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OPEN GAME LICENSE Version 1.

0a The Golden Eel Inn


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
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Written by Tim Hitchcock
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Blueprints Backdrops and The Golden Eel Inn by one Roleplaying Games one Roleplaying Games
www.onegames.com
master@onegames.com
Welcome to Blueprints Backdrops!
This new set of products is based on ones popular Blueprints. In Blueprints Backdrops, you
will find a fully developed version of one of the locations from the Blueprints line. The Backdrop
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our talented writers, and portrayed by skillful artists. You also get a simpler version of the map found
in Blueprints and a complete detailed 3D map of the location. The 3D view will help you to visual-
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Note: The original map of the Golden Eel Inn appears in ones Blueprints: The Great
City, Dock Ward

Summary
Summary 3 FF4. Master Suite 8
Overview 4 FF5. Single Bedroom 8
Ground Floor 4 NPCs, Villains and Monsters 8
Gf 1. Grand Foyer 4 Marcoso Kval 9
GF2. Formal Dining Area 5 Chef Panobla 9
GF3. The Waiting Room 6 Admir 10
GF4. The Washroom 6 Mira 10
GF5. The Stairwell 6 Durn  10
GF 6. The Kitchen 6 Edram 10
GF7. The Storage Room 7 Adventure Seeds 11
GF8. The Stables 7 Designers Notes 11
First Floor 7 Authors Bio 11
FF1. Stairwell 7 NPCs Statblocks (d20) 12
FF2. Washrooms 7 Objects Statblocks (d20) 14
FF3. Private Conference Room 7 3d Map 15
The Golden Eel At the far end of the room is a long
counter top of veneered with a heav-
Late night, the front desk is run by
an ex-con brute named Admir. He
By ily burled wood. Behind it stands a conducts business at the front counter,
fair-haired woman in her early thirties. though he still requests a room deposit.
Tim Hitchcock
She wears a long burgundy-hued cotton There is no bellhop after 10 pm
Overview dress and bodice and a white blouse.
Located on a prime spot facing the On top of the desk rests a small silver The richly-woven foyer carpet has
harbor prominently rests the Dock bell, a leather-bound writing book, been enchanted. Upon command, it
Wards most celebrated and most and a quill and ink set. As you enter, animates and attempts to smother tar-
expensive inn, The Golden Eel. Golden she looks up and asks in a polite voice, gets, as designated by Marcoso or the
Eel caters to the pleasure of the ports May I help you? desk clerk. It acts likewise if a patron
wealthier clientele, particularly traveling suddenly bears arms and threatens or
merchants and rich nobles who come Note: Object statistics are listed in the charges aggressively towards the desk
to sample its exquisite cuisine. It is also statistics section. clerk. The carpets statistics are listed in
a favored spot of higher-ups within the the NPC sidebar.
local navy, who often rent its private Mira runs the front desk for the
conference room to discuss strategies in during the day and early evening. To the left of the counter is a small
over a fine cooked meal and imported Mira invites guests into the check in private room with an oak check-in desk
brandy. room located behind and to the left the and some chairs. Within the desk is a
counter. Here she sits behind a large locked panel containing 36 sets of keys,
For several generations now, the chestnut desk. Clients sit opposite of three sets for each room. Both Mira
inn has been owned and operated her while she takes their deposits and and Marcoso possess a key to open
by the Kval family. Immigrants from gives them a room key. During this the panel. Customers receive one key
a neighboring land, they bought the time, she also summons a bellhop, her with the room; a second key can be
establishment from the local navy and 13-year-old son Edram to take their requested for an additional fee of 5 sp.
converted it from rundown barracks belongings upstairs. The desk keeps a third key in case of
into a glorious inn. The current owner
is Marcoso Kval.

Ground Floor
Gf 1. Grand Foyer
Note: The description below assumes
PCs have entered the inn during the day
on Miras shift. Light night, the desk is
run by Admir

Two massive oak doors swing inward


opening to a spacious and lavishly
decorated foyer. The walls are strik-
ing, deep lacquered wood paneling
set in finely carved frames offset by a
rich-hued ebon-wood floor, decadently
covered with a large, rich-hued carpet.
Wide open arches to the left and right
lead to other areas of the inn. There
are no windows in this room, however
it is brightly lit by a massive overhead
chandelier, hanging down from the high,
15ft ceilings.


Kitchen hours run from one hour
before noon, until five hours past
sunset. The dining room remains open
8 a few hours after the service closes, but

N
offers nothing but drinks during this
time. The NPC description section con-
5
tains a sidebar of possible patrons.

