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NEW PHLAN

THE TOWN OF NEW PHLAN New Phlan comprises 10 acres surrounded on three sides by a 25 tall stone wall with parapets and walkways. The roads are cobblestone and the buildings are a mix of new wooden construction, ancient cut-stone, or a combination of the two. There are two main thoroughfares running north-south on the east and west sides of the settlement, known as Parkside and Traitors Gate Roads respectively. There are a number of smaller paths and avenues running between the buildings haphazardly. North of the settlement is a thick stockade of sharpened timbers and piled rubble. There are two towers located above the gates. These towers are manned by 12 man and 2 light catapults each. The stockade itself is 20 tall, with a thin walkway running the length of the interior side. The gates are heavy sheets of riveted metal that can only be raised from the gatehouses above. If necessary a single rope can be severed, causing the gates to seal forcefully. During the day, the gates are open and those bearing council passes are allowed to pass freely into the old city. At night, the gates are not raised for any reason. There are 8 watchtowers on the outer wall, though some are in ruin and no longer accessible. 2 patrols of 10 men walk circuits clockwise around the circumference of the city, turning around when they reach the point where the stockade meets the city wall. FIRST SIGHT OF PHLAN Stepping down off the gangplank onto a wide pier, you take in the sights and smells of the legendary city of Phlan. The many and divergent styles of architecture before you bespeak of a city destroyed and rebuilt multiple times over its history. Towering well above the citys skyline are the broken turrets of Valjevo Castle, former home the Lord Protectors. Not nearly so high, but much closer, you can make out the sharpened timbers of the stockade wall.

A jovial young man approaches you and cries Behold the Spittoon of the Moonsea, friend adventurers! My name is Rolf, and I am a humble servant of the New Phlan Council he says with a flourishing bow. Perhaps I might escort you on a tour of our fine settlement? 1.) ISONZO DOCK The air smells of fish and brine, and you can see a flotilla of small craft and several larger vessels. Dozens of rough men are working here, while courtesans stroll leisurely calling out their wares. Ten or so liveried watchmen an eye on the sailors and the waters of the bay. The docks offer little to the adventurer, and pedestrians are not welcome at night. Rolf: Heres some advice friend; its no use trying to row up the river. Tis poison through and through. It will dissolve the bottom of your boat before you get far. Most foul and unnatural it is. NPCs: Courtesans, Sailors, Watchmen. Captain Lady Jay Naren Services: When authorized to do so, Lady Jay will provide transportation. As the campaign warrants, characters may also purchase passage to other locations around the Moonsea (cost 1d4gp per mile). 2.) DOCKSIDE MARKET Just inside the Port Gate is a small open-air market of a dozen stalls and carts. Peddlers, tinkers, and farmers are heard hawking their wares. Goods include grain, cloth, wine, beads, spice, fish, vegetables, goats, and chickens. Haggling is common in this open air market, and prices are inflated by 25%. An itinerant preacher wanders among the stalls, shouting out a sermon against the gods. Rolf: Come quickly, there is nothing here for ones such as you much better is found further on. NPCs: Street Merchants. Kozar the Mad Itinerant Preacher Services: Mundane Items (125%) 3.) ERNST THE FARRIER A large wooden barn painted a fading crimson. A crudely carved horseshoe sits atop a hitching post out front. Ernsts stables are the only place to buy horses and livestock, or to store large animals. Due to the shortage all prices are double normal. Rolf: Just so you know, a horse here quickly draws the eyes of unsavory characters. Until you can ensure your mounts safety, it may be unwise to keep one. NPCs: Stable Boys. Ernst the Farrier Services: Cart 35gp, Feed 1gp/day, Horse 400gp, Pony 100gp, Saddle 25gp, Stabling 2gp/day. Other (200%) 4.) HILLSFAR GARRISON A long wooden structure, proudly flying the pennant of Hillsfar. The