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SANDPOINT, LIGHT OF THE LOST COAST

NG small town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +0
Qualities prosperous, rumor mongering citizens
Danger +0
DEMOGRAPHICS
Government autocracy (mayor)
Population 1,240 (1,116 humans, 37 halflings, 25 elves, 24 dwarves,
13 gnomes, 13 half-elves, 12 half-orcs)
Notable NPCs
Kendra Deverin, mayor (NG female human aristocrat 4/expert 3)
Belor Hemlock, sheriff (CG human male fighter 4)
Abstalar Zantus, town priest (CG male human cleric of Desna 4)
Titus Scarnetti, noble (LN male human aristocrat 6)
Ethram Valdemar, noble (NG male human aristocrat 5/expert 2)
Ameiko Kaijitsu, owner of Rusty Dragon (CG female human
aristocrat 1/bard 3/rogue 1)
Shalelu Andosana, local ranger (CG female elf fighter 2/
ranger 4)
Brodert Quink, Thassilonian expert (NG male human expert 7 )
MARKETPLACE
Base Value 1,300 gp; Purchase Limit 7,500 gp; Spellcasting 4th
Minor Items 3d4*; Medium Items 1d6*; Major Items -
Additional specific magic items for sale in Sandpoint are detailed in the pages that follow. Every month, roll 3d4 to
see how many new minor items are for sale, and 1d6 to see how many new medium items are for sale. Healing items
that might be offered by the Sandpoint Cathedral or other individuals do not count against these limits.
The Swallowtail Festival
(One prize per game per PC)

Red Barrow Run

Everyone in Sandpoint knows that Gorvi the half-orc enjoys being the center of attention, particularly when there
are women about. As the resident dungsweeper, Gorvi has build a very successful (and lucrative) business
removing people's unwanted items and refuse. While he chooses to live in a dilapidated shack close to Junk Beach,
he does like to show off in public now and again. The Swallowtail Festival is just such an occasion.
This year, Gorvi has set up a race track from his shack down Tower Street, a sharp left turn onto Shell Street and
another left onto Junker's Way, ending at Junker's Edge. Two of his signature red wheelbarrows have been
scrubbed down and repainted for today. The race includes two teams of two, one person on each team pushing the
wheelbarrow and the other riding within. The goal is to be the first team to cross the finish line, but keep in mind
the race track has been crafted to make travel difficult. The winning team gets three attempts to “fish up” and item
in Gorvi's Goblin Fishing Extravaganza! There is also a special reward for any team that can beat this year's best
run (10 rounds). Gorvi charges 5s per racer (1g per pair) to run the race.

The race track is 7 movement increments, with a d% event roll on each increment. Move 3 gives a -25 to the d% roll
due to the sharp turn and move 5 gives a -10 to the d% roll for the less sharp turn. Move 4 (Shell Street) is along
particularly difficult terrain and gives a -40 to the d% roll.

Start → Move 1 → Move 2 → Move 3 (-25) → Move 4 (-40) → Move 5 (-10) → Move 6 → Finish

Choice of special reward for fastest run of the year (1 of each available):
1) Wand of Cure Light Wounds CL1, 23 charges
2) Masterwork Buckler
3) Potion of Fly

d% random event rolls (add Knowledge (Local) bonus to roll):

01-10: The wheelbarrow takes a bad bounce, rider DC 15 DEX or Acrobatics check to stay on. On a failed check,
rider falls out of wheelbarrow. Do not move forward this round.
11-20: You spot a hidden rock at the last moment, driver DC 15 DEX, Perception or Initiative check to avoid
obstacle. On a failed check, the rider is thrown from the wheelbarrow. Do not move forward this round.
21-40: The wheelbarrow pulls to the left, driver DC 15 STR or Knowledge (Engineering) check to correct course and
move forward. On a failed check, rider must make a DC 15 STR, DEX or Acrobatics check to stay on and move
forward. If second check is failed, do not move forward this round.
41-60: The wheelbarrow pulls to the right, rider DC 15 STR, DEX or Acrobatics check to balance wheelbarrow and
move forward. On a failed check, drives must make a DC 15 STR or Knowledge (Engineering) check to keep rider in
wheelbarrow and move forward. If second check is failed, do not move forward this round.
61-80: A combination of luck, skill and communication between the driver and rider leads to an easily navigated
stretch of track. Safe, move forward.
81-90: A good groove is partially hidden in the mud, rider DC 15 Perception or Survival check to spot the groove.
Driver DC 15 DEX, Perception or Initiative navigate into the groove in time. On success, advance one race
increment and roll for that increment's random event.
91-95: An excellent groove is nearby, but hard to spot until you're almost upon it. DC 15 Perception or Survival
checks from both rider and driver. If either succeed, the groove is spotted in time and easily navigated into –
advance one race increment and roll for that increment's random event with a +5 bonus.
96-99: A nearly perfect groove is right in front of you and easy to spot. You easily navigate the wheelbarrow into the
groove. Advance to the next range increment and roll for that increment's random event with a +10 bonus.
100+: The wheelbarrow slides into a perfect groove as it rolls through the mud and it suddenly seems to glide
forward effortlessly. Advance to the next range increment and roll for that increment's random event with a +25
bonus.

