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D12 Area Effect (1-6 wilderness only)

1 Trap set by Dewborn hunters (not triggered)

2 Abandoned camp, left in haste, 2-in-6 chance of finding a


piece of random camping
3 Empty nest/lair of random Creature
4 1d6 dead animals from the Creature table
5 1d2 dead Brukesian townsfolk, killed by random Creature

6 Terrain danger (fallen tree, quicksand, landslide, flood, etc.)


2-in-6 chance one NPC is present
7 A bakery is on fire. It is spreading fast through the buildings

8 Hundreds of people celebrate an important city holiday on


the streets. (2-in-6 chance the nobles are present too)

9 Rain pours down vigorously for several days and causes the
Dew River to overflow and flood the River Ward

10 Two street gangs cause a street brawl that spans two blocks
and causes considerable damage to the locals

11 A labor strike in the Ironsmith Ward causes all metal items


and gear to double in price for a month

12 Five hundred soldiers from the Ashen Citadel are stationed


in Crimsonwall for 2d6 days. Lodging costs 5 times more

D10 Random Events

Crimsonwall Area 2–3


1 No Encounter
Area Effect
The duchy’s capital, Crimsonwall, is visi- 4–6 Creature Encounter
ble from anywhere in the area (hex). The 7–9 NPC Encounter
region is a mixture of fertile farmlands, 10 Creature and NPC Encounter
rolling hills, riverlands, and the urban
backdrop of Crimsonwall.

This is the safest region in the duchy D12 NPC D12 Creature (wilderness)
thanks to the constant patrols of the 1 2d6 Brukesian travelers 1 1d3 giant toads
Crimson Watch and the coming and go- 1 Brukesian merchant caravan 2 2d6 forest wolves
2
ing of travelers and merchants. escorted by 1d6 guards 3 1d3 brown bears
3 1d8 Brukesian farmers 4
Fishing ships, barges, and even larger 1d3 forest lions
4 2d4 street urchins (2-in-6 chance 5 1d8 blight horrors
vessels are a common sight on the Dew they attempt to rob the party)
River. The forested horizon in the north 6 1d6 ogres (3-in-6 chance camping)
5 1 nobleborn of the Crane family
is an ever-present reminder of the con- with an entourage of 2d10 people 7 1d8 Dewborn hunters
stant struggle with the Dewborn. 1 Dewborn merchant who sells 8 1d6 Dewborn snatchers
6
poisons and remedies 9 1 lonely hill giant
7 2 people rescued from the itinerant 10 1d4 giant boars
D6 Failed Exploration Results parade (sitting and unresponsive)
11 1d6 vicious myconids
1 A lost back pack with a map 8 1 nobleborn of the Jirlund family
12 1 green dragon (5-in-6 flying)
with an entourage of 2d6 people
2 Treasure buried by pigmen
9 1d6 Brukesian hunters getting
3 A secret cove by the Dew River ready to hunt a random Creature
4 An abandoned campsite by the 10 1 traveling group of 2d8 satyrs
northbound road.
11 2d6 pigmen fishers trying to fix their
5 A petrified tree near the city walls capsized vessel
Area of Interest
6 A secret tunnel that leads to the 1d4 pigmen tribesmen buying var-
12 Crimsonwall - The Duchy’s Capital
city’s sewage system ied wares in the city markets

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Crimsonwall
Indeed, I’m sick of all those southern adventurers
looking to make a living here. Just go to the forest!
Disgruntled Innkeeper
ome people call it the ruby a large force again, the folks in those