windows are securely boarded, with a long vertical slit cut in each. Several unstrung longbows rest near the door. This compound houses a unit of 20 elven archers, trained in Cormanthor and dispatched from Hillsfar under the authority of the hero Gilvanestri. Relations between the Hillsfarians and the Watch are somewhat strained, and the elves patrol mostly at night. Rolf: Our friends in Hillsfar bemoan our plight! They have sent archers from the Elven Court to defend us. Though they dont deign to mingle with the common folk, Id rather have them here than not. NPCs: Elven Archers. Commander Gilvanestri Services: None 5.) PORT AUTHORITY A two storied town house that seems to have suffered a recent attack. A loosely attached canvas covers a gaping hole in the roof. A wooden sign advertises the building as the office of the New Phlan Port Authority. The Harbormaster is a rotund bureaucrat who always smokes an oversized pipe. His job is to register all vessels, track cargos, and enforce the Councils levies and tariffs. He is not interested in adventurers period. Rolf: No reason to get mixed up with that unless you own a boat. You dont own a boat, do you skipper? NPCs: Harbormaster Services: None (unless characters acquire a boat) 6.) THORN ISLAND / SOKOL KEEP

About 200 ft. south of the pier, a five towered castle juts out of the bay. Its walls are scarred and pitted and several towers seem on the verge of collapse. The island on which the keep stands is a pile of slippery black rocks. It is impossible to reach the Keep except by sea swimming is not advised. The Orcs in the keep are known to possess boats, and they will retaliate if attacked. Rolf: Thats the old keep last to fall in the Battle of Phlan. They say that many men died there, defending the keep until the last boat left. NPCs: See Sokol Keep Subsection Quests: See New Phlan Council 7.) TEMPLE OF TYR (THE WAITING) A massive wooden hall with four chimneys and a high vaulted roof, it is carved with scenes of armored men, winged warriors, and a hammer motif. This building is the largest you have seen so far. This temple is the center of Phlans religious community, and the base of Titus Braccio. The temple is divided into dormitories and offices, surrounding a central worship space. The upper chambers all belong to Braccio himself. The sanctuary is noteworthy for its massive hammer-shaped stone. The temples motto is Under your light we wait. Rolf: Thats Bishop Braccios temple Tyr, I think. Its called the Waiting, but dont ask me why. The Bishop is an important man here in New Phlan, member of the Council and everything. Hes very serious, but you cant help but like him for the good he does. Without the Justiciars, most of the poor would starve. Dont make an enemy here, because they NEVER forget. NPCs: Bishop Titus Braccio, Dertan of Tyr, Odo of Tyr Quests: Temple of Ilmater Services: Minor Miracle 300gp, Moderate Miracle 700gp, Major Miracle 5,000gp. Mystical services are never knowingly shared with evil or unlawful characters. 8.) CRACKED CROWN INN A large waddle and daub building, with a fresh coat of paint and stained-glass windows. A wooden sign hangs from the eaves, featuring a broken crown. There is a noticeable hustle and bustle about the place. This swanky inn caters to the wealthy and important. Its prices are exorbitant, but its amenities are unmatched. Guests in the common room and are charged a cover fee and are expected to keep a full cup while they are there. Known only to the elite, a private banquet is hosted each evening featuring a rotating cast of Phlans most influential. Unruly behavior is not tolerated, and the Watchmen respond to a summons within minutes. Lou Gaspar, a self-important sycophant, is the owner. Rolf: There you are friend the vary lap of luxury. Youll find no end of fuddy-duddies in there, strutting about, expounding on their great and important thoughts. If you want to rub elbows with that type, youll need to get in there. NPCs: Patrons, Staff. Lou Gaspar, Eartha the Gnome, Sir Batlin Wyvernspur, Joran Albrecht, Primos Mendicantus, Sparkle the Magician, Hilda von Urslinglen (various Councilmen as needed) Services: Meal 3gp, Bottle 1gp, Rooms 5gp 25gp. Invite-only Dinner 15gp 50gp 9.) BITTER BLADE TAVERN A