Tuesday, December 11, 2012

Curse of Hatred


The touch of Lamashtu is upon Rorin, Chad, Bellen, and Beldar.  This curse will fade with time but it is unknown how long the curse will be in effect.  Removal of the curse is simple, if the characters chose to find a priest of Lamashtu, take that priest to the shrine they defaced and aid the priest in rebuilding the shrine.  Otherwise, the removal of the curse will be a bit onerous.
            To remove the curse without appeasing Lamashtu, the characters must find a cleric of 7th level or better.  This cleric must worship Desna, Urgathoa, Rovagug, or Pazuzu.  The cleric requires each character to donate 666 gp (or 1000 gp for Desna) and agree to a geas to perform a service for the deity.

Monday, December 10, 2012

Rules: Bleed


When a character takes damage that causes bleed that character suffers the indicated damage for the next 1d4 rounds.  Any action such as bandaging, heal or first aid check, or cure spell will stop the bleeding before it’s run it’s course.  If a character regenerates, the bleed damage is halted on the following round but no regeneration occurs that round.  Bleed damage occurs at the top of the round, before initiative is rolled. 
Magical bleed damage is handled slightly differently.  These wounds bleed for one full turn (10 rounds).  Also, magical bleed damage only heals naturally, no potion or spell can restore hit points lost in this manner.  Magical bleed damage completely negates regeneration.

Rules: Shields


Shield Proficiency
By spending a weapon proficiency, warriors and some priests can become more skilled in the use of their shield.  The extra protection conferred by the shield varies by the exact type the character becomes proficient in:

Shield 
Normal 
Proficient 
# of
Type 
AC bonus 
AC bonus 
Attackers
Small 
+1 
+2 
2
Medium 
+1 
+3 
3
Large
+1/+2 vs. 
+3/+4 vs. 
4
missiles 
missiles 

The number of attackers is the maximum number of times the shield bonus can be used in a single round by the character. Normally, shields can only be used against enemies in the character’s front spaces or in the flank spaces on the character’s shield side.

Shield-Punch
Any character equipped with a shield can choose to forego its protection and gain an extra attack known as a shield-punch. The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –2 penalty to attack rolls that round and the shield-punch attack is rolled with a –4 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties.
If the character is trying a shield-punch, he must announce his intention while declaring his combat action and forfeits the defensive benefit of the shield for the round. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.

Shield Punch
Shield Type
Size
Spd
Dmg
Small
S
2
1d3
Medium
M
6
1d4
Large
L
8
1d6

Shields save lives
Any time a PC takes damage, they can opt instead to say their shield absorbed the force of the blow. The shield is shattered and must be discarded, but the PC doesn't take any damage from that hit. Magical shields lose one 'plus' each time they are used in this way. This rule does not allow normal shields to stop magical attacks like fireballs, but magical shields may be able to improve the save or reduce damage even further, somewhat.  This will completely destroy a magic shield, regardless of it’s bonus.

During the three months...


After 2 weeks, Sister Remia awakes from her coma and summons whatever party members are still in Kleine.  She tells the group that the real leader of the orcish attack was an evil cleric of Asmodeus.  She never heard his name, but knew that he was working with someone else in the raid on Kleine.  When the party confirms that they had not encountered this priest, Sister Remia implores them to return to the orc cave and investigate it more fully.  The priest tortured Remia frequently so he must maintain a room in the caves.  Sister Remia is still too weak to perform magic but assures the cursed party members that she can perform a ritual to help them in a few months or so.  The mayor of Kleine also offers a reward for the cleric’s head if the party does this task for the church of Erastil.  If the party fails to slay the cleric but manage to stop him, the group receives a lesser reward.
During a routine watch, Bellen hears of a common man’s murder during the festival.  It would appear that the orc attack was not the only problem the town faced that day.  David was murdered in his home.  The guard captain, Jennel, tells Bellen the town was secured about 3 hours after the party left to find Sister Remia.  The discovery of David’s death was a week after Sister Remia awakes from the coma.  It is unlikely the two are connected because David was slain by magic, his body was severly burned, but nothing else in the room was even singed.  The remains were also scattered about.

