Origins: Grasslands of Merakai – Adventure Seeds II

Apr 21, 2011
Mark
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Continuation of my Origins series, as detailed previously. -Mark

Dresan Encounters

Western Sector: Iron Arm’s

Ironarm’s is set in the Western Sector, in a very rough neighbourhood. Ironarm’s is a tavern/inn/arena. The place consists of two wooden buildings. The first is your standard tavern with rooms above it. The second appears to be a very large warehouse. The buildings are located across the street, opposite each other. The warehouse is only open for arena combats a few nights a week.

Tavern/Inn

This is the main place for partying action in the Western Sector. Everyone is invited to Ironarm’s as long as they are tough enough to survive. Ironarm himself is a full-blooded ogre, though he is a tid brighter than the average ogre. He also has three to ten other ogres in the bar with him at all times. The ogre band are heavy drinkers and their favourite drunk sport is halfling tossing (kind of like shot putting).

Ironarm runs the bar without many problems. Fights erupt frequently but he doesn’t care as long as you pay for what you break and take it outside. He also arranges arena duels for the other half of his business. He can usually set up any type of duel for PC’s within 3-5 days. Ironarm also runs the betting end of the deal but he extracts a health 15% commission off of any winnings over 100
GP.

The bar will hold up to 75 people fully packed and there is sleeping room for 25 in the common room and for 24 in 12 private rooms with two beds a piece. There are also four elite suites which are rarely occupied.

The Warehouse

The warehouse looks like an indoor stadium. It is three stories high with seating and bars on all three levels. The bottom level is composed of tiers of bleachers around the “cage”. The “cage” is 150′ long, 65′ wide, and 30′ tall. It is made of solid iron bars, one inch in diameter, with bars every seven inches and cross bars every foot. It has a huge door with a big lock and several bars to fasten it shut. The second story is where most of the bets are handled. Six clerk-type windows adorn the back wall where the bets are taken. The third floor is where friends of Ironarm sit to watch the duels. It is lushly furnished with a fully stocked bar.

Other Information

In order to get on good terms with Ironarm, PC’s must first prove their abilities in an arena combat. If PC’s make Ironarm an enemy, their first combat will be their last. Combats at the warehouse are relatively infrequent with only one per week.

Ironarm is called so because he wears two iron forearm protectors with spikes on them. He specialises in brawling and boxing. He generally does not wear any armour but has been seen in it once or twice.

Mid-City: The Lost Book

A mage from Mid-City has lost a book in the Thornbrush river and would like to recover it. A reward of 500 GP is offered for the books return. He knows the basic location where the text is from a few scrying spells. He also offers free potions of water breathing to those adventurers looking for the book. The book is wrapped in seal skin (waterproof) which is dyed black. It is lying in the cabin of a riverboat which sank several years ago. The text is actually a 4th level spell book. I used this scenario to introduce a few fresh water monsters. The fresh water scrag (listed under troll in Monster Compendium) is an excellent choice for a set encounter. Other than that, a few wandering monsters from the fresh-water encounter table will easily provide a good session. Do not forget that metal armour does not function underwater too well and of course all attacks are made at half speed as is normal movement. Duration times for the potions is also critical (you can’t drink a potion while your submerged). Before using this scenario re-read the DMG section on underwater spell use and underwater combat.

Eastern Sector: Heldo Braggart

The last scenario involves a merchant. Heldo Braggart is an “alchemist” who specialises in magical oils. He readily tells customers that he can make any type of magical oil. Heldo actually believes that he can but in actuality, Heldo has only discovered a segment of the refining process which divides crude oil into several different layers of fine/good quality oil. They are not magical and do not confer any bonuses but stop all rusting of weapons or armour. One of the oils is actually greek fire but Heldo does not know this and happens to sell that one as oil of fiery burning. Make up types of oils from anything. Even give a few “bonuses” here and there but most of all, charge exorbitant prices and unload the treasure from those gullible PC’s.

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