Surrounding the
Home of the
unstoppable
Sebastian Briarberry
(Fellowship of the Screaming
Griffon) this founding city member has secured a small city block which
he selectively
rents out to friendly sorts so he always knows who his neighbors are.
It is
rumored he has secret tunnels leading to the Adventurers Guild and
outside the
city.
The middle of
the lane,
near the Cul
De Sac of Bas Row, is the hobbit hill of
the Thorngages.
The approach is watched by a group of
hobbit thugs per Bas’s
orders.
The top of the
hill has
a
small willow tree planted when Cade
returned from his
travels and married. There are two bushes in the front (one by each
door, front
and back) that are actually Shambling Mounds. The front lot is very
tidy and
managed by Croon the Gardner (Hobbit Male – Commoner 3rd)
who
also manages several other lawns. The rear yard is a mix of fresh
vegetables
and children’s toys. The toys are valued at 600gp (the Thorngages
spoil there children).
The entire
interior is
short, even by hobbit standards (-2 penalty to Med creatures due to
ceiling)
but very cozy. The walls are all lined with a lead lined wallpaper as
well as
the floorboards and ceiling.
Alarm
A series of
wires run
thru
the walls from various traps to a cuckoo clock. This clock only sounds
for the
alarm and otherwise does not keep time. When the cuckoo clock sounds,
the Thorngages
are alerted.
Windows
The windows are
all antimagic
glass and have shutters (iron reinforced with
bar).
TRAP: If the
glass is
broken, an iron grate will descend (loudly!) on the window and lock
into place.
This also triggers the “Alarm”.
Front and Back
Door
A
beautiful green round oak wood with a brass plaque that says “Thorngage”. The door is fitted with
a rubber seal making it airtight.
TRAP: If opened
without
knocking in a set spot, an iron grate descends on the door locking in
place.
Alarm sounds.
TRAP: If the
door is
forced
open, a whirling circular blade will descend and do 10d6 (Reflex half).
This
also sets off a Magic Mouth that screams “Intruder”
twenty times.
TRAP: Poison
needle trap
(Sleep)
TRAP: Contact
poison
(hinges – Sleep)
Ceiling Fans
In the family
room there
is
a ceiling fan is magically turning to keep a constant flow of air
through the hole.
The fan also has perfume receptacles that are refilled that fill the
air with a
pleasant, yet strong, pine scent. This effectively counters the use of
the
Scent Feat through the hole as this scent is overpowering. The fans
also emit a
deep thrum that is nearly soundless but causes a slight vibration
throughout
the hole. This vibration effectively masks footfalls from those
creatures with Tremorsense.
TRAP:
Floorboards
The floors have
over 20
traps that are weight related. Should anything greater than 50lbs touch
them, a
tightly coiled spring will drive a series of 1 ft iron (silver tipped)
blades
upward inflicting 3d6 and effectively halving move until healed. The
traps can
be turned off (the behind the cuckoo clock is a hidden panel). All
furniture
greater than 50lbs are nailed down to prevent accidents.
Paintings
All the
paintings in the
house conceal secret compartment with weapons. Each compartment is
trapped
(Poison needle, sleep).
Front room
Pantry
Kitchen
Master Bedroom
Guest Room
Kids Rooms
Root Cellar
A iron bound, circular
door lies at the bottom of a
well in the cellar. The well is functional but seldom used. Its primary
use is
to conceal the door. There is about 2 ft of water in the well before
the door.
The door opens down and leads to the sewers. The door is trapped
(poison needle
- death) and has an
permanent Alarm spell. This is
also where Cades shadows stays when not watching the children.
One City Block
in the
Burrows is home to the Oakenshield
Clan. Comprising
about 70 Dwarves led by Thorogar
Oakenshield
(Company of the Bear), the group is somewhat separatist as dwarves tend
to be.
Non-dwarves entering the area are watched closely.
An odd, squat
tower...it
normally is on fire or smoking when Vlad
is
home.
This tower is maintained but
not normally lived in by Vlad
Selid-Din.
This small
brewery
employs
50 hobbits and makes about 25 barrels per day.
Originally a
pagan from
the
western Flaneness,
the Gaelenfalters
have set up shop at a major brewery. They employ mostly hobbits to help
with
the brewing and tasting as well as a number of independent herbalists
to help
with their unique taste combinations. They produce many limbic brews -
cherry ale,
stout plumb lager, and hairfoot
brew (a strange
concoction of grape beer with other trace flavors). Perhaps the largest
employer of halflings,
many hobbits travel to Beer to
find work making beer for the Gaelenfalters..While
not the main production in Selid-Din...Galenfeather
is
thinking of moving his entire operations to the Selid-Din.
This is causing some minor trade strife between the cities.