Sunday, December 9, 2012

Rules: Death


When the character takes damage that reduces him to zero hp or less, regardless of the amount that brings the character to that point, the character assumes zero hp and rolls a save vs death.  Each character is entitled to three death saves per day but no more that one per battle.
If the roll is made, the character is able to function, somewhat, at zero hp.   At the DM’s discretion the character may also be stunned, nauseated, or feverish.  The character can crawl at one third his movement, usually this is away from combat.  The character may attempt a small action but that action takes 1d4 rounds.  During this time the character does not bleed out and is considered stabilized. 
If the save is failed, the character falls unconscious on the ground.  He then begins to bleed out.  The character takes a -1 each round thereafter.  When the player reaches -10 the character is dead.  While bleeding out, the character can be hit and reduced faster (killed faster).  If another character bandages the wounded character, the wounded character is stabilized. Stabilized characters are at a steady zero hp (is no longer bleeding out) and are unconscious until healed or rested into positive hp. The player may expend a hero point to stabilize automatically (zero hp, not bleeding out and unconscious).  Spell casters that are at zero hit points to -5 will still have spells memorized, however if they go beyond -5, the trauma of near death erases all spells memorized.  Spells can be regained as normal, after a nights rest.

Treasure II


Current treasure on each character is as follows:

Beldar – 4 cp, 17 ep, 87 gp, 4 pp, 82 sp, emerald (200), topaz (500), silver ring (50), 928 gp value
Total 1801 gp (4cp, 1 ep, 2 sp left over)

Bellen – 437 gp, 8 cp, pearl necklace (250), topaz (500), 928 gp value
Total 2115 gp (8 cp left over)

Chad – 8 cp, 2 gp, 4 sp, sapphire (600), pewter buckle (150), 928 gp value
Total 1680 gp (8 cp, 4 sp left over)

Ford – 5 cp, 30 gp, 1 sp, 428 gp value
Total 458 gp (5 cp, 1 sp left over)

Havoc – 8 ep, 51 gp, 4 pp, cameo (150), sapphire (600), 928 gp value
Total 1753 gp

Khol – 2 cp, 2 gp, amethyst (100), opal (50), jade ring (100), ruby (500), 928 gp value
Total 1680 gp (2 cp left over)

Rorin – 3 cp, 2 gp, 8 sp, gold bracelet (100), cameo (150), ruby (500), 928 gp value
Total 1680 gp (3 cp, 8 sp left over)

This is the amount of treasure each character has now with the treasure that is split in the post below.  So every character has exactly this much treasure.  I will deduct fees from characters when each player tells me they want their bills paid and that there are no treasure items they wish to hold on to.  Remember, this is not the total of gold pieces each party member has, only the value their part of the treasure represents.  If you choose to sell all gems/jewelry/art items, I have to know because there is a fee for that.

Also, while on this downtime, each player can restock on normal or out of the ordinary supplies.  

Friday, December 7, 2012

Treasure


Here is the total treasure each character gets.   If there is anything that a character may want in the treasure, let me know.  This is especially important if there is a treasure item that the character wants to keep and not sell for the coin value.  Otherwise, it will be assumed that the characters use whatever treasure they have to pay their bills however they can.


Treasure take
Coinage

887 cp (= 8 gp & 87 cp)
667 ep (= 333 gp & 1 ep)
1269 sp (= 126 gp & 9 sp)
70 pp (= 350 gp)
404 gp

Gems/Jewelry/Art items
Total 4901
900 appraised by Chad
4001 unappraised
3% appraisal fee (121 gp)
Subtotal 3880
Plus 900
Total 4780

4780 + 1221 = 6001

Divided by 7 (Ford receives a half share.)
Ford 428 gp
Khol, Havoc, Bellen, Beldar, Chad, and Rorin each receive 928 gp

Left over coinage
5 gp
87 cp
1 ep
9 sp

Magic items (unidentified)
Bone necklace (in Khol’s possession)
Oil flask
Longsword (orc chief)
Shortsword (orc witch doctor)
Morningstar (in Bellen’s possession)
Ring (in Rorin’s possession)
Ring (owned by Chad)
Splint mail (in Khol’s possession)
Ring, Brass (in Ford’s possession)
Belt (in Beldar’s possession)
Mace, footman’s (owned by Havoc)

Detailed Gems/Jewelry/Art items
Bracelet, gold (140)
Bracelet, silver (35) Dwarven
Brooch, gold (100)
Buckle, silver (50)
Candlestick, silver (5) x2
Chalcedony (50) x2
Coffer, silver (120)
Cutlery, silver (100)
Dagger, silver, ornate (30)
Diamond (10)
Earrings, gold (100)
Eye Agate (10) x7
Fur, bearskin (80)
Goblet, crystal (5) x2
Goblet, silver (25)
Jade (100) x2
Necklace, gold (100) x2
Necklace, silver (250)
Pendant, silver (10)
Ring, gold (10)
Ring, gold (100)
Ring, gold (50)
Sardonyx (50) x12
Spinel (500)
Sword, short, elven*
Tankard, pewter (1)
Topaz (500) x4

