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Zobeck
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TABLE OF CONTENTS
“Chitterings of the Rat Cult” by Wolfgang Baur ................................................................................ 2
“Down the Gullet: Zobeck’s Dock District” by Sarah Madsen .......................................................... 9
“Caveat Emptor: Odd Vendors of the City’s Underbelly” by Kelly Pawlik .................................... 16
“Blue House, Red Tides” by Adam W. Roy ....................................................................................... 22

CREDITS
Design: Wolfgang Baur, Sarah Madsen, Kelly Pawlik, Adam W. Roy
Development & Editing: Scott Gable
Art Direction & Graphic Design: Marc Radle
Cover Art: Egil Thompson
Back Cover Art: Egil Thompson
Interior Art: Pedro Potier, Karl Waller
Cartography: Tommi Salama
Publisher: Wolfgang Baur

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new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Content in this book includes the amulet of insight, lotion of pure filth, percipient pearl earrings,
potion of regurgitation, potion of persistence, ragged shroud, rings of embassy, and slippers of subtlety magic items and the conjure
rats, gift of the golden tongue, gnaw, nothing to see here, rat plague, spoil water and food, and steal memories spells.
No other portion of this work may be reproduced in any form without permission.

© 2022 Open Design LLC

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CHITTERINGS OF THE RAT CULT
by Wolfgang Baur

F or long centuries, the least of all the


demon cults has been in the cities, where a
morsel of food laid at a half-neglected shrine
However, the goal of summoning more
rats is an even more compelling urge, either
through feeding and breeding normal rats,
of the rat cult of Chittr’k’k (pronounced through magical summoning (see below), or
CHIT-er-ek-ek) often brings some boon. through the use of magical idols.
Indeed, the small glint of greenish fire that
indicates a sacrifice has been accepted is one IDOLS OF THE RAT LORD
of the ways that the cult itself recognizes the The cult carves and maintains small statues
presence of its demonic patron, and such light of Chittr’k’k, which it places in small niches
is often mimicked by its adherents in their or under eaves or in culverts, as impromptu
rituals and secret countersigns. shrines to the Rat Lord. Some are even found
In Zobeck, the cult occasionally appears on on ships, hidden in bilgewater or a ballast
the docks but far more often in the cartways hold. They are usually of carved wood,
and crypts of the undercity. The cult is often showing the bright teeth and sometimes
pursued and extinguished in one or another the fiery green tail of the demon lord, and
city along the River Argent, from Zobeck all its small, clawed hands are typically open
the way to its mouth at the Ruby Sea, but as enough to hold a small object. The cult values
soon as it is wiped out, another brother or the oldest of these statues highly, treating
sister of the rat is sent to reestablish contact. them as divine or saintly relics, often with
particular names, like Old Buck, Nabby
Chittr’k’k Cult Goals Tooth, or Whisker Prince. They will strive to
The cult of Chittr’k’k has rather simple goals: recover any of these believed lost or taken by
eat, breed more rats, summon avatars of their their foes.
lord. At the same time, its demonic master As objects of veneration, believers and
revels in fouling and destroying the goods others seeking some small blessing leave bits
and foodstuff of others. Indeed, the scouting of hair, meat, candles, and even bread or
of food and despoiling of grain, beans, and blood offerings at the statue, either smeared
other nourishment is a common practice of on its mouth or placed into its claws. Cat fur
both rats and Chittr’k’k’s followers. and cat paws are popular sacrifices. In return,

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TABLE 1: BOONS OF CHITTR’K’K
d12 RESULT

1 No effect.

2 Rat’s Eye. A sense of wakeful alertness, as after a short rest.

3 Stolen Meal. A sense of fullness, as after a good meal.

4 Demonic Word. Adds 1d4 to one ability check within the next hour.

5 Scathing Insult. An enemy of Chittr’k’k suffers disadvantage on their next roll within the next hour.

6 Rat Gossip. You can pass a message to a friend of the cult within 120 feet within 1 minute.

7 Hand of the Rat Lord. Adds 1d4 to the believer’s next saving throw roll within 1 hour.

8 Darkness Creeps In. One normal candle or lantern is extinguished.

9 Soul Fire Touch. The believer loses 1 hp and adds 1d4 necrotic damage to their next damage
roll within 1 hour. (The believer must still attack normally, though magical attacks are also
strengthened.) This appears as a flash of green fire.
10 Rat’s Path. You slip beneath a door or through bars normally too small for you.

11 Rat’s Paw. An object you desire (less than 1 pound in weight), floats down from a high place to
the floor.
12 Glory to the Chittering Horde. A bless spell graces all the followers of Chittr’k’k within 200 feet.

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Chittr’k’k sometimes dispenses a minor boon. DESTRUCTION AND LOSS
These boons never involve true healing or While the cult often pretends to help
the mending of broken objects or broken individuals, its goals as a group are
hearts, as with more benevolent godlings. starvation for humanoids and the rise of
Indeed, Chittr’k’k’s power is very weak and ratfolk everywhere (see also Midgard Heroes
diffuse in all the cities and ships where he has Handbook for more on ratfolk). They are most
followers, but it is strong enough to provide active in cities, abandoned villages, wastelands,
at least the illusion of warmth, comfort, and other regions where rats can thrive in the
wakefulness, and the like. In most such cases, absence of humanoid extermination. They
the boon provides no actual warmth, sleep, are sometimes aligned with other forces of
or nourishment, but the illusion of comfort is destruction, such as goblin tribes, gnolls, or
very distinct and pleasing in the moment. dragons of the Mharoti Empire who use them
A priest or paladin of Chittr’k’k need not as spies and saboteurs to weaken a place before
roll for the effect but gains the one desired. they send in valuable dragonborn troops.
When an idol has granted sufficient boons, Table 2 below shows a variety of targets for
it has also acquired divine power, which the the rat cult to attack and typical strategies.
cult’s priests and preachers use to summon
hordes of rats, to contact Chittr’k’k himself,
to summon a rattok (see Creature Codex)
Cult Leaders & Followers
servant of Chittr’k’k, or (in the case of truly Priests of the rat cult are few, though devotees
ancient idols, brimming with divine power) and followers (even relatively indifferent
even an avatar of the demon lord (see also followers) are common enough. Farmers leave
Chittr’k’k in Creature Codex). The details of an offering to keep rats off the threshing room
this level of summoning are best left to the floor, millers sprinkle flour at a shrine to avoid
GM but typically involve a ritual sacrifice or rats in the meal-bins and grain sacks, and even
the destruction of a trove of food or magic. sailors often leave bits of bread or cheese out
to avoid having their mooring lines and sails
gnawed and spoiled.

TABLE 2: RAT SABOTAGE


d12 RESULT
1 Puncturing barrels or wineskins to spill the contents.
2 Eating the choicest stored food and defecating on the rest.
3 Gnawing through mooring lines or ship’s rigging.
4 Removing caulk and sealant from a barge or ship’s hull.
5 Devouring all the fruit in an orchard overnight.
6 Digging tunnels to undermine a statue, standing stone, or waymark.
7 Stripping an aristocrat’s kitchen bare overnight.
8 Opening pens full of small animals, such as chickens or rabbits.
9 Fouling an altar or holy stone circle with blood and feces.
10 Destroying a hut by chewing through one of its load-bearing beams.
11 Chewing through fine clothes, making them rags.
12 Tipping over lanterns or candles to start fires.

