The Old Brewry - Area 2 - The Den of Thieves
GM's Note: As a matter of play majority of the denizen's of
the first level are not evil, simply the poorest and most pathetic of
a the fantasy city's residents. They are weak and sickly, and frankly
using them as a lesson about XP and alignment is not a bad idea. I
would give the full (paltry & maybe a bonus) XP to Lawful
characters for trying to help them (ineffectual though it will be)
and full XP Neutral characters for bypassing them, Chaotics of course
are simply in it for the money and thrills, but I still wouldn't give
them XP for slaying scabrous children, feeble beggars and drunken
wastrels. I would also provide an XP penalty for any character who
engages in wholesale slaughter of these people simply because they
are so feeble it doesn't even comport with the diabolic evil of a
worthy anti-hero to kill them – it's just sad. It's so sad there
won't even be consequences from local law enforcement. Of course there are other nasty surprises related to the halt and the lame.
2. Den
of Thieves - While this room contains thieves. The chamber is crammed with the
lowest sort of petty pilferers and diseased kleptomaniacs, but most of
its residents are simply the desperately poor. A huge, filthy,
stinking chamber with tall ceilings lost in soot and darkness.
Wooden Pillars with filthy sheets and assorted rags strung between
them block the view, except for a gaping doorway at the far end.
Several small fires provide the only illumination while the scent of
rotting garbage and smoke sting the eyes of anyone entering.
The
back half of the room is shadowed by the a loft (Area 7) 14' above
the floor. Thick curtains drawn tight conceal the loft, but if the
room below is quiet and dark dim light and soft hypnotic music will
be noticed leaking through the curtains (they magically keep sound out, not in). A ramp leading down to the
cellar used to serve as a way to roll beer kegs up from below for distribution and brandy kegs down below for aging. The huge wooden doors
to the cellar are now barricaded (on both sides) by the mutually
distrustful inhabitants and trash is piled five feet deep against
them. Opening the doors would require much work including hacking the doors off
their hinges.
The Den of Thieves is packed with the
most disgraced and degraded representatives of Denethix's humanity
and demi-humanity. They pay a silver piece to the guards to enter
the den, and as such some have spent almost their entire lives in
this room, begging for scraps from the more capable or hunting
insects and other foul things to eat.
The denizens of this room
will not attack except as a last resort but will beg for alms,
bluster, scream incoherently, threaten, plead and pontificate at the
PCs. They will do all of these at once and generally harmlessly
impede the PCs progress through the room. If some of their number
are attacked, the residents will rush the PCs trying to drag them
down and/or push them aside and rush out the door. They are scrappy
and dirty fighters and up to ten of them can attack a single PC. Den
Dwellers not in the front line will throw filth and hard objects at
the PCs if they make a moral check. Roll moral for each of the
groups described below, as there are over seventy dwellers in this
room. It is perhaps best to view this chamber as a social trap for
the PCs, they should be able to negotiate their way through it, or
distract the dwellers long enough to get by with a spell, thrown
coins or even a good enough story. The PCs may note a lack of
halflings in the room; halflings are not welcome and are
discriminated against by the Den Dwellers because of poor relations
with the cannibal halflings in the cellars.
The largely insane Prophet of
Charix, God of Hopeless Poverty, huddles here amongst the lowest of Denethix's cast
offs. He will only stop his mumbling sermon and take note of the
PC's passage if they attack his 'flock', at which point he will cast
fear and spiritual weapon (A disembodied, glowing, grasping emaciated
arm) and use these spells to drive off the PCs while remaining concealed among
the mass of beggars. If cornered he will use his feign death spell and become a powerful enemy of the characters - as implacable, unpredictable and cruel as
poverty itself. They can expect attacks by packs of feral children,
pickpockets or vermin in the future, and it's likely the next beggar
they encounter will be the prophet with a disease spell to cast and
run.
There is a very limited amount of
treasure in this room. If the inhabitants are all slain or driven
off an exhausting, filthy 2hr search will reveal 195 CP, 84 SP, 6 EP, 2GP, a
small gem worth 10GP, a set of shell combs worth 10GP, and a pocket
watch worth 10GP.
Halt and Maimed
(22) AC 9, HD 1/2 (1 HP), #AT 1, D 1D2/1D2 ranged, MV ('40) Save F0,
ML 6. Improvised clubs.
Able Bodied Drunkards (12) AC
9, HD 1-1 (3 HP), #AT 1, D 1D4/1D4 ranged, MV ('40) Save F0, ML 8.
Improvised clubs or Rusted daggers.
Poxed
Doxies (10) AC 8, HD 1-1 (3 HP),
#AT 1, D 1D4/1D4 ranged, MV ('40) Save F0, ML8. Daggers hatpins, & boned corsets.
Dwarven
Outcasts (8) AC 8, HD 1-1 (4
HP), #AT 1, D 1D4, MV ('40) Save D1, ML8. Leather Rags, Improvised
clubs or Rusted daggers.
Escaped
Apprentices (5)AC 9, HD 1-1 (3
HP), #AT 1, D 1D4/1D4 ranged, MV ('40) Save F0, ML 8. Daggers.
Disgraced
Elves (4) AC 9, HD 1-1 (2 HP),
#AT 1, D 1D4/1D4 ranged, MV ('40) Save E1, ML 8, Improvised
clubs or Rusted daggers.
Plague
Carriers (4) AC 9, HD 1/2 (1
HP), #AT 1, D 1D2/1D2 ranged, MV ('40) Save F0, ML 5.
canes/crutches. 20%
cause disease on successful hit and 5% each round in melee.
Low
ranked Thieves (3) AC 8, HD 1 (3
HP), #AT 1, D 1D6, MV ('40) Save T1, ML 8. Leather armor,
Cheap short swords.
Drug
Mule on the Lam(1) AC 8, HD 1
(7HP), #AT 1, D 1D8, MV ('40) Save F1, ML 8. Leather
Armor, Scimitar.
Cast-out
Burglar (1) AC 7, HD 2 (6HP),
#AT 1(+1 to hit ranged), D 1D6/1D4 ranged, MV ('40) Save T2, ML 8.
Leather Armor Short Sword, Sling.
One-armed
Moktar (1) AC
8, HD 1 (6HP), #AT 1, D 1D8, MV ('40) Save F1, ML 8. Scimitar.
Insane
Necromancer (1) AC 9, HD 3
(5HP), #AT 1, D 1D4, MV ('40) Save MU3, ML 6. Bone Dagger.
Sleep, Magic Missile,
Mirror Image.
Prophet of Poverty (1)
AC 7, HD 5 ( HP 22), #AT 1, D 1D6, MV ('40) Save C5, ML 12. Studded
scrap armor, Stone mace. Cure
Light Wounds, Purify Food and Water, Fear, Spiritual Weapon,
Silence 15', Feign Death.
Does the den of thieves engage in purposeful mutilation or crippling to create more pathetic beggars? Are these guys associated with a wider thieves guild?
ReplyDeleteNah, The Den of Thieves is just a name (stolen from NYC's real Old Brewery - along with Murder's Row). It's not a Pynchonesque 'counter-force' like the popular conception of the Cour Des Miracles. The people there are just Denethix's poorest cast-offs. Though the prophet of Charix is not to be trifled with.
DeleteThe gangsters of the Peacock Syndicate, elven sellers of strange purple drugs, likely provided by a Wizard enemy of Denethix, are on the 2nd and third levels as well as partially running a gambling arena in the basement. I'd think any freak factories in Denethix would use slaves to create "slave beggars", but my party has had nothing to do with that part of the city.