There is no menu at the Inn, instead


7 1
4 Chef Panobla prepares four dishes for
2 the afternoon and six for the evening,
3 based on whatever strikes his fancy
6 during the day, Afternoon is a two
course meal, while dinner is a full four
courses. Food here is extremely pricey,
but extraordinarily good. Regardless of
2 - The Golden Eel Inn, ground floor equals 5ft. the fare, all ingredients are incredibly
fresh and the spices and seasonings are
exquisitely rare.
emergencies. The establishment charges The north and south walls each share
a fee of 50gp to replace lost keys (cit- a pair of large, intricately patterned, Examples include the following:
N

ing client safety, they claim the cost is 4 windows


stained-glass 4 that look as Raw deep crab legs cold marinated
needed to replace the locks.) though imported from an abandoned in hand-pressed limejuice and spicy sea
1
monastery. Their heavy glass panes peppers.
GF2. Formal Dining Area allow little light to pass through them, Thrice backed tojanida stew over a
safeguarding the privacy of dining bed of fresh seaweed greens and sprin-
The dining
5 area5 is relatively
5 small 5
patrons. Instead,
5 5light comes from 2 the kled with fresh sea cats milk cheese.
and private, with only ten tables. Still,
aquarium and the small, tastefully Baby octopus in aspic and drenched
its lavish dcor is overwhelming. The
3
ornate brass candelabras centerpieces at with octopi eggs.
floors and lower half of the walls are set
with terra5cotta tiles
5 inlaid with 5 blue-5 each table. A large swinging door to the Black pepper crusted, grilled walrus
2west leads to the kitchen.
one Games, permission granted to print for personal use only

green glass mosaic. The upper walls and steaks braised with oyster sauce.
ceiling are white washed stucco framed Flamb urchin stuffed with orange fey
by thick chestnut
2 - The Goldentimbers.
Eel Inn, The
firstcenter-
floor Available
equals 5ft.upon reservation only, berries and set with honey-glazed lotus
piece of the room is a dais that supports the formal dining room only accom- petal-wrapped shrimp.
a massive glass tube aquarium sur- modates forty people, and then only if Whole cracked chuul claw boiled in
rounded by four white marble pillars. seated in groups of four. Serviced by a broth of clams, onions, saffron, and
The pillar is some how light from inside, four attractive servers (two females and clover mead.
illuminating a life-size copper-oxidized two males).
statue of a mermaid and two-dozen live Though there are a few exceptions Afternoon meals cost 50 gp each in-
baby golden eels. The room is finished made to regular patrons, guests of the cluding coffee, while evening meals cost
with brass fixtures, velvet and chintz inn generally have priority over walk- 100gp each including coffee. Drinks
upholstered furniture, and blood-red ins. Regardless, only those with proper are extra and Panobla only serves the
gossamer tablecloths. attire (a nobles outfit) are permitted finest wines and brandies (between 100
into the dining room. to 1000gp a bottle). For this reason,
lower level characters will most likely
Tipping the Staff require a patron to pay for their meals.
The DM can easily accommodate this
The Golden Eel is a high end Inn and as such, its servants expect tips, usually
a bonus to a reward for prior services
in the form of silver pieces for adults and coppers for the boys. If the boys arent
tipped, Durn in particular, they perform slightly under par. Perhaps not promptly well done.
removing bedpans or more likely not replacing them with clean ones.


GF3. The Waiting Room silver threaded flames while weaves of GF5. The Stairwell
This is a waiting room for those golden haired angels thrust swords into In this section of the inn, a gorgeously
patrons who have arrived early for their leering demons and snarling toad-like curved walnut stairwell winds around
reservations. beasts that swim in rivers of fire. The an alcove, climbing to the second floor.
At any time during business hours, walls are wood-paneled like those of The banister and elegantly curved
up to six patrons may occupy the the lobby, as is the wooden plank floor. handrail are about three feet-tall. A
room. Any of the patrons described in Portraits of stoic looking nobles, all with dark green and brown carpet runs the
area GF 2 might also be found here. dark hair hang on three of the walls. length if the stairs and the path is il-
Four are men, one is a woman, but all luminated by large white candles that
This small waiting room contains four are depicted as lean and pale, painted rest on sconces along the outer wall. A
oversized chairs thickly upholstered in with the same angry brush strokes. They open hallway, blocked only by the rail
brocade tapestries depicting the strug- rest in frames of gilded plaster, but the overlooks the staircase.
gles between heaven and hell. Patterns nameplates are blank. A large stained-
of clouds drip into twists of orange and glass window occupies the fourth wall.
GF 6. The Kitchen
Light creeps against it but
refuses to enter, instead The text below assumes the kitchen is
throwing the shadow of in operation when the characters enter.
passing street pedestrians If not, unlit and locked-up and the
into the room to dance stove is not hot.
like ghosts in the candle-
light. In the center of the This room is obviously a tremendous-
room is a small wooden ly large, well-stocked and fastidiously
cocktail table. cleaned kitchen. Directly in front of you,
a large black iron stove belches heat into
the room, slightly cooled by the draft of
GF4. The Washroom
Marcoso Kval the propped door opening into a back
Only open during dining alley. Strong but pleasurable smells waft
hours, this small washroom throughout the air, particularly the sweet
is attended by Miras second scent of roasted garlic. Deeply scarred
son Durn. The boy sits butcher-block counters line the walls
outside the room and and you count dozens of racks from
when approached, offers which hang rows of spoons and whisks,
his services. He keeps graters, small pots, and saut pans.
a small cart with brass Several mixing bowls are laid out,
bedpans and hot wash and the plucked and cleaned carcasses
towels near him, as of dozen small game birds lie on a well
well as a small mirror. floured board.
Patrons come to wash Nearby a lank chef whistles as he
up or preen themselves pounds away at a thick paste inside a
while he holds a mirror hefty granite mortar.
and flatters them. Like-
wise, he offers bedpans to Note: Items in the room are listed in
those requiring use of the the item section
washroom.
The lank man with the mortar
This plain white-tiled room and pestle is the incomparable Chef
is completely empty except Panobla. Genuinely engrossed with
for a small, neatly carved sign his craft, he is slow to notice anyone
with an arrow pointing to the entering as he works.
far corner that says, Place
Pans Here When Finished. The strong garlic scent that wafts
from the kitchen is not actually garlic,