ramshackle dump, awkwardly wedged between the stockade and old-city walls. All of the windows are broken out, and the shutters lie among weeds and broken crockery. A crude sign declares No Fightn. It does not appear to be a respectable establishment This small taverns single room is packed with the towns seedier element men and women who dislike the current Council, scoundrels out to get rich by whatever means possible, loutish drunks who fight frequently. One advantage of this cliental is their gossip mongering, and the Bitter Blade is an excellent source for rumors. Rolf: Best to stay aware from there, unless you want to lose your coin purse and perhaps an eye. NPCs: Carlos the Hammer, Talanestri the Elf, Desten the Lock-breaker, Shannal, Zilonzo and Zilintha (Halflings) Services: Rough Meal, Watery Wine, Foul Spirits All 5sp

10.) DWARF HOUSE A dingy dwelling with peeling paint and decrepit porch. A burly, flame-haired Dwarf leans sharpens his axe on the stoop. A small contingent of Dwarf refugees from the Stone House of Ilinvur, they have come to seek aid against a mysterious evil rising in the lands of Vaasa. Taking pity on New Phlan, they stay to assist other Dwarves who pass through here. Rolf: Tis a band of Dwarves, from the Cold Lands. I imagine they have fled some unspeakable evil or another. NPCs: Stonal, Donal, Shanal, Phanal Quests: Tybolds Fate Services: None 11.) SHRINE OF TEMPUS An altar of black basalt is framed by four pillars supporting a canopy capped by an icon of Tempus. Carved on one side of the altar is the date 1306 DR. The other side is inscribed with the charge, Be ever fearless, turn ye not from battle, and conduct thyself by the eternal rules of war. A single priest is present during daylight hours to offer Tempus blessing and to collect donations. Townsfolk often lay wreathes on the shrine or light candles to commemorate those fallen in battle. Rolf: Tempus is the war god he does not care why you fight, only that you fight with courage and honor. NPCs: Ernald of Iriaebor, Priest of Tempus Services: None 12.) VAHLINGEN PARK A small grassy field covered by a pathetic assemblage of lean-tos and shacks. Lean peasants regard you with dull eyes as they squat around meager fires. A few beggars half-heartedly hold out a cup or plate. This former park is home to Phlans growing refugee population. At vespers, the crowd shuffles into Tyrs temple for an evening service and a thin cabbage soup. Rolf: Tis sad to see so many reduced to begging truly they are the lost children of Phlan. NPCs: Anton the Beggar Services: None 13.) MOMMAS FLOPHOUSE A weather-beaten old house set high on creaking stilts. The whole structure seems to lean alarmingly to one side. The flophouse is no place for the thin-skinned or genteel. Momma Grundy sells mutton stew, rum, hard cider, and a berth on the floor. The sleeping area is communal, and a spot and a thin blanket costs 3sp. If one cannot scrap together enough coppers for Mommas, the next stop is the cold and misery of Vahlingen Park. Rolf: I wont lie to you Ive spent more than one night there. Its not pleasant, and you must guard your possessions at all times. If you have another option short of the streets, I advise you to take it. NPCs: Momma Grundy Services: Lean Gruel, Rot-Gut, Swill, or Berth All 3sp 14.) COCKBURNES GENERAL SUPPLY A long thatch-roofed building with raised eaves. Inside, broad tables are piled with tools, manufactured items, and foodstuff. A mean-eyed grocer sits on a high perch clutching a knotted cane. This dim commissary sells items necessary for daily life, only a little of which is food. The prices seem fair, but copious signage informs buyers that there will be no bargaining and that thieves will be beaten severely. Rolf: If you need a shovel, a candle, or a length of rope, then theres no place else but Cockburnes. Be warned; hes a mean old dog and a lecher. NPCs: Roy Cockburne Grocer Services: Adventuring Gear (Prices per Handbook) 15.) EBERARDS HALL An expansive wooden warehouse, fortified with dented shields, a low wall, and a spike filled trench. You can see armed man with crossbows patrolling the roof. A crimson banner depicting two men in combat hangs above the doors. One of the figures is being decapitated by the other.

