d20 dark quest city guide harbor side mess hall

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A u t h o r : David Woodrum E d i t o r s : Joanna G. Hurley T y p e s e t t i n g : Clay Gardner L i n e D e v e l o p e r : Darren Pearce P u b l i s h e r : Neal Levin www.darkquest.com Open Game Content & Copyright Information City Guide: Harbor Mess Hall is (c) 2005 Dark Quest, LLC. All rights reseverved. Reproduction of the product without permis- sion of the publisher is expressly forbidden. City Guide : Harbor Mess Hall is presented under the d20 License. All textual mate- rial is designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC or by their respective artist. "d20 System" and the d20 System Logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20 license. 1 C r e d i t s

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Page 1: d20 Dark Quest City Guide Harbor Side Mess Hall

Author:David Woodrum

Editors:Joanna G. Hurley

Typesetting:Clay Gardner

Line Developer:Darren Pearce

Publisher:Neal Levin

www.darkquest.comOpen Game Content & Copyright InformationCity Guide: Harbor Mess Hall is (c) 2005 Dark Quest, LLC. All rights reseverved. Reproduction of the product without permis-sion of the publisher is expressly forbidden. City Guide : Harbor Mess Hall is presented under the d20 License. All textual mate-rial is designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC or by their respective artist. "d20System" and the d20 System Logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20license.

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Credits

Page 2: d20 Dark Quest City Guide Harbor Side Mess Hall

The Harbor Side Mess Hall is the brainchild of a formersailor who is commonly known as Patches McReily. History hasit that Patches served as a cook upon a privateer (later turnedpirate) ship and was disgusted by the daily rations of preservedfish and dried tack that he was forced to prepare and serve.Whenever the ship that Patches served on would port in a har-bor, the one thing that the good cook craved more than any-thing was a good meal of steak or chops. To his disgust, how-ever, there was no such servings to be found, and most of thetaverns and inns that rested along the harbor served food thatwas hardly much more than the ship's rations.

Several years later, Patches had gained a fair bit of coinsand jewels and decided to retire. After all, one of his eyes hadseemed to have long since run away with a few of his frontteeth and Patches was not getting older. Sitting in a harbor tav-ern and looking down disgustedly at a plate of smoked floun-der, Patches remembered his disgust for the food that the ship'ssupply room had to offer. Taking a good deal of the fortunethat he had originally intended to use to purchase a nice, quiethome, Patches instead purchased an old abandoned warehousein the harbor area of his native community and began to rebuildit into a large mess hall.

Though the supplies and construction cost him every bitof his life savings, Patches soon had both a home and a busi-ness. Shortly after it's opening, sailors on port leave began toflock to The Harbor Side Mess Hall for the purpose of gettingthe meal that they had grown so homesick for while travelingthe high seas.

The Harbor Side Mess Hall serves a wide variety of foods,with a wide variety of main courses and side items. Most of thefood is mainly inland fare, but the mess hall does provide a lim-ited selection of "surf and turf" varieties, mostly in the aspectsof shellfish and chips or chowders. Though serving a few vari-eties of watery ale, mead, and port wine, drinks of notablepotency are not to be found at the mess hall and Patches has nointentions of changing his decision on this. As the benchedtables require the patrons to eat in a "community fashion",Patches doesn't want a hall full of unruly drunks disturbing anhonest sailor while he's trying to eat what is perhaps the onlytruthfully decent meal that the poor sailor has had in six monthsor better.

This area is used quite a bit by the sailors, as during thesummer months it's often more pleasant to sit outside than tohave to tolerate the fires that must be kept roaring in order toprepare the food.

Though most of the surrounding area is deserted, thosefew shops and establishments that still exist look favorablyupon the site, including Nelly, as The Harbor Side Mess Hall isbringing back new life gradually to the area.

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Sitting amongst the older, mostly abandoned buildings inthe run down section of the harbor is an old convertedwarehouse that seems to be unusually filled with constantactivity. In sharp contrast to the original, lichen encrustedstonework of the original building, several new chimneysrun up along the sides of the building and a well sits outfront that judging by the condition of it's stonework, itcouldn't have been built more than four or five years ago.

In addition to the construction of the well and the obvi-ous structural changes to the old warehouse, a large sec-tion of the ground that lies before the building has beenkept cleared off by both foot traffic and an old goat.Likewise, tables with attached benches sit out front just tothe west of the entrance and there's a large wooden signabove this area with painted engravings. The sign reads"Harbor Side Mess Hall."

Exterior Description

Harbor Side Mess Hall

The Entrance Court to The Harbor Side Mess Hall is fair-ly well tended to by Nelly the goat. Nelly is an extremelytame animal who is usually petted and talked to by the vis-iting sailors who sit out front at the benches during thewarmer months and eat. Though mostly content with theweeds that grow up along the mostly desolate street, Nellyis known to accept a piece of bread every so often. She isalso particularly fond of those who take a bit of their timeto fetch some water from the well to put in her woodendrinking trough. While some would find such an animaleither to be a nuisance or a potential item for theft, mostall the sailors enjoy and respect Nelly's presence on thegrounds as it's the only real form of pet that they get tohave in their dreary, lonely sailing lives.

The bench-like tables in the court are very sturdy and con-stantly kept clean. Usually there are one or two servingwenches running about who make sure that the guests areproperly waited on outside and also to clean up any mess-es left behind. Usually the remaining scraps are thrownout back behind the building in case that Nelly wishes topick through them later.

I. Entrance Court

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Exterior Wood Door (Main Dwelling to Front Court): Thickness 2 in.;Hardness 4; Break DC 23 (when barred); hp 20; Open Lock(DC 25, when barred). The door is closed at night, and barredduring storms. The door is barred from the inside (area 2) witha thick, wooden board. The outside of the door is fitted to holda lock (very simple) but this is used only in the few times thatthe mess hall is closed due to special reasons or local holidays.

If one happens to glance about a bit, they will notice thatthere are several doors leading off to other areas. The mainsouthern door leads outside (area 1) while doors to the northlead into Patches private chamber (area 6), the large kitchen(area 7, which has two doors), and one door to the north eastarea leads to the storage room (area 8). To the west, two doors

lead into narrow private rooms (areas 3 and 4�3 is marked forthe gentlemen, 4 is marked for the ladies) where one may usethe chamber pot and/or wash up their hands and face shouldthey have the need. To the west, there is a door that leads intoa closed off room (area 5) where entertainment and dancing issometimes held on special nights. Likewise, the entertainmentroom also has a newer, northern door that can be accessedfrom the mess hall.

Shuttered glass windows are set in the south, east, and westwalls and are opened during the day to allow additional lightinto the main hall.

Exterior Wood Door (Main Dwelling to Front Court): Thickness 2 in.;Hardness 4; Break DC 23 (when barred); hp 20; Open Lock(DC 25, when barred). The door is closed at night, and barredduring storms. The door is barred from the inside (area 2) witha thick, wooden board. The outside of the door is fitted to holda lock (very simple) but this is used only in the few times thatthe mess hall is closed due to special reasons or local holidays.

Interior Wood Door (to location 3, west): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,when barred). This door does not have a lock but may bebarred shut with a light wooden board from area 3. On the dooris the words "Gentlemen" and a painting of a man's beardedface, indicating that this chamber room is for the use of themen, not the women.

Interior Wood Door (to location 4, west): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,when barred). This door does not have a lock but may bebarred shut with a light wooden board from area 4. On the dooris the words "Ladies" and a painting of a beautiful lookingwoman's face, indicating that this chamber room is for the useof the women, not the men.

Interior Wood Door (to location 5, east): Thickness 1 in.; Hardness 4;Break DC 13 (when barred); hp 10; Open Lock (DC 12, whenbarred). This door does not have a lock but may be barred shutwith a light wooden board from area 5. This is an older doorthan the one leading to area 5 from the north east area of themain room, and shows the signs of a past, brutal fight.

Interior Wood Door (to location 5, south): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,when barred). This door does not have a lock but may bebarred shut with a light wooden board from area 5. This is afairly new door structure, and was created after there was a ter-rible fight in area 5.

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This is the main room of the establishment and is quitelarge and usually full of dining customers. The Mess Hallis open from morning to midnight and is open mosteveryday except for a few locally recognized days of cele-bration.

Inside this hall are three large roaring fires from whichvarious stews, breads, and desserts are usually prepared.The floor is always kept clean, and there are typically eightserving wenches hired on who tend to both the customersand the general needs of the establishment. These wench-es work both the main hall as well as tending to the guestsout in the court yard.

Several bench-like tables similar to the ones in the courtyard are positioned in the mess hall and everyone is thusencouraged to eat together at these tables. While mostguests are friendly enough with one another, Patches hashired four retired sailors to serve as bouncers in case therearises the need for one to "keep the peace". Three younglads that were recruited from the poorer side of the com-munity also serve as fire tenders, sweepers, and pot boys,and these youngsters are loyal when it comes to earningtheir wages plus any additional tips that they are occas-sionally offered.

Upon seating one's self it's customary to see one of thewenches quickly scurrying over with a glass of cool waterand a piece of worn parchment that bears the hall's menu.While drinks and appetizers can be served up in a matterof a minute or two, the main course and desserts take a bitlonger, usually a matter of twenty to thirty minutes for themeal and ten minutes for the after dinner delights.

II. The Mess Hall

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Interior Wood Door (to location 6, north): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a wooden board from area 6.

Interior Wood Door (to location 7, east entrance): Thickness 1 in.;Hardness 4; Break DC 13 (when barred); hp 10; Open Lock(DC 18, when barred). This door does not have a lock but maybe barred shut with a wooden board from area 7.

Interior Wood Door (to location 7, west entrance): Thickness 1 in.;Hardness 4; Break DC 13 (when barred); hp 10; Open Lock(DC 18, when barred). This door does not have a lock but maybe barred shut with a wooden board from area 7.

Interior Wood Door (to location 8): Thickness 1 in.; Hardness 4;Break DC 13 (when barred); hp 10; Open Lock (DC 18, whenbarred). This door does not have a lock but may be barred shutwith a wooden board from area 8.