6

2 - The Golden Eel Inn, ground floor equals 5ft.


the pans out back and dumps them
into the nearby sewage drain before
shoveling out the stables.

N
4 4 First Floor
FF1. Stairwell
1
This is the same stairwell as described
in area G5.
5 5 5 5 At the top of the stairs is a small
5 5 2
lobby, 15-ft above the ground floor. A
10-foot-wide door lined hall leads west
3
and to the south, a smaller 5-foot-wide
5 5 5 5 arch opens to a small alcove opposite a
2

one Games, permission granted to print for personal use only


door,

2 - The Golden Eel Inn, first floor equals 5ft. FF2. Washrooms
Both these washrooms are identical
to the washroom on the ground floor.
Each also contain a small basin of
but a mixture of specially prepared Each holds one of Panoblas prize
hot fresh water with towels soaking
herbs. The scent leaves guests talking possessions, two recipe books, one for
in it, and a hamper for used towels.
about the rich garlicy aromas of the inn, exotic foods and one for exotic poisons
Edram occasional drops hot rocks from
immediately dissuading all thoughts of (see treasure section)
kitchen stove into the water in the basin
vampires.
to keep it warm. A sign on the basin
GF8. The Stables says, Please, No Double Dipping.
GF7. The Storage Room Around the back of the Golden Eel
This large pantry is stocked full of you detect the unmistakable smell of FF3. Private Conference
casks of imported wine, dried grains, horse stables. Attached to the main Room
and rare pickled vegetables. Smoked building, they have both a large, barred
At the end of this hall, a secret
meats, peppers, and other spices hang entrance for animals and a small side
door is built into the wood paneling.
from the ceiling. door for the stable hand. Overall, the
stables look small as if theyd only ac-
All in all, there are several thousand The panel slides back to reveal a
commodate a half-dozen animals.
dollars worth of rare spices, herbs and nicely sized conference room complete
wine. In addition to the food and wine, with a massive 10-foot-long ebony
The stables are small and poorly
Chef Panobla keeps a regular supply of equipped for more than a single nights lacquered table polished to an obscene
blood available to Marcosos special pa- stay. Primarily used by dining patrons glossy sheen. Surrounding the table are
trons in a special locked crate. coming from the other side of town, a dozen ebony captains chairs with dra-
anyone staying longer is better off matically red silk cushions. Running the
In a secret compartment in the finding a proper livery. The stables length of the two walls on either side the
floor beneath two 50 lb crates of coarse are watched over by Durn, who once table are huge coastal maps of the sur-
grain are two iron strong boxes. finished with his bedpan duties takes rounding lands. Another stained-glass
window takes up the far wall that facing
the street.
Marcosos Coffin
Marcoso keeps his coffin in the captains nest directly on top of the Inn. In Ironically, his conference room is fre-
stark contrast to the rest of the inn, the small room is little more than a dusty, quently used both by Marcosos cabal,
cobwebbed attic and is only accessible by a small, long ago sealed hatch in the Pyrelles Privateers, and the royal navy.
corner ceiling of the first floor lobby. Marcoso himself accesses the room by turn-
ing gaseous and slipping through the cracks in the walls. Special: When Geshard needs to