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RAT PROPHETS
The cult of the rat lord believes that some living in exchange for their insight. While some
rats and some statues of Chittr’k’k are endowed non‑believers claim these are frauds perpetrated
with the gift of prophecy, foretelling storms, through ventriloquism and cantrips, the cult
harvests, deaths, and the arrival of ratcatchers itself does often seem to enjoy early warning of
and trappers. These “true-speaking rats” are shipwrecks, poisoned bait, enormous storms, and
beloved and coddled members of any such cult, failed harvests.
fed the choicest treats and generally pampered

Those priests who do follow Chittr’k’k are them to some unwitting buyer as if they were
often pantheist priests (see Midgard Heroes Marienga’s own flock or herd.
Handbook for more on pantheist priests). Working with Marienga to spread the word
They have access to the Vermin domain (see of Chittr’k’k is Brother Peal Tkonnar (NE
Southlands Player’s Guide) or the Darkness ratfolk druid) who often calls groups of rats
domain (see Deep Magic). to some place as a distraction (such as in a
In addition, the rat cult is widespread market) while the rest of the gang makes off
among beggars, ratfolk, sewer dwellers, with valuables elsewhere. He is usually able to
kobold rogues, smugglers, and others. Dock scrabble down into sewers or through narrow
workers, stevedores, bargefolk, and sailors are windows to escape pursuit, and on the rare
all at least familiar with it, though most are occasions when he is imprisoned, he always
wise enough to distrust its claims. seems to find his way out by dawn.

THE RABBLE OF RATS THE CHITTER SISTERS


The best-known leader of the rat cult in recent Lesser followers of the cult are twin sisters,
years is a human rogue named Marienga Yelash and Yelanna, both vampire spawn
“Mischief” Slodna (LE human bandit lord, see with an innate ability to cast conjure rats (see
Tome of Beasts), a very young and extremely below) once per day. The sisters call home
clever leader of ratfolk, humans, and a few crypts and catacombs, prone to moving their
rattok demons. Raven‑haired Marienga often resting chambers twice per year. They often
presents herself as a fortuneteller, bard, or travel with zombies, necromancers, or other
druid, but her green eyes shine brightest hangers-on and seem especially fond of
when she is up to thievery and mischief. Some traveling by boat.
believe she is a devil or imp in human form, The sisters claim to be seeking a holy relic,
and she certainly delights in tormenting the the Teeth of Old Naga-Nar, which once
weak and the powerful alike. belonged to a wererat saint. On his death,
The Rabble of Rats is her nomadic and the saint’s teeth transmuted into divinely
devoted crew, spreading the word of Chittr’k’k blessed (or demonically tainted) objects
up and down rivers, along navigable coasts, of worship, but they were given to each of
and in graveyards and undercities. They spend his disciples, weakening their power. Some
their days thieving small valuables, spoiling believe that Yelash and Yelanna themselves
harvests, cutting mooring ropes at midnight, are the grandchildren or great grandchildren
and stealing livestock—just enough to bring to of Naga-Nar.
a farmer’s market early in the morning, selling

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Cult Magic Items POTION OF REGURGITATION
The cult of the rat lord tends to be destructive Potion, uncommon
rather than creative, but occasionally it When you drink this potion, you can use
fashions statues of its god or makes weapons your action to devour any object you hold,
and objects of veneration. The cultists are weighing up to 2 pounds. This object remains
particularly fond of vile potions, a magical within an extradimensional space until any
whip called the rat’s tail, and the Teeth of Old time up to 1 hour later, when you can use a
Naga-Nar. bonus action to vomit it back up. If you vomit
an item back up before 1 hour has elapsed,
LOTION OF PURE FILTH you can use the effect again on the same
Potion, common object or any other item you hold of up to 2
Frequently used by toshers (sewer-dwellers pounds. You automatically regurgitate any
who seek discarded valuables in the swallowed item once the hour is up.
undercity), the lotion of pure filth covers
the user in a sticky coat that resembles mud RAT’S TAIL
or grease. This layer prevents contact with Weapon (whip), very rare
any of the filth or debris in a sewer, swamp, (requires attunement)
or dungeon, rendering the user immune to This magical whip resembles the fleshy tail
contact poisons, disease spread by touch, and of a full-grown rat. You gain a +2 bonus
even sticky spiderwebs—all such things slide to attack and damage rolls made with this
off the layer of protective filth for 4 hours or magic weapon. On a hit, the whip wraps
until scrubbed away with clean water. itself neatly around a creature’s throat. For
living, breathing creatures, this immediately
POTION OF PERSISTENCE engages suffocation. The creature is also
Potion, rare restrained and takes 1d8 psychic damage
When you drink this potion, you gain per round while suffocating. (Constructs,
immunity to one type of damage for 1 minute. undead, plants, and creatures of size Large or
The GM chooses the type or determines it greater are unaffected). On its turn, the target
randomly from the options below. can make a DC 15 Strength check to cut or
remove the whip, ending all effects.
d10 DAMAGE TYPE
1 Acid TEETH OF OLD NAGA-NAR
2 Bludgeoning Wondrous item, artifact
3 Cold (requires attunement)
4 Lightning A normal rat has four incisors, the teeth used
5 Necrotic for gnawing. A normal wererat has eight
incisors. Saint Naga-Nar was a completely
6 Piercing
obsessed zealot of Chittr’k’k, and the stories
7 Poison
claim he had twelve incisors, all of which
8 Psychic became holy items on his death. Each such
9 Slashing tooth grants its bearer the ability to cast gnaw
10 Thunder (see below) once per day. Anyone carrying
two or more teeth can also cast conjure rats
(see below) once per day. Anyone with a

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necklace of four or more of his teeth can also CONJURE RATS
cast Chittr’k’k’s soul fire or spoil food and
1st-level conjuration (cleric, druid)
water (see below for both) once per day.
Range: 60 feet
Casting Time: 1 action
Cult Magic Duration: Up to 1 hour (concentration)
The cult of Chittr’k’k has a number of Components: V, S
low‑level spells known to its followers, which
You summon rats or ratfolk that appear in
are not widely found outside those circles.
unoccupied spaces that you can see within
These are described below.
range. Choose one of the following options
for what appears:
CHITTRK’K’S SOUL FIRE
• One mildly hostile wererat (CR 2),
2nd-level illusion (bard, sorcerer, warlock, which does not obey your verbal
wizard) commands but might defend itself.
Range: 60 feet
• One ratfolk rogue (see Tome of Beasts)
Casting Time: 1 action
(CR 1).
Duration: Up to 1 minute (concentration)
• Four swarms of rats or four ratfolk
Components: S, M (a stick of charcoal or a
(see Tome of Beasts) (CR 1/4).
chip of moonstone worth 5 gp)
• Eight giant rats (CR 1/8).
You summon a bit of greenish fire to the top
of your head, into one hand, or at the tip of • Sixteen normal rats (CR 0).
your tail. It flares brightly, and all creatures
that see your soul fire must make a Wisdom
saving throw. On a failed save, the creature
becomes charmed for the duration. While
charmed by this spell, the creature seeks to
follow the light, even into areas of bright light
or darkness or into shallow water. The spell
ends for an affected creature if it takes any
damage or if someone else uses an action to
shake the creature out of its stupor.