Wood shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.These shutters are often closed and are done as such from theoutside of the establishment, thus protecting the glass from thedamage caused by strong storms and the occasional hurricane.

Windows, thick bluish clear glass: Thickness 1 in., Hardness 2;Break DC 12; HP 5. These windows are made of a strongbluish glass which is reinforced with thin strips of copper.

Serving Wenches, 8 total These serving wenches come and go, with only the most

loyal having served a bit over three years and the most unreli-able ones lasting for a little more than two months. As thereplacing of the ones that quit, Usually Patches can hire in anew wench the very same day.

Of all of the serving wenches, the only one to have man-aged to stay on any given duration of time is "Filthy" WandaCrabshore. Though probably the most saucy woman to everwalk the shoreline, Filthy Wanda is dedicated to her job andleads up the rest of the wenches. The wash women absolutelydetest Wanda, and as a result there's an evergrowing rivalrybetween the serving wenches and the women in the kitchen.

"Filthy" Wanda Crabshore Female human Com4: CR 3; Medium-size humanoid (5 ft. 6in.); HD 4d4+4; hp 12; Init +0; Spd 30 ft.; AC 10 (touch 10,flat-footed 10); Atk +2 melee (1d4/crit 19-20, dagger); AL N;SV Fort +2, Ref +1, Will +2; Str 10, Dex 10, Con 12, Int 11,Wis 12, Cha 14.

Languages: Common, Aquan.Skills: Bluff +4, Diplomacy +4, Intimidate +4, Listen +3,Perform (dance) +3, Profession (bartender) +8, Profession(courtesan) +3 Sense Motive +5, Spot +3, Swim +3.Feats: Alertness, Skill Focus (Profession (bartender)), Skill Focus(Sense Motive). Italicized skills are cross-class.Possessions: dagger, clothing, shoes (3 lbs.).

Description: Filthy Wanda is not a huge woman, being five foot,six inches in height and weighing just at 105 lbs. She can bemean quite mean though, and hidden under her delightfullycurvy, well tanned figure is the fighting spirit of an rabid ogre.Her hair is straight and varies from degrees of dark brown tobleached out dirty blonde, and Wanda has deep green eyes.Wanda typically dresses a bit on the more provactive side, andoften wears bits of more simple, coastal inspired jewelry, suchas bracelets and necklaces of pukka shell beads. Though stillvery young in appearance, Wanda is thirty eight years of age.Personality: Filthy Wanda is a woman who can be both overlyfriendly yet quite uncontrollable when her temper gets flairedup. She's a woman with a powerful personality, and is veryextraverted in most all aspects, including her emotions. Despiteher temper, Wanda is a woman with a heart of gold, which iron-ically can be bought for 4 sp a night. She's unashamed of herways, and will often point out that most women that declarethemselves to be "betterfolk" succumb to the temptations oflust for free. Wanda, on the other hand it seems, is "sophisticat-ed enough" to control her courtly ways long enough to hold outfor the exchange of precious coin.Information and Interactions: Though no official management crewhas ever been established, it seems that Filthy Wanda runs theside of things when it concerns the serving wenches. She canbe quite understanding when one of her girls is in serious dis-tress or need but holds no patience for trivial laziness, com-plaint, or whining. If a woman is being harassed by one of thepatrons, that's one thing. If one of her girls is just lazy, it's timeto either "put some fire under her bottom" or hire someoneelse who's willing to do the job.

Due to her overwhelming personality and rather scan-dalous reputation, Wanda has seen a lot of fights and intention-ally or unintentionally broken a lot of marriages. As such, shecan actually double as a bouncer if a situation at the mess hallhappens to get nasty. As she is a woman of many responsibili-ties, Wanda earns 8sp a day plus whatever tips she may bring in.

Serving WenchesFemale human Com1: CR 1/2; Medium-size humanoid (5 ft. 6in.); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +0 melee (1d4/crit 19-20, dagger); AL N; SVFort +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int 10, Wis11, Cha 12.

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NPC Statistics

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Languages: Common.Skills: Bluff +1, Diplomacy +2 , Listen +1, Perform (dance)+1, Profession (barmaid) +6, Sense Motive +3, Swim +3.Feats: Skill Focus (Profession [bartender], Skill Focus (SenseMotive).Possessions: dagger, clothing, shoes (3 lbs.).

Description: Most of these ladies are usually petite, if not flat outgaunt and underfed looking, with perhaps one or two moreattractively buxom out of the whole lot. All are mostly a roughlot, and a couple of missing teeth here and there or cheap tat-tos isn't entirely uncommon. Likewise, they come and go a greatdeal, and the names have all blurred into the memories of theemployees, patrons, and a the few scribblings that can be foundon the walls of the private chambers (areas 3 and 4). Most havegone by nicknames, and Wanda herself can remember at leastthree named "Kitten", two named "Dove", eight who calledtheirselves "Rose", and three or four known as "Orchid".Currently the names of the seven less experienced wenches areSilk, Patty, Flower, Ruby, Molly, Milly, and Florence. Most ofthese ladies are in their late twenties to mid thirties, with Silkbeing only nineteen and Milly and Florence being a bit overforty.Personality: Though most seem to hold some sort of smug pridein the fact that they don't have quite the reputation that FilthyWanda has, these ladies are truthfully no better. At least Wandatries to earn a bit of coin with her saucy ways, where theseladies are apt to entertain the patrons for little more than a kissand a few shallow, sweet nothings whispered in their ear.

Most all of these women are lazy, and unless watched care-fully by Wanda they tend to spend more time flirting with thesailors than they do taking orders or serving food and drink. AsMilly, Florence, and Patty are a bit more trustworthy, theseladies get the owner of handling the customers who sit outsideduring the warmer months. Truthfully, while this duty was sup-posedly given to them as a reward, these ladies feel that they arebeing punished due to the fact that one has to walk further tohandle such customers.Information and Interactions: As these serving wenches come fromthe local community, particularly areas that are a bit poor orotherwise rundown and potentially hostile, they are full of gos-sip and rumors about local happenings. Many have a hubsandor lover who has spent some time in the stocks for variouswrongdoings, and as such the community's criminal element isnot entirely unknown to such women.

While they may hold a degree of contempt towardsWanda, these wenches will quickly side with her when it comesto arguing with the wash women in the kitchen. These womenearn 2sp a day plus whatever tips they may bring in.

Bouncers, 4 TotalThese bouncers are all former sailors and as such, each one

has a bit of experience when it comes to handling one's selfagainst threatening individuals. Most of the bouncers haveworked on ships that serviced the voyages of pirates or priva-teers, with Dewick being the only exception.

Big FrederickMale human Com1/War3: CR 3; Medium-size humanoid (6 ft.7 in.); HD 1d4+1 plus 3d8+3; hp 20; Init +0; Spd 30 ft.; AC 10(touch 10, flat-footed 10); Atk +6 melee (1d6+3, club), or +6melee (1d3+3 subdual, unarmed); AL NG; SV Fort +4, Ref +1,Will +1; Str 16, Dex 10, Con 13, Int 10, Wis 11, Cha 11.

Languages: Common.Skills: 9 ranks War; Balance+1, Bluff +2 (2(4)), Climb +4 (1 +3) Intimidate +5* (2 + 3), Listen +2, Profession (sailor) +4 (4),Sense Motive +2 (4), Spot +2, Swim +4 (1 + 3), Use Rope +3.Feats: Alertness, Power Attack, Improved Bull Rush, ImprovedUnarmed Strike.Possessions: club, clothing, boots (4 lbs.).

Description:Big Frederick is a huge man, standing just over sixfeet, seven inches tall and weighing right at three hundred lbs.Though having a stern hand when it comes to unruly patrons,Big Frederick is business is very prosperous, Patches has neverhad much trouble really a man with a heart of gold, and is gen-erally peaceful in nature. His balding head sports a few scarsthat he received during his early days on the high seas, and afaded tattoo on his right shoulder is of an octopus weilding twoswords and two daggers, indicating that Big Frederick onceserved on the famous privateer ship, The Eight Armed Lady.Personality: Big Frederick, as mentioned before, knows wellwhen to be friendly or to be strict when it comes to the cus-tomers of The Harbor Side Mess Hall. He's an honest man, andthough having been close friends with Patches for many, manyyears he feels lucky to have such a fine job. It seems that ayoung age Big Frederick often had trouble finding work due toliving in area that was economically oppressed, and starvation isno stranger to Frederick.Information and Interactions: Big Frederick has worked as a bounc-er for the establishment ever since Patches first opened up. Dueto both his loyalty and honesty, Big Frederick is in charge of theother three bouncers and is given a wage of 1gp per day, plusany meals or drink that he might desire. Frederick does not findit appropriate to abuse the offerings of his employer, and tendsto keep his eating and drinking habits within a very reasonablerange.

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* Bouncers use their Strength modifier to calculate their Intimidate bonus. Italicized skills are cross-class.

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Ernest PlanksMale human Com3: CR 2; Medium-size humanoid (6 ft. 3 in.);HD 3d4+3; hp 11; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12,flat-footed 10); Atk +3 melee (1d4+2/crit 19-20, dagger), or+3 melee (1d3+2 subdual, unarmed); AL N; SV Fort +2, Ref+3, Will +1; Str 14, Dex 14, Con 12, Int 10, Wis 11, Cha 9.

Languages: Common.Skills: Balance +2 (+ 2), Climb +6 (4 + 2), Profession (sailor) +5(5), Spot +2, Swim +5 (3 + 2), Use Rope +6 (4 + 2).Feats: Dodge, Endurance, Improved Unarmed Strike.Possessions: dagger, clothing, boots (3 lbs.).