discuss his findings with Marcoso, the
Optional Patrons
two convene here.
At any given time during business hours there are between 20 + d20 patrons
eating in the dining room. These are typically wealthy nobles from the city, how- The maps are quite exquisite (see
ever they may also include one or more of the following patrons: treasure section), however anyone
attempting to steal them triggers the
Geshard (diner patron only) map trap (see trap section).
Sitting alone at a table in the corner is an unnervingly quiet nobleman with
greasy black hair and deep-set hazel eyes. Contrary to the evenings menu, he is
FF4. Master Suite
eating steak tartar. He seems preoccupied and aloof.
This patron is Geshard, one of Marcosos spawn (LE male vampirespawn). This well-furnished room contains a
He has come to bring him news that a powerful vampire hunter has discovered large dresser, two private hope chests,
some of the organizations enclaves in the neighboring kingdom and to prepare and separate queen-sized beds. Eve-
for betrayal. If approached, he is curt and excuses himself almost immediately to rything in the room is luxurious. The
use the bathroom. Instead, he goes to his room, locks the door and exits through sheets are satin, and the mattresses are
the window. If followed, he informs the pursuer that he is in grave trouble and overstuffed with goose down. Beneath
needs to meet with them later that evening, alone in mouse alley with an impor- each bed is a brass bedpan. At the far
tant message. He attacks anyone foolish enough to show up. end of the room, a lead-paned window
faces a back alley.
Pyrelle and the Privateers
Seated at this table are two couples in their early thirties. All of the patrons If given the corresponding room key
are dressed in an amalgam of garishly decorated naval finery collected from top
from the front desk, it works on the
ranking officers of several bordering ports. A muscular woman with a noticeably
room door from both inside and out-
milky left eye dominates their conversation, though the majority of it is on the
side. Room doors open inward. (see
subject of the ruthless commandeering pirate ships.
The muscular woman is Pyrelle (NE female half-elf fighter), a hardened priva- doors section for details).
teer whose mercenary avarice has made her and her crew the scourge of pirates
everywhere. She has a fierce reputation for burning ships along with their crew, FF5. Single Bedroom
and draw-and-quartering survivors in lieu of taking prisoners. She cares little for This well furnished room contains a
who patronizes her ventures, provided they pay her well. Over the years, she has large dresser, a hope chest, and a single
fought for neighboring kingdoms, with equal relish. Her associates are her skip- queen-sized bed. Everything in the room
per and her first and second mates (all NE human fighters). They are in port to is luxurious. The sheets are satin, and
pick up a few new contracts and to sample Panoblas fine cuisine before heading the mattress is overstuffed with goose
back out to sea.
down. Beneath each bed is a brass
If intruded upon, catch some one listening in on their conversation or are
bedpan
otherwise offended, they refuse to fight within the restaurant. Instead, Pyrelle
At the far end of the room, a lead-
challenges the offender to a duel outside the restaurant following dinner. Scale
the encounter so that Pyrelle is one level greater than character she challenges. paned window faces out into the streets
Scale her cronies 3 levels lower. below.

Shalan Harlack If given the corresponding room key


At this table sits a well-dressed elf with long silver hair and bright blue eyes is from the front desk, it works on the
cheerfully enjoying his meal with an equally well-dressed female human. The elf room door from both inside and out-
is Shalan Harlack, a vampire hunter investigating the Golden Eel and Marcoso. side. Room doors open inward (see
The female is a local prostitute, whom he has paid to make him appear engaged, doors section for details).
while he studies the place. Shalan also has room upstairs. If characters confront
him he is cordial and well-spoken. He asks happily if the PCs are staying at the
inn or in the nearby area and invites them for a game of darts at another tavern
NPCs, Villains
nearby later in the evening. and Monsters
Should any PC meet him later, he explains who he really is and alerts them to The following NPCs either inhabit or
his suspicions. At this point he leaves on his own and never returns, mysteri- frequent the Golden Eel:
ously vanishing into the night. (see Adventure Seeds)


Marcoso Kval running smoothly and accommodate
Use scaled statistics his guests, therefore allowing its sec-
Once the family blacksheep, Marcoso ondary function as a meeting place for
ran away from home at the age of ten. his cabal to continue undetected. Chef Panobla
As rumor has it, he stowed away on
a ship and eventually became a royal Chef Panobla
privateer. After years at sea, he returned Use scaled statistics
home to mourn the passing of his fa- Chef Panobla appears to be in his
ther Mardano Kval and stayed on with early forties, he keeps lightly gray-
his mother to keep the business going. ing hair close cropped and has a
She eventually passed as well, though thin, neatly waxed mustache.
he had at one time threatened to sell While at work,
the establishment, he has since kept he always wears
on with it for the last decade. At least, a white chefs
this is the impression he has given the coat. Strangely,
locals. In truth, Marcoso is a vampire. Panobla always
He has never left the city but instead, carries a
simply faked his death as Mardano and cleaver and
returned as his own wayward son. In a set of
the interim, a demonic cohort of his four chef
agreed to a pact whereby she would knives,
act as Marcosos mother for a few which on
short years, until he could re-establish occasion
himself. Marcoso maintains an excel- he has been
lent front. His inn is so expensive, it spotted
keeps him from prying eyes and he speaking to pleas-
does a remarkable job of maintaining a antly about the preparation
low public profile. Those he has contact of the coming evenings dishes. sin who maintains a high profile public
with are largely important political fig- persona to mask his involvement in the
ures and naval officers; and with them, A cheery personality Chef Panobla nefarious trade. He has occasionally
he is never less than cordial. The rest of greets almost every on he encounters used the conference room to broker
the time, he is rarely seen. Instead, he with a welcoming hello. Over the years, assassinations, and is a unsurpassed
trusts the Inns caretaking to his small he has become a local celebrity, and poisoner. He works closely with Mar-
but able-bodied staff, which consists of his innovative recipes are the talk of coso and is the vampires key connec-
Mira the widow and her three sons, the town. Once a year (at New Years), tion to the assassins guild. Panobla is
the renowned Chef Panobla, and a Panobla prepares his most exquisite fully aware that his patron is a vampire,
tough ex-con named Admir. and famous recipewhole stuffed baby though this troubles him little as he
dragon turtle. The inn closes a week is both capable of protecting himself
Marcoso is a high-ranking member in advance for Panobla to prepare the and has tasted human flesh on several
of a demonic cabal, thus the Golden Eel feast, and it is rumored that he uses occasions, considering its preparation
provides them with a valuable location over 1,000 different rare ingredients in one of the most distinguished cuisines
within the city, as well as access to the the stuffing. This even is usually booked (second only to fey). His primary mo-
Port and a direct line on the many pri- solid month in advance and often is tivation is to continue cooking for the
vate conversations high society mem- by invitation only. The cost to attend is Golden Eel and building his reputation
bers share within its walls. He largely usually upwards of 5,000gp. However, as a master chef.
hunts elsewhere, traveling far outside of Marcoso has given out free invites in
town to avoid suspicion, or has feasting the past to individuals that he desired to During most hours of the day, Pano-
on special items brought in by Panobla. sample personally. bla single-handedly mans the kitchen
Still, he is master over several vampire and happily does his own purchasing
spawns around the dock ward. His In addition to being a master chef, and prep-work. Thankfully, the dinning
primary motivation is to keep the inn Panobla is also an accomplished assas- area is small.