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Each rat disappears when it drops to 0 hit two possible rat plagues, described below.
points or when the spell ends. The summoned At the end of each of the target’s turns, it
rats are friendly to you and your companions. must make a Constitution saving throw.
Roll initiative for the summoned rats as a After failing three of these saving throws,
group, which has its own turns. They obey the disease’s effects last for the duration, and
any verbal commands that you issue to the creature stops making these saves. After
them (no action required by you), except the succeeding on three of these saving throws,
wererat. If you don’t issue any commands, the creature recovers from the disease, and
they defend themselves from hostile creatures the spell ends. Since this spell induces a
but otherwise take no actions. The GM has natural disease in its target, any effect that
the creatures’ statistics. removes a disease or otherwise ameliorates a
At Higher Levels. When you cast this spell disease’s effects apply to it.
using higher-level spell slots, you can Rat Fever. A creeping horror of rats, ratfolk,
choose one of the summoning options wererats, and all other rat-like creatures
above, and more creatures appear: one enters the creature’s mind, and it fears
additional creature with a 2nd-level slot or contact with rats and is terrified of crowds.
three additional creatures with a 4th-level The creature is frightened for the duration.
slot and any summoned wererats obey Rat Shakes. Violent shivers convulse the
verbal commands. creature’s limbs, its speed is halved, and it
cannot use the Dash action. After making any
GNAW melee or spell attack, the creature falls prone.
Cantrip (cleric, druid)
Range: Touch SPOIL FOOD AND WATER
Casting Time: 1 action 3rd-level conjuration (cleric, druid)
Components: V, S, M (a rat’s tooth) Range: 30 feet
You touch a piece of wood, rope, cloth, Casting Time: 1 action
thatch, or other organic material, and a Duration: Instantaneous
hole appears through it up to 3 inches long Components: V, S
and 1 inch in diameter, circumscribed with You spoil 45 pounds of food, grain, or seeds
tooth marks as if chewed by rodents or other and 30 gallons of water, ale, or other potable
vermin. You can see through this hole and drinks on the ground or in containers
use line-of-sight spell effects to the other side. within range, normally enough to sustain
This spell can be used to cut any rope or up to fifteen humanoids or five steeds for
snap any branch up to 2 inches thick. It has 24 hours. The food becomes moldy, rotten,
no effect on metal or stone objects. vermin‑infested, or liquified. The water is
filthy and foul-smelling, and any creature
RAT PLAGUE consuming either the food or the beverage is
3rd-level necromancy (cleric, druid) ill for the next 24 hours, moving at half speed
Range: Touch and with disadvantage on all ability checks
Casting Time: 1 action and saving throws.
Duration: 3 days At Higher Levels. If cast at 4th level, you
Components: V, S spoil up to 150 pounds of food and 100
Your touch inflicts disease. Make a melee gallons of beverage. If cast at 5th level, you
spell attack against a creature within reach. spoil up to 500 pounds of food and 300
On a hit, you afflict the creature with one of gallons of beverage.

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DOWN THE GULLET:
ZOBECK’S DOCK DISTRICT
by Sarah Madsen

Z obeck is a bustling city of commerce, and


nowhere is that more apparent than the
Dock District. Bordered by the Derry River to
beneath. Some say the lorelei are a mask of
Yarila and that priestesses of the Green Gods
tend the shrine. Sailors, travelers, and their
the south and the River Argent to the north, loved ones toss coins or other small trinkets
this slice of the city is filled with taverns, into its water as an offering to the fey before
shops, and markets that cater to all sorts, from a journey.
wealthy merchants, escorting their wares, to Phylora Rhysen, an apparent priestess from
the trod-upon dockhand, loading cargo onto the Temple of the Ocean Moon in Kammae,
boats bound for far shores. Criminals and arrived some months ago. She has been
beasts lurk in the shadows, weary travelers preaching in the streets near the altar, calling
walk the streets, and newcomers to the city try out to the sailors and dockhands over the
their best to keep their bearings and their coin braying of donkeys and the lowing of cattle,
purses intact. Here are a few key locations exhorting passersby to put their faith where
throughout the district. it’s due—in Nethus. The sea god has never
had any real footing in Zobeck however, and
Altar of the Lorelei her impassioned harangues appear to have
Sailors have always been a superstitious lot, swayed few.
and those that work the River Argent are It is whispered that the shrine has a darker
no different. For many locals, the lorelei— purpose for some. While most offerings
beautiful fey women who lure men into the are given to ensure a safe voyage, not all
river to drown them (see Tome of Beasts visitors to the fountain have such beneficent
for more information on the lorelei)—are intentions. It is said that if a woman creates
the river’s handmaidens. The Altar of the a poppet of a man who has wronged her and
Lorelei is a small wall fountain tucked in a places it within the waters of the fountain
quiet alleyway nearby, featuring a carving of on a night with no moon, the fey will find
a woman reclining on a rock and beckoning it and spirit it away. If the woman’s anger is
to passersby, the water pouring like a river pure enough, her desire for vengeance strong
around her and into a shell-shaped bowl enough, the man will meet a dark fate at the

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hands of a lorelei the next time he travels They maintain close ties to the district’s
within earshot of a river. stevedores, working together in the loading
Crafting a Poppet. Those who wish to and unloading of cargo. The bargeworkers are
call misfortune down upon their enemies mostly sailors, rather than dockworkers, and
can craft a poppet, a tiny doll made of often stay somewhat aloof.
rags and straw that serves as a proxy for Their guildmaster—the self-proclaimed
focusing magic against a target. It is dressed Barge King (see Zobeck Gazetteer)—was
and decorated to resemble the targeted recently removed and is currently serving 2
individual, with hair, nail clippings, teeth, years in the Citadel for murder. Despite his
or other sympathetic items from the target many, many faults, rumor has it that he was
either stuffed inside or adorning its exterior. framed for this, though why exactly or by
Poppets are neither good nor evil but whom is sheer speculation.
simply a tool through which intentions are In the shakeup caused by the ouster of
channeled, but those who craft them are the Barge King, the city council made a
likely to be viewed with suspicion and fear. surprising assertion of power and stepped in
to ensure that the trade on the river wouldn’t
Bargeworker’s Fellowship suffer, demanding a restructuring of the
Occupying a cluster of buildings on the guild’s leadership and a reevaluation of trade
west side of the district, the Bargeworker’s standards. The guild is now run by a council
Fellowship is a strange guild in that its of three, to be elected yearly by the guild’s
members do all their best work up and active members, though the current trio
down the river, at times far from Zobeck. was established by the city council itself: the

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human Jenna Gailey, the halfling Quinnie a discount. To earn a spot on the stage, one
Wisewater, and the human Johan Greymark, must simply impress Madame Petra—though
distant cousin to Lord Volstaff Greymark (a what exactly that means is up to some debate
fact he lets no one forget). among the artistic circles in Zobeck.
Any barge captain can attend the meetings The upstairs of Bengta’s Radiance houses
and is invited to join the guild (and indeed Madame Petra herself in a suite of rooms
is expected to) for a fee of 1 sp a year, and that could put some of the noble courts to
every barge captain who is a paying member shame. Richly appointed with plush rugs,
gets a say in decisions concerning their trade. thickly cushioned chairs and chaises, and
Meetings are held bi-monthly, or more often a four-poster bed with heavy curtains,
if a matter requires urgent attention, and a Madame Petra’s slant-ceilinged chambers
barge captain that will be absent can appoint are suited to more intimate gatherings, and
a proxy to attend the meeting in their stead. she often entertains private guests far past
Recently, the kobold captains have appeared sunrise. Some of the staff claim there are
at meetings. At first, it was only a few, but nights that she admits no one, but they hear
their numbers are growing as their shipping several voices in conversation within her
enterprise expands. Their presence is making chambers into the early hours of the morning
waves as no one quite knows how to deal nonetheless. Who exactly comes and goes
with them. (Some members have suggested without being seen is a question only
changing the meeting time from the evening Madame Petra can answer, and none are too
to noon to avoid the problem entirely.) keen to ask, for her tongue is sharp and her
teeth sharper still.
Bengta’s Radiance It’s rumored that Madame Petra chose this
With a prominent location near the center location, specifically so close to the Dancing
of the district, Bengta’s Radiance, a recent Bear tavern that she holds in unhidden
addition to the district’s offerings, does contempt, as a passive aggressive bid to take
brisk business with those looking for a bit all the patronage away from that place.
more than a tankard of ale and a bar fight Fey Haunts. Several locations throughout
to pass the time. Owned and operated by Midgard have a particular draw for the fey,
a bearfolk bard simply known as Madame and Bengta’s Radiance is one of them. It is
Petra, the venue opens every evening at not unusual for fey to be hidden within the
dusk and features performers of all stripes. crowd, disguised as Zobeckers or anonymous
Organized in the style of a cabaret, customers travelers. Someone looking to strike a deal or
can sit at tables and enjoy mead, cocktails, carouse with the fey may wish to start their
conversation, and light food while taking search here.
in shows that range from refined to bawdy.
Poets, musicians, clowns, comedians, Blackened Fish Tavern
thespians, and dancers all grace the stage, Unsurprisingly, given its locale, the Blackened
and the crowd loudly announces their Fish Tavern serves mostly sailors, stevedores,
pleasure (or displeasure) with the current and other manual laborers that work the
act with their coins, cheers, jeers, and even boats, docks, and nearby warehouses. The
a tomato or two. In fact, many of the local food here is questionable at best, but it’s
produce vendors find it worth their effort to cheap, hot, and filling—and most importantly,
take a cart of the day’s cast-offs past Bengta’s goes perfectly with a large tankard of ale.
Radiance on their way home, selling rotten The patrons are gruff and impatient, and the
fruits and vegetables to passing patrons at harried staff are brusque, but the place has