Gorvi's Goblin Fishing Extravaganza!

One mans junk is another mans (or half-orcs!) treasure. Gorvi saves the more useful or interesting items that find
their way into the refuse wheelbarrows. He has chosen a few items from his collection to be the prizes in his Goblin
Fishing Extravaganza.

This game started out as a running joke amongst his two dozen dungsweeper employees, poking fun at the goblins
sifting through “treasure” on Junk Beach, the dump site for their red wheelbarrows. No one really saw the goblins,
as they are naturally stealthy creatures, but the trash disappeared and everyone knew they were there. One of
Gorvi's senior employees came up with the idea of “fishing for goblins” and arrived with a giant fishing pole one
day. He set to work “fishing” and got the hook caught on “treasure” a ways down. To get the line free, he decided to
yank as hard as he could, which resulted in “treasure” whipping up and smacking him in the face. He has not lived
it down since. Gorvi took this one step further by placing a large container near the edge of the cliff at Junk Beach
and filling it with a few prizes and bunch of wooden goblin cutouts painted to resemble goblins in goofy poses. The
goblin cutouts have several hooks mounted on each. The goal of the game is to use an oversized fishing pole with a
length of rope and grappling hook at the end to “fish up” prizes out of the container.

However, there's a catch. The participant can not see into the container from the ground, which is where they must
“fish” from. The participant is provided 10 seconds prior to each “fishing” attempt to stand on the platform next to
the container, where they view the prizes. The participant makes a Perception roll during the 10 seconds on the
platform. They then make a d% roll for a “fishing” attempt. The Perception rolled prior to this attempt is added to
the d% roll and the results of the “fishing” attempt are revealed to the participant. If a goblin cutout is hooked, that
turn is lost. Otherwise, if a prize is hooked, the participant wins that prize. This is only available to winners of Red
Barrow Run.

Perception roll 1 → d% “Fishing” (+Perception roll 1) → Perception roll 2 → d% “Fishing”


(+Perception roll 2) → Perception roll 3 → d% “Fishing” (+Perception roll 3)

d% prizes:
70 or less: Goblin Cutout
71-80: Alchemist's Fire
81-90: Tanglefoot Bag
91-95: Potion of Cure Light Wounds
96-100: Unidentified Wand (Mage Armor CL1, 15 charges)
101-110: Grime-covered Weapon (Masterwork, appropriate to class of participant)
111+: Grime-covered Weapon (+1 Magic, appropriate to class of participant)
Grime-covered weapons can be brought to a smithy to thoroughly clean for 10g. The weapon can be identified once
it has been cleaned. The +1 Magic weapon does detect as magic.

Harker's Trick Shot

Banny Harker, the Sandpoint Lumber Mill Foreman, has setup a strange looking machine on the beach down by the
Lighthouse. He places a cross sectional slice of a log in the “arm” of the machine, then pulls a lever to launch the
disk of wood into the air. Willing participants make an attempt to shoot an arrow into the wooden disk while it is in
the air. Each hit decreases the size of the next wooden disk launched, which increases the difficulty of shooting it.
The smaller the target you hit, the better the prize at the end. A few people have taken up the challenge, but none
have been able to shoot better than Banny. Katrine Vinder, the General Store owner's daughter, has been staring
dreamily at him as he shows off for the small crowd he is entertaining.