Though most of his mercenaries are now employed in the Watch, 30 remain to guard Eberards hall. The complex is clean and organized, and bears more than a passing resemblance to the nearby Watchmen Barracks. Rolf: Thats the Captains place. He was the first they say, drove the monsters from the docks he did. Hes on the Council, but spends most of his time down at the stockade. Not a particularly friendly man. NPCs: Vilhon Mercenary Corps. Ulrich Eberard Services: None 16.) NEW PHLAN JAIL An ugly mass of ill-fitting masonry and warped timbers. This drab buildings windows are barred and the single door is solid iron. Two watchmen stand at attention on either side of the entrance. Out front, a wooden platform bears ominous stains. This jail only has six cells and can hold no more than 30 people. It is not a pleasant place. Rolf: If you are foolish enough to get caught causing trouble, thats where youll end up. You wont be there long, though. Prisoners are either exiled to the Old City or dispatched by the headsmans axe. NPCs: None Services: None 17.) THE ARENA A large wooden stadium of roughly octagonal shape. A motley collection of banners, pennants, and dented shields hang on the backside of the bleachers encircling the arena. You can hear the sounds of a crowd within, as well as the unmistakable ring of metal against metal. The arena offers three types of matches: one on one duel (both parties must agree), teams verse monsters (Goblins, Orcs, or Ogres), and archery tournaments (Target AC: 15/18/20). Before each match, bets may be placed with the bookie, up to a maximum bet of 500gp and a maximum payout of 5,000gp. Rolf: Im afraid thats what passes for entertainment these days. A couple of brutes knocking the sense out of each other while the crowd brays like asses. NPCs: Grimm, Carlos the Hammer, Shanal, Jade, Eelzifestra. Services: Duel, Team Match, Archery Contest, Betting 18.) NEW PHLAN COUNCIL A large waddle and daub structure occupying an entire block. It is cracked and scorched in places, but workmen are busy patching and repairing it. A wide banner depicts a single black tower on a split field of white and blue. There seems to be no small degree of hustle and bustle, and streams of runners, scribes, and foremen scurry to and fro. Inside the council building, a crowded atrium holds surly petitioners seated on benches. On the far end is a high pulpit, where an attractive but businesslike woman fusses with a long roll of parchment and several beleaguered assistants. Beyond her perch, you can see dark wooden doors which no doubt leads to the council chamber itself. All council business must be presented to the Clerk before the council will consider it. Ms. Kovol is a shrewd woman and brooks no frivolous requests. Council proclamations are posted on the wall (#51, 59, & 64). Rolf: Yessir, the esteemed and honored New Phlan Council. Listen. That lot runs things here, and youll want to be in their good graces. If you plan on making some real gold, try taking on a Council commission. NPCs: Petitioners, Council Assistants. Amelia Kovol, Council Clerk. Council Members as needed Quests: See Proclamations Services: Council Business

19.) WATCH BARRACKS A tall building with stone foundations and central open courtyard. There are four gates, each with a double portcullis. Inside the courtyard, you can see training implements and men-at-arms honing their craft. This enclosed compound houses the New Phlan Watch. Each wing houses a soldier of a particular specialty; archers, foot-men, engineers, and officers. Soldiers are rotated into patrols night and day, and when not on duty, they spend their time drilling in the courtyard. There are approximately 200 watchmen. Rolf: Thats where the watch is housed. Dont be fooled they may wear the colors of New Phlan, but they are truly mercenaries commanded by Eberard. NPCs: Watchmen. Watchmen Lieutenant, and 4 Sergeants.

