Living ENWorld:Adventure:Monemvassia Series
From BluWiki
Main Page | Geography | History | Organizations | Deities and Demigods | Characters | Rules and Mechanics
|
|
|
Contents |
[edit] Goblin Ears and the MTG (DM: Manzanita, Judge: dpdx)
[edit] From the Lips of Volidar the Bard
Sizing up his audience, Volidar picks a story that he thinks will keep them entertained
Let me tell you the story of the Great Monemvassian Goblin Hunt, as told to me by Nurlan the bard, a fellow minstrel of my acquaintance and possessor of one of the finest bass voices I have heard sing. The King of Monemvassia offered a bounty on goblins of the Jebli tribe, who had been terrorizing the land and had even been so bold as to steal a horde of silver from the royal treasury. Word of this offer travelled far, and many adventurous souls travelled to that troubled land to help rid it of the menace and make their fortune in the process, though not all have survived to tell the tale. Among these goblin hunters were a small group of four enthusiastic travellers who met in this very tavern. Nurlan himself was one; in his humility he insists he is more suited to singing of heroic deeds than performing them, but I know this to be mere modesty, having heard of the evil beings dispatched from this plane at the point of his spear. Another was Tenebrynn, an elven scholar of all things mundane and arcane. A devoted servant of great Phyrah by the name of Charlarn joined them, ensuring that the Seeker gave their exploits her fullest blessing. Finally, a young halfling named Irene, trained in the magical arts, who had just completed her preliminary studies of arcana but could already match the fabled Green Dragons in her ability to put her enemies to sleep in the heat of battle
The four were still on their way to Monemvassia when they encountered one goblin gang beating a helpless dwarf to death. Although they were too late to save the dwarf, they killed most of the goblins and took two hobgoblins prisoner; Irene's green dragon magic was the decisive factor in this battle, although the others helped with their weapons, with Phyrah's blessing and Nurlan's song, which undoubtedly encouraged the party to brave actions. They thus rescued a young woman named Jezibel, apparently a prisoner of the goblins, although subsequently she would be revealed to be something more than she appeared. But I will get to that part of the story shortly. Our heroes took their prisoners and trophies to town, but even at the city gates they found hostility from a brutal guard who would have killed Irene out of offense at a casual remark. The defenceless halfling was saved by the intervention of an influential local merchant, Kim Tensil, who showed up then. He was so impressed with the party's courage and honesty that he immediately hired them as security guards for his warehouse.
The next morning the group was attacked by a gang of thugs who apparently had a score to settle with Jezibel. The toughs were easily defeated, those not felled by blows once again being put to sleep in the heat of battle; however, they turned out to be part of the powerful Monemvassia Thieves' Guild. Nurlan, Charlarn, and Tenebrynn, after sparing their enemies' lives and bringing them to the City Watch, found themselves falsely accused. Meanwhile Jezibel turned on Irene, leading her into an ambush in which the poor halfling was beaten nearly to death and then imprisoned. The other three, after posting bail, spent the afternoon looking for their comrade. They finally found and rescued her, but Jezibel and an accomplice had used their absence to visit the unguarded warehouse. Whether the purpose was to take merchandise away or to place more merchanise in that warehouse is not clear, as it was as soon as Jezibel was chased away that a small part of the stolen silver was found there, and Kim Tensil arrested on suspicion of theft.
Our heroes' mission thus acquired a new angle: to determine whether Jezibel had been the goblins' prisoner or co-conspirator, to avenge her treatment of Irene, and to exonerate their employer. They travelled to the goblins' territory, finding it too heavily guarded for even a group of their courage. Indeed, they narrowly escaped an ambush by ghouls on their retreat. But they were not to be deterred except temporarily; rather, they chose to recruit more help to launch an assault on the goblin stronghold. Ah, you ask, how did this story turn out? I can tell that a story combining mystery, vengeance, a determination to correct an injustice, and a quest for fortune, appeals to you. But this is all for tonight. Perhaps tomorrow you will come back to hear the sequel to my tale...
