cauldron(10 08)

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Cauldron The Shackled City

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Page 1: Cauldron(10 08)

Cauldron

The Shackled

City

Page 2: Cauldron(10 08)

Cauldron Streetplan .................................................................................................... 4 Walls and gates of Cauldron ................................................................................................ 4 Cauldron Avenues............................................................................................................... 6 Streets of Cauldron ............................................................................................................. 7 The Cauldron Ways ............................................................................................................. 7

The Four Districts ........................................................................................................ 9

Craft District (North East) .................................................................................................... 9

North (Farmer's) Gate ............................................................................................................................. 9 Lakeside Pavilion and Coliseum .............................................................................................................. 9 Coy Nixie .................................................................................................................................................. 9 Crater Lake Public Park ............................................................................................................................ 9 Anglers Wharf ......................................................................................................................................... 9 Fine Shops District ................................................................................................................................. 10

Cusp Of Sunrise ................................................................................................................................. 10 Tygot’s Old Things ............................................................................................................................. 10

Guildhall District .................................................................................................................................... 10 Halfling Encampment ............................................................................................................................ 10 Official Magic Ward ............................................................................................................................... 11 Residential Homes ................................................................................................................................. 11

Church of St Cuthbert ....................................................................................................................... 11 Lantern Street Orphanage ................................................................................................................ 11

Government District (North West) .................................................................................... 12

West (Mayor's) Gate ............................................................................................................................. 12 Civic District ........................................................................................................................................... 12

Town Hall .......................................................................................................................................... 12 Town Guard Barracks ........................................................................................................................ 12 City Necropolis .................................................................................................................................. 12

Crater Lake Tenements ......................................................................................................................... 13 Finance District ...................................................................................................................................... 13 North Side Tavern District ..................................................................................................................... 13

Tipped Tankard Tavern ..................................................................................................................... 13 Red Light District ................................................................................................................................... 13 Vanderboren Apartments and Penthouses ........................................................................................... 13

Drunken Morkoth Inn ....................................................................................................................... 13 Warehouse District ................................................................................................................................ 14

Slippery Eel Tavern............................................................................................................................ 14 Maavu Warehouses .......................................................................................................................... 14 Maavu's Main Warehouse ................................................................................................................ 14 Garthûn Imports ............................................................................................................................... 14 Maavu Imports .................................................................................................................................. 14 Skie’s Treasury .................................................................................................................................. 14

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Merchant's District (South East) ........................................................................................ 15 East (Merchant's) Gate .......................................................................................................................... 15 Cathedral of Wee Jas ............................................................................................................................. 15 Shrine of Pelor ....................................................................................................................................... 15 Marketplace .......................................................................................................................................... 15 House Rhiavadi ...................................................................................................................................... 15 Lathenmire Manor ................................................................................................................................ 16 The Cauldron ......................................................................................................................................... 16 Caravan's Landing .................................................................................................................................. 16

Westkey’s Map Emporium ................................................................................................................ 16 Dwarven Fastness ................................................................................................................................. 16 Professional's Lane ................................................................................................................................ 16 Slums of Lava ......................................................................................................................................... 17 Southern Tavern District ....................................................................................................................... 17

The Brass Trumpet ............................................................................................................................ 17 Orak's Bathhouse .............................................................................................................................. 17 Weer’s Elixirs ..................................................................................................................................... 17

The Village Shoppes .............................................................................................................................. 17 Gurnezarn’s Smithy ........................................................................................................................... 17

Vanderboren Lofts and Flats ................................................................................................................. 17 Waterfront and Boat Town ................................................................................................................... 17

Sure Foot Livery ................................................................................................................................ 18 Noble District (South West) ............................................................................................... 19

South (Noble's) Gate ............................................................................................................................. 19 Bluecrater Academy .............................................................................................................................. 19 Adventurer's Quarter ............................................................................................................................ 19 Elf Neighborhood .................................................................................................................................. 19 Embassy and Immigrant Enclave ........................................................................................................... 20 Half–Orc Ghetto .................................................................................................................................... 20

Minuta’s Board ................................................................................................................................. 20 Noble Estates ........................................................................................................................................ 20

Lord Mayor's Residence .................................................................................................................... 20 House Vhalantru ............................................................................................................................... 21 Taskerhill Manor ............................................................................................................................... 21 Vanderboren Manor ......................................................................................................................... 21 Alameda Moneylenders .................................................................................................................... 21 Zanathor’s Provisions ........................................................................................................................ 21

Remnants of a Gnome Neighborhood .................................................................................................. 21 Ghelve's Locks ................................................................................................................................... 21

Shantytown ........................................................................................................................................... 21 Tannery ................................................................................................................................................. 22 Wealthy Residential Homes .................................................................................................................. 22

Temple of Lordly Might ..................................................................................................................... 22 NPC Stats .......................................................................................................................... 23

City Guards ............................................................................................................................................ 23 Tax Collectors ........................................................................................................................................ 23 Temple Wee Jas..................................................................................................................................... 23

Page 4: Cauldron(10 08)

Cauldron Streetplan

Walls and gates of Cauldron

A 50-foot-tall, 2,7 mile long fortified wall of black malachite encircles the city, tracing the outer rim of the volcano. Four roads descend the volcano's slopes from the city's gates, becoming major thoroughfares that lead to other towns and distant realms. Each of these roads passes one of the four gates.

The walls and gates of Cauldron are permanently protected approximately 200 wall guardsmen.

These guards typically wear breastplates emblazoned with the town emblem (a watchful eye wreathed in flames) and carry halberds, short swords, and short bows. A typical patrol on the walls consists of a sergeant (F4) and 1d4+2 privates (F2) while each gate is guarded by a lieutenant (F5), a sergeant (F4) and 3d10 privates (F2). There are 20 patrols on the walls and at least one patrol passes by every 2d3 rounds. In case of an alarm two patrols will show up after 2d3 rounds and another four patrols will show up 2d3 rounds later. If the alarm hasn’t stopped by then a larger force from the

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barracks will come to aid the defenders. The guards at the guardhouses stay at their post, no matter what happens on the walls.

These guards are replaced after eight hours by fresh soldiers from the town guard barracks. Only the lieutenant and his family live in the gatehouse. So he’s here most of the time.