Services: Policing 20.) URSLINGLEN COMPOUND A walled compound with several domed buildings visible within. The walls are overgrown with thick ivy. This estate is the home of Werner von Urslinglen, his family, and his servants. Urslinglen is the heir of House Jannarsk, an ancient line of merchants and traders. Prior to New Phlans reclamation, Urslinglen lived in Hillsfar with the family patriarch, Gaelon Jannarsk. The compound has two guarded gates, and 2d10 people are present at any time. Amelia Kovol is a guest of Urslinglen, and she has a suite of chambers in his compound. Rolf: Thats where Councilmen Urslinglen lives. Hes the head of the Council and the bluest of the bluebloods. NPCs: Werner von Urslinglen, Hilda von Urslinglen, Amelia Kovol Services: None 21.) LAUGHING GOBLIN INN A modern wood and plaster building with stone foundations from an earlier age. A small courtyard holds a statue of a woman whose head has been replaced with a crudely painted rock, somewhat goblinoid in appearance. The doorway is covered by a heavy curtain of stitched hides. A modest but clean inn and pub, the Laughing Goblin serves three meals daily for 1gp, and rents rooms at a cost of 1 gp per night per person, or 6 gp per week. This is a popular destination for merchants and travelers. Adventurers are less common here, though its not unheard of to spot one or two. The popular innkeep, Renn White, disappeared recently and his bondman Sot has taken over operations. The main room here has twenty long tables and is typically full at all hours of the day and night. An abutting stone building has been converted into a bathhouse, and is accessible via a guarded door. Rolf: Home sweet home. Since my fortunes improved Ive been staying here. The food is fair, the wine is strong, and the company is unmatched. I cannot recommend it enough. NPCs: Sot the Innkeep. Hawk the Merc, Rolf the Runner, Reagal Notesmith, Mud the Fool, Vilanestra, Silvanestri. Quests: Sages Tower, Renn the White Services: Meal 1gp, Rooms 1gp or 6gp. Drink 5sp. Hot Bath 1gp. 22.) SHRINE OF SUNE A sparkling white marble edifice, with beautiful caryatid columns and a great carved face of Sune. Inside, is a single chamber lined with pale green marble. Sacred incense burns in a depressed hearth, beyond which a lifelike statue of Sune sits regally on a gilded throne. Seven priestesses in green silk robes are present to officiate and provide Sunes blessing. A single vial may be filled with holy water from Sunes font for a donation of 25 gold pieces. Rolf: Thats the shrine of Sune the Lustful I personally found the priestesses to be a little cold. NPCs: Savanastra Annath (High Priestess of Sune) Services: None 23.) NATURES REMEDIES A small stone dwelling, surrounded by a rusted iron fence. The twin chimneys expel a curious smelling smoke. Ohlo the Alchemist runs a modest apothecary and potion shop. The darkened interior contains a bubbling laboratory and massive central cauldron. Ohlos stock is determined randomly, but he always has several healing potions on hand. Custom potions can be created at a steep cost (200% listed). Rolf: A strange little gnome lives there. They say he can create magical elixirs, but I cannot verify this. NPCs: Ohlo the Alchemist Quests: Pick up Potion, Transport Potion Services: Potion of Healing 300gp, Lesser Potion 750gp, Major Potion +1,000gp 24.) MATTEOS ARMORY A crumbling stone structure with debris strewn lawn. A rusty chainmail shirt hangs from a wooden post over the doorway, and you can hear the ring of a hammer within.

Matteo is an expert craftsman of armor and weapons. However, he is lazy and querulous and his work takes a long time to complete. He seldom has more than 1-4 suits of armor immediately available. These are always human-sized. A custom piece of armor may be ordered from Matteo, but the cost is 150% the listed price, and it takes 1+1d4 weeks to complete. Matteo can modify or resize found armors, which takes 1 week and costs 50% of the listed price. Rolf: Thats Matteos shop. When he can be bothered to do so, he makes mediocre shields or mail. NPCs: Matteo the Armorer Quests: Viktovs Recipes Services: 1d4 Armors or Shields (100%), Custom Armor (150%), Refitting (50%) 25.) AYLARANS SILVER SHOP A squat stone demesne with thick iron bars over the small windows. A handsomely painted sign shows a gleaming diamond and a jewelers hammer. There are several armed watchmen lounging near the doorway. Aylaran is an enterprising silversmith that has expanded his business into banking, gemcutting, and currency exchange. He does a brisk trade with adventurers who recover items in the ruins. Aylarans shop is