[edit] Location Information, Compiled by El Jefe
A COMPLETED adventure, a welcome change after the last two. Let's start with a general description of Monemvassia:
Several generations ago, a human Eldrich knight, Nolan Northrup, aided the local dwarf princes in slaying the Black Dragon Asphetoon. In return, these Dwarves allowed him to start a kingdom on the Great Boulder of Monemvassia. They also gave him a magical sword they had forged, called the Sword of Truth. This sword, besides its formidable combat abilities, could also cause all in its presence to tell only the truth. This enabled Northrup to become a great arbitrator of disputes, as well as warlord.
All went well in Monemvassia for many generations of men. Monemvassia occupied an important position in various trade routes. Its deep natural harbor, rich fisheries, lush orchards, affiliation with dwarves, and natural defenses made it very prosperous.
However in the last few years, trouble has started. Upon the death of King Jara, great, great, great grandson of Nolan Northrup, his eldest son Crassus took the throne. For whatever reason, there was great discontent upon his ascension. Most of the ruling family subsequently fled, and Crassus has not been seen using the power of the Sword of Truth. There are rumors of humanoid alliances, evil rituals, and increased arbitrary arrest and execution. Nonetheless, Monemvassia remains an important and wealthy city, and a great amount of trade is conducted through it.
- The lands near Monemvassia are prosperous, with fields of wheat, grapes and olive trees.
- There is a miller on Sutton Creek, about an hour from Monemvassia and a little to the north.
- The lands around Monemvassia are also blessed with cherries, pomegranates, pears, goats, and cows.
- Monemvassia consists of a large boulder jutting out into the sea, with a castle on top. A narrow causeway connects the castle to the mainland, which is occupied by the city proper.
- Monemvassia has a fine harbor and a well-defended wall. It sits partly on the boulder with the castle.
- There is a small chapel of Phyrah�s in Monemvassia near the castle.
- There are many taverns in Monemvassia, often frequented by musicians. There is also a large public square near the docks.
- Kim Tensil�s Monemvassian warehouse is entered from above, either by stairs or by a ramp.
- An establishment called the One Eyed Owl serves breakfast in Monemvassia.
- There is a militia house in Monemvassia.
- At the One Eyed Owl in Monemvassia, there is a statue of a One Eyed Owl.
- It is about a 30 minute walk from the militia house in Monemvassia to the One Eyed Owl.
- Monemvassia is well lit at night.
The best description of the courtyard of the One Eyed Owl appeared in this thread. It goes thusly:
The door labeled Privy opens into a small courtyard. A balcony is directly over the door. Two other buildings rim the yard, one of which has two doors, one marked 'men' the other 'women'. An ally next to the privy leads out into the street.
- An abandoned road that runs north from Monemvassia next to a river leads to an equally abandoned moathouse.
- The moathouse on the abandoned road leading north from Monemvassia is about 25 miles north of the city.
- The abandoned road leading north from Monemvassia is covered for about 50 feet by the remains of an avalanche.
[edit] Goblin Ears II: Irene at the One-Eyed Owl
This was a little side adventure that one of the party members got into during Goblin Ears and the MTG. All the action took place at an inn called the One Eyed Owl.
- In Monemvasia, the One Eyed Owl is in the next section of the city lower than Kim Tensil�s warehouse, the section just above the land bridge from the boulder to the mainland.
Now that we've established where the One Eyed Owl is, here's a description:
She leads you to a red-brick with a second floor balcony. In front is a 6 foot pole of wood, carved on top to resemble an owl with an eye-patch. Across the street are several large oak trees.
Upon entering, you see a dank room containing half a dozen tables, The bar stands opposite you as you enter. Behind that is a door with kitchen sounds coming out. A tall half-elf with two long blond braids stands behind the bar. To the left is a small stage and a stairway going up. Next to the stairs is a door marked "Privy." An open table provides a clear view of both doors.