The gates to Cauldron are only open between sunrise and sunset. The tax collectors, recognizable

in their tall hats and red tabards, are only here as long as the gates are open. Each tax collector has two guards with him as personal bodyguards (F3) and there are two tax collectors appointed to each gate. Citizens of Cauldron are allowed to pass through the gates for free; visitors must pay a 1 silver steadiers gate tax each time they enter. A frequent visitor to Cauldron can purchase a monthly gate pass for 1 gold tumbler after a rigorous interview process.

There’s 10% chance that the guards will check the carts, sacks and backpacks for illegal

possessions. In case they find anything illegal, it will be confiscated and the smuggler will be escorted by a wall patrol to the courthouse.

Changes during the game

Chapter 1 (Life's Bazaar): None

Chapter 2 (Flood Season): Tax Collectors: A third tax collector and two bodyguards have been added to each gate. His task is to weight imported goods and to charge 1 copper for every 100 pounds. Change to be checked for illegal goods has risen to 20%

Chapter 3 (Zenith Trajectory): Wall patrols: Sergeant (F4) and 1d4+1 privates (F2) and 1d4 half-orcs (F2). Gate Guardians: Lieutenant (F5), a sergeant (F4), 2d10+2 privates (F2) and 1d10 half-orcs (F2). Tax collectors: besides the entrance fee of 1 silver an additional copper needs to be paid for every adult, beast and cart, while two coppers need to be paid for every chariot. This money is needed for the upkeep of certain bridges and roads. Change to be checked for illegal goods has risen to 30%

Chapter 4 (The Demonskar Legacy): Wall patrols: Sergeant (F4) and 1d8+2 privates (F2) and 1d4+2 half-orcs (F2). Gate Guardians: Lieutenant (F5), a sergeant (F4), 4d10+4 privates (F2) and 1d10+4 half-orcs (F2). Tax collectors: Every tax collector has two half-orc privates as additional bodyguards. A Market Tax is assessed on every adult and every beast to enter a walled town on the monthly Market Day, of a copper each. Change to be checked for illegal goods has risen to 30%

Chapter 5 (Test of the Smoking Eye): none

Chapter 6 (Secrets of the Soul Pillars): Wall patrols: Half-Orc Sergeant (F4) and 1d8+2 privates (F2), 1d6+2 half-orcs (F2) and an Ogre. Gate Guardians: Lieutenant (F5), a half-orc sergeant (F4), 4d10+4 privates (F2), 2d6+4 half-orcs (F2) and 2 Ogres. Tax collectors: A priest of Wee Jas has been appointed to each Gate. They can cast Detect Magic spells in case of suspicious goods. A Pollution Tax is assessed. Two copper for each adult, 1 copper for each child and marketable beast and one silver for each riding animal. A Magic tax: Potion, l c; scroll, l s; book, 3 s; ring, 5 s; wand, 10 s; miscellaneous item, 12 s; weapon, 1 gold; artifact or relic, 20 golds. A Sword Tax: Sword Tax (on all edged weapons 9 or more inches long): 1 c for every 2 inches of edge plus 1 c for each pound of weight.

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Change to be checked for illegal goods has risen to 75%. Chapter 7 (Lords of Oblivion):

Tax collectors: An Emergency Tax: 10% of all carried coins, gems and other valuables. Change to be checked for illegal goods has risen to 95%.

Chapter 8 (Foundation of Flame): Everything starts to return to normal

Cauldron Avenues

There are four main roadways in Cauldron. These concentrically build avenues are called – from the outer to the inner – Obsidian (2,4 miles), Magma (2 miles), Lava (1,65 miles) and Ash (1,25 miles). These avenues aren’t equally build. Obsidian Avenue is constructed with high quality cobblestones, Magma Avenue is paved with normal street stones, Lava Avenue is paved with grindstone and Ash avenue is rather dusty (when it’s dry) or muddy when it’s raining.

These four Avenues are connected by smaller avenues – called streets. Most streets are split in three parts. High street connects Obsidian Avenue with Magma Avenue, Middle street connects Magma Avenue with Lava Avenue and Low Street connects Lava Avenue with Ash Avenue.

There are also four roads leading away from Cauldron. These are called Ways. Each way was given the same name as the gate it passes (Farmer’s Way, Merchant’s Way, Noble’s Way and Mayor’s Way).

Twenty patrols are guarding the four avenues. Two of these are on Ash Avenue, four on Lava Avenue, six on Magma Avenue and eight on Obsidian Avenue. A typical patrol consists of a sergeant (F4) and 1d4+2 privates (F2). Chances to meet a guard patrol on Obsidian and Magma Avenue are pretty high (2d4 rounds), while they are rather low on Lava (2d6 rounds) and Ash (2d10 rounds) Avenue. In case of an alarm two patrols will show up after 2d3 rounds and another four patrols will show up 2d3 rounds later. If the alarm hasn’t stopped by then a larger force from the barracks will come to aid the defenders.

There are districts in Cauldron with private militia guarding their streets. More information about these can be found in the corresponding chapters.

Changes during the game

Chapter 1 (Life's Bazaar): None

Chapter 2 (Flood Season): City patrols: Sergeant (F4), 1d4+2 privates (F2) and 20% chance MTA Gnome (I3)

Chapter 3 (Zenith Trajectory): City patrols: Sergeant (F4) and 1d4+1 privates (F2), 1d4 half-orcs (F2) and 20% chance MTA Gnome (I3)

Chapter 4 (The Demonskar Legacy): City patrols: Sergeant (F4) and 1d8+2 privates (F2) and 1d4+2 half-orcs (F2). City platoon: Lieutenant (F5, one of the trusted officers of the lord mayor), two half-orc sergeants (F4), 10+2d6 half-orc privates (F2). This platoon is 75% likely to include a cleric of Wee Jas (C3) and a MTA Gnome (I3). This platoon constantly patrols on Obsidian Avenue. It passes by every 2d4 turns. In case of a alarm, this platoon will show up in 4d10 rounds.

Chapter 5 (Test of the Smoking Eye): none

Chapter 6 (Secrets of the Soul Pillars): City patrols: Half-Orc Sergeant (F4) and 1d8+2 privates (F2), 1d6+2 half-orcs (F2) and an Ogre.