securely guarded. Rolf: Aylaran is a clever sort and hes got quite the racket here. He offers exchange for all the platinum phlanars pulled out of the ruins, and he can bank your money as well. He also purchases and sells gems if youre the sort that needs it. NPCs: 4 Watchmen. Aylaran the Silversmith Services: Currency Exchange (10%), Gems (150%), Buys Gems, Banking (10%) 26.) PETROFFS FINE BLADES A round stone tower with a sizable wooden addition. The air here smells strongly of wood smoke and heated metal. A large and most well-stocked weapon-smith, Petroff stocks all simple and martial weapons, including bows and crossbows. For a hefty sum (300%), Petroff can create custom weapons (masterwork) but they require 1 week to complete. Petroff has acquired a single magic sword from the ruins (+1 Flame Tongue) and he will sell it for 10,000 gp. He only shares this information with adventurers of obvious wealth. Rolf: For an old man, Petroff is still one of the swiftest swords in the settlement. His weapons are high quality and his service is fast and consistent. NPCs: Petroff the Weaponsmith Quests: Viktovs Recipes Services: Weapons (100%), Masterwork or Custom (300%), Magic Weapon (10,000gp) 27.) CADORNA ESTATE A three story stone structure surrounded by scaffolding. Though unfinished, it is impressively ostentatious. Porphyris Cadorna is the most recently arrived of the Councilmen, and his estate is still under construction. House Cadorna is a relatively young line, who has always had dubious links to smuggling and banditry. Before the fall, Cadorna dominated Phlans textile market. While other nobles may look down on Cadorna, they are in need of their considerable fortune. Prior to the return, Porphyris was a successful merchant in Selgaunt. Rolf: Porphyris Cadorna is the junior member of the Council. His bloodline is not as storied as the others, but the man is wealthier than the rest combined. I dont know much about him, but he pays his servants well. NPCs: Porphyris Cadorna Quests: Textile House, Mendors Library Services: None 28.) BIVANT MANOR A three story marble building with recently restored scrollwork and statuary. A single gate is guarded by five men-atarms in violet and silver livery. This mansion is home to Artur Bivant, his family, and a small legion of servants. House Bivant once owned silver mines, but after the fall, Artur became a renowned art dealer. His estate is filled with paintings and sculptures from across the realms. Bivant resided in Suzail prior to joining the reclamation, and he still has powerful allies there. Rolf: Before he came back, Bivant was an art dealer in Cormyr. The man is eccentric to say the least. NPCs: Artur Bivant, Devlin Bivant Quest: Heir of Bivant Services: None

29.) MIELIKKIS GARDEN An empty and forlorn city park. Pale statues and busts can be glimpsed poking through the tangled brush. Rolf: This place is dedicated to the goddess Mielikki. It is yet to be repaired, but it comforts me none -the-less. NPCs: Mather Crum Quest: Crums Cottage Services: None

TAVERN TALES AND RUMORS


D100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 Rumor Far to the northeast, in the midst of a vast swamp, lie the uninhabited ruins of a powerful wizard's castle. The monsters are ruled by a band of high level thieves; possibly a splinter group of Fire Knives. Petroff has a magical weapon for sale to the right buyer. Lou Gaspar, the innkeep of the Cracked Crown, hides a treasure map inside an empty keg of ale. Wells throughout the city provide access to network of hidden dens and underground passages. A Cloak of Many-eyes was stolen from a Red Wizard and hidden somewhere in the slums. The council doesnt trust Ulrich Eberard. No one knows where he came from, and the rumor is that he used to be a pirate. For her 16th birthday, Hilda von Urslinglen received a magnificent jeweled egg. It may be magical To the east of Phlan lies a castle of gleaming gold that shifts its location from time to time. A dragon-god occasionally wanders near here disguised as a pilgrim. Make sure to be polite and offer him food and wine. Bishop Braccio of Tyr is the most powerful man in New Phlan. Hes a high level cleric with allies in Cormyr and the Dales. A Cormyrean Knight has come to Phlan seeking noble companions and a suitably glorious quest. A great treasure is hidden along the banks of the northern reaches of the Barren River. Bishop Braccio is a secret heretic in the thrall of Orcus. The graveyard is inhabited by a very powerful undead creature. This creature creates and controls the other undead. The arena champion Grimm will pledge his axe to the man who can finally