I think the description of the courtyard of the One Eyed Owl in the Goblin Ears and the MTG thread was better, but here's the description from this thread:
Irene opens the Privy door and sees a courtyard, a balcony is over her head. There are two small buildings edging the courtyard. One looks like a house, the other is the privy, with two doors, one marked for men, the other for women. Both the doors are closed. The courtyard has an exit onto a quite path.
That's pretty much it. Some of the action took place in an NPC's room on the second floor of the OEO, but few details are given about what is largely a generic room at an inn.
[edit] M2: The Search for Goblin HQ (DM: Manzanita)
[edit] From the Lips of Volidar
How good to see you. I recognize your faces from last night, when I told you of how our heroes, Irene and Nurlan and Tenebrynn and Charlarn, went to Monemvassia to hunt goblins and ended up with a wilier adversary. I see you have returned to hear what happened next. The four returned to Orussus, to this same tavern where they first met each other, to recruit a larger and more powerful company. Here they met Rinaldo di Senzio, a clever and resourceful merchant. They also met two brave and fierce warriors from the northern barbarian tribes: the greatsword-wielding Somac, son a of a chieftain, and the magnificently copper-skinned Tor, skilled with a spiked chain. Here too was the wizard Ashnar, who since that adventure has become noted as much for his research into novel arcane phenomena as his clever use of magical energies. The eight of them returned to the trail into goblin territory.
They were first attacked by the same ghouls who had earlier chased them away, but bolstered by their new company, they returned those foul creatures to their proper state of death. They then continued up the trail, where they found a goblin moathouse. The garrison there were intimidated by the invaders, having watched the battle against the ghouls; nevertheless, they fought to the death. And death it was, as dozens of goblins, hobgoblins and bugbears were killed. But Irene, the halfling, was taken prisoner by the few surviving goblinoids. Our heroes searched the fort, finding three slaves of the goblins, whom they immediately freed. The grateful freedmen described some of the people seen around the moathouse, including a human woman who fit the description of the treacherous Jezibel.
But finding their missing companion was harder. They searched the depths of the the fortress dungeons, dispatching some zombie guards. Eventually they surprised a naive goblin woman, Gunyon. Gunyon was at first afraid of the intruders, but Nurlan's legendary singing soothed her and quickly made a friend out of her. The minstrel had begun studying the goblin language after returning from his first trip to Monemvassia, and was able to persuade Gunyon to take them first to Irene, and then to the leader of the goblins, a powerful priest of Kazikazi named Cranzer. Cranzer had confiscated Irene's belongings, including her spellbook, without which she was powerless. But after a tough fight her friends bested the cleric and regained her equipment. Alas, Gunyon had in the meantime been persuaded that the visiting adventurers were no friends to the goblins; she turned against the party, fighting to her own death.
A careful search of the moathouse turned up some silver, which they correctly deduced was part of the horde stolen from the royal treasury. Jezibel was nowhere around, apparently being out on an expedition with her goblin cohorts. They therefore decided to return to the city of Monemvassia to report on their mission, rest, and equip themselves for another assault on the goblin stronghold. On their return they learned that Kim Tensil's negotiations had gotten the Guild to drop all charges against them from their first visit.
After a few days they returned to the fortress, finding it deserted, but with a note apparently intended for illiterate goblins suggesting a harbor. They continued down the wooden trail and found the beach referred to. Jezibel was their, accompanied by a bevy of hobgoblins and an ogre. As the battle commenced the woman fled into a cave. Our heroes were still fighting the rest of them when a force of creatures known as sahuagin, part fish and part man, fierce warriors and devourers of mankind, emerged from the sea and began to attack both groups. The hobgoblins and ogre were soon routed in the three-way battle, but the fishmen proved too much for the humans. The adventurers did follow Jezibel into the cave, where she surrendered in hope of protection from the sahuagin. But they could not escape the cave without fighting the fishmen.