He remains a few hours after closing Marcoso, whom he doesnt realize is a tips and his services become steadily less
to clean his kitchen, before retiring powerful vampire. unreliable to those who do not tip well.
for the evening or running a special Durn is typically encountered by the
errand. In either case, he leaves for his Mira downstairs washroom during resturant
small but modest house several blocks N female human commoner 5. hours and services the upstairs twice
away on Westerly Lane. In the morn- Mira is a fair-haired woman in per day, once in the early evening and
ing, he usually goes shopping for fresh her early thirties. She has light green once in the morning
meats, fish, fruits, and vegetables for the eyes and only a few fine wrinkles just Durns primary motivation is to get
afternoon and evenings fare. He usually beginning to blossom in her soft peach silver tips.
returns to the Inn before the afternoon complexion. She wears a long burgun-
rush. dy-hued cotton dress and bodice and a Edram
white blouse. N male human commoner 1
Admir Widowed young, Mira began work- Edram is Miras eldest son. Edram
Use scaled statistics ing at the Golden Eel to help support remembers life before the inn and isnt
Admir is a burly ex-con whose eyes her two sons. While she suspects more nearly as spoiled as Durn, though he
fall too long on individuals before he to Marcoso and the Inn than is read- still appreciates tips. He has brown hair
speaks. This quality makes his pres- ily apparent, she has done her best to cut just above his shoulder and green
ence somewhat unsettling. Marcoso avoid prying. Marcoso respects eyes, and the awkward posture
has cleaned Admir up nicely, and he this quality and has kept of a teenager growing into his
wears a black silken tabard over well- her well paid for it, as she body. He is dressed as Durn
polished chainmail. He is clean-shaven lends the place an air of in knickers and a jacket
(both face and pate) though, he has a normalcy. Miras primary with a high collar. Edram
tiny near his right temple indicating he motivation is to support works two jobs one as
has been in at least one scrap. Careful her children and as far as
observation (Search DC 20) reveals a shes concerned, Marcoso has
faded ring tattoo of skulls and roses always helped her accomplish Admir
on the ring finger of his right hand. A that. While she wont defend
Knowledge (local) skill check (DC15) him over her children
denotes it as a prison tattoo that one (unless dominated by the
gets for shiving a fellow inmate. Allow vampire), she consist-
Admir to make an opposed Sense Mo- ently remains extremely
tive check (+3) against the PCs Search supportive on his
check to see if he catches anyone notic- behalf.
ing his tattoo.
Durn
Admir works the front desk late N male human com-
nights, following which, he retires to moner 1
one of the rooms upstairs, sleeping Durn is a small
from early morning just past noon. skinny boy with dirty
After that, PCs can encounter him pa- blonde hair, about the
trolling the inn, or occasionally work- age of 10 or 11. He
ing security for unloading cargo ships wears knickers and a
down at the docks. Marcoso isnt above nice jacket with a high
dominating Admir for use in special starched collar, which
projects under the assumption that the appears unbearably
convict is replaceable if the law should itchy. Durn man-
find him guilty of any crimes. ages the wash-
Admirs primary motivation is to rooms and runs
keep a steady job, but hes capable of other small errands.
almost anything if offered the right He has grown ac-
amount of money; including betraying customed to good