Description: Ernest is a tall and wiry fellow, standing around sixfoot three and probably weighing little more than 160 lbs. Hehas short, curly brownish red hair and a face that often bears asneer resembling that of shameless guilt. His body is reddishbrown from the ocean sun and his eyes often have a suspicioussort of stare to them. Resting on his left forearm is a tattoo oftwo flaming raipers crossing one another, identifying Ernest asa former sailor on the pirate ship The Flaming Sails.Personality: Though many people don't trust Ernest Planks, he'sactually quite loyal and honest with those who treat him fairly.While he may have had a less than savory past serving aboardThe Flaming Sails, Ernest has long since changed his ways forthe most part and values the job that Patches has given him.Information and Interactions: Ernest Planks has worked at the messhall for a bit over two years now and is paid 5sp a day to helpwatch over the place.

Dewick "Hay Boy" HenwaddleMale human Com2: CR 1; Medium-size humanoid (6 ft. 2 in.);HD 2d4+7; hp 12; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,flat-footed 10); Atk +3 melee (1d6+2, club), or +3 melee(1d3+2 subdual, unarmed); AL NG; SV Fort +2, Ref +1, Will-1; Str 15, Dex 12, Con 14, Int 10, Wis 8, Cha 13.

Languages: Common.Skills: Balance +1, Bluff +1, Climb +5, Diplomacy +2, Intimidate+3, Profession (sailor) +4, Swim +3, Use Rope +4.Feats: Toughness, Improved Unarmed Strike.Possessions: club, clothing, boots (3 lbs.).

Description: Dewik Henwaddle is the newest and perhapsyoungest of the bouncers that work at the mess hall. Havingserved only a couple of years as a sailor, Dewik earned the nick-name of "hay boy" as he was just another farmhand who want-ed to make a better life and fortune for himself on the highseas. Dewik grew homesick quickly, however, and left theplanks of the merchant's vessel that he worked on to return tothe land.

Dewik stands six foot, two inches and weighs 245 lbs. Hehas dirty blonde hair and skin that has reached a seemingly per-manent shade of reddish brown from his many years laboringunder the hot sun. Quite muscular and sturdy of back, fewpatrons have ever wished to anger Dewik, for it's told that he'sable to pick up two sturdy men at once in each arm and escortthem out the door should Dewik feel the need.Personality: Though he's a bit naïve in nature, Dewik is a valuedand respected bouncer. He is fiercly loyal, honest in nature, andhis great strength and energy make up for his obvious lack of"street smarts". Dewik is also a calm, friendly individual whocan think with a clear head and is slow to anger. If enraged,however, he's a frightening, powerful force to be reckoned with.Information and Interactions: Dewik has only worked at the messhall for six months now but is already earning 4sp a night.

Hawke MoorthorneMale human Com1/War1: CR 1; Medium-size humanoid (5 ft.11 in.); HD 1d4+1 plus 1d8+1; hp 9; Init +1 (Dex); Spd 30 ft.;AC 11 (touch 11, flat-footed 10); Atk +3 melee (1d4+2/crit 19-20, dagger), or +3 melee (1d3+2 subdual, unarmed); AL NE;SV Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 12,Wis 10, Cha 12.

Languages: Common, Aquan.Skills: Balance +1, Bluff +5, Climb +6, Intimidate +4, Profession(sailor) +4, Swim +4, Use Rope +6.Feats: Skill Focus (Bluff), Weapon Focus (rapier). *Hawke useshis Strength modifier to calculate his Intimidate bonus.Italicized skills are cross-class.Possessions: dagger, clothing, boots (3 lbs.). Hawke owns a rapier(+4 attack, 1d6+2/crit 18-20), which he might bring to workshould he plan mischief.

Description: Hawke Moorthorne is a fairly young adult, some-where in his mid twenties, with deep, jet black hair and an ususalfacial structure that is both dashing and harsh at the same time.His skin is deeply tanned and his body features several tattoos,the largest being a dull, dark green tattoo of a viper that wrapsaround both of his upper arms and coils across the back ofHawke's shoulders. On Hawke's right forearm is a tattoo of anaked mermaid with hideous bat wings, weilding a bleedingsword. This was the marking emblem of the pirates of the shipDeath's Waters. These pirates were notorious town raidersbefore their capture two years ago.Personality: Though earning some credibility for his skill andcunning over the last few years on the high seas, Hawke is notsomeone that most people would wish to hire. Though Patchesreally wanted to give this individual a second chance at life, he'sstarting to regret the decision. Hawke managed to escape thenoose by turning court's evidence against his other shipmates,

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and while it would seem that he had become a truly reformedmember of society, nothing has really changed. HawkeMoorthone is little more than a cunning bully and an opportu-nitist, taking advantage of what fortune that others open upenough for Hawke to step in and take.Information and Interactions: Patches and Big Frederick have a highdegree of suspicion towards the intentions of Hawke, and havenoticed that this bouncer has been eyeing the doorway toPatches' personal quarters quite a bit lately. Though they haveno proof of foul play, there is enough evidence in Hawke'sactions and past to keep a close watch on this individual.

In all truth, Hawke does indeed have less than savoryintentions at the moment regarding the personal fortune ofPatches McReily. The petty 4sp that Hawke has been earningday in and out for watching the mess hall over the last eightmonths is not enough for his greedy heart and the former pirateknows good and well that there's a great deal of fortune restingbehind that wooden door.

CustomersThough originally catering to sailors who were on a bit of

shore leave, the popularity of The Harbor Side Mess Hall hasgrown over the last few years and now a larger variety ofpatrons can be found sitting aside one another and enjoying agood meal.

When figuring out what types of customers are currentlyat the hall eating, use the charted lists below. A few of each typemay be located in the private chambers, the entertainmentroom, or during the warmer months of the year, outside in thecourtyard. The below covers only the more basic of thepatrons, and you may wish to add more important individuals,including adventurers, to the customer population.

Merchant SailorsMale human Com2: CR 1; Medium-size humanoid; HD 2d4; hp5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1melee (1d4/crit 19-20, dagger), +1 ranged (varies); AL usuallyN; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int10, Wis 10, Cha 10.

Languages: Common.Skills: 15 ranks, Balance +1, Climb +3, Profession (sailor) +3,Spot +2, Swim +2, Use Rope +3.Feats: Endurance, Great Fortitude.Possessions: dagger, clothing, shoes, 2d6 sp (3 lbs.).

Frequency Of Presence: 80%Number Appearing: 1d20+2Time Of Day For Appearance: During all hours that the mess hallis open.

Description: These are the common, petty variety of sailors thatare often found on the more "honest" of ships. They are usu-ally dressed in simple, comfortable clothing and usually havesun-bleached hair and well-tanned skin. Most often these sailorswill be barefoot and armed only with a dagger, if carrying eventhat much. Many may sport tattoos.Personality: Usually these sailors cause little trouble unless pro-voked. They are tired, hungry, and simply grateful to be giventhe chance to eat something other than ship rations.Information And Interactions: Though full of a few sailing stories,most of these sailors have little to offer in points of interest.The privateers and pirates sometimes taunt the sailors, and suchactions have resulted in a few quarrels and fights in the past.

Pirates and PrivateersMale human Com1/War1: CR 1; Medium-size humanoid; HD1d4 plus 1d8; hp 7; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1 melee (1d4/19-20 crit, dagger), +1 ranged(varies); AL usually N or NE; SV Fort +4, Ref +0, Will +0; Str11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.

Languages: Common.Skills: Balance +1, Climb +3, Profession (sailor) +3, Spot +2,Swim +2, Use Rope +3.Feats: Endurance, Great Fortitude.Possessions: dagger, clothing, shoes, 3d6 sp (3 lbs.).

Frequency Of Presence: 50%Number Appearing: 1d8+2Time Of Day For Appearance: Usually during the afternoon andin the evening.

Description: These are the less savory variety of sailors that canbe found eating and drinking at the mess hall. Usually theseindividuals sport tattoos, scars, and some have eye patches, peglegs, or hooks replacing lost hands. Most have at least a fewmissing teeth and beards or poorly shaven faces. Likewise,many of these individuals reek of dried sweat and alcohol.Personality: Usually these sailors steer clear of causing troubleduring the afternoon. During the evening, however, things canget a bit rough amongst these individuals, and there's beenmany a pirate or privateer who has lost tooth or two at the messhall as a result. Big Frederick, Patches, nor Dewick hold anydegree of patience for those who cannot behave in an orderlyfashion in the mess hall.Information And Interactions: Though full of a few sailing stories,most of these sailors are full of lies, rumors, and gossip and assuch have little to offer in points of interest. The privateers andpirates sometimes taunt the merchant sailors, and such actionshave resulted in a few quarrels and fights in the past.

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FishermenMale human Com2: CR 1; Medium-size humanoid; HD 2d4; hp5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1melee (1d4/crit 19-20, dagger); AL usually N; SV Fort +0, Ref+0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.

Languages: Common.Skills: Balance +1, Climb +2, Craft (netmaker) +3, Profession(fisher) +5, Spot +2, Swim +2, Use Rope +3.Feats: Skill Focus (Craft (netmaker)), Skill Focus (Profession(fisher)).Possessions: dagger, clothing, shoes, 1d6 sp (3 lbs.).

Frequency Of Presence: 30%Number Appearing: 1d4+2Time Of Day For Appearance: Usually during the evening.

Description: These fishermen are well dressed in clean but simpleclothing and appear to have some fair degree of success in theirtrade. Often they can be found sitting in a more isolated area ofthe mess hall, eating quietly and discussing business. Their skinis brown from the many years under the sun and most have hairthat is white or peppered with gray.Personality: These fishermen want no trouble and avoid any ifpossible. They appear to be more sophisticated in mannerismsand most are of middle age.Information And Interactions: These are not the more common,inexperienced fishermen but rather the more successful varietywho have earned enough fortune from their trade to afford toeat such lavish meals. Typically these gentlemen are a bit more-clean cut than the sailors and it is rare to see one in the messhall who has not cleaned him self up after work first. Usuallythese fishermen or not the immediate locals but rather oneswho have sailed up the coast for a few days and are wishing toget a rather good meal in before heading back down the coastline.