They fought valiantly. Tenebrynn especially mowing the marine creatures down with a pick that had belonged to Cranzer, a pick magically enchanted to be particularly effective against such monsters. Yet Tenebrynn, Somac and Tor were all nearly killed, brought back from death's door only by Phyrah's grace as ministered by Charlarn and by a healing wand Nurlan had picked up while in Monemvassia. In the commotion Jezibel escaped. Irene and Ashnar tried to chase her down, but Ashnar was overcome by an unexplained magical sleep. When the rest of the party woke him up, two of the three horses Kim had given them were gone, along with Irene and her pony, with the remaining horse asleep. They did manage to escape with their lives, as more and more sahuagin came ashore, but they lost the trail of their quarry.
So what happened, you wonder? Sleep magic is a specialty of Irene's; was it she who stopped her supposed ally Ashnar, helping their foe to escape? Was Irene secretly consorting with Jezibel all along? Had Jezibel, through some arcane power of her own, managed to secure the halfling's temporary cooperation? Perhaps Irene was trying to cast her spell on Jezibel, but in the heat of the battle aimed badly? Or was the sleep magic from another source altogether? When Irene fled on Jezibel's path, was it as her pursuer, her prisoner, or her clandestine ally? And after they evaded the rest of the group, did Jezibel escape Irene's grasp? Did Irene escape Jezibel's grasp? Did they fight to the death, or did they join together to form their own bandit gang?
Volidar pauses to gauge his audience
Unanswered questions. Do I disappoint? I have met many a bard who contends that a satisfying story must be complete, and that the storyteller who does not know all the details would do well to make them up. I have always thought they fail to appreciate the beauty of a persistent mystery. Is this a tale of victory or of tragedy, of revenge or of reconciliation? It is any of those, as your imagination sees fit, and I choose not to deny you all the opportunity to choose the ending you prefer to believe.
[edit] =Location Information, Compiled by El Jefe
Our intrepid heroes return to Monemvasia to deal with those pesky ghouls...and goblins...and...Jezibel
- About 20 feet past the avalanche site on the abandoned road leading north from Monemvasia lies what appears to be a game trail, which leads to a crudely dug cave.
- Past the avalanche, the abandoned road leading north from Monemvasia leads through low hills and light forests, then downhill into a valley that contains a run-down moathouse.
We also have the following description of the lands surrounding the long-anticipated ruined moathouse:
You are able to approach to a clump of trees about 100 feet East. You have noticed by now that a the river seems to flow right by the moathouse, forming a moat, at least on the South and East sides (the only sides you have been able to observe). There is a drawbridge on the South wall, which is in the down position, though you haven't been able to get an angle to see through to the inside. The SE corner of the structure has collapsed, and the rubble has spilled into the river/moat, though you'd still have to cross some river to get in that way. The rubble is about 10 foot high. The other walls appear to be in poor repair, crumbling and spotted with lichen. The structure is roughly a square, 100 feet on each side.
The whole place seems deserted. No smoke rises from within. The land around the moathouse (on the South and East, anyway) seems uncultivated. It was perhaps farmland, however, as there are no large trees near the structure. There are some bushes and stumps. A stealthy person could quite possibly approach undetected, even if there were someone watching.
Yet more description of the east side of the aforementioned moathouse:
The cover leading up to it from the clump of trees where the party resides is scarce. Approaching the moathouse directly would lead Nurlan to the the river, about 15 feet wide at that point, across from a stone wall, about 20 feet high. There are two portions of the wall on the East which are crumbled. One at the SE corner, the other on the SE corner of a prominatory on the NE. Getting closer to these points might reveal whether the river is fordable there. The crumbled walls could probably be climbed, assuming the party could cross the river, though it would be slow and potentially dangerous. There is an open drawbridge on the South wall.
And even more descripion of that moathouse:
A well-traveled road leads to it, probably from the path from where the PCs came. It splits just before reaching the drawbridge. One road leading East, towards the Sea. The other mostly South, from whence the party has come.