10
the bellhop during check in hours, the down only to discover that Geshards is the vampires direct involvement
other as Panoblas dishboy (after the insidious master runs a reputable res- in the inns affairs. I also deliberately
dining room closes). taurant in town. made it ridiculously expensive. These
Edrams primary motivation is to two factors allow the DM to insert the
help his mother and his little brother, Double Villain inn early on in the campaign, and still
keeping them safe and out of trouble. Authorities suspect the lovable Chef conceal its inner workings for a later
Panobla of leading a double life and time. The intent was to hide a powerful
villain in plain sight.
Adventure Seeds pay them to investigate him without
offending his reputable employer Mar-
On the Vampire Trail Authors Bio
coso Kval. Unbeknownst to the PCs,
A noble patron of the Golden Eel Kval is quite partial to his Chef and is Tim has been doing freelance game
seduced by tales of Panoblas incredible more than willing to use his powers to design for half-a-decade. In this amount
talents, offers to send characters to the protect both of their secret identities. of time, he has almost paid himself back
Golden Eel for dinner as an addition for the amount of money hes spent on
a prior reward. While having dining roleplaying books and minis (aww, who
at the restaurant, they are approached Designers Notes am I kidding, Im not even close!)
by Shalan Harlack, the vampire hunter Just prior to the Golden Eel, Id
who, after informing them of his sus- worked on several projects with seedy
picions, mysteriously vanishes into the dockside inns.
night. As is my nature, I like to try to make
Shalans comrades track down the things different. In this case, I went
PCs as being his last known contact, for a really fancy inn, run by a really
and hire them to finish his work. fancy vampire; perhaps because here in
New York, we put some of our most
Wheres the Master? exclusively posh nightclubs in really
A PCs is attacked by Geshard, one seedy areas.
of Marcosos spawn. They track him One of the things I tried to downplay

11
[High] Languages Common
Admir CR12
Male Human Fighter 7/Rogue 5 AC 12, touch 12, flat-footed 12; im-
NE medium human proved uncanny dodge, uncanny
RULE Init +1; Senses Listen +4, Spot +4 dodge
THE Languages Common hp 63 (15HD)
DUNGEON! Resist Poison +5
AC 18, touch 11, flat-footed 18; uncanny Fort +4 Ref +11 Will +8
dodge Spd 30ft.
hp 75 (12HD)
Resist evasion Melee +2 keen cleaver (throwing axe)
Fort +8 Ref +8 Will +6 +13/+8 (1d6+3/19-20x2 plus poison);
NPCs, Villains and Spd 30ft. or +1 returning chef knife (dagger)
+12/+7(1d4+2/19-20x2)
Monsters Statblocks Melee +3 battleaxe +20 (1d8+10/x3) Ranged +2 keen cleaver (throwing axe)
Base Atk +10; Grp +15 +14 (1d6+3/19-20x2 plus poison);
Room GF 2 Atk Options sneak attack +2d6 or +1 returning chef knife (dagger)
Animated Carpet CR5 Combat Gear dust of dryness (filled with +13/+8(1d4+2/19-20x2)
N huge construct water), horn of fog, potion of bulls Base Atk +10; Grp +11
Init -1; Senses darkvision 60 ft., low- strength, 2 potions of cure moderate Atk Options Blind-Fight, death attack,
light vision wounds, ring of feather falling Far Shot, Point Blank Shot, poison (2
medium spider venom, DC 14, 1d4
13, touch 7, flat-footed 13
AC Abilities Str 20, Dex 12, Con 13, Int 10, Str/1d4 Str), poison (purple worm
hp 84(8HD) Wis 11, Cha 10 poison, DC 24, 1d6 Str/2d6 Str),
Immune Construct traits SQ trapfinding, trap sense +1 Precise Shot, Quick Draw, sneak at-
Fort +2 Ref +1 Will -3 Feats Diehard, Endurance, Power At- tack +5d6
Spd 20 ft. Fly 10ft (clumsy) tack, Cleave, Great Cleave, Greater Combat Gear oil of magic vestment +5,
Weapon Focus (battleaxe), Improved potion of haste, potion of fly
Melee Slam +9 (2d6+7) Sunder, Iron Will, Weapon Focus Class Spells Known CL 10th
Space 15ft ; Reach 15ft (battleaxe), Weapon Specialization 4th (4/day) clairaudience/clairvoyance,
Base Atk +6; Grp +19 (battleaxe) dimension door, modify memory,
Atk Options Constrict Skills Appraise + 5, Balance +6, Bluff poison.
Special Atk Blind +2, Climb +10, Disable Device +2, 3rd (4/day) deep slumber, deeper dark-
Escape Artist +3, Forgery +2, Gather ness, false life, nondetection.
Abilities Str 20 Dex 8 Con Int Wis Information +4, Handle Animal +2, 2nd (4/day) cats grace, spider climb,
1 Cha 1 Hide +3, Intimidate +6, Jump +8, undetectable alignment
Knowledge (local) +5, Move Silently 1st (4/day) disguise self, detect poison,
Blind (Ex): The carpet can grapple an +6, Open Lock +5, Ride +5, Search sleep (DC 14), true strike
opponent up to three sizes larger +6, Sense Motive +2, Sleight of Hand
than itself. It makes a normal grap- +3, Swim +9, Tumble +6, Use Rope Abilities Str 13, Dex 14, Con 13, Int 18,
ple check. If it wins, it wraps itself +3 Wis 12, Cha 14
around the opponents head, causing SQ poison use, hide in plain sight
that creature to be blinded until Possessions +3 battleaxe, +2 chainshirt, Feats Far Shot, Point Blank Shot, Im-
removed. light darkwood shield, potion of bulls proved Initiative, Precise Shot, Quick
Constrict (Ex): The carpet deals damage strength, 2 potions of cure moderate Draw, Skill Focus (Craft (cooking))
equal to its slam damage value plus wounds, dust of dryness (filled with wa- Skills Bluff +9, Climb +2, Craft (alche-
1- 1/2 times its Strength bonus with ter), horn of fog, ring of feather falling, my) +10, Craft (cooking) +25, Craft
a successful grapple check against a (poisonmaking) +15, Craft (winemak-
creature up to one size larger than it- Chef Panobla CR14 ing) +11, Decipher Script +7, Diplo-
self. It can make constriction attacks Male Human Expert 5, Assassin 10 macy +9, Disable Device +7, Dis-
against multiple creatures, provided NE medium humanoid (human) guise +6, Escape Artist +6, Forgery
they all are at medium or smaller and Init +6; Senses Blind-Fight, Listen +6, +7, Gather Information +14, Hide
can fit under it. Spot +4 +10, Intimidate +6, Jump +2, Move