1 gold to play, game ends after three misses. Longbows are provided with arrows. Guns or crossbows can be used
in place of a bow, but participant must use own weapon and ammunition as they are not provided. One shot per
disk.

First disk 11 AC → Second disk 14 AC → Third disk 17 AC → Fourth disk 19 AC → Fifth disk 21 AC

Prizes Awarded for:


2 disks = 20 arrows
3 disks = potion of cure light wounds
4 disks = 20 masterwork arrows
5 disks = darkwood composite longbow (+X) (where X is choice of PC up to +4)

The Gauntlet

This is the obstacle course set up every year at the Swallowtail Festival. Each year three residents are selected to put
together a challenging course and it has become a bit of a contest amongst the locals as to who can create the
toughest course. Originally this was meant for children, but as the adults became more competitive in the creation,
The Gauntlet became a bit too dangerous for most children. It's not likely to kill someone, but there are plenty of
bumps, bruises and the occasional unconscious contestant.

This year Savah Bevaniky - proprietor of Savah's Armory, Das Korvut – the cranky blacksmith at Red Dog Smithy
and Vorvashali Voon – the owner of The Feathered Serpent magic shop have been selected to build the course... and
build a course they did. The Gauntlet this year is definitely the most fearsome that has been constructed in recent
memory. However, the prizes to be won are also the most impressive prizes to ever be offered for completion of The
Gauntlet! 1 gold per contestant per try. Try ends on a failure to pass an obstacle.

Obstacle 1: Pitfall!
The course starts with a large puddle of mud (10 ft long) with a swinging rope suspended in mid air above the center
of the puddle. You can either jump over the puddle with a DC 12 Acrobatics check or grab the rope and swing
across with a DC 10 CMB check.

Obstacle 2: The Wall


Next you come to a 10 ft wooden wall with a rope running down each side. The wooden wall is smooth and wet,
making the climb a bit more difficult than it would be otherwise. You can climb over the wall with a DC 10 Climb
check and a 2nd DC 10 Climb check to get down without falling. 1d6 nonlethal damage if you fall getting down, but
you do get to continue.

Obstacle 3: The Pond


Following the wall is a 10ft deep pond that is 20 ft across. While you would expect nice calm water, magic has
obviously been used to roughen the water up. It chops and rolls ominously and the only way across is to swim. A
DC 15 Swim check is required to swim 10ft. Two checks are necessary to make it across. If the check is failed by 5
or more, you go under and are pulled out by Das Korvut. He scowls at you for making him get wet and tells you
“Runs over, not the best try, eh?”

Obstacle 4: The Trap


The next part of the course is a narrow mirrored hallway. The mirrors are one-way glass so people can watch the
participant, but the participant can not see out. As you walk through the hallway, make a DC 20 Perception check.
If successful, you notice three small holes in the wall, spaced evenly throughout the hallway. As you pass each hole,
a blunted bolt fires. DC 12 Reflex to avoid, DC 9 Reflex if Perception check was successful. If unsuccessful take 1d8
19-20/2x nonlethal damage. Run ends if knocked unconscious.

Obstacle 5: Test Your Will


The hall turns to the right and you come to a large door with a giant eye in the middle of it. The words “Gaze into
my eye and you will be judged.” are printed above the door. The door is locked, but it can be opened with a DC 20
Disable Device check. Otherwise, the participant must look into the eye to unlock the door. Gazing into the eye
triggers a Hold Person spell with a Will Save DC 14 to resist. If the save is failed, the door opens and Vorvashali is
standing there. He snaps his fingers and you are once again able to move. He says “Nice run. You made it further
than most!”

Obstacle 6: The Final Flight


As you make your way through the door, there is a giant tower looming in front of you. It stands 30 feet tall and is
quite obviously a temporary structure that has no stairs. There is a large bell on the top of the tower. At ground
level, there is a table with three potions and a note. The note reads “One will get you to your goal, but if instead you
drink another, it's a deep, deep slumber.” DC 16 Perception or Spellcraft (with Detect Magic) check to identify two
potions as Potions of Sleep. DC 20 Perception or Spellcraft (with Detect Magic) check to identify one as a Potion of
Fly. Potion of Fly is located in the 1d3 position, the other two contain Potions of Sleep.