On the other side of the drawbridge, there appears to be an overturned wagon, and various sacks, crates and barrels, forming a crude baracade. A fortified tower rises next to the drawbridge on the west. Arrow slits point down at the approach, although the SW corner of the tower has crumbled. Other arrow slits have been visible on the parapet that Nurlan has passed. The river seems to form a moat around the entire fortress. The banging is irregular, but seems to be coming from the area around the tower and drawbridge.
And a couple of moathouse tidbits:
- The crumbled southeast corner of the moathouse on the abandoned road north of Monemvasia partially blocks the river that forms the moat. At its narrowest point, the water is only 5 feet wide.
- At the crumbled southeast corner of the moathouse on the abandoned road north of Monemvasia, it is possible to climb the rubble and either gain entrance into the room on the southeast corner of the moathouse, or to continue climbing the rubble all the way to the parapets.
Another description, this one of the courtyard of the moathouse:
The courtyard is about 60 foot square. From the vantage of the doorway, the party can see the entire clearing. The place looks deserted. There is a door into the tower next to the drawbridge. This door is closed. The overturned wagons and barrels make a barricade in front of the gate, but would not hinder the party much as long as no one was dropping burning oil on them. The West wall has been reduced to rubble in the middle. The clearing contains several garden plots, fairly well maintained, with crude wooden fencing protecting it from the small heard of goats which nibble the grass and take no notice of the party.
Here's what lies under the moathouse:
- In the southwest corner of the ruined moathouse on the abandoned road north of Monemvasia is a tower. The first floor is a single room some 20 feet in diameter.
- The door to the lower level of the ruined moathouse on the abandoned road north of Monemvasia is oak, bound with steel, and can be barred from the dungeon side.
- The stairs leading to the lower level of the ruined moathouse on the abandoned road north of Monemvasia are 5 feet wide and curve to the right.
- The room at the bottom of the entrance stairs on the lower level of the ruined moathouse on the abandoned road north of Monemvasia is about 25 by 35 feet, with doors in the east and west walls. A curtain shrouds the south wall and a passage leading off to the south in the southeast corner of the room.
- To the south of the room at the bottom of the stairs leading to the lower level of the ruined moathouse on the abandoned road north of Monemvasia is a room wih a flagstone floor about 50 feet long, with 5 small cells on the west wall.
- One of the flagstones on the floor of the room by the cells on the lower level of the ruined moathouse on the abandoned road north of Monemvasia conceals an opening.
- Under the flagstone in the room by the cells on the lower level of the ruined moathouse on the abandoned road north of Monemvasia is a dirt tunnel about 5 feet in diameter that curves down and south.
- The doors to the east and west of the room at the bottom of the stairs leading to the lower level of the ruined moathouse on the abandoned road north of Monemvasia open up to storerooms. The one to the west is 10 feet square, and the one to the east 20 feet square.
- The store room to the east of the room at the bottom of the stairs leading to the lower level of the ruined moathouse on the abandoned road north of Monemvasia has a secret door leading to a 5-foot wide descending passage.
- The secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia extends for about 40 feet, then splits into south and east passages. There is a portcullis trap just before the split.
- The south fork of the secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia continues for about 120 feet, then opens into a room with three oak doors on the south wall and a passage leading west for 20 feet to another door.
- The door to the southeast in the south wall of the room at the end of the south fork of the secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia leads to a narrow corridor heading south.
- The door at the end of the 20-foot passage to the west of the room at the end of the south fork of the secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia leads to a small, dirty room that can be used as a cell.
- The passageway beyond the southeast door in the south wall or the room at the end of the secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia heads south for 20 feet before forking to the southeast and continuing due south.
- The southeast fork of the passage beyond the southeast door in the room at the end of the secret passage from the eastern store room in the lower level of the ruined moathouse on the abandoned road north of Monemvasia continues for 60 feet and ends at a door. Beyond that door, the passage continues due east, sloping upward and illuminated by outdoor slight some 100-200 feet beyond. There is a door in the north wall of the passage, just to the exterior of the door where the passage bends.