Chapter 7 (Lords of Oblivion):

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none Chapter 8 (Foundation of Flame):

none

Streets of Cauldron

Lantern Street: This is the only street in the Craft District that connects Obsidian and Magma Avenue. It starts in the fine shop district, passes the Official Magical Ward and the Lantern Street Orphanage and ends at the Lakeside Pavilion and Coliseum

Pole Street: There’s only a Middle and Low Pole Street. When asked about this discrepancy, modern Cauldron’s founding architect, Aramitama Yurei declared, “Let them pole vault across St. Cuthbert’s for all I care.” Thus, Pole Street was named, but there is only a Middle and Low Pole Street. A common ruse to discourage unwanted suitors is to tell them to “Meet me at High Pole Street” and to be left “at High Pole” is a Cauldron aphorism for being stood up. Scholars debate the veracity of this tale and point out the value of a lantern to Cauldron’s miners and the value of a pole to Cauldron’s fishermen. Pole street starts behind the temple of St. Cuthbert, passes through the residential homes district and ends at Anglers Wharf.

Trumpet Street: This street start in front of the Town Hall, runs through the warehouse district and ends at the crater lake tenements. This street was named after the daily proclamations and announcements that occur, heralded by a flourish of trumpets.

Scroll Street: Scroll Street is named in honor of chamberlains and record keepers. It starts at the finance district, runs through a part of the warehouse district and ends at the north side tavern district.

Sword Street: Sword Street is distinguished by a relationship to the Lord Mayor’s Keep – the street runs next to the keeps north wall and is frequently used by the town guard for parades and drills. Sword street ends at Shantytown.

Tome Street: Tome Street is named for its relation to the Bluecrater Academy’s library. It starts at the noble district, passes the academy, runs through the Gnome Neighborhood and ends at the tannery by the water.

Lute Street: Access to Lute Street begins at House Rhiavadi, runs next to the theatre and through the artist and musician’s block, and ends at The Brass Trumpet. It thanks its name to the fact that it passes by the theatre.

Wand Street: Wand Street begins on the northernmost side of the quarter. It starts in front of Coy Nixie, passes by professional lane and the Village Shoppes to end at the Vanderboren Lofts and Flats. Its name pays tribute to the wands of control water that are a hallmark of the Flood Festival.

Knot Street: The third street in the Merchant’s District. This street connects Magma and Lava Avenues. Located equidistant from Middle Lute and Middle Wand, chief civil engineer Aramitama Yurei remarked “This street is not suppose to be here.” And so, Knot Street is a singular entity within Cauldron, since there is not a High or Low Knot Street. Even today, the street does not appear on many maps of Cauldron. Many ascribe the mystery of the disappearing street to the thieves’ guilds desire to keep the street a secret. Since none of the adjoining buildings front this street, it is Cauldron’s darkest and most desolate pathway. Many a mugging occurs here and some victims awake with a knot on the back of their heads after being knocked out. The city watch warns citizens that “This is not a place to be after dark.”

The Cauldron Ways

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Farmer’s Way: Since the north gate leads to the Hillside farms and the fertile plantations of Kingfisher Hollow, this gate is called Farmer’s Gate and the street is known as Farmer’s Way.

Mayor’s Way: Mayor’s Gate and Mayor’s Way is the main point of egress into Cauldron’s government quarter. The old, gnarled and blighted tree outside the west gate is called “The Hanging Tree” and is used for public executions, a setting sun is the last site the condemned see. Mayor’s Way also leads to “The Lucky Monkey”, a large roadhouse tavern, approximately 24 miles away from Cauldron. This tavern is also known for its shrine to Fharlanghn.

Noble’s Way: The South gate leads into the Nobles District. Passage through the southern gate, called Noble’s Way for obvious reasons, allows entrance into the Noble quarter. When you follow Noble’s Way for approximately 20 miles you’ll reach the town of Redgorge.

Merchant’s Way: Due to the departure of caravans heading east to the coast, and the reception of caravans bringing raw resources to Cauldron from the same coast, the east facing gate and road are known as Merchant’s Gate and Merchant’s Way respectively. The first town reached is Kingfiser Hollow at approximately 20 miles of traveling. When you take this road any further you’ll end in Sasserine, the capital city of this region.

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The Four Districts

Craft District (North East)

While the four avenues transect this quarter, only High Lantern Street connects Obsidian and Magma Avenues. When asked about this discrepancy, modern Cauldron’s founding architect, Aramitama Yurei declared, “Let them pole vault across St. Cuthbert’s for all I care.” Thus, Pole Street was named, but there is only a Middle and Low Pole Street. A common ruse to discourage unwanted suitors is to tell them to “Meet me at High Pole Street” and to be left “at High Pole” is a Cauldron aphorism for being stood up. Scholars debate the veracity of this tale and point out the value of a lantern to Cauldron’s miners and the value of a pole to Cauldron’s fishermen.

North (Farmer's) Gate

Since the north gate leads to the Hillside farms and the fertile plantations of Kingfisher Hollow, this gate is called Farmer’s Gate and the street is known as Farmer’s Way.

Lakeside Pavilion and Coliseum

A massive arena dominates the intersection of Low Lantern Street and Ash Avenue. Its existence leaves little space for actual residents. A crowd waits to be let into the coliseum for the day’s events. Buskers hawk their wares, and periodically a chant or cheer emerges from particularly devoted fans in the crowd.

This open pavilion is one of the oldest structures in Cauldron. Said to have been formed via magic cast by Surabar Spellmason himself, the pavilion is traditionally where the lord mayor issues announcements and decrees. It has also become a favorite place after dark for illicit meetings. It is located on Ash Ave.

Coy Nixie

The Coy Nixie is a high-class tavern and dancehall on Obsidian Ave owned and operated by the Aslaxins. Although prices here tend to be nearly double the normal asking price, the food and drink are rivalled only by the Cusp of Sunrise. These two locations have a healthy competition - while the Cusp is generally held to have better food, drink, and entertainment, there are no membership fees at the Coy Nixie.

Crater Lake Public Park

This forest provides a respite from the hustle and bustle of the city. Clusters of trees, landscaped flowerbeds, and lawns of trimmed grass dominate the landscape. The air smells fresher here than it does elsewhere in the city. Large scale events like festivals, parades and tournaments take place here.