Traveling MerchantMale human Exp 3: CR 2; Medium-size humanoid; HD 3d6; hp10; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +2melee (1d4/crit 19-20, dagger); AL usually LN or N; SV Fort+1, Ref +1, Will +3; Str 10, Dex 11, Con 11, Int 12, Wis 10,Cha 11.

Languages: Common and three other languages.Skills: Balance +1, Climb +1, Appraise +8, Bluff +8, Diplomacy+8, Gather Information +5, Knowledge (geography) +4,Knowledge (politics) +4, Profession (merchant) +8, Profession(sailor) +3, Sense Motive +5, Speak Language (2), Swim +1.Feats: Skill Focus (Appraise), Skill Focus (Bluff), Skill Focus(Profession (merchant)).Possessions: dagger, clothing, shoes, 2d4 gp (3 lbs.).

Frequency Of Presence: 50%Number Appearing: 1d8+2Time Of Day For Appearance: During all parts of the day andevening

Description: Though usually trying to keep a low profile, it'spainfully obvious that these individuals are of considerablewealth and sophistication. They have only a mild tan from theirexposure to the elements and a good inspection of their handswould show few signs of labor. Likewise, though dressing inclothing that's a bit more simple than what they are normallyused to wearing, the outfits that these merchants are wearingshow signs of better craftsmanship and are unusually clean andfree of patches.Personality: These merchants have no desire for trouble and like-wise hold little interest for socializing with anyone outside oftheir small circle. They are usually here simply because thefamed reputation of the mess hall's meals and perhaps to see anentertainer perform. If approached they can be very cautious orsnobbish, depending on how threatening they find theiracquaintances to be. Still though, it's often the thrill of suchmerchants to return home and brag to others in their circleabout how they "hung out with pirates".Information And Interactions: These individuals keep to themselvesand prefer if others do likewise. Sometimes they are taunted bythe more unsavory of the sailors but do their best to ignoresuch actions. It's likely that these gentlemen are carrying a bitmore wealth than most in the mess hall.

Shop OwnersMale human Exp 3: CR 2; Medium-size humanoid; HD 3d6; hp10; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +2melee (1d4/crit 19-20, dagger); AL usually LN or N; SV Fort+1, Ref +1, Will +3; Str 10, Dex 11, Con 11, Int 12, Wis 10,Cha 11.

Languages: Common and two other languages.Skills: Appraise +7, Bluff +8, Craft +6, Diplomacy +10,Gather Information +4, Knowledge (local) +7, Knowledge(politics) +4, Profession (merchant) +8, Speak Language (1),Sense Motive +5, Swim +1.Feats: Skill Focus (Bluff), Skill Focus (Craft), Skill Focus(Profession (merchant)).Possessions: dagger, clothing, shoes, 2d4 sp (3 lbs.).

Frequency Of Presence: 30%Number Appearing: 1d4+2Time Of Day For Appearance: During all parts of the day andevening

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Description: These are the local shop owners who have taken upto eating at the mess hall once in awhile. Having dealt withrough sailors and pirates quite often, they pay no mind to theways of the rougher customers and can often found eatingclosely amongst many of them, discussing trade business andlikewise. Usually these shop owners are of nice attire thoughsomewhat casual, and have skin that is fair and lacking in tan.Personality: Though these shop owners aren't out seeking trou-ble, they aren't quite as shy as many of the other "better to do"folk that visit the mess hall. They've seen their share of roughcustomers in the past themselves, and as such they know howto properly handle them.Information And Interactions: Most shop owners earn enough toafford a few good meals from the mess hall a day but are truth-fully much too conservative to make eating here a habit.Normally they are found eating here every so often, particular-ly when the harbor has been doing a lot of business. Unlike thetraveling merchants, these shop owners carry very little withthem and as such pretty much know exactly how much they'llbe spending at the mess hall beforehand.

Appetizers: Price:Clam Chowder 5cpVegetable Beef Stew 8cpChicken Soup 3cpTurtle Soup 2spPatches' Salad 2cpBeet Pickled Eggs 1cpButtered Beets 3cpClam Strips In Wine Sauce 2sp

Main Courses:Steak And Kidney Pie 7spSteak 7spLamb Chops 7spRoast Mutton 7spPork Chops 7spFlounder And Shrimp 7spShrimp Basket 7spCrab Legs 7spBoiled Crayfish 7spCornish Hen 7sp

Breakfast Courses:Egg Plate 3spCommoner's Breakfast 1spFarmer's Plate 4spEarly Pirate's Delight 5sp

Desserts:Baked Apple 8cpSugar Cookies 4cpSpice Cake 1sp

Drinks:Hot Tea, cup 2cpFruit Juice, mug 2cpHog Snout Ale , mug 5cpDeep Forest Stout, mug 8cpStripey Breeches Port, pitcher 2spRoyal Tatters Port, pitcher 3spRegal Vineyard Grove wine, bottle 10gp

See the mess hall menu for additional information about theseproducts.

Appetizers:Hungry right now and don't wish to wait for your main courseand side dishes? Then try one of our famous appetizers. Pricesfor each appetizer vary and are listed with the selections.

Available Choices:Clam Chowder: This is not just any clam chowder that you'relikely to find up and down the coast, our clam chowder is prac-tically a work of art. From his great many years as a shipboardcook, Patches has collected many a recipe on this seasidedelight and from these various offerings, he has formulatedwhat is perhaps the finest clam chowder to be found. Smoothand creamy, our chowder also offers hearty chunks of tender,flavorful clam to delight your tastebuds. Price: 5cp

Vegetable Beef Stew: Whether ye mates will admit to it or not,you were once all land lubbers just like the rest of us. Relievethose days with our hearty bowl of vegetable beef stew.Chunky bits of vegetable and generous hearty tips of beefswim in a simmering, flavorful stew. Almost a meal in itself, youmight want to go easy on this one or you'll likely spoil yourcravings for the main course. Price: 8cp

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Items Sold

"Welcome to The Harbor Side Mess Hall, where we areeager to please your cravings for both in land gourmet aswell as the more local flavor. Feel free to take some timeto select your meal and holler at one of our delightfullysaucy wenches when you are ready to order your meal. Ifyou are in a particularly hungry mood, we suggest order-ing an appetizer to keep your cravings satisfied as ourmain courses take time and effort to cook to satisfaction."

The Harbor Side Mess Hall Menu

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Chicken Soup: If you're feeling a bit under the weather or youjust miss that great soup that your mother usta make, tryPatches' famous homestyle chicken soup. Price: 3cp

Turtle Soup: A favorite amongst the sailors who have enjoyedthis delightful appetizer on their various voyages to the lands inthe exotic east. Savor the seven varieties of meat that our gour-met friend the turtle has to offer. Price: 2sp

Patches' Salad: Want something a bit fresh and delightful foryour appetizer? Try Patches' own special salad. This crisp saladfeatures tender wild greens, crisp red onions, peppers, dicedgarlic, slices of orange, and is covered in a tangy malt vinegarand oil dressing that has just a hint of lemon. Price: 2cp

Beet Pickled Eggs: Purple to perfection, three well aged pickledeggs served with a generous slab of beet. Price: 1cp

Buttered Beets: A local inland favorite! Slow boiled beetssmothered in creamy, drawn butter. Price: 3cp

Clam Strips In Wine Sauce: Want a little something fancier foran appetizer? Try our delicious clam strips in a savory garlic andwine sauce. Price: 2sp

Main Courses:All main course are served with hot rolls, buns, or toast andcome with three side dishes. You may select your chosen sidedishes from the following list: boiled turnips, wild greens withour famous vinegar sauce, baked apples smothered in brownsugar, boiled tender carrots, baked butternut squash with a but-tery sugar sauce, tender new potatoes, deep fried chips, or saut-ed mushrooms and onions.

All main courses cost 7sp each and come with one serving ofale, mead, wine, or hot tea. Free refills of drinking water areavailable upon request, just motion to the wench with the waterpitcher. Yes dearest, the cost is a bit high, but isn't it worth it tohave something a bit more than a bit of hardtack and somedried out slab of cured meat? Trust me mates, you won't be eat-ing this good at the inn!

Available Choices:Steak And Kidney Pie: Try a heaping hunk of our delicioussteak and kidney pie. Slow baked for perfection, this beauty isstuffed with mushrooms, peas, carrots, and onions. A popularfavorite with our sailor lads who hail from the northern shores!

Steak: Nearly 12 ounces of prime cut beef, served in a richgravy with onions and mushrooms. Your choice of cooking,though we personally recommend medium rare. After all, it's

been months since you had a nice, juicy slab of cow isn't it,matey?

Lamb Chops: Ahh, young lamb, freshly killed before it couldhave a chance to become mutton and it's delicate little chopsserved up for your carnivorous pleasure! Hungry yet? Served ina special wine and herb sauce that would delight both distin-guished gentlemen and drooling sharks alike. This one is wellworth the journey across the high seas in your search for thetreasure of decent food!

Roast Mutton: Okay, so maybe you're more into the taste ofmutton after all. Try our slow roasted mutton, tender as any lit-tle lamb but with the appropriate bit of age and flavor that onlygood mutton could hope to offer. Though you'll surely want todevour into this delight, take some time to enjoy the rich flavorof our specially blended bastings.

Pork Chops: Ahh yes, pork chops! What tired, hungry sailorcould turn down a good pork chop? Ours are slow cooked fordelicate perfection.

Flounder And Shrimp: After all those miles and miles of noth-ing but water and you still want seafood? Hey, with qualityflounder as this, we can hardly blame you! Hearty flounder,baked or grilled over a roaring fire of fine hickory logs, andserved with a special blend of lemon pepper and other savoryherbs. Included with each scrumptious side of flounder are halfa dozen of our largest, savory grilled shrimp.

Shrimp Basket: Oh, a shellfish lover are ye? Patches is too andhe highly recommends the shrimp basket. Twenty one pieces ofthe largest shrimp that any hungry pirate could ever hope toencounter along with Patches' secret cocktail sauce. We recom-mend the chips as a choice side dish for this one!