- The door in the north wall of the passage sloping up to the exterior under the ruined moathouse on the abandoned road north of Monemvasia leads to a long corridor heading north.
- The corridor behind the door in the north wall of the passage sloping up to the exterior under the ruined moathouse on the abandoned road north of Monemvasia goes north for about 30 feet, then turns a corner into a 10 by 15 foot room.
- Past the 10 by 15 foot room, the corridor behind the door in the north wall of the passage sloping up to the exterior under the ruined moathouse on the abandoned road north of Monemvasia turns another corner, then enters a 15 by 15 foot room from the east. A passage extends south from this room, blocked by a portcullis trap.
- A door in the west wall of the 15 by 15 foot room in the passage behind the door in the north wall of the passage sloping up to the exterior under the ruined moathouse on the abandoned road north of Monemvasia leads to a study.
Here's a description of the study under the moathouse:
The study is only about 10 foot square. It is thickly packed with shelves, a desk and a closet. The closet contains several sets of comfortable silk sets of clothes. The carpet on the floor is lavishly decorated, and of rich weave. There are several scroll cases on the shelves, contianing maps of the area. There are jars of perfume, silver tableware and some complex astronomical equipment. The items are diverse, and don't go together well, but would be of significant value if they could be safely taken back to a major trading center. Over 1000 gps.
There is also a large heavy ironbound chest with an interesting locking mechanism. It looks like the key would be somewhat spherical in nature.
There is also a fireplace, with a low fire smoldering. The chimney must go up through the moathouse above.
Finally, some info on what lies beyond the moathouse:
- The road leading west from the abandoned moathouse north of Monemvasia is smooth and easy to travel.
- A day�s travel on the road west of the abandoned moathouse north of Monemvasia leads to a section that passes through a narrow gorge within sight of the ocean.
- Just west of a large boulder obstructing part of the gorge that is a day�s march from the abandoned moathouse north of Monemvasia is a beautiful cove with a white, sandy beach and two huts. There is a cave on the north west edge of the cove.
[edit] M3: Tenebrynn and Ashnar (Judge: Patlin)
For a "side adventure", this one sure had a lot of geographical meat on its bones, probably because much of the town of Three Rings was described in it. To wit:
- Three Rings is a small town on a seacoast. A tower sits on a small rocky island not far offshore to the west, and a small castle occupies a hill on the edge of town to the east.
- Three Rings has a few dozen buildings, with a one-story inn on the edge of town by the road north to Monemvassia. The inn is wood, with a stone foundation, and a sign out front proclaiming "House of Abraham. Food, lodging and Ale.", with a smiling bearded man holding a tankard in the center.
- The House of Abraham in Three Rings has a red barn, a corral, a tool shed and a garden.
- The common room of the House of Abraham in Three Rings is 25 feet square, with 4 tables in the center, 4 booths along the south wall, and a larger table in the southwest corner. There is a door behind the bar, a door next to the last booth, and a pair of swinging doors in the north wall.
- Three Rings was founded by a wizard; there are many wizards there.
- All the rooms at the House of Abraham in Three Rings have two beds and rent for 12 sp/night.
- There is a secret 3 foot squard trap door in the floor of each of the guest rooms in the House of Abraham in Three Rings.
- The castle on the hill in Three Rings is the mayor�s residence.
A description of the mayor's castle in Three Rings:
All castle walls and towers are made of a rough, gray stone. The outer curtain wall is twenty feet high and conceals the main building. The wall towers are fifteen feet in diameter and thirty feet high. The large interior tower is forty-five feet tall. The gatehouse is thirty feet high. It has three forward-facing arrow slits. The portcullis is down, and the two huge ironreinforced doors behind it are closed.