*not counted in the gp total

Rules: Training


Characters must train for their first few levels.  I generally decide this on the fly but a die roll could be used if needed.  Usually the first three levels are definitely training levels, sometimes I enforce it up to 5th level.  If you are desperate to know when you no longer need to train, we can roll a die to determine it, 1d3+2.  This could hurt as it would be binding on your character when we roll it.
To train, a character must have a tutor or instructor. This tutor must be of the same class and higher level than the one the character is training for. Thus, a 7th-level fighter training for 8th-level must be taught by a 9th-level or higher fighter. The tutor must also know the appropriate things. Fighters specialized in a given weapon must find a tutor also specialized in that weapon. Mages seeking to study a particular spell must find a tutor who knows that spell. A thief seeking to improve his lockpicking must find a higher-level tutor more accomplished in lockpicking.
Since not all characters are suited to instructing others, any player character who attempts to train another must make both a Wisdom check and a Charisma check. If the Wisdom check is passed, the player character possesses the patience and insight to nurture the student. If the Charisma check is passed, the character also has the wit, firmness, and authority needed to impress the lessons on the student. If either check is failed, that character is close, but just not a teacher. If both checks are failed, the character has absolutely no aptitude for teaching. Alternatively, the DM can dispense with the die rolls and rule for each player character, based on his knowledge of that character's personality. It is assumed that all NPC tutors have successfully passed these checks.
Second, the character must pay the tutor. There is no set amount for this. The tutor will charge what he thinks he can get away with, based on either greed or reputation. The exact cost must be worked out between player character and tutor, but an average of 100 gp per level per week is not uncommon.
Finally, the player character must spend time in training. The amount of time required depends on the instructor's Wisdom. Subtract the Wisdom score from 19. This is the minimum number of weeks the player character must spend in training--it takes his instructor this long to go through all the lessons and drills. At the end of this time, the player character makes an Intelligence or Wisdom check, whichever is higher.
If the check is successful, the lessons have been learned and the character can advance in level. If the check is failed, the character must spend another week in training. At the end of this time, another check is made, with a +1 applied to the character's Intelligence or Wisdom score. The results are the same as above, with each additional week spent in training giving another +1 to the character's ability score. This +1 is for the purpose of determining the success or failure of the check only. It is not permanent or recorded.
One obvious result of the training system is the development of different academies that specialize in training different character classes. Because of their importance in the adventuring community, these academies can become quite powerful in the lives of the player characters. Imagine the disastrous effect should one of the player characters be blacklisted by his appropriate academy. Although the DM should not abuse such power, the player characters should treat such institutions with care and respect.

Back to train


When the party returns to Kleine, Sister Remia falls into a coma.  The party may go about their training at this time.  Total downtime for the party is three months.  Normal expense will be 50 gp per level per month.  If any party member chooses (or is forced) to live below this level, they may be subject to illness or disease.

Beldar is trained by Sir Renk, a knight of dubious reputation.  Sir Renk is from Melinir and is skilled in all swords.  Training takes 6 weeks and costs a total of 1000 gp.  Beldar will also have to pay 225 gp for his living expenses over the 3 months he is in Kleine.

Bellen can self train again.  Training takes another 4 weeks.  Cost will run a total of 1400 gp.  Cost of living for Bellen will be 400 gp.  Bellen helps out the town guard during this time, volunteering to take watch and such.  This earns her a bit of coin, 60 sp, but more importantly earns the trust of the citizenry for Bellen.  Bellen also attunes herself to this new world during her spare time.

Chad has paid for his training already and his instructor, an alluring female thief named Meridian, completes it in 9 weeks.  During this time Chad must pay 200 gp for his living expense.  Because of his help to the church, Meridian gives Chad a token that he may use if he runs afoul of her guild in Melinir.


Ford will not be training but will have the living expense of 150 gp for the three months in Kleine.  Ford may also want to try to identify some items, he has three months so, in theory, he could try each item in turn.  (I can roll that for you or we can wait until we’re all back at the table and Brandon can roll for his character.)