Anglers Wharf

The smell of fish hangs heavily in the air here. Rough-looking sailors lurch from ship to pier to tavern.

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Fine Shops District

Across the street from the exclusive Cusp of Sunrise, the city's best armourers, weaponsmiths, sages and magic-dealers offer their services here.

The hubbub of commerce is omnipresent here, but the high prices discourage the crowds found in less tony shopping districts. House of Metege caters to extravagant fashions for nobles. Gifts and oddities can be found at The Greenleaf Shop. The Way of the Flashing Blade Academy instructs in fencing and dueling. Enchanted candles are alight at The Candlemaker’s Fire. Nearby, antiques abound at Tygot’s Old Things.

Cusp Of Sunrise

A high-society club located on Obsidian Ave, this is a favorite place for Cauldron’s rich and powerful to meet and relax.

The centre of the Cusp of Sunrise is a room of some 100 feet across - a circular tower whose inside surface is covered with bookshelves and iron ladders on sliding rails. A score of nobles are present, but only a few are reading. Most are clustered in conversation as they sip wine from slender flutes. Others play a dice game at a series of circular tables. A few eat, using fine cutlery while ensconced in plush leather chairs. A harpsichord stands on a small stage to one side. Blue-robed servants scurry from noble to noble, appearing and disappearing through swinging doors to the north, south, east and west.

The Cusp of Sunrise is build like a great cross with a huge dome in the center. The four wings of the cross are dedicated to a stables, a dueling courtyard, apartments for visiting nobles and offices including some meeting rooms, of which a few are shielded from scrying by magical means.

The kitchens are all located below the Cusp and servants scurry and down staircases in the office wing to deliver foods and orders.

Tygot’s Old Things

Tygot Mispas runs this well-stocked antiquity shop on Lava Avenue. The shop specializes in non-magical art objects gathered from across the known world. Tygot frequently buys old documents and art objects from local adventurers. The shop is a two-storied structure with a small flat on the upper floor and a well-organized business area on the lower.

Guildhall District

Abutting Obsidian and Magma Avenues, this district is home to organizations of skilled workers. This district is home to organizations of skilled workers, such as the mason’s guild, the cobbler’s

guild, and the jeweler’s guild. More exotic guilds devoted to sages, wizards, or mercenaries also have facilities here. Illicit guilds may exist for thieves and assassins, but their whereabouts are not publicly known. Each of the massive guildhalls in this district is emblazoned with a symbol representative of its craft, such as a massive hammer and anvil for the blacksmith’s guild, and a welcoming sign in every known tongue for the Scribe’s Union. Among the most distinctive guildhalls is the Stonemason’s Keep, a solid fortress facing Magma Avenue which serves as East Cauldron’s redoubt in case the walls are breached.

Halfling Encampment

High on East Obsidian Avenue between the guild halls and the Coy Nixie, this neighbourhood looks like it could vanish tomorrow.

This neighborhood looks like it could vanish tomorrow, leaving behind nothing but half-constructed buildings, smoldering campfires, and vacant building foundations. Halflings tend to be

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more nomadic than most other races. Even when a group of them settles in a city, their neighborhood looks more like a camp than a proper district. Among the permanent structures are a Temple to Yolanda and the Council Hall. Hillal Sweetflower trades in exotic oils, resins and fragrant woods from her perfume shop, The Alabaster Bottle.

Official Magic Ward

A row of round towers along Magma Avenue and Middle Lantern Streets are the heart of Cauldron's ward for magicians.

Continual flames illuminate the streets, and entertaining, artistic illusions decorate some of the buildings. The berobed citizens frequently display flashy magic—typically glamers. Useful magic items abound. Many cities segregate users of magic into their own ward to protect the rest of the city from errant spellcasting. Such an arrangement also helps the rulers and constabulary keep an eye on some of the city’s most powerful residents. An unmistakable pentagon-shaped temple marks Boccob’s house of worship.

Residential Homes

Single family homes are concentrated around the Church of St. Cuthbert, all of Lava Avenue, Middle and Low Pole Streets, Low Lantern Street and down to Crater Lake Public Park.

Children play in the streets and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares. Shopkeepers, artisans, and other skilled workers dwell in these modest homes. Caldronite charity is reflected by the location of The Lantern Street Orphanage within these neighborhoods.

Church of St Cuthbert

The two-story Church of St. Cuthbert, its white marble walls suffused with veins of blue, stands in stark contrast to the buildings of bare black stone that flank it to the north end of Obsidian Avenue. A pair of white marble statues depicting armoured warriors stands on either side of the temple's heavy oaken door. Each of the statues raises a great mace to the sky. Above the door's marble architrave are boldly inscribed the following words: "WITHIN LAW LIVES HOPE".

Lantern Street Orphanage

The orphanage rests on the corner of Lantern Street and Lava Avenue, its charcoal-coloured stones held together with mold-encrusted mortar. The windows on both stories are tightly shuttered, but a few slivers of light manage to escape from within. Lanterns hang on either side of the oaken front door, mounted to which is a green cooper knocker shaped like a snarling gargoyle's visage, its nostrils pierced by a copper ring.

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Government District (North West)

As with all of Cauldron’s quarters, the four avenues provide transportation throughout the quarter. Two streets, Trumpet and Scroll, intersect the four avenues and allow access to the lake. At the intersection in front of Town Hall, High Trumpet Street and Obsidian Avenue, daily proclamations and announcements occur, heralded by a flourish of trumpets. Scroll Street is named in honor of chamberlains and record keepers.

West (Mayor's) Gate

Mayor’s Gate and Mayor’s Way is the main point of egress into Cauldron’s government quarter. Citizens of Cauldron are allowed to pass though the city gates for free, visitors must pay a tax to

the tax collectors who are recognisable in their tall hats and red tabbards. The old, gnarled and blighted tree outside the west gate is called The Hanging Tree and is used for

public executions, a setting sun is the last site the condemned see.

Civic District

The day-to-day business of governing the city is carried out from the offices in this district, which is dominated by the Town Hall and Town Guard Barracks and Prison.

Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The multi-story Town Hall is resplendent with balconies and balustrades. Delicate fenestration accents the overall appearance of dignity and order. Another civic building of note is the Courthouse. This stately white marble building features both a broad portico filled with grand pillars and a flight of wide steps leading up to it. A low dome rises behind the portico. Chief Magistrate Gavra and her staff, Adair and Arthur, are on duty every day. The Office of the Exchequer, Her Excellency Terri Stanheort, and the City Mint and Treasury round out the buildings to the east of the Town Hall. Attendant scribes and clerks have offices on both sides of Obsidian Avenue.

Town Hall

A single-story building and one of the oldest structures in the city. The building serves as a place for the Lord Mayor and his advisors to hold meetings with the nobles and important people in the city. Records of ownership, historical documents, and similar archives can be had here. It is located on Obsidian Ave.

Town Guard Barracks

These buildings house the bulk of Cauldrons town guards. The central area of this walled compound is used for training, and the low, single-story keep is the

aboveground facade for the Cauldron Prison, a five-level underground facility that can hold hundreds of prisoners.

The guard captain, Skylar Krewis, lives in a one-story green-roofed house in the south-western corner of the compound.

It is located on Obsidian Ave, next to the Town Hall.

City Necropolis

Next to the Town Hall, Cauldron’s northernmost field is devoted to the dearly departed. This district is quiet and orderly. Rows of tombstones and crypts stand silent guard over the dead. This massive graveyard has few or no residents other than the undead creatures that may lurk among the tombstones and crypts. A mortuary and several mausoleums are tended to by the Cathedral of Wee Jas.

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Crater Lake Tenements

Crammed together like so many sardines, the poor residents of this lakeside district cluster on stoops, in their rat-infested apartments, and in the streets and alleys.

Finance District

Located in front of the Town Garrison, banks and merchant-houses tend to congregate here because much of their business is with each other.

The city watch is augmented by private guards, making this a particularly well-protected district, day or night. A branch of the renowned Rein Family Trading Coaster offers credit for regional shipments and several moneychangers, clerks and shopkeepers rent space on Obsidian’s wealthiest streetscape.

North Side Tavern District

By night, inebriated revelers stumble forth into the crowded streets from literally dozens of taverns. By day, this district is a virtual ghost town, with only cleanup crews, delivery personnel, and the occasional determined drunk to liven up the streetscape.

Anchored around the Tipped Tankard, pubs, bars, and beer halls offer ale, wine and mead to their patrons. Inns sandwiched among the bars provide revelers with relatively safe places in which to sleep off their intoxication.

Tipped Tankard Tavern

This tavern is generally regarded as the best place in the city for common folk to get a drink. It’s a favourite place for off-duty city guards, and as such, brawls are fairly rare. It is located on Ash Ave, and is run by Rivek Mol.

Red Light District

Across Ash Avenue from the Tipped Tankard are Cauldron’s houses of ill repute. Notorious for the prostitution, narcotics, and other black-market businesses that thrive here, a red-light district tends to attract adventurers like flies. A visitor can hardly walk 30 feet in this rundown district without being propositioned for something illegal. Some passersby scurry furtively past, while others beckon visitors toward some illicit pleasure.

Vanderboren Apartments and Penthouses

Rows of apartment buildings rise like the walls of a canyon on both sides of West Obsidian. Day laborers and craftspeople scurry to and from work, while the district’s more indolent residents relax on the building steps. This unremarkable district consists of nothing but unremarkable residences. Thus, it is an excellent hiding place for those who are skilled at blending in. A local watering hole is The Drunken Morkoth Inn and it is rumored to be a meeting place for the disciples of Fharlanghn.

Drunken Morkoth Inn

This is perhaps the most popular inn in the city of Cauldron. A regular stop for many merchants and travelling adventurers, the combination of comfortable beds, good food, and reasonable prices make it a favourite among the city’s returning visitors. Each of the rooms is decorated with a humongous painting of Cauldrons legendary lake monster, a large morkoth. The paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and

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confused, and often in incongruous locations. It is located on Obsidian Ave, and is run by Halpeen Welvihk.

Warehouse District

The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors. Citizens who have business with shipping concerns— or just larcenous intent—meet at the Slippery Eel. Aslaxin Shipping, Mavuu’s Imports and Garthun’s Imports are Cauldron’s major shipping magnates. A local gnome, Skie Aldersun, holds a lucrative patent in trading magical items between Sasserine and Cauldron. Located in the courtyard behind the Eel is Cauldron’s premier haunted house, Kincep Mansion.

Slippery Eel Tavern

A cheap, slightly rough tavern.

Maavu Warehouses

A series of warehouses. Local merchant Maavu Arlintal keeps several warehouses here. As with most other merchant warehouses about 50% of the holdings here are various forms of food stores for the city that are kept and sold by the Grocer's Guild.

Maavu's Main Warehouse

Maavu devotes most of his smaller warehouses to food storage; this location is where he keeps the majority of his actual business holdings. Maavu's primary imports are foodstuffs, entertainment, alchemical and medical supplies, books and magic items.

Garthûn Imports

An office building.

Maavu Imports

Offices of a local merchant. Although he keeps a home in Redgorge, Maavu spends much of his time here in Cauldron at his office. The modest two-story building has several meeting rooms and a bookshop on the ground floor and a small apartment on the upper floor.

Skie’s Treasury

A magical item and curio shop. Numerous stores in Cauldron sell magic items and gear, but only one of them makes its sole business buying and selling magic items to adventurers - Skie’s Treasury. Skie’s Treasury is owned and run by Skie Aldersun (female gnome). The modest building is constructed from blocks of volcanic stone. The facade of the building bears dozens, if not hundreds, of symbols and sigils that have been carved into the face of the stone.

One door and a pair of tiny windows face the road and overlook the lake below. Above the door, a sign proclaims the establishment to be Skie’s Treasury, but more impressive are the numerous items of treasure - rings, coins, wands, necklaces, rods, potions, scrolls, and more - that seem to slowly orbit the sign and shine with soft golden light. Every now and then, two of the items bump against each other, ringing softly like a wind chime. It is located on Lava Ave.

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Merchant's District (South East)

Due to the departure of caravans heading east into the jungle to supply coastal settlements, and the reception of caravans bringing raw resources to Cauldron from the same coast, the east facing gate and road are known as Merchant’s Gate and Merchant’s Way respectively.