S in the north, others call it wards would lose everything. Even if the The Law
the grand bastion of crimson city repelled the attack, the economic Despite its size, Crimsonwall remains a
walls. But for most people, costs of such confrontation would sink close-knit society that gives importance
the name of the capital of the Brukesian the local economy; a fact that the nobility to the responsibility of people’s actions.
Duchy is Crimsonwall. It is located south seems to disregard. People are not only responsible for their
of the Misty forests, by the shores of the deeds but also the ones of those around
Dew River. Crimsonwall marks the bor- The Nobles them. People are expected to report any
der of the duchy’s territories; everything Five out of the six noble families in the crime, impropriety, or heresy they see to
south of it is beyond its jurisdiction. Duchy have a manor and other proper- the chief tithing-man of their block.
ties in the city (the Soto-Crag’s live apart Men of ages 7 to 60 are sworn subjects
The Walls in Brown Bog). The manors are all in the to Duke Crane. In their oath of loyalty,
Two-thirds of the city hides behind the Inner Ward, protected by a second wall. they swear to uphold the King’s Peace. In
30-foot-tall red-tinted walls. A few de- The adults in these families enjoy a life each block of Crimsonwall, all men are
cades ago, only the poor and dispos- of luxury and excesses. They drink the part of a tithing, and one of them is the
sessed would settle and live outside the best wines and frequent the Blue Opera chief tithing-man. They keep the peace,
walls. As time passed, however, the city House as their place of choice for luxuri- warn newcomers and visitors of the city
grew and all kinds of people have settled ous celebrations and parties. Their chil- laws, report any suspicious behavior, and
in the outskirts of Crimsonwall. dren are pampered, spoiled individuals arrest suspects or culprits when the oc-
who behave as if the whole world exist- casion arises.
To most citizens, an expansion of the
ed just to serve them. The city folks refer
walls is long overdue. It’s been a decade Any arrested individuals are brought be-
to them as the Brukesian Goldkids. They
since the last time the Dewborn forces fore the ward constable. The constable
are nothing more than a gang of rich kids
crashed against the city walls in an at- has the authority to set bail or to impris-
who do as they please around the city
tempt at a large scale siege. Since then, on any individuals for a trial.
while their bodyguards and rich parents
the Dewborn employ guerrilla tactics
protect them from the consequences of Some crimes are punishable by death
and infiltration of a few individuals. The
their actions. if found guilty or if the suspect(s) is(are)
inhabitants of the external wards suffer
the most from these confrontations. The locals have a love-hate relationship caught red-handed by two or more wit-
with these children and young boys and nesses. Such crimes are murder, robbery,
The ruling class and the nobles have arson, laying a hand on a member of the
ladies. On one hand, they spend their sil-
grown used to the relative peace they en- six noble families, and heresy. It’s import-
ver coins like there is no tomorrow. On
joy behind their tall walls. The city has ant to note that in the case of aggression
the other hand, their whims and impro-
grown exponentially as of late but a lot of against a noble, no witnesses are neces-
prieties have caused property damage
the economic growth now occurs in the sary for judgment. In the case of heresy,
and destruction all over the city.
unprotected neighborhoods of South- the word of a priest of the Grand Solar
ward Burg, Mistside Ward, and Wests- Creator is enough to enact the punish-
hore Ward. If the Dewborn attacked with ment.
▶▶ Imports and Exports: The Jirlund ers that only grow in the depths of the
City Features family manages an army of merchants, Misty Forests. Others require slaying
Population. Crimsonwall and the caravans, barges, and stores. They profit dangerous beasts.
suburbs around it have a population of greatly from moving wares south to oth-
14,000 people. er duchies. 5. Barracks
Well-maintained city street (stone-
Ethnic Distribution. 90% humans, ▶▶ Business Opportunity: Represen-
paved and opulent). Two-story stone
3% elves, 3% dwarves, 2% halflings, 2% tatives of the Jirlund Trading House of-
building (wooden beams and flat roof).
mixed (goblins, pigmen, gnomes) ten hire bodyguards to escort them to
Guarded by soldiers (mostly human,
Barrowstream or Harrisen for business.
Religion. The populace follows a maroon uniforms). Duke Crane’s oil
Hiring adventurers to rescue delayed
monotheistic religion that worships the painting (4-foot-tall, in the lobby).
shipments or recover stolen goods is
Grand Solar Creator. It is analogous to ▶▶ Headquarters: Lord Villard com-
commonplace too.
other southern religions that feature the mands the armed forces that protect
sun as a prominent figure. Those who re- 3. Stagson’s Hunting Club Crimsonwall. He is in close contact with
ject the Grand Solar Creator are branded Duke Crane. The army is loyal to Lord
Well-traveled road (humanoid and horse
heretics and may end up locked up or at Villard.
footprints and cart tracks). Two-story
the gallows.
wooden building (wooden beams and ▶▶ Conscription: All men in the duchy
Government. Duke Albert Crane rules wooden shingle roof). Stuffed dire-deer must serve in the armed forces for two
the city with an iron fist. The city council head (looking down, over the entrance). years when they are 18. More than half
has authority on some minor matters but 2d6 patrons within (half human, half the army is composed of these young
the Duke always has the last word. He is elves, and halflings). men. The penalty for desertion is death.
a loyal subject to the king in the south but ▶▶ Tavern: The hunting club is a great
the duchy is so far from the capital that place to get acquainted with hunters, ad- ▶▶ Outsourced Hires: Lord Villard un-
the crown has little to no influence in ev- venturers, and guides. derstands that the strength of their forc-
eryday affairs. es is their sheer numbers. But individual-
▶▶ Stuffed Trophies: Hunting trophies ly, his soldiers are lackluster at best. He
Weather. Crimsonwall is in a rainy area (stuffed heads) line the walls of the hunt- often hires professional adventurers for
of the duchy. The humidity from the Dew ing club’s den. One of them is a large liz- specialized operations.
River amplifies the effects of heat and ard that some people claim is a dragon.
cold throughout the year. 6. Kak’s Blacksmithing
▶▶ Bounty Contracts: Denny Stagson
Packed city street (scores of people look-
1. Roaring Griffin manages bounty rewards that come from
ing for deals). One-story stone build-
Well-traveled dirt road (humanoid rich individuals in Crimsonwall. They of- ing (flat roof and large forge exhaust).
and horse footprints and cart tracks). ten involve the hunting of a savage beast, Greasy and dusty (a layer of black grime
Two-story wooden building (wooden Dewborn spies, or a particularly danger- on everything). Heat and smoke (from
beams and clay tiles roof). Packed with ous individual or spellcaster. the roaring forge).
clientele (mostly human farmers and la-
borers). Slow service (indifferent if not 4. Crimson Perfumes ▶▶ Blacksmith: Kak’s Blacksmithing
rude servers). Lonely city street (flowery smells un- employs nine dwarf laborers from Grudt
like the rest of the city). One-story Kak. They offer the best forging services
▶▶ Inn and Tavern: A good place to in the duchy. Many claim they possess
stone building (clay tiles roof). Rows of
lodge when looking for a low profile pres- hidden smithing arts from the dwarven
packed shelves (bottles and vials of es-
ence in Crimsonwall. The staff gladly holds. All that is false: they use the same
sences and ingredients). Overwhelming
take an extra silver coin for their silence tools and techniques, but they are simply
fragrances (numbs the nose and causes
and indifference toward the law. better; they are master workers.
headaches).
▶▶ Innkeeper Griff: Rude and dirty. ▶▶ Perfumes: Master Tucksmith is an ▶▶ Master Farkin (dwarf ): He owns
Feels upper-class because he owns the expert at crafting original perfumes and the forge and is said to be the best black-
place. Always defers to the nobility. lotions. The nobles in Crimsonwall are smith in the city. He is obsessed with fin-
his primary clients. Some of them pay ishing a longsword that he has reforged
2. Jirlund Trading House fortunes for him to develop a new origi- six times. It is the work of his life but it
Well-traveled highway (stone-paved and nal perfume to impress their peers. needs to be perfect. He needs a rare ore
clear, heavy traffic). Large three-story from the Grudt Mountains.
wooden building (wooden beams and ▶▶ Business Opportunity: Master
clay tiles roof). Laborers (they carry car- Tucksmith has an unending need for rare
go and pack caravan carts). ingredients. Some of them require flow-