Crab Legs: A basketful of delicious crab legs, served with a cupof drawn garlic butter. Mallet included, what more could youask for?

Boiled Crayfish: A basket of two dozen delicious crayfish, sea-soned with Patches' secret formula of bold, flavorful spices.Also included is a cup of drawn garlic butter.

Cornish Hen: A whole, stuffed cornish hen all for your owngreedy enjoyment. Gluttony at it's finest? we think so! Our cor-nish hens are stuffed with the finest bread and herb dressingand baked to perfection.

Breakfast Courses:Our breakfast meals are served only in the mornings until the

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sun hits the middle of the sky. Not sure when this is, grab yournavigator and he'll tell you! Each breakfast is served with a cupof hot tea. Prices vary per meal.

Available Choices:Egg Plate: A plate of three eggs served your way with a slab ofsugar cured pork and toasted buns. A heaping serving of but-ter is included. Price: 3sp

Commoner's Breakfast: Two generous slices of toasted breadwith butter and fruit jelly (choose from wild meadow strawber-ry or mango), and one boiled egg. Price: 1sp

Farmer's Plate: One generous slab of steak, cooked up mediumto well done, with two eggs served to your desire and a gener-ous slice of buttered bread and fruit jelly (choose from wildmeadow strawberry or mango). Price: 4sp

Early Pirate's Delight: Our grand breakfast for seafood lovers.Six large boiled shrimp with two eggs served your way, two gen-erous slices of buttered bread and fruit jelly (choose from wildmeadow strawberry or mango) and a mug of fresh juice. Price:5sp.

Desserts:Want a little something sweet after dinner? Try one of our var-ious desserts! Prices vary from item to item.

Available Choices:Baked Apple: If you have a taste for something particularly sat-isfying at the end of your meal, try one of our baked apples.Each apple is carefully cored out and stuffed with butter, brownsugar, and a hint of cinnamon just before baking. Price: 8cp

Sugar Cookies: We are not talking those crusty old stale thingsthat the girls would bring aboard the ship to ya, matey! A halfdozen sugar cookies, freshly baked and coming to you warmstraight from the kitchen. Price: 4cp

Spice Cake: A generous slab of Patches' special spice cake, withno ingredient spared. Note the deep flavor of exotic clove andcinnamon. Price: 1sp

Drinks:Though all our meals come complete with a single serving,we're sure that you're thirst will be wanting more. Prices varyfrom drink to drink.

Note: With the meals, Hog Snout Ale and Stripey Breeches Portare the standard available inclusions. The included amount ofStripey Breeches is by the mug, not by the pitcher.

Available Choices:Hot Tea: Our very popular, non-intoxicating beverage. Our hottea is served with just a hint of lemon upon request. Price: 2cpa cup.

Fruit Juice: A generous mug of freshly squeezed juice.Selections vary from season to season, with mango, pineapple,orange, and apple being the most commonly available. Price:2cp a mug.

Hog Snout Ale: Hog Snout Ale is a locally brewed ale, and isnoted for it's light yet refreshing taste and body. A popular stan-dard amongst many of our customers. Price: 5cp a mug.

Deep Forest Stout: A dinstinctive stout, imported by some ofour more loyal sailor patrons from the northern shores. Price:8cp a mug.

Stripey Breeches Port: A popular port wine amongst the sailors,mildly fortified but full in flavor. Price: 2sp a pitcher.

Royal Tatters Port: A sweet yet full port wine. This deep redport is well fortified with brandy and is quite popular amonstthe northern coastline. Price: 3sp a pitcher.

Regal Vineyard Grove: A marvelous white wine, well aged anddelightful in character with just a moderate hint of bubbliness.Price: 10gp a bottle.

The men's chamber area is where one can "freshen orrelieve one's self". It is quite often occupied so don't be too sur-prised if there is a small line.

Interior Wood Door (to location 2): Thickness 1 in.; Hardness 4;Break DC 13 (when barred); hp 10; Open Lock (DC 18, whenbarred). This door does not have a lock but may be barred shutwith a wooden board from area 3.

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This is a fairly nice "refresher up" area that features a cer-manic chamber pot and a standing water basin with a lar-gish, clean wiping towel. Next to the chamber pot is a bas-ket of fresh tree leaves. While this area was supposedly tobe for the "gentlemen" only, it seems that a few women,possibly employees of the establishment, have made theirway into these private chambers. Such evidence is thecrudely scrawled names of various females of the com-munity, and what their various novelties regarding thematters of assorted sporting activities happens to involve.

III. Men�s Chamber Room

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The women's chamber is a place where one can "freshenup". It is seldom occupied as this room is mostly for the femaleemployees of the mess hall.

Interior Wood Door (to location 2): Thickness 1 in.; Hardness 4;Break DC 13 (when barred); hp 10; Open Lock (DC 18, whenbarred). This door does not have a lock but may be barred shutwith a wooden board from area 3.

As he finds the addition of mellow performers to bring inmore business and calm some of his more rowdy customers,Patches typically has a hired on musician or bard play and singon and off from morning to evening. No particular performeris permanent, though most usually stay upwards of a week or

more and many of these have returned time and time again toprovide entertainment for the customers of the mess hall.T he contents of the room are quite lavish indeed, and eventhe wooden stools that the audience members sit on have seatsof padded leather. Patches wanted to make this area particular-ly special, and has spared no expense in doing so. Though thewest door has been up since the mess hall opened, the northdoor was added recently to allow the customers to enter or exitthe room with minimal distraction. As this area is rather wellkept and for the purposes of providing a bit of song, there isno food or drink allowed other than water or hot tea.

Interior Wood Door (west, to location 2): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a wooden board from area 5.

Interior Wood Door (north, to location 2): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a wooden board from area 5.

Entertainers:Patches takes delight in the performers and pays each 2gp

a day to perform plus free meals and drink. The performers arealso allowed to take in any tips that they might receive, and it'snot uncommon to see particularly good performers bring in asmuch as 10gp or more in such tips a day working at the messhall.

Though the mess hall sees many entertainers throughoutthe year, there are a small handful of these folk who keep com-ing back again and again. There is a good chance (70%) that oneof the following entertainers is performing at the hall.

Wilky TassletuneMale human Brd4: CR 4; Medium-size humanoid (5 ft. 9 in.);HD 4d6+4; hp 18; Init +1 (Dex); Spd 30 ft.; AC 12 (touch 11,flat-footed 11); Atk +4 melee (1d4/crit 19-20, masterwork dag-ger), or +5 ranged (1d4+1, +1 sling); SQ Bardic knowledge(+4), bardic music; AL NG; SV Fort +2, Ref +5, Will +5; Str11, Dex 12, Con 12, Int 10, Wis 12, Cha 15.

This is a marvelous area where the women, mostlyemployees, can relive one's self or freshen up. While it wassupposed to be for the ladies only, it seems that a fewsailors must have snuck past such social barriers in theevenings gone by as there is several scrawled out bits ofnaughty poetry that could have only been written by aman's handwriting.

The chamber pot in this area is quite clean and there is anice water basin along with a large, communal towel forwashing one's hands up with. In addition, a small basketof fresh leaves sits by the chamber pot and Wanda recent-ly added a small shelf that has a few folded pages ofparchment containing assorted bits of love poetry.

IV. Women�s Chamber Room

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This is a marvelous area where the women, mostlyemployees, can relive one's self or freshen up. While it wassupposed to be for the ladies only, it seems that a fewsailors must have snuck past such social barriers in theevenings gone by as there is several scrawled out bits ofnaughty poetry that could have only been written by aman's handwriting.

The chamber pot in this area is quite clean and there is anice water basin along with a large, communal towel forwashing one's hands up with. In addition, a small basketof fresh leaves sits by the chamber pot and Wanda recent-ly added a small shelf that has a few folded pages ofparchment containing assorted bits of love poetry.

V. Entertainment Room

Treasure!The rug is worth 250gp and each of the two tapestries willeasily bring 200gp each on the market. The dozen stools,due to their fine construction, are worth 3gp each and thespecially made performer's chair could bring 50gp.

NPC Statistics

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Languages: Common, Aquan.Skills: Balance +2, Bluff +6 (4 + 2), Climb +2 (2),Concentration +2 (1 + 1), Diplomacy +4 (2 + 2), GatherInformation +3 (1 + 2), Knowledge (local) +5, Knowledge(arcana) +4, Perform +11 (+13 with hurdy-gurdy) (7 + 2 + 2),Profession (sailor) +2 (1 + 1), Sense Motive +3 (2 + 1), SpeakLanguage (1), Swim +2*, Use Magic Device+4 (2 + 2).Feats: Point Blank Shot, Skill Focus (Perform), Skill Focus(Knowledge (local)).Performance Forms: comedy, dance, play hurdy-gurdy, playrecorder, play mandolin, sing, storytelling.Special Qualities: Bardic music: inspire courage, countersong, fas-cinate, inspire competence.Bard Spells Known: (3/3/1 per day, base saving throw 12 + spelllevel) 0-dancing lights, detect magic, ghost sound, mage hand,prestidigitation, read magic; 1st-charm person, hypnotism, ven-triloquism; 2nd-enthrall, minor image.Possessions: hurdy-gurdy (masterwork, +2 to Perform checks),padded shirt, dagger (masterwork, jeweled with amethyst, 410gp), +1 sling, sable pouch: 12 bullets and 3 silver bullets, potionof love, scroll of mirror image, gold necklace and medallion(rose quartz inset, 350 gp), 2 gold earrings (50 gp each), goldring (dark ruby inset, 800 gp), fine clothing, fine shoes, pouch:36 gp (13 lbs., -2 Swim).

