gold flag on the Witchwarden Tower, its mysterious (and somewhat frightening) mistress being Lux Seoni.
  • In Shadowshore, there was a blue flag on the Shadowshore Garrison. There were red flags on It Still Floats! (deals in cheap boats and ships), the Velvet Hatch (a brothel) and the various Gondola Waystations. There was a gold flag in the Sasserine Distillery (a rum factory).
  • In Sunrise, there was a blue flag in the Sunrise Garrison.
  • Finally, there was a gold flag on Castle Teraknian.
To the opposite wall, the slate was used to track other projects and take notes. The primary piece of information currently on the slate seemed to track the comings and goings of ships in the harbor, as well as notations on which ones had been (or were scheduled to be) "holed". There was a note in the lower left corner, written with the elven alphabet, but not in a language any of the Tropic Thunder recognized. In the upper right corner, the heroes were amused and concerned to see their names inside a box, alongside a note in big letters that read, "VANTHUS! FIX THIS NOW!"

The next room's guardian was a zombie created from a bugbear.

The opulence of the next chamber's decor was a bit jarring. The smooth plaster walls were painted violet. Delicately crafted silver lanterns flickered softly on the wall, lighting the room. A shelf on one side held several books, statuettes, stuffed animals, a crystal ball with a smoky red light at its core, and two coffers; one of darkwood and one of iron decorated with tiny jade bats. A five-foot-wide landscape of Sasserine hanged on a wall, yet all of the ships in the harbor flew flags depicting a serpentine dragon coiled around a lotus. A pair of overstuffed chairs sat beside a low table heaped with fruit and bottles of wine. A lone wooden cupboard stood against one side. The floor itself was adorned with a thick, deep purple carpet. An open door next to the cupboard led to what appeared to a be a bedroom.

A woman waited here to confront the Tropic Thunder. Since the heroes made it this far, she had a proposal for them. The door to this room was unlocked, and when the Tropic Thunder entered, they found her relaxing in one of the chairs. Standing to the side was a bright-eyed and hungry-looking monster, a dinosaur-like dragon with green scales and a bright yellow crest on its head.

The woman rose as the Tropic Thunder entered, and regarded them with an appraising eye. She addressed them as "Lavinia's flunkies", then boldly offered them a job. They were obviously resourceful folk with strong skills in a fight - would they be interested in working for her instead of Lavinia? When the heroes refused her offer and prepared to attack, she sighed with regret and nodded to her "pet", Gut Tugger, giving him the order to attack.

The woman was beautiful with long red hair tied back to a ponytail. Her eyes sparkled like chips of green jade, and she moved with an unsettling grace. On one shoulder she wore a tattoo of a lotus, while on the other was an intricate dragon tattoo, its tail coiling down around her arm.

Her "pet" was in fact a bitter, surly crested felldrake named Gut Tugger. Most crested felldrakes are good-aligned and serve as guardians for elven cities or armies.

The woman let Gut Tugger engage the Tropic Thunder first, taking the first round to start humming. She then tumbled to flank Gut Tugger's opponent. The two focused their attacks on one enemy at a time. When the woman was not flanking, she feinted to score sneak attacks. When the woman was injured, she retreated and drank a potion that turned her insubstantial, misty and translucent. At that point, Cyq closed the door separating the lounge from the bedroom, isolating her to the bedroom while the heroes dealt with the dragon.