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an air of welcoming warmth nonetheless.
One can easily find a raucous card game, a
Blue Barbers of Wharf Street
bar brawl, a boisterous tavern‑sing, or a dark A tiny-but-immaculate storefront sits poised
corner to skulk in here, and the other patrons on the south side of Wharf Street. It is here,
respect all types—except anyone with a inside the mirror-lined tonsorium, that the
noble’s attitude of entitlement. Blue Barbers of Wharf Street ply their trade.
A sizable establishment, the tavern sports a The dozen blue-haired gnomes wear elaborate
dining room lined with booths and filled with hairstyles and carefully coiffed beards and
long tables where patrons sit elbow‑to‑elbow mustachios, each distinctly different from
with strangers. Upstairs, ten spare rooms one another. They provide cuts, trims, and
provide lodging. The kitchen sits at the side shaves as well as restorative hair tonics, salves,
of the building, in a square offshoot with shampoos, pomades, and oils, and they love
entrances from both the riverside to the north nothing more than exchanging the latest news
and Wharf Street to the south. Manned by and gossip over a hot towel and straight razor.
three dwarves and a gearforged, the kitchen The Blue Barbers claim they hail from the
is cramped, busy, and hot. The dwarves Court of Midnight Teeth, and rumors have
are Drumdor, Belkorn, and Romir, three followed on their heels like hungry dogs.
cousins who bicker constantly, while Bol, the While they have many loyal customers, some
gearforged, is calm and reserved. Zobeckers privately accuse them of being
In the kitchen, a set of stairs lead down into spies or assassins working for the shadow fey
a low-ceilinged root cellar filled with barrels while others whisper behind their hands that
of salted fish and other foodstuffs. The space the Blue Barbers are exiles on the run since
is laced with abjuration magic to keep out the angering their mistress, Countess Phylomara.
waters of the River Argent. Expertly hidden The truth is somewhere between the two.
on the back wall is also a secret door, and While the Blue Barbers of Wharf Street have
with the press of a stone, it swings inward, in fact angered the countess (after passing
revealing a tunnel connecting to the Cartways. on a particularly insulting rumor about the
Drumdor, Belkorn, Romir, and Bol are all countess herself), instead of imprisoning or
aware of the secret door and the tunnels executing them, she ordered them sent to
beyond, though they will not speak of it, for Zobeck with six of her enchanted mirrors.
they often host Morana’s Smuggler’s Market. These mirrors now hang on the walls in their
The three dwarves’ aunt, Brunhilde, owns shop, each with a barber chair set before
the tavern. She is old and doddering, and it, so the countess may eavesdrop on their
spends most of her time puttering around conversations at her leisure or even pass
her room just above the kitchen. Though through the glass and arrive in Zobeck at
she seems ignorant of any illegal activities a moment’s notice if it suits her. The Blue
happening in or near her tavern, every now Barbers protect the mirrors and maintain
and then a keen glint flashes in her eyes, wards over them, set against Duchess
suggesting she may know far more than she Shelessora, one of the countess’s many
lets on. foes (see Warlock 16: Eleven Hells for more
information on Duchess Shelessora).

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Kobold Shipping
Consortium
On the north end
of the Dock District,
dockside to the River
Argent, is the area
referred to as the Gullet.
Part of this is a narrow
island, splitting the river, that
was gutted years ago by fire: its
warehouses were largely destroyed
and the piers have offered only
nominal usage until recently. The
kobolds of Zobeck saw the potential
in the unused land and launched
into the new opportunities—the
river trade business. Nearly
overnight, ramshackle
buildings and driftwood
docks appeared, and the
river began to fill with
squat, flat-bottomed
boats piloted by novice
kobold oarsmen
determined to move
goods quickly from
point A to point B. They
have thrown many tiny
wrenches into the well-oiled machine that is Currently, visitors to the island will likely get
the Zobeck river trade industry, annoying the pointed to Trill Toothcut.
river halflings and others who have worked A kobold with a big voice and a bigger
the waters for far longer. personality, Trill fancies himself a shipping
Despite their rather chaotic business magnate and dresses, to his mind, in a
practices, the kobolds have made some manner befitting his position. Wearing an
headway and have picked up enough oversized hat and carrying a sheaf of papers
customers to encourage them to continue on a very important looking clipboard, Trill’s
along their current path. The Gullet is now ridiculous appearance hides a surprisingly
crawling with kobolds and is a maze of keen mind. It’s only under his guidance
stacked crates, haphazard construction, that the kobolds haven’t devolved into
storage containers, and “warehouses” built complete chaos and infighting and have
from whatever material was on hand. There instead managed to complete several jobs
is no rhyme or reason to what kobold clans successfully. Whether Trill can maintain his
are involved or who is in charge, and those hold over the Kobold Shipping Consortium
that go asking will get a different answer will have to be seen.
depending on who (or when) they ask.

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Ragman Alley deep-black feathers. Morana provides space
for any and all organizations that are willing
A narrow alley between clusters of
to pay her tithe, and she holds no loyalty
ramshackle tenements in the poorest block in
to any one group. She brooks no violence
the district, Ragman Alley got its name from
within her walls, and indeed, the Smuggler’s
the junkmen, thieves, and the most destitute
Market is one of the few places where
of Zobeckers that linger there. It is avoided by
members of opposing groups can be found in
everyone except the most downtrodden and
the same room together without blood being
desperate, and those that accidentally stumble
spilled. Those who break Morana’s rules find
upon it pay for their folly in coin or blood—
themselves barred from the market—and
or both. Even the city guard refuses to enter
may even be shunned by those criminals not
Ragman Alley except in large numbers and
willing to earn Morana’s ire.
absolutely never, ever after dark.
Morana has employed some of the most
Ratfolk are most common here, living in
complex illusion magic in the city on this
the crumbling buildings that line the alley,
floating market, with magical camouflage
followed by ravenfolk and then humans,
layered upon the mundane as needed to
dwarves, and elfmarked. Other creatures
remain hidden from the prying eyes of
live here as well, skulking in abandoned
the city watch. The exact setup will differ,
apartments or hiding among the citizens
depending on the site, but a typical operation
huddled in doorways or beneath make-shift
will provide a series of smaller rooms for
tents and preying on Zobeck’s least fortunate,
private dealings and a larger space for storage
choosing their victims carefully as to avoid
and auctions. And multiple escape routes
detection and quickly going to ground when
with easy access to the Cartways are always in
suspicions are aroused.
place for Morana and her employees.