The ubiquitous avenues are present in this quarter and two streets, Lute and Wand, descend from Obsidian Avenue to Ash Avenue. Access to Lute Street begins at House Rhiavadi, runs next to the theatre and through the artist and musician’s block, and ends at The Brass Trumpet. Wand Street begins on the northernmost side of the quarter. Its name pays tribute to the wands of control water that are a hallmark of the Flood Festival.

Interestingly, a third street connects Magma and Lava Avenues. Located equidistant from Middle Lute and Middle Wand, chief civil engineer Aramitama Yurei remarked “This street is not suppose to be here.” And so, Knot Street is a singular entity within Cauldron, since there is not a High or Low Knot Street. Even today, the street does not appear on many maps of Cauldron. Many ascribe the mystery of the disappearing street to the thieves’ guilds desire to keep the street a secret. Since none of the adjoining buildings front this street, it is Cauldron’s darkest and most desolate pathway. Many a mugging occurs here and some victims awake with a knot on the back of there heads after being knocked out. The city watch warns citizens that “This is not a place to be after dark.”

East (Merchant's) Gate

Due to the departure of caravans heading east to the coast, and the reception of caravans bringing raw resources to Cauldron from the same coast, the east facing gate and road are known as Merchant’s Gate and Merchant’s Way respectively.

Citizens of Cauldron are allowed to pass though the city gates for free, visitors must pay a tax to the tax collectors who are recognisable in their tall hats and red tabbards.

Cathedral of Wee Jas

This towering structure is one of the most impressive and beautiful in all of Cauldron. The church of Wee Jas has always been powerful in Cauldron, but not as well liked as the churches of Kord and St. Cuthbert, since the clerics tend to be standoffish, curt and even creepy. The clerics of Wee Jas are responsible for dealing with the unclaimed dead of Cauldron and maintain vast catacombs for anyone who's rich enough to afford burial but doesn't have a personal crypt. Most of the dead of Cauldron are cremated.

Shrine of Pelor

Marketplace

An open-air market occupies the space around the Cathedral of Wee Jas. This district is awash in colorful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—everything from sweet perfumes to sizzling meats—fill the air. Most of the residents from surrounding districts come to this bazaar to buy everything from necessities (such as clothing) to small luxuries (such as spices).

House Rhiavadi

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This may well be Cauldron's most conspicuous display of wealth. Lady Rhiavadi has long been one of the city's wealthiest nobles. Common knowledge holds much of her wealth is inherited but rumor holds she has her hands in a large number of illegal enterprises as well.

Lathenmire Manor

A large manor house. Given another few years the Lathenmires could be inducted into Cauldron's nobility. As it stands the family is as rich as most of the other nobles, having effectively cornered the local arms and armour trade.

The Lathenmire manor is a sprawling structure with several training rooms and trophy halls on its ground floor.

The Cauldron

Located on the border of the Noble’s Domain and Merchant’s Row, at Magma Avenue and High Lute Street, Cauldron’s lone theater features a large sign promising comedy, tragedy, and inspiration—often all in the same play.

Caravan's Landing

Across the lane from the marketplace is Cauldron’s caravan square. This district has fewer buildings than most, but animal pens, stables, and circles of trade wagons squat on many vacant lots. The air is thick with campfire smoke, and a dozen different languages can be heard. Districts such as this one are common in cities that rely on overland caravans rather than sea transport for their imports and exports. Merchants and other foreigners are welcomed here but usually discouraged from spending time in the rest of the city. Westkey’s Map Market has scrolls with trade routes through the jungle.

Westkey’s Map Emporium

A cartographer.

Dwarven Fastness

Between Lathenmire Manor and Caravan’s Landing is a quadrupled towered stone citadel that bears the trademark of Moradin, God of the Dwarves.

Because clan and family are important to dwarven culture, many dwarves who live in cities dominated by other races tend to congregate in their own holds. All the structures in this neighborhood are slightly smaller than normal because they’re sized for dwarves. Stonework, much of it finely carved, dominates the architecture. Try the arch-cakes at Torgart’s Undermountain Bakery for a taste of down home Cauldron cuisine. Wash it down with a cup of E=MC2, Extreme Equals Molten Cauldron Coffee.

Professional's Lane

The stretch of Obsidian Avenue north of the Cathedral of Wee Jas is home to a variety of specialists that Caldronites might want to hire or consult.

This district features row upon row of quiet shops and offices. Their signs advertise everything from translation services to wilderness guides to architectural design. The Cat’s Claw Dueling Pride resides here to teach this distinctive way of the sword.

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Slums of Lava

Under the lights of the Shrine of Pelor, Knot Street opens onto a dingy and disgusting streetscape. This district is clearly for the down-and-out. Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the air.

Southern Tavern District

Another collection of pubs, bars and ale houses line south Ash Avenue between The Brass Trumpet and Weer’s Elixirs. Fortunetelling and apothecary are hallmarks of the neighborhood. Orak’s Bath House is well known for its oils, soaps and relaxing spa after a night of revelries.

The Brass Trumpet

An abandoned tavern.

Orak's Bathhouse

Orak's Bathhouse is a squat windowless building of dark stone. The baths are open from noon to midnight each day.

Weer’s Elixirs

An alchemical and potions shop. Owned and operated by Vortimax Weer, a retired adventurer, this cramped shop is the preferred place in Cauldron for potions and alchemical items. It is located on Ash Ave.

The Village Shoppes

Along Magma Avenue is a collection of boutiques quaintly known as The Village Shoppes. A few businesses in this district cater to the well-to-do, but most serve the city’s middle and lower classes. Well-guarded nobles saunter from shop to shop, seemingly oblivious to the more ordinary citizens who rush by with their arms full of packages. Gurnezarn’s Smithy, Skye’s Animal Companions (no relation to Skie’s Treasury), Finneous Jackman’s map shop known as Ex, Madame Phadra’s Potion’s and Charms, the Three Crowns Miscellany and other shops inundate this area.

Gurnezarn’s Smithy

This large smithy on Magma Ave is generally regarded as the finest such establishment in the city of Cauldron. Its owner, Phalian Gurnezarn, has long held his own against competitors, the Lathenmire Smithies.