Prizes:
Participation Prize (provided if at least 1 obstacle is passed) – 20% off one item coupon for Savah's Armory
Consolation Prize (provided if at least 3 obstacles were passed) – Potion of Cure Light Wounds + coupon
Runner Up Prize (provided if at least 5 obstacles were passed) – Wand of Cure Light Wounds CL 1, 50 charges
Grand Prize – Cloak of Resistance +1 or +1 Armor (appropriate to class)

Riddles and Rhyme

Chask Haladan, owner of the bookshop, The Curious Goblin, fancies himself quite the riddle master, and to be fair,
he is. He is incredibly well read and has devoted his life to the collection of books, the rarer the better. Chask will
provide riddles to anyone willing to wager 1 gold. If the participant is able to correctly answer three riddles, they
receive a prize from Chask. If any riddle is answered incorrectly, the participant has lost. The riddles are selected
by rolling a d20 and selecting the corresponding riddle. Reroll if the number has already been selected.

1) On my way to St. Ives I saw a man with 7 wives. Each wife had 7 sacks. Each sack had 7 cats. Each cat
had 7 kittens. Kitten, cats, sacks, and wives. How many were going to St. Ives?
A: 1 (Only Me)
2)
3) A word I know, Six letters it contains, Subtract just one, And twelve is what remains. What word do I
know?
A: Dozens

3) The man who invented it doesn't want it. The man who bought it doesn't need it. The man who needs it
doesn't know it. What is it?
A: A coffin

4) There are only two barber shop in a small town – one located in the eastern market and the other on the
northern market. The shop in the eastern market is quite untidy and the barber has a shabby haircut. While the
shop in the northern market is quite neat and clean and the barber is sporting an excellent haircut himself. Which
of the two shops should you visit?
A: the shop in the eastern market because he can't cut his own hair
5)
6) This thing all things devours; Birds, beasts, trees, flowers; Gnaws iron, bites steel; Grinds hard stones to
meal; Slays king, ruins town, And beats mountain down.
A: Time

6) There is a house. One enters it blind and comes out seeing. What is it
A: A school

7) Thirty white horses on a red hill: first they champ, then they stamp, then they stand still.
A: Teeth

8) When you have me you want to share me, When you share me I no longer exist. What am I?
A: A secret

9) One falls, but never breaks, the other breaks, but never falls? What are we?
A: Night and day

10) Sometimes I am liked, Sometimes I am hated. Usually I am old, Usually I am dated. What am I?
A: History (Wine is also an acceptable answer)

11) I am the beggining of everything, the end of time and space, the beggining of every end, and the end of
every place. What am I?
A: The letter 'e'

12) Sometimes I am loved, Usually by the young. Other times I am dreaded, Mostly by the old ones. I am
hard to remember, Also hard to forget. And yet if you do, You'll make someone upset. I occur every day, Everyone
has to face me. Even if you don't want it to happen; embrace me. What am I?
A: Birthday

13) Four fingers and a thumb yet flesh and bone I have none, what am I?
A: A glove
14) If you break me I will not stop working. If you touch me I might be captured. To have me Is the greatest
gift of all. What am I?
A: The heart

15) I am more precious than jewels or gold, You cannot buy me, I cannot be sold, Usually, to get me, you must
grow old. The only other way, is to listen when told. Although you may think, I'm hard, mean, and cold. The true
form of me, Is kind, warm, and bold. What am I?
A: Wisdom

16) I have seas with no water, Coasts with no sand, Cities without people, And mountains with no land. What
am I?
A: A map

17) I have a face yet no mouth, I have hands and yet no fingers. What am I?
A: A clock

18) It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt. It lies behind stars and under hills,
And empty holes it fills. It comes first and follows after, Ends life, kills laughter. What is it?
A: Darkness

19) Voiceless it cries, Wingless it flutters, Toothless it bites, and Mouthless it mutters. What is it?
A: The wind

20) Alive without breath, as cold as death, never thirsty, ever drinking, all in mail but never clinking. What
am I?
A: A fish

If three riddles are answered correctly, one of the following prizes are awarded, winner's choice:
1) Page of Spell Knowledge (level 1)
2) Pearl of Power (level 1)
3) Cloak of Resistance +1
4) Wand of Cure Light Wounds CL1 , 50 charges
5) Wand of Protection from Evil CL1, 50 charges

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