best him in combat. Braccio represents the whole religious community Tyr, Sune, and Tempus. It would not be wise to get on his bad side. They say a great evil stirs in Vaasa perhaps it is the work of the infernal Red Wizards. To the west live tribes of benevolent insect-men, who worship normal men and give gifts of gold to all who visit them. A jet black hellhound stalks the ruins of Phlan at night. Beware its gaze lest ye be driven insane. Evil Dragons lair in the Dragonspine Mountains. They use illusions to lure travelers into their caves to slay them. Workers discovered a sealed lead casket under a collapsed building. The council fears to open it. Werner von Urslinglen has the most claim to the Protector-ship thats why the rest of the council is allied against him. Oskar the Eagle-eyed dropped dead the other day many believe that he was poisoned over something he witnessed. A master thief has set up a hidden training ground deep in the old city, right under the monsters noses. Momma Grundy is not a crone; in fact shes a beautiful maiden under a curse. Kiss her under the full moon to break the spell. Ogres from the Beast-lands are encamped east of Phlan. They have a captive a princess for whom a huge reward has been offered. The waters of the Barren River are so polluted, that a cupful will burn through boiled leather. The merchants of Zhentil Keep have setup a trading base far to the west of Phlan. They say they pay good wages for caravan guards. Several bands of adventures have disappeared in or about the cemetery. This greatly vexes the council. Buccaneers operate a slave auction out of a hidden camp near Stormy Bay. We are doomed! I can hear the monsters tunneling under the walls when I lie down at night! Cadorna is the weakest member of the council. Hes only got a seat at all because of his deep pockets. The bones of a wizard or magical creature are useful in making elixirs. Perhaps Ohlo would trade for such remains. A tribe of marauders roams east of Phlan. They have been pillaging villages in the plains with the help of a powerful artifact. A few years ago, Ernst the Ferrier won a magical steed in a race. Though I havent seen it, Id wager its in Phlan with him. Thousands of wild dwarves dwell in the Dragonspine Mountains. They kill and eat travellers. Theres mounting evidence of a substantial black-market operating out of the ruins, but no one knows where. More than a few wizards make their home in the ruins they either intimidate the monsters or bribe them. Phlan had once had an order of knights. They defended the northern territories but were overwhelmed in the war. The monsters in Phlan are led by a warlord who sacked the city years ago. The warlord uses magic to make himself immortal. The town watch is composed of mercenaries they are thoroughly corrupt but the bribes are costly. A black fortress of kobolds lies on the western tip of a great swamp. Normally weak, these kobolds are large and powerful. The greatest treasure in Phlan is not gold nor platinum, but the vaults of rare spice hidden in Valjevos cellars. An ancient Silver Dragon still lives up in the Dragonspine Mountains. The dragon is not evil and will help travelers who battle evil. Dont be fooled the Bishop is not only one in town favored by the gods; Savanastra of Sune is twice the cleric he is. Sokol Keep held out longer than anywhere else in Phlan. Lots of powerful folks fled there, but Ive heard that they all died. Strange pulsing lights have been sighted hovering over Sokol Keep. Aint nothing left in Sokol Keep. My brother went out there, and said it was picked clean by orcs. Be careful exploring below the citys surface one strong rain and youll be trapped and drowned. The Cadorna Family made their name in the cloth trade. Its said they buried a fortune beneath their old textile house. T/F MF F T F T F MT MT F T T T F F T T T MT MT F F F MF F T F F T T MT T F T MT MT T F MT T T MT T MF F T F MT F MF F T

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Someone in the settlement has been sneaking around at night stealing womens pantaloons. Soon there wont be any left! The richest family in Phlan was House Kovol. I heard their mansion burned to the ground during the last days of the siege. If you can get it, theres nothing comes close to Zhentish Steel. Even the elves are envious. One of old Phlans greatest minds was Mendor the Scholar. His library held every book you could ever want. The forces of both law and chaos have their eyes on Phlan many factions in Faerun have a stake in what happens here. A shady merchant company cut a deal with the monsters to take books out of Mendors Library. They take