And a description of the castle's interior:
The inner Portcullis is raised, and the guard walks Tenebrynn into the courtyard beyond. There appear to be three buildings within the castle walls. A barn on Tenebrynn's left. A barrack on his right, and a more ornate building just ahead. The guard pushes open the door, which is made of wood reinforced with iron. Carved in relief on the door is the face of a lion holding the door knocker in its mouth.
Inside, the hall has three doors beside the main entrance. A guard is also here (day only). In the southeast corner of the room is a suit of plate mail armor and halberd. Along the north wall are three chairs. On the south wall, between the armor and the door, a 2�x3� mirror hangs above a small table. On the table are two candlesticks and a brass bell.
Finally, one last fact about the castle:
- There is a modest library in the mayor�s castle in Three Rings.
==M3: Nurlan & Mordick (Judge: Patlin) This was another side thread for part III of Manzanita's Monemvassia series. Mostly, it gave us a few more details about the town of Three Rings, south of Monemvassia.
- "A short distance" to the northwest of Abraham�s Inn in Three Rings is the Theater of the Mystic Celebration.
- A sign on the door of the Theater of the Mystic Celebration in Three Rings states that shows begin at 7 pm, Monday through Friday.
- The stage at the Theater of the Mystic Celebration in Three Rings has curtains and a trap door.
- The manager�s office at the Theater of the Mystic Celebration in Three Rings is a small room with a cluttered desk and three chairs for visitors. Various show props hang on the walls.
- The economy of Three Rings consists of farming and fishing.
- There is a large temple of Delanor in Three Rings, and a statue of Delanor at the docks.
- The road south of Three Rings is less used as it leads to forests and swamps.
[edit] M3: Assassin�s Knot (Judge: Patlin)
This was a lengthy and intricate adventure by Manzanita, part of his Monemvassian series. The resolution was lost in the Crash of '06.
After the events listed in the remaining posts, the PCs discovered that the missing lute string, one of the three murder clues, was given by an innocent NPC to his equally innocent girlfriend, acting on behalf of the not-so-innocent NPC mayor. That started a thrilling sequence in which two PCs, acting alone, accompanied the girlfriend to see the mayor. The mayor insisted on interviewing the girl in private, after which she attempted to imprison the PCs. One escaped the mayor's castle while the other was subdued and imprisoned. The escapee ran to the House of Abraham ahead of a detachment of the mayor's guards, who were then driven off by the other PCs. When the mayor sent reinforcements, the PCs fled, one returning to Monemvassia to warn of the mayor's treachery, the others planning a daring raid on the mayor's castle to free their companion. After a very successful raid, the PCs once again fled, and met up with the Prince's forces marching south from Monemvassia. The adventure concluded with the PCs hunting down more conspirators in the woods near Three Rings. There, they uncovered tantalizing clues to the roots of the conspiracy, which led to an expedition into the jungles south of Three Rings that was the basis for the fourth and final installment of the Monemvassian series. The mayor and a few others were executed for their misdeeds.
With that out of the way, here's the geographical information:
- The town of Three Rings is south of Monemvassia. It is under Monemvassia�s protection, has a modest port, but has been the home of a notorious assassins group called the Black Hand.
- The city-state of Monemvassia is a major port. It has had some minor problems with both pirates and sahuagins.
- There is a Monemvassian military post a few miles north (an hour�s ride) of Three Rings.
- There is a castle on a small island off the coast of Three Rings that belongs to Monemvassian nobility.
- Three Rings is about four hours by horseback from Monemvassia.
- The House of Abraham is the only inn in Three Rings.
- There is a small apple orchard just north of Three Rings.
- Nobody is admitted after 8 pm to attend shows at the theater in Three Rings.
- Along with a garden, barn, corral and tool shed, the House of Abraham in Three Rings has an outhouse around back.
- Each room in the House of Abraham in Three Rings is furnished with two double beds, a table, four chairs, a dresser by the door, a chest under the bed, a barred window with inside shutters, and a carpet on the floor.
- There is a tailor in Three Rings, in a 20-by-20 foot building with two large windows in front.