Vanderboren Lofts and Flats

Another of Lord Vanderboren’s real estate projects. Rents are considerably cheaper here due to the Ash Avenue address and the presence of Boat Town and the Sure Foot Livery across the street.

Waterfront and Boat Town

Three distinct piers mark Cauldron’s official waterfront. Most of the traffic here consists of sailors in search of liquor or entertainment. Bars, flophouses, and small shops—many of which don’t bother to advertise the nature of their business—line the street. Boats of every size and shape bob on the

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water, connected by a baffling web of piers, gangplanks, and rope bridges. Pirates and rogues typically feel right at home in this rough-and-tumble place.

Sure Foot Livery

The only livestock merchant in the city.

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Noble District (South West)

Passage through the southern gate, called Noble’s Way for obvious reasons, allows entrance into this quarter. After the provisions and livery stables, these neighborhoods reflect Cauldron’s wealth and beauty. Like all of Cauldron’s quarters, four avenues - Obsidian, Magma, Lave and Ash – are the main thoroughfares of the quarter.

Two streets bisect the avenues. They are Sword Street and Tome Street. Each street is further described as High, Middle or Low depending on its relationship to the lake. Thus, Bluecrater Academy is at the intersection of Magma Avenue and Middle Tome Street. In fact, Tome Street is named for it’s relation to the Academy’s library. Sword Street is distinguished by a similar relationship to the Lord Mayor’s Keep – the street runs next to the keeps north wall and is frequently used by the town guard for parades and drills.

South (Noble's) Gate

The South gate leads into the Nobles District. Passage through the southern gate, called Noble’s Way for obvious reasons, allows entrance into

the Noble quarter. Citizens of Cauldron are allowed to pass though the city gates for free, visitors must pay a tax to

the tax collectors who are recognisable in their tall hats and red tabbards.

Bluecrater Academy

The academy is the major place of learning in the city. One of the tallest buildings in Cauldron, Bluecrater Academy is also the primary place of learning

here. The building has five stories, each of which is dedicated to an increasing level of education. Financed partially by tuition fees and by the support of noble families, Bluecrater Academy is where the lucky youth of Cauldron go to learn a trade.

Bluecrater Academy teaches everything from geography and engineering to the secrets of divine and arcane magic. Treasure hunters can find esoteric lore and answers to obscure riddles here. Young, well-dressed students carrying armfuls of scrolls and books hustle to their classes. Others sit or stand in circles, discussing the day’s lessons. The main campus consists of the multi-storied Academy, faculty offices, libraries, booksellers, scribes, sages, translators, cartographers and student dormitories.

Adventurer's Quarter

This district has a little bit of everything, but it’s generally a pretty seedy place. No “respectable” resident would think of coming here. It is noticeably more diverse than the

surrounding neighborhoods. Various humanoids wearing a wide variety of garb rub shoulders and chat in the streets. The buildings look somewhat rundown, but most are quite serviceable. A cluster of inns dominates the neighborhood. Such a district tends to be rundown simply because it has few permanent residents to care about its upkeep, and the transients who stay there spend most of their time in other areas. Music and laughter wafts from the open doors of half a dozen inns and commonhouses. Each offers the promise of food, drink, dancing, or perhaps even more exotic diversions.

Elf Neighborhood

Located in the largest copse of trees in Cauldron, this district is where many elves choose to live. The neighborhood has more than its share of trees, bushes, and flowers. Even the more modest

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homes feature flowering windowboxes. A shrine to Corellon Larethian lies within the forest, as well as Cauldron’s finest bowyer and fletcher shops.

Embassy and Immigrant Enclave

Between the Temple of Lordly Might and House Vhalantru, this district houses well-heeled representatives of another culture, such as wizards from a far-off land or planetouched pioneers from another dimension.

Fancy buildings in wildly clashing architectural styles dominate the street, each trying to outdo the other in ostentatiousness. This district doesn’t even feel like it’s part of the same city. The architecture of the buildings is dramatically different than in other districts, and the residents’ garb marks them as a minority elsewhere in the city. Here, however, they fit right in.

An embassy houses ambassadors, diplomats, and their staffs. Most such buildings feature coats of arms and flags identifying the nations they represent. Prominent embassies include the Empire of Rodinia and the Island Nation of Aquadia. Once a year, an itinerant bazaar sets up within this square. Foreign artists and craftsmen trade their exotic wares here.

Half–Orc Ghetto

Half-orcs, and perhaps a few full orcs, move among the ramshackle buildings that line the streets. The ghetto bustles with business—both legal and illegal—despite the obvious poverty of its residents. Minuta’s Board is an infamous gathering spot for outcasts, the rest of Cauldron’s citizens prefer to keep these demi- humans at arm’s length. The orcs who live here eke out a squalid existence, taking on jobs that no other city resident will accept. A gambling hall serves as a shrine to Gruumsh and porters, street sweepers and tattoo parlors find permanent employment for these unsavory services.

Minuta’s Board

A low-cost inn and flophouse.

Noble Estates

The wealthy, highborn residents of the city live in splendor in the manors of this district. The streets are quieter and cleaner than the rest of the city. Servants scurry about on their errands, and nobles travel by carriage to call on their genteel counterparts. A few homes of note are House Vhalantru, and the Vanderboren and Taskerhill manors. Additionally the small stronghold which is the Lord Mayor's Manor lies in this district.

Lord Mayor's Residence

Home of the Lord Mayor of the city. Pennants in the city’s colors flutter over a castle, and guards eye the street from their

watchtowers above. Soldiers drill in the courtyard beyond the open gatehouse. This walled fortress is the official home of Lord Mayor Navalant. His manor house, servants’ quarters, a garrison of men-at-arms and a chapel to Kord occupy this compound. Coincidentally, the ancestral home of the Navalant family is located next to the castle.

After the Keep, Navalant’s home is the second oldest structure in the city. The traditional seat of power for the town, the estate's ownership has been held by the Navalant family for the past 200 years. The current lord mayor, Severen Navalant is well liked.

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House Vhalantru

A manor house of some size.

Taskerhill Manor

This massive manor is four stories in height and is easily the most ostentatious of Cauldron's noble homes (with the possible exception of House Rhiavadi). The manor is home to the fantastically rich Taskerhill family.