Smuggler’s Market
Though not a market in the traditional
sense, goods and services are nonetheless
exchanged for coin at the Smuggler’s Market
with startling frequency. The location
changes weekly, commonly sharing space
in the warehouses and backrooms of
legitimate business concerns—whether
with or without the permission of
those merchants. The market runs
afterhours and always wraps up by
dawn, always trying to stay ahead of
the authorities.
The market always has
at least two employees
present at any given time.
It is currently operated by
Morana Duskglow, a middle‑aged
ravenfolk woman with a striking
pattern of white splashed across her

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CAVEAT EMPTOR: ODD VENDORS
OF THE CITY’S UNDERBELLY
by Kelly Pawlik

I t has been said many times that anything


can be found in the Cartways. This warren
of tunnels runs the length and breadth
its ways and keep to themselves. Opportunistic
eyes peer out from every shadow, and it is
a rare week indeed when some unfortunate
beneath Zobeck, serving as a dark mirror to newcomer to the Black Market doesn’t end
the tangled streets of the city above. While up on the slave block or in someone’s belly.
use of the Cartways is officially prohibited Cartways vendors expect to dicker over the
by the city watch, the tunnels remain active, price of their goods with every potential buyer,
particularly below the Dock District, where and they always open by asking for the highest
criminals, charlatans, thrill-seekers, and price they feel they could feasibly receive.
desperate people of all types rub shoulders
as they search for goods and services that are Black Market Vendors
impossible to find in the sunlit streets above. Listed here are some of the stranger
merchants of the Black Market, including
The Black Market suggestions for how often they appear and
The Black Market runs on both sides of how difficult they are to negotiate prices with.
a wide tunnel with the most prominent
ANTON’S MENAGERIE
merchants, including the Imperial Slave
Block, situated between the thick stone pillars Frequency of Appearance: 1 week every 4
running at regular intervals down the center months.
of the tunnel. Merchants come and go. Some To look at Anton Ladescu (LE dhampir, see
appear for only one night and are never seen Creature Codex, mage who can cast animal
afterward while others appear for a day or friendship and charm person at will), with
two before disappearing, only to return weeks his noble air and the manner of dress of a
or months later for another day or two. minor aristocrat, you would never think he
In the Black Market, the susurrus of voices spends the bulk of his time training animals.
is occasionally broken by an argument or a Like clockwork, however, Anton and a small
scream. Newcomers flinch at each outburst coterie of dazed-looking assistants wheel his
while regular visitors to the market are wise to caged carts into the Black Market every 4

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months. Primarily Anton has trained ravens, rounds. If the trained beast has been
rats, giant rats, and wolves to offer for general ordered to attack, it does not defend
sale, though he usually has one or two other itself even if attacked by another
trained beasts such as an owl or a brown bear. creature. Example attack beasts and
Anton trains his animals hard with a their costs: brown bear 4,000 gp, giant
mix of brutal conditioning and magical badger 1,200 gp, giant rat 700 gp,
enchantment, which results in creatures mastiff 900 gp, wolf 1,500 gp.
that are completely loyal to their owner. • Defend. This creature’s master can use
Once they are purchased, Anton teaches their reaction to order the beast to make
their new master the verbal commands and a melee attack against a creature that
visual cues that they have learned to quickly is standing within 5 feet of it and that
obey. Beasts are trained to a specific purpose. has attacked its master. This creature
Those trained to attack on command are defends itself when necessary but
not also trained to defend their master or to doesn’t willingly move more than 5 feet
retrieve items. Trained beasts only respond from its master. Example defense beasts
to the commands of Anton and a single other and their costs: brown bear 3,000 gp,
master, usually the being who purchased it. mastiff 700 gp, wolf 1,100 gp.
In addition to trained beasts, Anton sells
his services as an animal trainer for an
exorbitant fee. Despite the cost, it is rare for
him to leave the Black Market without having
contracted to train one or two beasts.
Those who spend the gold for
such a service often have him
train more exotic creatures
than mere animals, such
as owlbears, griffons, and
death dogs. Anton cannot
train creatures that lack
the raw intellect to learn
beyond responding to their
natural instincts. Creatures with an
Intelligence of 1 cannot be trained.
Pricing: Price depends both on the type of
beast and the type of training it has received.
Common training and examples of animals
that have received it are listed here:
• Attack. As an action, the creature’s
master can issue a verbal command
to attack a creature within range
of its movement. Once the
trained animal has attacked
a creature on command, its
master can use a bonus action to
command it to continue attacking
the same creature on subsequent

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• Deliver Message. This beast has been MERRY SISTERS’ MEAT MARKET
trained to deliver messages or goods Frequency of Appearance: Permanent
to specific locations. Once the message location.
has been delivered, it returns to its
Hester Umbrecht (NE human noble) and
master’s home. A beast so trained can
Glynnphidea Gerhardt (CE gnome cult
know a number of delivery locations
fanatic) operate this tidy, colorful tent
equal to double its Intelligence. It takes
from which they sell neatly butchered and
1 week to train the beast to recognize a
artfully arranged cuts of humanoid meat.
location. Rats and giant rats are popular
Their wares are arrayed on ice Glynnphidea
choices for messenger beasts since they
magically creates inside a trio of small carts
can get messages and contraband to
that have been brightly painted in primary
difficult‑to‑reach locations. Example
colors. A fourth cart holds uniced cuts
messenger beasts and their costs: cat 300
of meat for buyers who prefer their meat
gp, giant rat 700 gp, hawk 1,000 gp, rat
aged naturally. Tidy signs display the type
300 gp.
of meat being offered, and the date it was
• Steal Item. This beast has been trained
butchered. Residents of Zobeck above would
to enter a location, identify the most
be disturbed at how brisk business tends to be
valuable item it can carry, and take that
at the sisters’ macabre stall.
item to its master. The creatures are
A tent, also bright blue, yellow, and red, has
trained to take jewelry and gemstones
been erected behind the carts. Inside, Hester
before other items. This creature has
expertly butchers corpses on a long stone
proficiency with Dexterity (Sleight
table. Blood and other fluids flow in runnels
of Hand and Stealth) checks. Its
along the edge of the table and then drain
proficiency bonus is +2. Example
into a wooden pail. Hester takes pride in the
robber beasts and their costs: cat 1,000
quality of her work and in being able to skin,
gp, giant rat 1,500 gp, rat 800 gp, raven
gut, joint, and filet a Medium humanoid in
2,200 gp, weasel 1,000 gp.
under 10 minutes. She enjoys her job and has
Beast Training: Anton will train a creature no qualms about slaughtering those that end
for a cost of 100 gp per day. A creature with up on her slab while still alive, regardless of
an Intelligence of 2 requires 3 weeks of their age, race, gender, or social status. There
training for each task Anton trains it to do. is little waste produced by the enterprise as
A creature with an Intelligence of 3 requires organs and blood are ground, spiced, and
2 weeks of training for each task. A creature made into sausages or pate, and bones are
with an Intelligence of 4 or higher requires 1 ground into meal.
week of training per task. Glynnphidea hawks her cart’s wares like
Haggling DC: If a character succeeds on a a sideshow huckster, extolling their quality
DC 20 Charisma (Persuasion) check, Anton and freshness, or lack thereof if some cuts
will reduce the price of his trained animals have been lingering on display for a time. She
by 10 percent. If he is requested to train a takes care of procuring bodies to butcher and
creature for more than one task, he reduces maintains cordial business relationships with
his rate to 80 gp per day. surgeons, morticians, gravediggers, and the
leaders of criminal gangs in the city above.
She also has an arrangement with Dobricar,
the captain of the Imperial Slave Blocks.
When he has slaves that aren’t selling, he