12
Silently +10, Open Lock +4, Search Combat Reflexes, Dodge, Greater coso energy drain rises as a vampire
+5, Sense Motive +3, Sleight of Hand Weapon Focus (rapier), Greater spawn 1d4 days after burial. If he
+4, Swim +3, Tumble +4, Use Magic Weapon Specialization (rapier), instead drains the victims Constitu-
Device +7, Use Rope +5 Improved Critical, Improved Disarm, tion to 0 or lower, the victim returns
Improved Feint, Improved Grapple, as a spawn if it had 4 or less HD
Possessions +2 keen cleaver, four +1 Improved Initiative, Iron Will, Light- and as a vampire if it had 5 or more
returning chef knives, oil of magic ning Reflexes, Mobility, Multiattack, HD. In either case, the new vampire
vestment +4, potion of haste, one Persuasive, Spring Attack, Weapon or spawn is under Marcoso com-
dose purple worm poison, 2 doses Finesse, Weapon Focus (rapier), mand and remains enslaved until
medium spider venom Weapon Specialization (rapier) his destruction. At any given time a
Death Attack Sneak attack can kill target Skills Bluff +18, Climb +8, Craft (paint- Marcoso may have eight enslaved
or paralyze it for 1d6+4 rounds (Fort ing) +9, Diplomacy +7, Handle spawn; any spawn he creates that
DC 19 negates) Animal +6, Hide +13, Intimidate +15, would exceed this limit are created
Jump +10, Move Silently +13, Ride as free-willed vampires or vampire
Marcoso Kval CR 19 +9, Search +10, Sense Motive +10, spawn. A vampire that is enslaved
Male Humanoid Fighter 17 Swim +6 may create and enslave spawn of
LE medium undead (augmented hu- its own, so a Marcoso can control
man) Possessions bracers of armor +5, gloves a number of lesser vampires in this
Init +11; Senses darkvision 60ft.; Listen of Dexterity +4, rapier of puncturing, fashion. Marcoso may voluntarily
+13 Spot +13 +2 ring of protection, a black adaman- free an enslaved spawn in order to
Languages Common tine ring intricately cast into wreath enslave a new spawn, but once freed,
of thorny roses (350gp) a vampire or vampire spawn cannot
AC 30, touch 17, flat-footed 23; Dodge, Blood Drain (Ex): Marcoso can suck be enslaved again.
Mobility blood from a living victim with its Energy Drain (Su): Living creatures hit
hp 132(17 HD); fast healing 5; DR10/sil- fangs by making a successful grap- by a Marcoso slam attack gain two
ver and magic ple check. If it pins the foe, it drains negative levels. For each negative
Immune undead traits blood, dealing 1d4 points of Consti- level bestowed, Marcoso gains 5
Resist cold 10 and electricity 10 tution drain each round the pin is temporary hit points. He can use his
Fort +10 Ref +15 Will +9 maintained. On each such successful energy drain ability once per round.
Weakness vampire weaknesses attack, the Marcoso gains 5 tempo- Alternate Form (Su): Marcoso can
Spd 30ft.; Spring Attack rary hit points. assume the shape of a bat, dire
Children of the Night (Su): Marcoso can bat, wolf, or dire wolf as a standard
Melee rapier of puncturing command the lesser creatures of the action. This ability is similar to a
+27/+22/+17/+12 (1d6+8/15- world and once per day can call forth polymorph spell cast by a 12th-level
20x2 plus puncturing) and 1d6+1 rat swarms, 1d4+1 bat swarms, character, except that Marcoso does
+21/+16/+11/+6 slam (1d6+4 plus or a pack of 3d6 wolves as a stand- not regain hit points for changing
energy drain) ard action. These creatures arrive in form and must choose from among
Base Atk +17; Grp +28 2d6 rounds and serve him for up to the forms mentioned here. While
Atk Options Combat Reflexes, Improved 1 hour. in its alternate form, he loses his
Disarm, Improved Feint, puncturing Dominate (Su): Marcoso can crush an natural slam attack and dominate
rapier (3/day-touch attack drains 1d6 opponents will just by looking onto ability, but gains the natural weapons
Con) his or her eyes. This is similar to a and extraordinary special attacks of
Combat Gear bracers of armor +5, ring of gaze attack, except that Marcoso its new form. Marcoso can remain in
protection +2, gloves of Dexterity +4 must use a standard action, and that form until he assumes another
Special Atk blood drain, children of those merely looking at it are not or until the next sunrise. (If the base
the night, create spawn, dominate, affected. Anyone he targets must creature is not terrestrial, this power
energy drain succeed on a Will save (DC22) or might allow other forms.)
fall instantly under his influence as Gaseous Form (Su): As a standard
Abilities Str 19, Dex 26, Con -, Int 14, though by a dominate person spell action, Marcoso can assume gase-
Wis 14, Cha 19 (caster level 12th). The ability has a ous form at will as the spell (caster
SQ alternate form, gaseous form, spider range of 30 feet. level 5th), but it can remain gaseous
climb, turn resistance +4 Create Spawn (Su): A humanoid or indefinitely and has a fly speed of 20
Feats Alertness, Combat Expertise, monstrous humanoid slain by a Mar- feet with perfect maneuverability.