Havoc’s trainer is in Timbervale repairing a ruined temple of Cayden Cailean.  Marco is a learned priest of Cayden Cailean who had a vision (not a drunken one) that this temple should be rebuilt.  Travel to Timbervale will take 3 days by merchant barge and cost 10 gp, one-way.  The actual training will only take 4 weeks, at a cost of 600 gp, however Havoc is expected to remain an additional month helping to ready the chapel to Cayden Cailean.  During this time, living expenses will be a bit higher than average (+15%) due to the town’s economy and the constant drinking both priests insist on doing.  This totals out to 308 gp.

Khol was originally from a small town called Harken Village.  In this village is a chapel to Sarenrae with a small cloister that trains crusaders.  Because of the rarity of this class, Khol will have to return home in order to train for 2nd level.  The safest, fastest method will be travel by river barge.  Cost for the trip will be 50 gp and will take 10 days.  Training will be long and arduous at a full 7 weeks.  The cost will be 900 gp.  Cost of living will be 200 gp.  (Xp deficient of 239.)

Rorin will be trained in Kleine by a friendly half-elven fighter named Lucious.  He is proficient with axes and bows.  Training will take 6 weeks at a cost of 800 gp.  Cost of living will be 225 gp.  (Xp deficient of 239.) 

Rules: Cost of Living


I am going to start posting some rules here every once in a while so that you guys can know what's what in the game.  These will be tagged as rules.

Player Character Living Expenses

Lifestyle 
Cost/Month 
Squalid *
3 gp 
Poor *
5 gp 
Middle-Class 
50 gp per level 
Wealthy 
200 gp per level

*Living in poor or squalid conditions can lead to illness or disease.


Sunday, September 23, 2012

Festival Marketplace


Hedge Shop Items

Item
Cost
Qty
Charm bracelet
115 gp
2
Poison charm
86 gp
4
Protective charm
230 gp
1
Fire charm
109 gp
2
Alchemist’s fire
23 gp
10
Tanglefoot bag
58 gp
5
Thunderstone
35 gp
12
Healing potion, lesser
173 gp
2
Draught, Hangover Remedy
86 gp
2
Draught, Maidenweed
115 gp
5
Draught, Poison antidote
115 gp
3
Draught, Stamina
144 gp
3
Arrow, flight +1
6 gp
40
Arrow, sheaf +1
8 gp
12
Sling bullet +1
115 sp
15
Healer’s kit
29 gp
2
Healing poultice
XX
XX
   Type I
86 gp
7
   Type II
144 gp
2
   Type III
230 gp
3
Burn Slave
XX
XX
   Type I
345 gp
2
   Type II
460 gp
2
Harpy Musk
23 gp
10
  
Descriptions

Charms
Charm bracelet: While worn, the character receives +2 to saves vs charm type spells.  This protection lasts for 30 days after the item is purchased.

Poison charm: When the owner is poisoned, this fetish bag releases a magic effect.  The fetish immediately grants the wearer +4 to save vs poison.  However, after this effect the occurs, the poison save bonus fades after one turn leaving the fetish expended.

Protective charm: While worn, the character receives +2 to AC against missile attacks.  The protection from this charm cannot decrease AC below 0, nor does it stack with any magic items.  This protection lasts for 3 weeks after the item is purchased.

Fire charm: When first attacked with a fire spell, this charm’s energy is released.  In a brilliant flash, the charm reduces flame and fire damage by 1 point per die (never less than 1 point per die.)  This charm only functions once.

Draughts
Hangover remedy: This heavy liquid takes 3 rounds to fully consume.  It completely removes all side-effects from heavy drinking the night before.

Maidenweed: This draught prevents pregnancy in females who drink it.  The draught's duration is one month. 

Poison antidote: 50% chance to negate poison or venom.  If failed, allows a second save with -2 penalty.

Stamina: This draught will allow the PC to roll a Con. check to negate all fatigue from the previous day's excersion.  If the roll fails, the PC will suffer normal penalties for fatigue until 8-10 hours rest is gained.

Alchemical
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a save vs death or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Alchemist’s fire: You can throw a flask of alchemist’s fire as a splash weapon. The max range 20’ (counting as medium range) and within 10’ is considered short range.
   A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target continues to burn, taking an additional 1d6 points of damage. If the target has not performed an action, they can attempt to extinguish the flames before taking this additional damage next round.  The fire only burns for one round after it hits.
   A flask of alchemist’s fire can be poured on a melee’ weapon.  The weapon will inflict an additional 1d4 fire damage for 3 rounds.