them far to the north. The sign of the evil one is a blood red comet resembling a fearsome eye. The river wasnt always foul - used to be called the Shining Stojanow, but some crazy wizard ruined it when he moved in up river. The orcs who dwell on the east bank are well equipped and disciplined. They are followers of an unknown god of darkness. Upstream is a dangerous island. Supposedly a band of Wights is buried in some strange pyramid. I wouldnt go near it if I were you. The so-called watchmen are nothing but criminals who extort and bully the weak and powerless. Eberard is the worst of the lot. Officially, the Zhents are just a bunch of merchants. Dont believe it theyre evil through and through. To increase his power, Porphyrys Cadorna is considering an alliance with the Zhents. Zhentil Keep is no menace. All they want is your coin in fair and honest trade. The elf Prince of Hillsfar is out of favor with the elven court. There is talk that he could be exiled or worse. Valjevo Castle was known for its gardens. The garden has become a twisted maze of man-eating plants and poison thorns. The monsters have a brood of captive harpies waiting in Veljevo Castle. When they strike we will be powerless to stop them. All the evil in Phlan is commanded by a single villain a traitor from the old days. Hes unkillable as his heart lies in a distant keep. The Cracked Crown has an earthen cellar filled with stolen gold and smuggled Phlanars! The priestesses at the shrine of Sune prostitute themselves for the glory of their goddess. Pirates are a serious problem for the Council. If they disrupt our grain shipments, the settlement would quickly starve. There is a magic weapon, a relic of Tempus, buried beneath his shrine. There are humans and demi-humans living in the ruins some hide from the monsters but many more serve or support them. Everard sells his mercenaries to the Council and is getting rich for his trouble. His paychest must be somewhere within his hall. Werner von Urslinglen has been replaced by a doppleganger in the service of monsters! Cadorna and Urslinglen are rich no doubt but the man with the cash is Ulrich Eberard. He pays his men in platinum Phlanars! It is rumored that councilmen Bivants heir was captured by pirates and his being held for ransom. Matteo and Petroff hate each other. They both apprenticed to the Old Master Gregor Viktov before the city fell. The black tower in the center of the city belonged to a long line of powerful wizards. Too bad the monsters looted it. The old city is home to a network of thieves and assassins. They mark their safe houses with a distinctive glyph. When the crows gather above Tyrs temple, innocents will soon die. The innkeep of the Laughing Goblin Inn has gone missing some say that he was involved in a conspiracy. My sources tell me that a great army prepares to march from Cormyr well soon be subjects of the purple dragon. A power mad magus lives in the tower just beyond the slums. Its said that he animates golems and conjures elementals. The Dragonspine is home to our dwarven allies. I dont understand why the council will not request their aid. Many of the monsters in the Old City have their headquarters in camps in the surrounding wilderness. Ive spoken with more than a few adventurers and they all say the same thing the orcs and goblins serve snake-men wizards. The most powerful monsters in the city are Ettins, Trolls, and Giants from the Great Glacier. They say a nymph lives in a cistern or fountain in the ruins. She has charmed a small army of monsters. If you watch the old city from the wall, youll see smoke rising at certain times of day thats how the monster communicate. Anyone who becomes too successful is assassinated by the council tied to a rock and dropped in the bay. A group of degenerates have befouled the old temple consecrating it to an evil deity possibly Bhaal. Many ancient heroes are buried in Vahlingen graveyard. I bet their tombs are filled with gold and magic. The blessing of Tempus will protect you from the blows of normal weapons. You may not know it, but the city swarms with spies working for the council, watch, thieves, & monsters some are double agents. The most beautiful maid in the settlement is Urslinglens daughter. He keeps her locked up in his estate. The waters of the Barren River can cause spontaneous mutation creating hideous and pitiful monsters. Completing missions for the Council will allow resettlement to advance, and secure your favor in their eyes. If you are ever in trouble, make sure you have friends that can bribe their way to the Council.

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