13
Spider Climb (Ex): Marcoso can climb Oak Backdoor: 2 in. thick; Hard- Rooms FF4/FF5
sheer surfaces as though with a ness 8; hp 20; Break DC 23*, Open Bedroom Door: 2 in. thick; Hard-
spider climb spell. Lock DC 34* ness 8; hp 20; Break DC 23, Open Lock
*only locked at night. DC 28
Traps, Mechanical
Room GF7
Devices, Doors, and Locked Crate: 4 in. thick; Hard-
Objects Statblocks ness 8; hp 20; Break DC 28, Open Lock
DC 30

Room GF 1 Treasure Inside the locked crate are


Oak Front Doors: These doors total of 24 pint bottles containing hu-
swing inward and are almost never man blood. Each bottle was enchanted
locked as the inn is open 24 hours. Still with a gentle repose spell. Also in the
all the Inns employees have a key to box is a wand of gentle repose (10th)
the front door. with 26 charges.

Oak Front Doors: 4 in. thick; Secret Compartment Search


Hardness 8; hp 40; Break DC 28; Open DC30
Lock DC 35
Iron Strong Boxes(2): 2 in. thick;
Check-in Desk: 2 in. thick; Hard- Hardness 10; hp 60; Break DC 28,
ness 8; hp 25; Break DC 23; Open Lock Open Lock DC 35
DC 26 Both books are easily worth 1000-
5000gp to the proper buyer.
Room GF2
Glass Tube Aquarium: 1 in. Room FF3.
thick; Hardness 1; hp 2; Break DC 10 Room Secret Door 3 in. thick;
Hardness 8; hp 30; Search DC 22,
If the tank breaks, it spills water and Break DC 28; Open Lock DC 26 (the
eels across the floor in a 40-foot-radius secret door can be locked from the
centered on the aquarium. Anyone try- inside only).
ing to move in this area must move at
half speed or make a successful Balance Heightened Suggestion Map
Skill check (DC20). A failed save results Trap: CR 9; magic device; touch
in slipping on an eel and falling prone. trigger; automatic reset; spell effect
Anyone falling into the glass is dealt (9th-level heightened suggestion, 20th-
4d6 slashing damage from shards of level wizard, DC 24 Will save negates);
glass. Search DC 34; Disable Device DC 34.
Marcoso demands 5000 gold pieces Anyone affected by the trap wakes
from whoever breaks the glass tube in the middle of the night and feels
aquarium, to replace it. the need to go for a midnight stroll
alone and unarmored around the
Room GF 6 town (making them an easy target for
Hot Iron Stove: 1/4 in. thick; vampires).
Hardness 10; hp 10; Break DC 24; Spe-
cial: anyone touching the stove while it Upstairs Hall
is in use is dealt 4d6 points of fire dam- Sealed Hatch: 4 in. thick; Hardness
age cumulative per round touched 8; hp 40; Search DC 35; Break DC 38

14
one Games, permission granted to print for personal use only

THE
RULE
DUNGEON!
N

THE GOLDEN EEL INN


1 square equals 5ft
Old fashioned maps Fully detailed fantasy Mammoth Single, fully detailed
locations (d20 and dungeons, giant maps dungeon rooms
generic RPGs) (d20)

3d battlemaps with 3d battlemaps for miniature 6x8 tiles for miniature Giant battlemaps
fully fleshed-out villains and RPG gaming skirmish games for skirmish games
(d20)

3d customizable Visual aids 6x8 tiles for building a Sourcebooks (d20)


battlemaps customizable castle

Classic adventures A great campaign


(d20) (d20)

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