Description: A brightly dressed man in his late twenties, WilkyTassletune is starting to show the signs of getting a bit plumpand doesn't appear to be the slightest bit worried about it. Wilkykeeps a warm, friendly glow about his face, which is from acombination of genuine happiness and a certain appreciationfor fine alcohol. His blonde brown hair is thick and slightlywavy at the edges, and Wilky occasionally wears a moustacheand bits of jewelry.Personality: Wilky is a lover of life and happiness, which proba-bly explains why he left the trade of adventuring during theearly height of such a career. He stumbled upon the mess halljust after returning home from his last voyage and has longsince become a regular performer. Wilky is not a particularlygreedy man but he has a love for fine clothes, delicious food,and good drink. He also likes gold jewelry with large, impres-sive stones, and constantly has his hurdy gurdy checked out andworked on as to keep it in quality working order. As such, Wilkyis either constantly performing at the entertainment hall or onthe road seeking other venues.

Wilky is a writer of delightful, often silly songs. His mostpopular is about a group of dancing chickens who perform inthe throne room of a wealthy and normally sophisticated king.Information And Interactions: Wilky lives in a small community thatis just five miles away from the mess hall. As such, he normally

travels back and forth from his small cottage when playing atthe mess hall. When doing so, Wilky rides on the back of histrustworthy mare, Martha (light horse). Wilky is an unmarriedman who's a bit smitten by Filthy Wanda. Though currentlyWanda loves little more than Wilky's money, the bard hopes toone day make Filthy Wanda his wife.

Tara OceanstormFemale human Brd2: CR 2; Medium-size humanoid (5 ft. 10in.); HD 2d6; hp 7; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,flat-footed 10); Atk +2 melee (1d6, shillelagh), or +2 ranged(1d4, sling); SQ Bardic knowledge (+3), bardic music; AL NG;SV Fort +0, Ref +4, Will +4; Str 10, Dex 12, Con 10, Int 12,Wis 12, Cha 17.

Languages: Common, Celestial, Elven, Sylvan.Skills: Appraise +2 (1 + 1), Concentration +3, Craft (wire jewel-ry) +2 (1 + 1), Diplomacy +5 (2 + 3), Gather Information +5 (2+ 3), Knowledge (local) +3 (2 + 1), Knowledge (sea lore) +3 (2+ 1), Listen +3 (2 + 1), Perform +8 (5 + 3), Sense Motive +6 (3+ 1 + 2), Speak Language (2), Spellcraft +3 (2 + 1), Swim +3*.Feats: Alertness, Skill Focus (Sense Motive). *See Possessionsfor weight penalty.Performance Forms: dance, play lute, play harp, sing, storytelling.Special Qualities: Bardic music: inspire courage, countersong, fas-cinate.Bard Spells Known: (3/1 per day, base saving throw 13 + spelllevel) 0-dancing lights, daze, detect magic, flare, light; 1st-silentimage, ventriloquism.Possessions: lute (masterwork, +2 to Perform checks), shillelagh(masterwork), sling, pouch: 14 bullets, quartz amulet with goldwire (50 gp), gold & bead necklaces (2, ivory, tiger eye, andagate beads, 100 gp each), fine clothing, shoes, pouch: 12 gp (10lbs., -2 Swim).

Description: Tara Oceanstorm is a bit tall for most humanwomen, standing just above five foot, ten inches. She has longblonde brown hair and stunning green eyes. Her face and figureare both quite attractive, and Tara has a strong "natural beauty"about her. She common dresses in a deep shade of orange,embroidered tunic with brown tunics and has an embroideredvest of brownish tan suede. Tara wears necklaces that are com-posed of wrought gold and various engraved beads of ivory,tiger's eye, and agate. Also around her neck is a decent sizedrock crystal suspended by a wrapping of gold and attached to aleather cord. Tara can often be found with her lute in hand,playing away and singing.Personality: Tara is calm, pleasant, and of a gentle, refined nature.She also seems to be somewhat of a lover of nature, and many

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* See Possessions for weight penalty.

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of her songs deal with natural elements or emotions. Due toher simple beauty and pleasant voice, she is a favorite amongstmost of the sailors, who tend to fill her tip jar up to an overflowing level whenever Tara performs at the mess hall.Information And Interactions: Tara served as a bard for a smallparty of adventurers for a short amount of time. While the fewadventures that she went on brought her a comfortable living,Tara did not care very much for the violence involved. Tara livesforty miles away from the mess hall and usually takes passageon a ship when traveling to or from her performances.

Olga HammerstoneFemale dwarf Exp4: CR 3; Medium-size humanoid (4 ft. 2 in.);HD 4d6+8; hp 22; Init +0; Spd 20 ft.; AC 13 (touch 10, flat-footed 13); Atk +4 melee (+3 base) (1d6, masterwork lightmace); SQ dwarven traits; AL LG; SV Fort +3, Ref +1, Will+5; Str 11, Dex 10, Con 14, Int 12, Wis 13, Cha 15.

Languages: Common, Dwarf, Undercommon.Skills: 49 ranks 2; Diplomacy +10 (6 + 2 + 2 Sense Motive),Craft (harp making) +8 (7 + 1), Craft (hairstyling) +4 (3 + 1),Gather Information +5 (3 + 2), Knowledge (dwarf history)+10 (7 + 1 + 2), Knowledge (nature) +6 (5 + 1), Perform +11(7 + 2 + 2), Sense Motive +8 (7 + 1), Speak Language (1), UseMagic Device +5 (3 + 2). Feats: Skill Focus (Knowledge (dwarfhistory)), Skill Focus (Perform).Performance Forms: ballad, chant, dance, epic, play harp, sing, sto-rytelling.Dwarven Traits: Darkvision 60 ft., stonecunning (+2 to noticeunusual stonework, Search for stone traps, estimate depthunderground), +2 vs. poisons, +2 vs. spells and spell-like abili-ties, +1 to attack roll against goblinoids and orcs, +4 dodgebonus vs. giants, +2 to Appraise and Craft stone and metal.Possessions: lap harp (masterwork, +2 to Perform checks), dress(masterwork studded leather), light mace (masterwork), silverdagger, (clear crystal inset +50 gp), scribe's kit, wand of levitate(46 charges), gold torc (boars head ends, garnet inset, 400 gp),gold ring (20 gp), clothing, boots. (36 lbs., -7 Swim).Gretchen, female pony: CR 3; Medium-size animal; HD 2d6+4; hp15; Init +1 (Dex); Spd 40 ft.; AC 13 (touch 11, flat-footed 12);Atk +2 melee (1d3+1, 2 hooves); SQ Scent; AL N; SV Fort +5,Ref +4, Will +1; Str 13, Dex 13, Con 14, Int 3, Wis 12, Cha 5.

Description: Olga is a stout dwarven woman with long, braidedhair and an outfit that almost appears to be half dress, halfarmor. She is long and deep in voice, but is able to changeoctaves with uncanny accuracy and the simplest of ease.Though not particularly attractive to most human males, dwar-ven sailors flock to her and are quick to fill up her tip jar.Personality: Olga is a lover of her culture, especially when itcomes to the dwarven epic ballads. She can often be heard even

out in the mess hall when singing one of these great manysongs.

When not singing, Olga is a bit quiet though polite, andmostly keeps to herself. Though humans and dwarves alikeappreciate her music, Olga sometimes feels out of place wher-ever she goes to sing.Information And Interactions: Though probably not very wellknown in the human circles, Olga is actually somewhat famousamongst the dwarves. She has performed her singing in manymountain halls and has earned quite a few followers and hope-ful students. She lives in the heart of a mountain that is over aweek's journey inland. When traveling back and forth to themess hall, Olga earns additional wages performing at severaltaverns and inns along the way. She keeps her pony, Gretchen,tied up behind the building. While such travels would normallybe dangerous for a lone, female dwarf, Olga is most often invit-ed to join the company of passing merchants and so forth.

Though Patches still considers this home and is quitehappy with the room itself, despite its smallish size, he's grow-ing more and more discontent with living in center of the hus-tle and bustle of the business. If one makes a close enoughobservation (DC: 12), they can find minute notes and linesscrawled on the wall, indicating that Patches may be planning tomake changes to the building. Actually this observation is quitetrue. Patches is wanting to build a second story dwelling over aportion of the building, and turn his current room into a studyand stairwell entry for the new living quarters.

As he keeps his wealth tucked away in this area, Patcheskeeps a suspicious eye on those who linger to close to the south

14

This is the private quarters of Patches McReily. In here heis able to sleep, keep track of his notes, or just get awayfrom things when he feels the need.

There is a comfortable bed here, and a clean chamber potfor personal use. Likewise, a small desk and chair sits nextto a locked treasure chest, and hanging on the wall is awooden wash basin that used for bathing in. Sitting on thedesk is an oil lamp and above the desk hangs an old, valu-able painting of the famous pirate, Captain EdwardDaggervaine. His clothes hang in a standing cabinet, anda few extra pairs of boots and shoes stored away neatlyunder his bed.

Though having no windows, this room is still inviting andcozy and has a warm fireplace that rests in the west wall.Likewise, there is a door to the south and to the east.

VI. Patches� Private Quarters

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door of his chambers. The east area door is of less concern, asit leads into the kitchen and Patches usually keeps it boarded upas it is.

Interior Wood Door (west, to location 7): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a wooden board from area 6. Usually this doorremains barred as Patches only uses it to go in and out of thekitchen at night.

Interior Wood Door (south, to location 2): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a wooden board from area 6. Patches keeps aneye on this door, and instructs his bouncers to do so likewise.

Patches McReilyMale human Com1/Exp7: CR 7; Medium-size humanoid (6 ft.4 in.); HD 1d4+1 plus 7d6+7 plus 3; hp 40; Init +0; Spd 30 ft.;AC 11 (touch 10, flat-footed 11); Atk +8 melee (+5 base + 2Str + 1 enhancement) (1d6 +3/crit 18-20, +1 scimitar), or +6ranged (1d8/crti 19-20, masterwork light crossbow); AL NG;SV Fort +3, Ref +2, Will +6; Str 14, Dex 11, Con 12, Int 13,Wis 13, Cha 12.