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7. Gia’s Suits and Clothing 8. Blue Opera House 9. Otto’s Market and Fencing
High-end city street (constantly guard- High-class city square (marble-paved, Low-end city square (packed with peo-
ed, well-kept). One-story wooden build- wealthy citizens and their guards stroll ple of all social status). Stores and stalls
ing (wooden beams and clay tiles roof). about). Three-story stone building (ex- (buy, sell, and barter all kinds of goods
Opulent and pretentious (decorated quisite stone architecture with engraved and services).
like a manor’s dining room). Costly (few pillars). Packed with rich clientele (no- ▶▶ The Crime Syndicate: A nameless
people in the duchy can afford it). bles and merchant lords). gang of criminals has a foothold in Ot-
▶▶ Selective Clients: Seamstress Gia ▶▶ Theater and opera: Entertainment to’s Market. All vendors pay a percentage
is the most highly regarded clothing man- for the wealthy. There are plays or con- of their profits to the syndicate to avoid
ufacturer for the nobles. All new fashion certs four nights a week and the opportu- problems. Locals are aware of this but
trends involve Gia’s creations in one way nity to get acquainted with the perform- choose not to report crimes to the con-
or another. She only makes clothing for ers, for a steep price. stables out of fear or because they take
the ruling class and the nobles. All other bribes. The syndicate may also hire out-
▶▶ Famous Artists: Talented and
patrons are rejected. siders for illegal operations.
handsome performers are often targeted
by unsavory individuals. Bodyguarding ▶▶ Fencing: Some goods are difficult
services are a common need. or illegal to sell: poisons, jewelry and