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passes them to the sisters who slaughter and entry. Other than the sign and a wooden bowl
butcher them, keeping 30 percent of each and sitting in the air at a height of 3 feet above the
passing the remainder back to the darakhul to ground, there is no sign of a stall, shop, or
do with as he will. any other occupation. When a creature places
Pricing: The sisters charge more for 100 gp in the dish, the money disappears, and
desirable, tender cuts of meat and less for an unsupported wooden door gilded in silver
tougher, gristlier ones. Additionally, the price and gold appears and swings open in the
per pound drops by about 2 cp each day it space before them.
remains on display, though never below 1 cp. A patron entering the doorway appears
Haggling DC: If a character succeeds on a in a richly appointed sitting room with two
DC 15 Charisma (Intimidation or Persuasion) comfortable chairs sitting on a thick woolen
check, Glynnphidea will reduce the price by rug. A table holding a full glass of wine stands
15 percent per pound. next to one of the chairs, and a card on the
A rough price range for commonly available table exhorts the patron to sit, drink, and
meats is as follows: dwarf 1 cp to 2 sp per lb., relax. In the winter, the wine on the table
elf 1 sp to 5 sp per lb., dragonborn 2 sp per is mulled, filling the space with the scent of
lb., gnome 3 sp to 1 gp per lb., goblin 1 cp spices, and a fire roars in the hearth. The space
per lb., halfling 5 sp to 2 gp per lb., human can hold multiple patrons at once, but each
3 cp to 1 sp per lb., kobold 1 cp to 8 cp per customer arrives in their own sitting room.
lb., shadow fey 3 sp to 2 gp per lb., troll 1 cp After a short time, Petra, the shop’s owner,
per lb. (A startling number of trolls donate appears in the sitting room, sits in the
portions of their flesh for coin, secure in the opposite chair, and explains that they can
knowledge it will regenerate.) remake the customer’s appearance to reflect
their wishes, within reason. They will also
PETRA THE MASK-MAKER provide documents to match the new identity
Frequency of Appearance: On the fifteenth for an additional fee, if so wished.
day of each month. Pricing: After the 100 gp to enter the
For one day each month, an extravagant establishment is paid, Petra charges an
sign proclaims the presence of Petra the additional 1,000 gp to transform a patron’s
Mask‑Maker. The sign further advises appearance. If forged documents are required,
patrons to place 100 gp in the dish to gain they charge an additional 300 gp, and the

PETRA THE MASK-MAKER


Petra is a doppelganger, changing the challenge facial features, the sound of their voice, hair
rating to 4 (1,100 XP) and adding the following length and color, and any other distinguishing
Spellcasting trait and Transform Humanoid action: characteristics. These changes do not alter the
Spellcasting. Petra’s spellcasting ability is target’s statistics. The transformation cannot
Charisma. They can cast the following spells, change the target’s size or basic shape. Despite
requiring no material components: any racial traits the target may appear to have
At will: floating disc after the transformation, it retains its original
1/day: magnificent mansion race. The transformation is permanent once
Transform Humanoid. As an action, Petra complete. An unwilling creature can make a
can transform the appearance of a humanoid. DC 12 Constitution saving throw to prevent the
They can change the creature’s height, weight, transformation from occurring.

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documents are delivered to the
customer at a place of their
choosing within 7 days.
The forged documents are
easily sufficient to pass a
casual viewing. A creature
that spends 1 minute
examining the documents
can make a DC 16 Intelligence
(Investigation) check to detect their
false nature.
Haggle DC: None. Petra does not
negotiate with patrons over the price
of their services. Customers that refuse
to cease haggling after politely being asked
to stop are immediately ejected from the
sitting room, back to the Black Market.

TEARS TO FORGET
Frequency of Appearance: The day
of the new moon as well as the day
preceding and following it.
For years, Xanarla Gloomyn (CE derro
witch queen, see Creature Codex) has
unrolled her tattered quilt in the Black
Market for 3 days each month. On the frayed
patchwork, she piles an array of waxed and
stoppered phials, jars, and amphoras in a
dizzying array of colors and materials. Each
of the containers holds water from the River
Lethe that the derro has enchanted to erase
specific memories the imbiber wishes to As a result of imbibing her own draughts,
forget. In addition, she sometimes sells other Xanarla has forgotten her clan in favor of
trinkets she’s picked up in her travels, which satisfying her own whims. For their part, the
run the gamut from mundane curiosity to members of her clan have been seeking their
minor bits of magic. wayward queen for years. When they find
A less known service Xanarla offers is the her, they will put her to death, so her soul can
procurement of specific goods from other pass to the next witch queen, and they will no
planes. She makes a tidy sum from magic longer be without a leader-servant.
users and alchemists that desire fiendish Pricing: Xanarla is happy to accept trade,
organs and ichors, blood of celestials, jars of service, or favors in exchange for her goods.
living shadowstuff, bark from a World Tree, While she seems as scattered and random as
or ratatosk brains. other derro, she has a fine memory for faces
and names, and she never lets a favor go
unasked for long.

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Haggling DC: If a character succeeds on a carriage made of glossy, black‑stained
DC 17 Charisma (Deception or Persuasion) mahogany and gilded in silver, in the
check, Xanarla will reduce her prices by Smuggler’s Market. The interior of the
30 percent. She finds intimidation rather carriage acts as a teleportation circle that
humorous and doesn’t respond to it as a transports the contents of the carriage, be
form of negotiation. they goods or people, to an agreed upon
Example items and their costs: draught destination.
of forgetfulness (see sidebar), phial 100 gp, Jan has memorized the sigil sequences
draught of forgetfulness, jar 500 gp, draught for teleportation circles in the following
of forgetfulness, bottle 1,000 gp, nonmagical locations: Trombei in the Seven Cities,
trinkets 5 gp, magical items of uncommon Savoyne in Verrayne, Bemmea in the
rarity 250 gp. Magocracy of Allain, Bad Solitz in the Grand
Duchy of Dornig, the Free City of Siwal
Smuggler’s Market Vendors in the Southlands, and Stannasgard in the
The following stall appears as a regular at the Northlands.
Smuggler’s Market, which randomly changes Pricing: Jan charges 150 gp for each person
location weekly throughout the Dock District. that is transported and 20 gp per pound for
cargo.
JAN’S MOST EXPEDIENT CARRIAGES Haggling DC: Jan doesn’t haggle over the
Frequency of Appearance: Permanent price, but the lecherous dwarf reduces the fee
location. per person to 100 gp if they are an attractive
Jan Wonderdelver (N dwarf mage with dwarf or gnome of any gender, though the
teleportation circle prepared) only recently beneficiary of his largesse has to endure his
opened his stall, consisting of a single ornate likely unwanted advances.

DRAUGHT OF FORGETFULNESS
Potion, rare
This liquid is a pure, inky black. When exposed An unwilling or unaware imbiber of this
to air, it seems to absorb light, causing the area potion is poisoned for 1 minute and must make
around it to become slightly dimmed. a DC 16 Constitution saving throw, taking 7
At the time you willingly drink this potion, you (2d6) poison damage on a failed save or half
set the memory of a time firmly in your mind. as much on a successful one. The damage
Within 10 minutes, the memory you had in increases to 14 (4d6) if a jar is so imbibed, and
mind is completely wiped away and forgotten. 21 (6d6) if a bottle is so imbibed. An unwilling
The amount of time you forget, in consecutive or unaware imbiber doesn’t suffer any loss of
days, depends on how much of the draught you memory as a result of drinking this potion.
imbibed, as indicated on the table below.