Tanglefoot bag: You can throw this round leather bag full of alchemical goo as a grenade-like weapon up to 10’, the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air.  An entangled creature suffers a -2 penalty to attack rolls and AC (losing Dex. as well.) The entangled character must make a save vs breath or be glued to the floor unable to move.  Even with a successful save, movement is at half speed.
   A character who is glued to the floor can break free with a successful Open Doors roll or by dealing 15 points of damage to the goo with a slashing weapon.  A character trying to scrape goo off himself does not need to make an attack roll; hitting the goo is automatic. If another character wants to help, they also hit automatically but half the damage is applied to the stuck PC.  Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make an Int. or Wis. (as per class) check -3 to avoid a spell surge.  The goo becomes brittle and fragile after 10 minutes (1 turn).


Other
Healer’s kit: These kits grant a bonus to healing if used by someone with the heal or the first aid proficiency  The amount gained varies, depending on which proficiency is used.  The user of either proficiency check will require one turn to effectively use the healer’s kit.  Those with heal, who succeed a prof check, will heal the recipiant 1d3 times the difference of the check and roll.  For example, Airatoth has the heal proficiency and his score is 16.  He uses a healing's kit on Akul and rolls a 10.  The check passes and Akul is healed for 6d3 hp.
   If the user has the first aid proficiency, he may also use a healer's kit, however, the healer's kit is less effective.  The healer's kit provides 1d3 plus the difference of the check and roll.  For example, Linus tries to use a healer's kit on Bellen, his first aid proficiency score is 12.  He rolls a 5, Bellen is healed for 1d3+7. 
    If the proficiency check is failed, either heal or first aid proficiency, the healer's kit is expended and no healing occurs.  This kit cannot negate poisoned or diseased persons.

Healing poultice: On normal wounds, Type I heals 1d3 hp on the following day, Type II heals 2d3 hp on the following day, and Type III heals 3d3 hp on the following day.  Note that some wounds, such as those made by a sword of wounding, are resistant to magical healing. Since poultices are nonmagical in nature, they can help overcome this difficulty.  Only one application for healing can be made per day for healing on the next day.  Also can be used to negate certain poisons (Types A-D).  Typically, there 5 applications per jar.

Burn salve: As it's name implies, burn salve mitigates some of the effects of fire damage, but only if it is applied within 2 rounds of the injury.  If applied in time, type I heals 1d6 points of damage.  Type II burn salve is more potent, it heals 2d6 fire damage.  Neither type can heal damage that was not inflicted by fire.
   A typical jar has three average sized burns applications.

Lesser healing potion: As a standard healing potion except only heals 1d4+1.

Harpy Musk: For all their cowardice and cruelty, goblins have a keen sense of what can kill them, and harpies number among goblins’ most feared predators. Using this knowledge to their advantage, Varisian alchemists have devised ways to recreate or distill the musk of harpies into a potent concoction. If smeared on a surface or used as a thrown weapon (range: 30'), harpy musk fills a 30-foot area for 10 minutes (one turn) before dispersing. Any goblin who enters the area must succeed at a save vs fear or be shaken for 3 rounds, most just flee. Harpy musk affects only goblins - bugbears and hobgoblins are unaffected.

Tuesday, September 11, 2012

Sandpoint – Places of Interest 2


Goblin Squash Stables
The sign above this door perpetuates one of the greatest fears of the lowly goblin—being trampled underfoot by a horse. Tended by a retired hunter named Daviren Hosk, Daviren’s hatred of goblins is nearly legendary in Sandpoint.  In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin’s name burned into the leathery flesh—mostly because Daviren knows that writing down a goblin’s name is one of the worst things you can do to desecrate his memory. The bitter ranger’s pride and joy is a large glass bottle filled with brine in which he’s preserved the body of Chief Whartus of the now extinct (due in large part to Daviren) Bonegrinder Tribe.

The Pixie’s Kitten
Many of Sandpoint’s crasser locals have a much more colorful name for this establishment, but Kaye Tesarani runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three Shoanti bouncers she employs are more than enough to handle troublemakers.

The Way North
As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 50 gp to 1000 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy.

Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweler named Maver Kesk. Maver retains a half-dozen local toughs as guards, but he has a habit of leaving doors and vaults open—a trait his wife Pennae Kesk often berates him for publicly.

Junker’s Edge
Garbage gathered by Gorvi’s boys is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s Gozreh worshipers (in particular Hannah Velerin) rankle at this  practice, but until an equally cost-effective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.

Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar, and is continually baffled and enraged that his learning and obvious intelligence haven’t afforded him more prestige. Brodert has been studying ancient Thassilonian ruins for the past several years and has recently become obsessed with the Old Light. No one believes his theories that the tower was once a war machine capable of spewing fire to a range of more than a mile.


Sandpoint – Places of Interest


Sandpoint Cathedral
Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof.
   Yet even the previous chapel wasn’t the first holy site in this location.
The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones themselves surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna at these stones, the stones themselves have a much older tradition.
   The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers.
   When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches.  It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna.
   The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of adviser for worshipers of other gods of Sandpoint with ease.

Sandpoint Boneyard
Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River.  Stone vaults owned by affluent members of the town stand near the cemetery’s edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies.  The boneyard is well-maintained, kept by a man named Naffer Vosk, a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. Naffer has found redemption in Sarenrae, and despite a twisted spine that, from birth, has given him a sinister lurching gait, he’s one of the town’s most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk.

Taverns and Inns
The White Deer
A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn. The White Deer commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground five years ago in the same fire that destroyed the Sandpoint Chapel. The new building is a grand affair, three stories tall with a stone first floor and wooden upper floors with a dozen large rooms that can accommodate two to three guests each.
   A somber and quiet Shoanti man named Garridan Viskalai owns the White Deer and runs the place with the aid of his family and a few local girls. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him rooted firmly in town.
   Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint’s sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother’s complete abandonment of Shoanti tradition.

Risa’s Place
Risa Magravi operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children Besk, Lanalee, and Vodger, the mysterious Varisian sorcereress remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only becuase its out-of-the-way location ensures strangers rarely come by.

Fatman’s Feedbag
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or less-reputable sailors.
   The tavern is owned by an enormous man named Gressel Tenniwar.  Food at the Feedbag is relatively cheap compared to other eateries but the quality is also less and some have been know to be ill the following days after partaking in generous helpings at the Feedbag. 
The Hagfish
One of Sandpoint’s most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal.
   Owned by a gregarious one-legged man named Jargie Quinn, the Hagfish gets its name from the large glass aquarium that sits behind the bar, the home of a repellent hagfish that Jargie affectionately calls Norah (despite the fact that he’s had “Norah” replaced dozens of times—hagfish don’t live all that long in Quinn’s aquarium). Hanging from a nail next to Norah’s tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of “water” scooped from Norah’s tank. It’s a single silver coin to try, but the trick is that, since she’s a hagfish, the water in Norah’s tank is thick and horrifically slimy and foul-tasting. Few can stomach the stuff, but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfish has been in business for nearly 10 years.
   But there’s certainly more to this tavern than Norah. Jargie’s game tables are always well-attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called “yarning” involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, the legendary giant red snapper

Cracktooth’s Tavern
A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff. Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner Jesk “Cracktooth” Berinni might look like a thug, but he’s actually quite well-read and possesses a scathing wit—nights when he takes the stage to deliver his observations on the political situations in Magnimar are quite popular.

The Rusty Dragon
This large structure is Sandpoint’s oldest inn, notable for the impressive
(and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kaijitsu, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, the north Lost Coast Road being less traveled. It certainly doesn’t hurt that Ameiko’s exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry. 
   The Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous “Help Wanted” board near the bar and Ameiko’s “discount rooms for anyone who tells an exciting adventure story” policy.

Shops
General Store
Owned and operated by Ven Vinder and his family, Sandpoint’s oldest and  best-stocked general store has a little bit of everything—farm equipment, weapons, tack, tools, furniture, food, and even homemade pies by Ven’s wife Solsta.  His true pride, though, is his daughters, whom he dotes upon.  Lately, he’s been increasingly distracted by what he believes is a budding romance between his daughter Katrine and that no-good Harker from the lumber mill. Unfortunately, Ven’s obsession with Katrine’s nightlife has rendered him all but blind to the actions of his other daughter, Shayliss.

Savah’s Armory
The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, Savah Bevaniky, the building escaped significant damage. Savah’s shop sells all manner of weapons and armor, including several exotic weapons like oriental weapons and special weapons sold off by passing adventurers.

Bottled Solutions
This cluttered shop is filled with shelves upon shelves of bottles, bags, and other alchemical containers, some covered with dust and others so new that the pungent stink of their brewing still fills the air. Nisk Tander fancies himself a more gifted alchemist and hedge mage.  He sells many alchemical items and a few rare ointments and tonics.