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clothing stolen from the nobles, and rel- ▶▶ Recovery Rewards: The shipments
ics recovered from the Misty Forests. are often stolen or robbed in the Dew Riv-
Thank You
The syndicate helps by fencing these er. All crates are marked with the Hargen We thank you for your support and for
goods for an appropriate price. family sigil. They pay a reward of 10% of your interest in our creative endeavors.
the shipment’s value to mercenaries who We need lots of work, ideas, and inspira-
10. Crimsonwall Library recover lost or stolen cargo. tion to bring the Brukesian Duchy to life.
Well-traveled city street (stone-paved, Feel free to drop us a line if you have an
high traffic). Two-story stone building 13. Wetshore Adventuring interesting idea for a location in this re-
(high stone pillars and a large statue of a Well-traveled dirt road (humanoid gional mini-setting.
Crane in the facade). Scholars and stu- and horse footprints and cart tracks).
dents (move silently through the halls). Two-story wooden building (wooden Many areas of interest in this hexcrawl
resource feature dungeons. The follow-
▶▶ Library: The collection in Crimson- beams and wooden shingle roof). Large
ing product may be of interest to you.
wall Library is the largest in the duchy. colorful wooden sign (two crossed
Find all about it here.
No other place has better access to swords dripping blood).
books, scrolls, stone tablets, journal re- ▶▶ Adventurer’s Guild: Newcomers
cords, and city records. in the city and would-be adventurers
frequent this hall looking for work. The
▶▶ Chief Librarian: The library is in
guild is one-year-old and doesn’t have
charge of Sir Chelser, an old, frail man
much popularity yet. Most contracts go
who has devoted his life to managing and
to known adventurers who consistently
keeping the library.
succeed. A bribe of 50 gp is a good way to
climb the charts and get more contracts.
11. The Dewstill Maggot
Well-traveled dirt road (humanoid ▶▶ Chief Gardon: He is a former ad-
and horse footprints and cart tracks). venturer and owns the place. He dress-
Two-story wooden building (wooden es like a noble and frequents the opera
beams and clay tiles roof). Packed with house to get acquainted with wealthy pa-
clientele (mostly human fishermen and trons.
laborers).
▶▶ Inn and Tavern: The cheapest
place to lodge while in the city. It is locat-
ed in the poor River Ward and has fast
access to the ferry services to cross the
Dew River.

▶▶ Innkeeper Shalanda: An efficient


and hardworking woman. Shalanda is
an experienced barkeep who knows how
to handle impertinent clients. She is well
connected and knows the ins-and-outs of
the city.

12. Hargen’s Imports


Well-traveled dirt road (humanoid
and horse footprints and cart tracks).
Two-story stone building (wooden
beams and flat roof). Packed storehouse
(crates, barrels, and shipments from Bar-
rowstream).
▶▶ Barrowstream Goods: The Har-
gen family is based in Barrowstream.
From there, they ship weekly shipments
to Crimsonwall. Some crates stay in the
city while others are sent south to the
other duchies.

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