CONTAINER NUMBER DAYS FORGOTTEN (PER DOSE/IF FULL


SIZE OF DOSES CONTAINER IS CONSUMED)
Phial 1 1/1
Jar 5 1/7
Bottle 25 1/30
Amphora 250 1/750

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BLUE HOUSE, RED TIDES
by Adam W. Roy

T he Blue House is a largely


unassuming compound—though with
cold‑iron‑barred windows and walls of
it) claim that it is a luxurious manse above,
as befits Lady Fenyll’s status and nearly
uncountable wealth, but below there is a vast
striking robin’s-egg blue—found just down catacomb of reclaimed kobold tunnels that
the hill from Zobeck’s mighty Citadel (in the run underneath Citadel Hill and connect
Citadel District). Surrounded by a high wall, to no other kobold warrens underneath the
gated, and guarded by “plainclothes” guards, Free City. The dungeons are said to contain
it is perhaps the most important building numerous cells, “interrogation” rooms, and
in Zobeck, after only the Citadel and the the magically warded vaults that contain vast
Arcane Collegium, for it is here that Lady magical and monetary treasures. It is said
Fenyll Marack, scion to one of the oldest when troublesome adventurers are arrested
and wealthiest families in Zobeck, holds in the city, they are often brought here, where
sway as Zobeck’s spymaster and head of the the lady or one of her agents makes said party
city’s “secret service,” whose operatives are an “offer they can’t refuse,” such as spying
respected and feared within the Free City on Morgau, as an alternative to torture and
and without. execution. Some rumors also tell of secret,
The striking “bluewash” of the buildings is magically trapped tunnels that run to secret
said to be part of a complicated Collegium entrances and exits in the Citadel, the Arcane
matrix of permanent spells that protect it and Collegium, and even outside the walls of the
its occupants from all forms of scrying and city to the edge of the Margreve Forest—all of
clairvoyance and prevents ingress or egress which are keyed to her magic scepter.
by any magical means (such as by dimension
door or teleport spells or otherwise from Within Zobeck
the Astral or Ethereal Planes) without Lady Though she does not officially sit on the Free
Fenyll’s express permission . . . and the use of City Council, she does have tremendous
her key scepter. influence as a “shadow consul,” especially
The few that have been inside the Blue through her sister, Consul Lady Wintesla
House (and are able and willing to talk about Marack, and Consul-General Jorun Haclav,

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Captain of the Hussars. She respects and
admires the wisdom and patience of the First
Consul Ondli Firedrake, the worldly dwarven
sage and priest. She often consults him for
advice on dealing with the Ironcrag
Cantons or for access to oracles of his
goddess, Rava, Mistress of Fates.
It is said she was pivotal in the election
of the current mayor, the dwarven
merchant Constantia Olleck. Working
behind the scenes, Lady Fenyll is a known
proponent of the mayor, for they are both
wise, widowed, and wealthy merchant
women. They both fear and plan for the
rise of banditry outside of the city walls, the
expanding borders of the Greater Duchy of
Morgau in the northwest, and the incursions
of the Dragon Empire into the Seven Cities
to the south.
The rest of the consuls, it is said,
she has leaned on or bribed with
gold and magical gifts to help her
with her diplomacy and spying with
the allies and enemies of the Free
City. Guildmaster Selena Harbeck
feeds her information about the
productivity and mood of the city
and its citizens via her guildhalls and
guildmasters, so Lady Fenyll always has her dripped into the right ears. The consul has
finger on the pulse of the city and its citizens. proven effective in stressing the threat posed
Myzi the First, the Mouse King and Lord by the Dragon Empire to the Free City.
of the Undercity, she has simply bought She distrusts Consuls Streck and Orlando
outright with bribes of gold and gems (and from the Collegium but finds uses for some
the occasional magic scroll or weapon of their students in creating magic items
from her vaults), so she can keep tabs on she needs to stay informed and to keep the
the Underbelly of the Free City and its Free City safe. She is actively working to
unwholesome elements, many of whom she find a recruit among the students to elect
recruits or extorts into joining some of her as a replacement for the love-blinded and
more distasteful and dangerous missions retiring Orlando and openly mistrusts his
abroad. She is also free with “gratuities” of lover Aldona, suspecting her to be an agent of
gems and gold to the two kobold consuls, Morgau or Demon Mountain.
Kekolina and Quetelmak, to stay informed on Her most public anger, however, is reserved
doings in the Free City’s kobold warrens and for a recently retired member of the Free City
smithies. Lady Fenyll has also been known Council: Lord Volstaff Greymark. Greymark’s
to do favors for the Bard-Consul Melancha family wealth is one of the few to rival that of
Vendemic to make sure honeyed words are the Marack sisters and grows daily with his

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new trade with Prince Lucan of Morgau. The the Order of White Lions could not: clear
Marack sisters have denounced the House the undead and deadly hauntings from the
of Greymark’s trade with Morgau, saying strategic Perunalian fortress.
he is aiding and abetting a threat to the Free After these two primary allies, Lady Fenyll
City. It is also possible she is playing a deeper and her agents probably spend the most time
game, that he is her double agent, using treating with the fractious Free Cantons of
his trade with Morgau to spy on the prince the Ironcrags to varying degrees of success.
and Morgau’s plans for further conquest, The dwarven clans are not particularly
enslaving the Free City and its strategic known for taking on risky military ventures,
crossroads. Or is he a triple agent, playing but Lady Fenyll and her numerous envoys
both sides for his own benefit. As the reaver (with the help of Mayor Constantia and
dwarves say, “Only time and blood will tell.” First Consul Ondli) have made a number
of bilateral strategic trade deals with several
Outside the City Walls of the cantons. Guaranteeing to keep the
With undead and dragon armies encroaching Free City well supplied with coal, wood,
ever closer to the Free City’s stout walls, black powder, cannons, and ammunition
Lady Fenyll seeks to shore up and create in exchange for gold, trade, and clockwork
strong alliances of mutual aid and military artifacts, these treaties have emergency
might with other neighbors that are equally clauses to increase the level of military
threatened by the agents and armies of the supplies significantly in times of war. Lady
Vampire Prince and the Dragon Sultan. Fenyll has negotiated such treaties with
The strongest military allies to the Free Bundhausen and Lower Nordmansch (timber
City so far are Perunalia and the Kingdom of and coal), Kubourg (black powder weapons),
Magdar. The three realms recently formally Hammerfell (metal armor, cannons, and
renewed their century-old alliance of mutual siege weapons), and St. Mishau (adamantine,
aid and military assistance in the event that black powder, and alchemical supplies).
any of the three realms is threatened by Bareicks and Juralt have agreed to send war
invasion. At a grand ceremony held in the wagons and mercenaries to join the effort,
Royal Konytari of Perunalia, the Three Free being the only two cantons bloodthirsty and
Realms signed new and broadened treaties greedy enough to commit actual troops to the
of aid: Lady Wintesla, Lady Vendemic, defense of Zobeck. She has also negotiated
and Mayor Constantia signing of behalf of the first order of armored airships and lift gas
Zobeck; Duchess Baretta, daughter of the for Zobeck from the Templeforge of Favgia
Widowed Magdar Queen, signing on behalf Baselgia for a display of military airpower,
of the Magdar Kingdom; and Her Divine intended to reinforce the famed Griffon
Transcendence, the Demigoddess Duchess Riders of Zobeck—and perhaps eventually
Vasilka Soulay, signing on behalf of the replace them—as the number of riders and
duchy. Some watchers reported that Lady mounts seem to dwindle every year.
Fenyll met quietly and privately with the Lady Fenyll and her allies do not rest
duchess after the ceremonies, reportedly their hopes of survival on their nearest
to seek further assurances of aid from her neighbors alone however. She has sent
divine siblings in time of need, even perhaps envoys (and spies) to any number of powers
the favor of her father, the storm god Perun. and potentates near and far: the Kariv, the
Since that covert meeting, Lady Fenyll has centaur tribes, the Khazzaki and Vidim,
sent Zobeck agents to reclaim Thunder’s even the Magocracy of Allain. She has
Seat, to see if arcane agents could do what sent representatives as far west as Dornig