- The island with the tower near Three Rings is close enough to the mainland to be visible from the town.
- There is a large statue of Delanor in Three Rings, just off the docks.
Here's a description of the tower/castle that is on the island visible from the docks at Three Rings:
As the boat approaches the island, you are able to see it well. The island is a rocky outcrop that is hardly larger than the tower structure atop it. A single tower just upwards at least 6 stories. Further smaller structures may exist, but are concealed by a stone wall that seems to go all around the island. The tower and wall are plain, but sturdy looking.
The boat rows around to the north of the island where you see a single pier jutting into the sea. A pillbox-like guardhouse stands at the place where the pier connects to the island wall. Hutchinson parks the boat and secures it to a post with a rope. He then leads you to the pillbox, where a single lightly armed guard opens the door and ushers you inside. You then walk through a domed wood and stone tunnel, about 7 foot high at its apex, on a curvy path leading to a sturdy metal-enforced oak door. Sunlight occationally peeks through the domed roof as you walk.
Hutchinson knocks twice on the door and an eyeslit is pulled back. An eye is placed at the hole briefly. Then the sound of a bolt it heard being pulled back, and the door opens. A pretty young woman, neatly dressed in black and white, smiles curiously at the party and invites them in. Hutchinson nods good bye and returns the way he came. You enter a solidly built stone hall. Torches burn on the walls and several benches trunks and suits of armor dot the sides. The woman leads the party to the nearest door and ushers them into a waiting room, with soft plush couches and low tables.
And some more information about the town and lands near Three Rings:
- Both apes and giant bats can be found in the swamps to the south of Three Rings.
- There is a library in the tower/castle on the island just offshore of Three Rings.
- The secret trap doors in the floor of each guest room in the House of Abraham in Three Rings are locked from the underside of the floor.
- There is a gravel path on the grounds of the House of Abraham in Three Rings, leading from the main inn building to the outhouse and also to the barn.
- The trap doors in the guest rooms at the House of Abraham in Three Rings open downward.
- Giant crabs infest a beach just south of Three Rings.
- The west door in the common room at the House of Abraham in Three Rings leads to the rooms, not to the outside.
- Behind the east door of the waiting room in the Mayor�s castle in Three Rings lies a narrow, dark, unadorned hallway, which leads to a reception area.
While we're at it, here's a nice description of the reception area in the Mayor's castle in Three Rings:
On the east wall of this room is a stone dais of three steps. Atop the higheststep is a large, highly decorated wooden chair. Two smaller chairs sit on the next step down from the large chair. The dais itself is six feet wide and five feet deep, with the chairs standing along the back wail. The north and south walls are hung with tapestries of woodland scenes.
And more information on Three Rings and its environs:
- The first building to the south of the House of Abraham in Three Rings is a 30 x 25� house that has been abandoned.
- The jungles south of Three Rings are home to magical beasts and primitive barbarians.
- There are two exits to the Theater of the Mystic Celebration in Three Rings, a main door and a smaller side door that leads to a small building in back that is the company�s residence.
- The trapdoors in the rooms in the House of Abraham in Three Rings lead a 3� high and wide passage with little ladders to each trapdoor.
- The private quarters of the employees of the House of Abraham in Three Rings are on the west side of the building.
- Across the road to the north of the Theater of the Mystic Celebration in Three Rings is a barn.
- At the west end of the narrow passage under the trap doors in the floors of the guest rooms in the House of Abraham in Three Rings is a short ladder leading to another trap door, which is locked from above, unlike all the others.
- Behind a locking door to the west of the common room at the House of Abraham in Three Rings lies the employee�s quarters. There is a hall that goes west for a ways and turns north, with a door to the left and a door at the west end at the turn.
- The first room to the left past the door that leads to the employee�s quarters at the House of Abraham in Three Rings is the proprietor�s room, with a trap door in the floor that leads to the spy passage under the guest rooms.