Languages: Common, Aquan.Skills: Balance +3 (2 Com + 4 Exp), Climb +8 (+10 ropes) (3Com + 3 Exp + 2), Craft (cook) +10 (9 Exp +1), Diplomacy +2(1 (2) + 1), Knowledge (local) +9 (8 Exp + 1), Knowledge (sealore) +11 (10 Exp + 1), Profession (sailor) +8 (4 Com + 3 Exp+ 1), Profession (taverner) +12 (9 Exp + 1 + 2), Sense Motive +2(1 (2) + 1), Spot +3 (2 +1), Swim +7 (2 Com + 3 Exp + 2), UseRope +6 (3 Com + 3 Exp).Feats: Endurance, Martial Weapon Proficiency (Scimitar), SkillFocus (Profession (taverner)), Toughness.

Notes: Patches is "Middle Aged" according to the PHB Table 6-5:Aging Effects.Possessions: +1 scimitar (jeweled with sapphires, +1000 gp), +1amulet of natural armor (silver, shaped like a map compasswheel), clothing, shoes (7 lbs., -1 Swim). Patches doesn't carryit, but he has a masterwork light crossbow and 30 bolts stowedwhere he can get them if need arises.

Description: Patches is a tall, broad shouldered man who's sixfeet, four inches in height and weighs 280 lbs. His right eye ismissing, and there a few front teeth gone as well. He hasnumerous scars on the top of his balding head and terrible gashof a scar that runs down the right side of his face. In addition,Patches bears the tattoos of half a dozen ships, and his skin isa deep reddish brown from all the years of being blistered bythe sun and beaten by the wind.Personality: Patches is a man who is both kindly and cautious,stern yet friendly. He believes in helping others but he is also aman who believes that a little hard work never killed anyone.Patches knows that some folk need a little help getting on theirfeet financially and as such pays his workers a wage that is prob-ably much greater than the typical earnings of their social class.In exchange, he demands their effort on the job, as the employ-ees of the mess hall are expected to show that they are worththe money that they have earned. While Big Frederick and theerrand boys probably eat the best out of all the workers,Patches also believes in keeping his workers well fed in orderfor them to be energetic. They are encouraged to help them-selves to some rolls, soup, and water if they desire and duringthe colder times of the year Patches keeps a few extra kettlesgoing for hot tea for his workers. He allows the bouncers andthe wenches a pint of ale or a goblet of port wine a day if theymust indulge in such things, but he has no tolerance for drunk-en employees.

Lately Patches has been growing restless and nervous act-ing, and a good deal of this can be attributed to the constantcrowd that he must bear being surrounded by at all times. As aresult, Patches is considering plans to build a more privatedwelling above the mess hall, so he can get away and not haveto deal with the steady flow of sailors and hungry patrons dayin and day out. Though he once enjoyed leading up the kitchen,Patches now leaves all of that to the wash women and thecooks, and if he can help it he prefers to spend his day awayfrom the business or hiding out in the entertainment room.Information And Interactions: Patches is the owner of the estab-lishment, and has a high degree of respect in the community.He has brought back a sense of life and prosperity to an other-wise abandoned area of the harbor community and for suchreasons, Patches has gained many an ally.

15

NPC Statistics

Treasure!Inside the locked treasure chest (Good, DC: 30) is thewealth that Patches has managed to amass for himself.There are several sacks of coins, equaling a total of 350cp, 200sp, 850 gp, and 100pp. In addition, Patches has thefollowing gems in a cloth sack resting on top of the coinbags: 5 emeralds worth 2,000gp each, 4 black pearls worth500gp each, 10 white pearls worth 200gp each, 15 chunksof red coral worth 250gp each, and 3 garnets worth 100gpeach. In addition to the treasure in the chest, the paintingon the wall is worth 150gp.

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The kitchen is very noise and full of constant activity.While this is a sign of progress and good business, it can alsobe nerve wracking at times for Patches who's starting to get thefeeling that he would like to get away from it all for a bit. As hehas a very good staff that's more or less capable of carrying outbusiness, Patches is considering the thought of doubling up onthe bouncers in case of trouble and then constructing a secondfloor where he can spend most of his time in peace and harmo-ny. Though Patches often slips away to the entertainment room(area 5) for a bit to get away, he still finds himself stuck back inthe kitchen helping out or checking up on things in the mainhall.

This is a place of constant business, and the workers areconstantly going at it. While the errand boys are quite uniformin description, all being skinny and tattered in appearance, andthe cooks a bit on the mundane, the three wash women arequite the characters. Often referred to as the "three witches" orthe "gossiping old hens" by the serving wenches, the washwomen have worked for Patches since the day he first openedand are in many ways his unofficial overseers when it comes to

matters of the business.Often the cooks and these women can be heard belting out

various songs of the sailors, with quite a few of them on thesaucy and lustful side.

Cooks, 5Patches often has difficulty keeping a steady supply of

cooks. Though not overwhelmingly strict, the mess hall ownerwants his recipes prepared right and does not put up with thosewho want to skimp on ingredients or skip out on quality inorder to prepare the meals faster. Most cooks work for aroundsix months or so and then leave to pursue other ventures. Assuch, the names, faces, and characteristics of all these differentcooks have long since faded in the memories of Patches, thewenches, and the wash women alike.

It's been often said that Patches should look into hiring thepoor class commoners that he tends to favor and look at somequality cooks, but Patches seems to find most of the moretrained individuals to be snobbish and bull headed. Patcheswould rather pay out the 2sp a day to the cooks with little to noexperience than deal with having a master baker trying to runthe show and tell him how to run his own kitchen.

CooksFemale human Com2: CR 1; Medium-size humanoid (5 ft. 6in.); HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1 melee (1d4/crit 19-20, kitchen cutlery); ALN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int10, Wis 11, Cha 10.

Languages: Common.Skills: Craft (cook) +7 (5 + 2 feat), Knowledge (local) +2 (4), Listen+1, Profession (farmer) +4 (2 + 2), Swim +3.Feats: Skill Focus [Craft (cook)], Skill Focus [Profession(farmer)].Possessions: clothing, shoes (2 lbs.).Description: The cooks are usually from the poor side of the har-bor community and usually little to nothing about the types ofmeals that are to be prepared. As such, Patches often finds him-self in the kitchen for the first few days with each cook in anattempt to explain how to prepare the meals.

Most of the cooks are usually female, in their mid-thirtiesto forties, and have a tired look about them. They often showthe signs of exposure to the elements, which leads to the beliefthat many probably worked the coastal fields in their youngerdays. As they often hold a fondness for hard drink, Patches hasthe wash women to keep a watchful eye and make sure thatthese cooks are not in the back getting drunk when they shouldbe working.Personality: These cooks are usually friendly enough, especially ifthey've managed to slip a cup over to the wine barrel. They are

16

This area is full of activity as cooks, wenches, errand boys,and wash women scurry about with their duties. Quitelong in size, the kitchen features to large ovens and sever-al tables that serve as workstations. Five cooks work herealong with three wash women and six errand boys. Thecooks prepare the meals when the wenches bring in theorders while the wash women keep the plates, bowls,drinking vessels, and utensils cleaned up for the next batchof customers. The errand boys fetch water from the wellor scurry to the nearby markets to retrieve baskets ofmeat, eggs, fruits, vegetables, or flour should the cooksever run low on ingredients. The room is usually ratherhot due to the ovens, and as such the windows that sit inthe north wall have no glass but do have wooden shuttersin case of weather.

Lining the east, west, and south walls are shelves andwooden cabinets full of ingredients, spices, and spareutensils, plates, bowls, mugs, pitchers, and other items. Inorder to help keep accidental run ins down, there are twosouth doors leading to the main hall. Also there is a doorto the west and a door to the east. Due to the constantflow of errand boys scurrying in and out of the east door,it seems that this must room must be of some sort ofbusiness importance. The door to the west is barred fromthe other side, and seems like it must be seldom used.

VII. Kitchen

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poor, simple folk who appreciate the fine wages that Patchespays but grow easily tired of the strict orders on the preparingof the food or the constant scolding and jabber of the washwomen. As a result, most of the cooks do not last more than ahalf a year or so.Information And Interactions: Many of these cooks are hardlymore than uneducated commoners with a heavy fondness forstrong drink and the desire to get out of work if they can helpit. While Patches tries to check up on these cooks from time totime himself, it's the wash women who really keep a grip on anysituation that arises in the kitchen. They find no problem ininforming Patches in regards to who's doing their job and who'snot, and have even been known to "fire" untrustworthy cookstheir own selves.

Errand Boys, 6These errand boys are all youngsters from the poor side of

the harbor community. As Patches pays them a silver piece plusan additional copper or two, these lads are probably making asmuch money as any other member in their family, if not more.Due to such generosity and kindness expressed by Patchestowards the lads, the errand boys are faithful and do their bestto make sure that any needed supplies are gathered at the mar-ket and returned to the mess hall in the shortest time possible.

Patches has a particularly soft heart for these kids andmakes sure that cooks fix them anything that the boys mightwish to eat in addition to their wages. Also, should a boy lookparticularly sick or clothed in mere tatters, Patches will oftentend to the boy's needs himself, and has been known to supplyquite a few outfits for these lads as well as shoes for their feet.Though his own lack of a son may be a good part of the rea-soning behind Patches' generosity, there's also the simple factthat these lads have saved the reputation of the mess hall agreat many times. By being able to quickly run to the marketand scurry back with a needed ingredient, there have been manysatisfied customers who would have otherwise raised a greatcomplaint about their meal. When traveling back and forth tothe market, the errand boys need not to carry any coin. Patcheshas a tab set up with most of the market vendors, who drop byevery other evening to settle up.

Description: Most of these lads are a bit lean and on the pale side.Usually their hair has seen a comb only a few times in their livesand unless Patches has recently purchased one the lads newclothing, their garments are likely to be a bit soiled and patchedup in places. As Patches holds high hopes in the boys being ableto navigate the trails back and forth to the market quickly, hehas made sure that each boy has at least one pair of comfort-able shoes. Though all of these lads have served at least two

years at the mess hall, there is no single child in the group whois past the age of eleven.Personality: Though quite young, these lads know very well theirlot in life and are thus tend to have a high-degree of gratitudefor Patches. They tend to be quite and polite, and answer ques-tions or orders in an eager, energetic sort of way. Most use theirmoney to help their family and have been known to save thecoppers for their own fortune one day.Information And Interaction: The errand boys are dedicated tohelping the mess hall and take time to do little else. Though thestories of the sailors and the singing in the entertainment roomis of great interest to them, they recognize that their good for-tune comes from tending to the needs of the kitchen, and thusdo not eagerly stray from these duties.