Vanderboren Manor

This large manor houses the members and servants of the Vanderboren family, Cauldron's newest nobles. The Vanderborens are the equivalent of real estate tycoons.

They also own and fund the Lantern Street Orphanage.

Alameda Moneylenders

Coins can be exchanged for trade bars and gems at this quiet shop just north of the South Gate on a side-street off of Obsidian Avenue.

No surcharge is levied for exchanging coins for trade bars or gems. Owned by the Alameda family, a close-knit dwarven clan, their primary trade is the exchanging of coin, but they also offer banking services. Opening an account requires a flat fee of 10 gp, with a 5 gp monthly charge required for each month afterwards.

Zanathor’s Provisions

A general store.

Remnants of a Gnome Neighborhood

Lava Avenue, near Ghelve’s Locks, is the second oldest lane in Cauldron and the last vestige of a gnomish culture that has been largely supplanted by the city’s current residents. The architecture here looks out of place, as do some of the residents. They eye visitors strangely, evidently regarding them as interlopers on their turf. This neighborhood looks like any average residential area, but on a smaller scale. Gnomes find comfort in buildings sized for them, so this district features architecture that humans would find cramped. A decrepit shrine to Garl Glittergold stands as a testament to the decline of Cauldron’s gnomish founders. Even so, the best locksmiths, jewelers and gemcutters keep shop in this faded neighborhood.

Ghelve's Locks

A small turret dominates the facade of this two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's ground floor windows sits a lovely display of locks, from large to small, simple to complex. To the left of the turret, above a heavy oak door, swings a simple sign that reads, "GHELVE'S LOCKS".

Most of the locks in Cauldron were made by the owner of this small locksmith.

Shantytown

Many of the structures in this district seem to be in imminent danger of collapsing on their residents. The poorest of the poor live here in decrepit buildings, refugee colonies, and squatter

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camps. Lean-tos, smoky fires, and makeshift hovels crowd in among the debris and rubble of the dirty, destitute streets.

Tannery

Tanneries—businesses that turn animal hides into leather—are typically in lower-class neighborhoods simply because they smell unbelievably bad. No one who can afford to do otherwise lives near a tannery, which explains why a shantytown and half-orc ghettos occupy the streets next to the tannery. The acrid smell of tanning hides would reveal the nature of this district even to a blindfolded person. A cluster of small, dingy shops caters to the unfortunate denizens of this nauseating district.

Wealthy Residential Homes

These residences belong to successful merchants and high-level bureaucrats in political or religious organizations. Well-appointed buildings line the quiet streets of this district. Servants or guards are posted at many of the front doors. A grand Temple of Lordly Might provides spiritual guidance to Cauldron’s wealthiest citizens.

Temple of Lordly Might

The temple of Kord.

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NPC Stats

City Guards

Private: human, AL LN; AC 7; MV 12; F2; hp 2d10; THACO 19; #AT 1, 3/2 or 2; Dmg by weapon type; SA +1 to hit with halberd due to specialization; ML 12; XP 65; guard uniform, padded leather armor, buckler, halberd, short sword, shortbow, 20 sheaf arrows, 1d6 sp and 2d6 cp.

Half-Orc Private: half-orc, AL N; AC 7; MV 12; F2; hp 2d10+2; THACO 18; #AT 1, 3/2 or 2; Dmg by weapon type; SA +1 to hit with halberd due to specialization and +1 damage bonus on melee attacks due to Strength; ML 12; XP 120; guard uniform, padded leather armor, buckler, halberd, short sword, shortbow, 20 sheaf arrows, 1d3 sp and 2d3 cp.

Half-Orc Sergeant: half-orc, AL N; AC 4; MV 12; F4; hp 4d10+4; THACO 16; #AT 1 or 3/2; Dmg by weapon type; SA +1 to hit with short sword due to specialization and +1 damage bonus on melee attacks due to Strength; ML 13; EXP 175; Sergeant uniform, chain mail armor, large shield, short sword, dagger, two potions of healing, one potion of invulnerability, 1d6 sp and 2d6 cp.

Sergeant: human, AL LN; AC 4; MV 12; F4; hp 4d10; THACO 17; #AT 1 or 3/2; Dmg by weapon type; SA +1 to hit with short sword due to specialization; ML 13; XP 120; Sergeant uniform, chain mail armor, large shield, short sword, dagger, two potions of healing, one potion of invulnerability, 1d10 sp and 2d10 cp.

Lieutenant: human, AL LN; AC 2; MV 12; F4; hp 5d10; THACO 16; #AT 1 or 3/2; Dmg by weapon type; SA +1 to hit with long sword due to specialization; ML 14; XP 175; Lieutenant uniform, plate mail armor, large shield, long sword, dagger, two potions of extra-healing, one potion of invulnerability, 1d6 gp, 1d10 sp and 2d10 cp.

Ogre: AL CE; AC 5; MV 9; HD 4+1; hp 4d8+1; THACO 17; #AT 1; Dmg 1d10 or by weapon type, SA +2 damage bonus on melee attacks due to Strength; ML 12; XP 270; guard uniform, halberd and 3d3 cp.

Tax Collectors

Tax collector: human, AL LN; AC 10; MV 12; 0-level human; hp 1d4; THACO 20; #AT 1; Dmg by weapon type; ML 12; XP 7; tax collector uniform (tall hat and red tabard), knife, 1d3 gp, 1d6 sp and 2d6 cp.

Bodyguard: human, AL LN; AC 6; MV 12; F3; hp 3d10; THACO 18; #AT 1 or 3/2; Dmg by weapon type; SA +1 to hit with short sword due to specialization; ML 12; XP 65; guard uniform, ring mail armor, large shield, short sword, dagger, 1d8 sp and 2d8 cp.

Temple Wee Jas

Wee Jas Initiate: human, AL LN; AC 10; MV 10; P1; hp 1d8; THACO 20; #AT 1; Dmg by weapon type; ML 12; XP 35; Spells: Detect Magic; SP: Astral, Charm, Combat*, Divination, Elemental (all), Guardian, Healing, Law, Necromantic, Protection, Summoning, Sun*, Thought, Time, Wards*, SPL ability alteration; grey robes, knife, 1d3 gp, 1d6 sp and 2d6 cp.