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Giulio Tenti - g.tenti@yahoo.it - 337114
and Barsella, north to the Wolfmark,
Huldramose, Björnrike, and Nordheim, and
Magic of the
as far south as Nuria Natal and the Dominion Blue House Vaults
of the Wind Lords. She has sent ambassadors The Blue House has raised the magic of
and agents to the hut of Baba Yaga, to the spycraft to an artform.
fey courts, to the Shadow Realms, and even
to Niemheim and the Master of Demon AMULET OF INSIGHT
Mountain with notably fewer (and deadlier) Wonderous item, rare (requires attunement)
results. Few of these representatives return, These large, round amulets bear the
at least not in one piece. Hence her recruiting solar‑disk symbol of Khors, the sun god.
from “disposable” ne’er-do-wells in her Most of the known amulets are platinum,
dungeons under the Blue House. hung on silver neck chains, and set with nine
She taps the same dark “wells” for spies lapis lazuli and epidote gemstones around
and agent provocateurs to send into the the edges. You gain advantage on all Wisdom
Dragon Empire and the dark realms (Insight) checks. Additionally, all Wisdom
of Morgau. Recruiting agents for these (Insight) checks made against you are made
missions is particularly difficult, given the with disadvantage.
non-human (and non-living) inhabitants If nine successful Wisdom (Insight) checks
of those kingdoms. She has had some are made against you between two long rests,
success however: kobold “traders” moving the stones turn grey, and the amulet becomes
about Rumela and deeper into the Empire, inert and nonmagical.
reporting on war preparedness (or the lack
thereof); werefolk “mercenaries” that embed GIFT OF THE GOLDEN TONGUE
themselves in Morgau’s dark armies and
2nd-level enchantment
hierarchies; even a Nurian mummy theurge
(bard, sorcerer, warlock, wizard)
that has ingratiated herself into Prince
Lucan’s inner circle. This immortal spy keeps Casting Time: 1 action
the Blue House well informed on Morgau Range: Touch
troop movements and military preparations, Components: V, S
though Lucan has recently begun to mistrust Duration: 1 hour
her interest in military matters over the You touch a willing humanoid, and for
arcane. As far as active military and sabotage the duration, the target has advantage on
missions go, she has managed to insert a tiny all Charisma checks. Additionally, any
cadre of suicidal saboteurs into the province Charisma checks made against the target
of Mezar in the Dragon Empire where they have disadvantage.
have had some small but surprisingly effective At Higher Levels. If you cast this spell using
successes: collapsing minor keeps and a spell slot of 3rd level or higher, you can
dragon lairs, ambushing military convoys, either target one additional creature or
and even closing a major military road increase the duration of the spell by 1 hour
through a small mountain pass by crashing for each slot level above 2nd.
a large avalanche into it. Made up of zealous
minotaur saboteurs and crazed Zobecker
kobold sappers, they call themselves the
Dusty Dozen.

25
Giulio Tenti - g.tenti@yahoo.it - 337114
NOTHING TO SEE HERE

1st-level enchantment
(bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 hour
Creatures relying on eyesight and
with a Wisdom score of 11 or less
ignore the target as if they were not
there—unless directly attacked or
addressed by the target. Creatures
relying on eyesight and with a
Wisdom score of 12 or higher
can make a Wisdom saving
throw to pierce the illusion
and see the target of the spell.
Blindsight and tremorsense
work normally.
At Higher Levels. If you cast
this spell using a spell slot of
2nd level or higher, you can
either target one additional
creature or increase the
duration of the spell by 1
hour for each slot level above 1st.

PERCIPIENT PEARL EARRINGS


Wonderous item, rare (requires attunement) conversation can be played back for up
While wearing these pearl-drop earrings, you to 24 hours by pressing the right earring
have advantage on all Wisdom (Perception) with two fingers. You decide if only you
checks involving sound. Additionally, when can hear the recording or if it can be
within the area of effect of a silence spell, you heard by anyone within 10 feet.
can still cast spells with a verbal component Both effects can be activated at the same
and can choose to ignore the deafening effect time, if desired.
of the spell.
Once per long rest, you can also perform RAGGED SHROUD
each of the following magical effects: Wonderous item, uncommon
• Listen to any conversation within 500 (requires attunement)
feet with perfect clarity and fidelity by These ragged grey cloaks are death shrouds
pressing both pearls with two fingers. taken from actual tombs and enchanted to
• Record 1 minute of a nearby hide a living humanoid creature from the
conversation by pressing the left earring notice of the undead. All undead with a
with two fingers as a bonus action. The Wisdom score of 11 or lower consider you

26
Giulio Tenti - g.tenti@yahoo.it - 337114
as undead and ignore you unless directly STEAL MEMORIES
attacked or addressed by you. Any undead
with a Wisdom score of 12 or higher can 4th-level enchantment (bard, sorcerer,
make a DC 15 Wisdom (Perception) check warlock, wizard)
to see through the illusion. (If you are in Casting Time: 1 action
sunlight, the undead rolls with advantage.) Range: 60 feet
The shroud becomes non-magical and Components: V, S
crumbles to dust 24 hours after it is first worn Duration: Instantaneous
or if it is exposed to sunlight for more than You attempt to steal another creature’s
an hour. memories. One creature that you can see
must make a Wisdom saving throw. If you
RINGS OF EMBASSY are fighting the creature, it has advantage on
Wonderous item, rare (requires attunement) the saving throw. On a failed save, you steal
their memories. (If the target succeeds their
These rings are always found in pairs. They
save by 5 or more, they realize that someone
are pewter bands, smooth on the outer
tried to access their memories. If they succeed
surface, and on the inside surface, the runes
by 10 or more, they have a mental picture
for voice and distance are engraved. You can
of the caster and are immune to further
use an action to cast a sending spell. The target
attempts for 24 hours.)
is the attuned wearer of the other ring. The
You state the type of memory you are
message can be up to fifty words and does not
looking to steal, such as “the assassination of
need to be said aloud. You can sense if there
the arch-duke” or “the password of the day
is no attuned wearer for the matching ring.
for entrance to the thieves’ guild hideout.” If
There is no chance of message failure, even if
the memory does not exist in the mind of the
the other ring wearer is on another plane. The
target, the spell fails. If the memory is there,
sending spell can only be used once per short
the GM describes exactly what memory
rest. If one of the rings is destroyed, the other
is transferred. Any memories include
becomes inert and nonmagical.
sensations for all senses. The memory returns
SLIPPERS OF SUBTLETY
to the target in 24 hours without them being
any wiser.
Wonderous item, rare (requires attunement)
At Higher Levels. If you cast this spell using a
While wearing these spider-silk slippers, you spell slot of 5th level or higher, you can target
make no sound, regardless of the surface trod one additional creature or one additional
upon. You make Dexterity (Stealth) checks memory for each slot level above 4th.
with advantage. Additionally, three uses of
the following abilities, in any combination,
can be made per long rest:
• Ignore difficult terrain for up to a minute.
• Cast one of the following spells: jump,
pass without trace, spider climb.

27
Giulio Tenti - g.tenti@yahoo.it - 337114
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, creation and/or You have sufficient rights to grant the
Inc. and is Copyright 2000 Wizards of the Coast, Inc rights conveyed by this License.
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4. Grant and Consideration: In consideration for System Reference Document 5.0 Copyright 2016,
agreeing to use this License, the Contributors grant You Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
a perpetual, worldwide, royalty-free, nonexclusive license Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
with the exact terms of this License to Use, the Open James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Game Content. Sims, and Steve Townshend, based on original material by
5. Representation of Authority to Contribute: If You E. Gary Gygax and Dave Arneson.
are contributing original material as Open Game Content, Warlock 30: Zobeck. ©2022 Open Design LLC.
You represent that Your Contributions are Your original Authors: Wolfgang Baur, Sarah Madsen, Kelly Pawlik,
Adam W. Roy.

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