As the errand boys are quite young, treat them as non-combatants.

Wash Women, 3These ladies have worked for Patches since day one and as

such the wash women kind of have a rule over "the roost".Dreadful rivals with the serving wenches, they are especiallyloathing of Filthy Wanda and all the special attention that sherecieves.

Grelda OrestoneFemale human Com3: CR 2; Medium-size humanoid (6 ft.);HD 3d4+3; hp 11; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +2 melee (1d4/crit 19-20, kitchen cutlery); ALNG; SV Fort +1, Ref +1, Will +2; Str 12, Dex 10, Con 11, Int12, Wis 13, Cha 10.

Languages: Common, Aquan.Skills: Craft (cook) +7 (4 + 1 + 2), Intimidate* +2 (1 (2) + 1),Knowledge (local) +3 (2 (4) + 1), Listen +3 (2 + 1), Profession(servant) +8 (5 + 1 + 2), Profession (taverner) +2 (1 + 1), SenseMotive +3 (2 (4) + 1), Swim +3 (2 + 1).Feats: Skill Focus [Craft (cook)], Skill Focus [Profession (ser-vant)], Toughness.* Grelda uses her Strength modifier to calculate her Intimidatebonus. Italicized skills are cross-class.Notes: Grelda is "Middle Aged" according to the PHB Table 6-5:Aging Effects.Possessions: clothing, silver earrings (5 gp each), bronze arm cuff(5gp), shoes (2 lbs.).

Description: Grelda is a corn fed, meat and potatoes kind of galwho's every bit as stout as many man. Standing nearly six feettall and carrying a full two hundred pounds of muscle and

17

* Grelda use her Strength modifier to calculate her Intimidate bonus.

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bone, Grelda has actually helped out the bouncers from time totime when the sailors have gotten out of control. She hasbrownish hair that shows the signs of sun bleaching and a tanbody as Grelda once worked on several fishing boats before set-tling down to her job in the mess hall. She has a few tattoos onher upper arms and on her wrists. Mostly these are of roses,daggers, or nautical themes.Personality: A course faced woman who seems stern in naturebut has a kindly heart deep down, Grelda is a lady who oftenhides her true feelings. Though having a bit of a rough andunruly life growing up, Grelda is actually a woman of fairlystrict morals, and doesn't take too kindly to drunks or extremelyloose women, especially the mess hall's serving wenches.Information And Interaction: Grelda is a dedicated worker who hasno intentions of quitting her job. She enjoys the sense of dutyand purpose that herself and the other wash women have in themess hall and has often fancied herself as eventually becomingthe general overseer of the kitchen, if not the entire mess hallaltogether. Grelda doesn't find such day dreams to be traitoroustowards Patches in any manner as she has a reasonable amountof knowledge regarding Patches' growing dissatisfaction withfeeling burdened by his own business. Though openly loyal tothe other two wash women, Grelda would jump at the chancefor more authority in the mess hall, even if it meant "steppingon a few toes" to obtain such a position.

"Aunt" HennaFemale human Com2: CR 1; Medium-size humanoid (5 ft. 4in.); HD 2d4; hp 5; Init -1 (Dex); Spd 30 ft.; AC 9 (touch 9, flat-footed 9); Atk -1 melee (1d4/crit 19-20, kitchen cutlery); AL N;SV Fort +0, Ref -1, Will +0; Str 8, Dex 9, Con 11, Int 14, Wis10, Cha 10.

Languages: Common, Aquan.Skills: Craft (cook) +6 (4 + 2), Knowledge (local) +6 (2 (4) + 2 +2), Listen +7 (5 + 2), Profession (servant) +5, Swim +2 (2).Feats: Alertness, Skill Focus [Knowledge (local)].Notes: Henna is "Old" according to PHB Table 6-5: AgingEffects; her Int was 12 during skill acquisition.Possessions: clothing, bead necklace (glass, 2 gp), shoes (2 lbs.).

Description: "Aunt" Henna is a woman in her early fifties, with around face and a frumpy figure that is mostly concealed in anold apron and a threadbare frock. Her hair is gray and stringy,and is usually pulled back into a bun. A bit on the short side,Henna is five foot, four inches tall and weighs a bit over twohundred lbs.Personality: While some people merely tell gossip, Henna seemsto live for such rumors. She's always got some bit of slander toshare, and quite often it's in reference to the latest relationshipsthat Filthy Wanda and the other wenches are engaged in. She's

a fairly friendly enough woman, but puts on her best scowlwhenever one of the wenches happens to enter the kitchen.Information And Interactions: While most people know when tokeep their mouths shut, this concept seems to be lost on"Aunt" Henna. She's nearly found herself in the stocks on sev-eral occasions for the charge of slanderous gossip, and it seemsthat the dear woman is not about to take heed of her trouble-some tongue any time in the near future.

Madelene SoothethorneFemale human Com1: CR 1/2; Medium-size humanoid (5 ft. 6in.); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +0 melee (1d4/crit 19-20, kitchen cutlery); ALN; SV Fort +0, Ref +0, Will +1; Str 10, Dex 10, Con 10, Int10, Wis 9, Cha 13.

Languages: Common.Skills: Bluff +2 (1 (2) + 1), Craft (cook) +3 (3), Listen +2 (3),Profession (servant) +4 (2 + 2), Swim +2 (2).Feats: Iron Will, Skill Focus (Profession (servant)).Possessions: clothing, bronze earrings (1 gp each), bronze amulet(1 gp) shoes (2 lbs.).

Description: Madelene is reasonably young of age, having justturned twenty. She is long, curly blonde hair and moderatelytanned skin. Her features are buxom and attractive, and if itwasn't for the "guidance" of Grelda and "Aunt" Henna,Madelene's reputation would be no better than that of servingwenches. Madelene Soothethorne stands a bit over five feet sixinches and weighs 125lbs.Personality: Madelene is at best a "repressed" trollop. She has thespunk of serving wench but is constantly nudged into con-forming to the standards of the other wash women. If leftunattended with a man long enough, Madelene will work up arather flirtatious and suggestive conversation, only have itended by Henna or Grelda dragging her back into the kitchen.Information And Interactions: Madelene is a bit naïve about manythings, and most of her "news of the world" comes from thegossip shared by the other two wash women.

18

This small room contains several chests, crates, barrels,bins, sacks, and shelves that are full of foodstuffs. Restingon the east wall above a table that's used to cut up freshsupplies of meat is a series of racks that the errand boysuse for placing meat and foodstuffs that they gather at themarket. Likewise, there are several extra baskets here,hanging from a few wooden rods that jut out from theright corner area of the south wall.

VIII. Storage Room

Page 19: d20 Dark Quest City Guide Harbor Side Mess Hall

This area is used by the workers as a delivery point forgoods coming in from the market. Also there is a great deal offoodstuffs stored in this location and just outside the door aresturdy fittings that are use to tie up beasts of burden with. Theentertainers often use these fittings, as do a few merchants.

Exterior Wood Door (Storage To Back Of Building): Thickness 2 in.;Hardness 4; Break DC 23 (when barred); hp 20; Open Lock(DC 25, when barred). The door is closed at night, and barredduring storms. The door is barred from the inside (area 8) witha thick, wooden board. The outside of the door is fitted to holda lock (very simple) but this is used only in the few times thatthe mess hall is closed due to special reasons or local holidays.

Interior Wood Door (to location 7, east): Thickness 1 in.; Hardness 4;Break DC 13 (when barred); hp 10; Open Lock (DC 18, whenbarred). This door does not have a lock but may be barred shutwith a heavy wooden board from area 7.

Interior Wood Door (to location 2, south): Thickness 1 in.; Hardness4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,when barred). This door does not have a lock but may bebarred shut with a heavy wooden board from area 8.

An Evil Twist Twisted:If an predominantly evil party of adventurers should hap-

pen to visit the mess hall a time or two, Hawke will casuallywander up to these individuals and whisper that he would liketo meet with them after hours. Upon meeting up with Hawke,you learn that he is intending on stealing the great fortune thathe believes Patches owns and is willing to split it fairly if thePCs will help him take down Patches and any other employeesthat may be around. It is Hawke's intentions to commit thiscrime after hours, that way he and the party can perform thecrime and slip away with minimum hassle.

If the party agrees and helps Hawke, they will find thestruggle to be fairly easy and the reward great. What they aren'tprepared for, however, is the small pirate gang of eleven mem-bers waiting outside for the characters to walk out. These areHawke's true allies, and it was Hawke's every intention to usethe characters to assist him and then slaughter then upon thecompletion of the job, thus leaving some telltale bodies behindto help cover the tracks of the pirate gang.

Mad About Saffron:Patches manages to acquire an old, famous book on exot-

ic cooking and wishes to add several of the recipes to the menulist. However, in order to do so he needs a reasonable supplierof saffron that is reliable and somewhat cheap. As the mer-

chants and sailors who visit the harbor rarely have such spice,saffron is extremely expensive when Patches is able to findsome to purchase. He does happen to know of an island, how-ever, that is a few weeks away and the saffron grows in greatabundance. Normal merchants avoid this island, however, as itis full of foul, terrible monsters, including the undead.

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Adventure Hooks

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with theexact terms of this License to Use, the Open Game Content.

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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of anyOpen Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHTNOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independentAgreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or RegisteredTrademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademarkor Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner ofany Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modi-fy and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission fromthe Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference 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.

Open Game Content from The Tide of Years Copyright 2001, Michelle A. Brown Nephew.

Seafarer's Handbook Copyright 2001, Fantasy Flight, Inc.

City Guide: Harbor Side Messhall, Copyright 2005, Dark Quest Games.