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The Shackled
City
Cauldron Streetplan .................................................................................................... 4
NPC Stats.......................................................................................................................... 23
City Guards ............................................................................................................................................ 23
Tax Collectors ........................................................................................................................................ 23
Temple Wee Jas..................................................................................................................................... 23
Cauldron Streetplan
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
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.
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.
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.”
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.
Anglers Wharf
The smell of fish hangs heavily in the air here. Rough-looking sailors lurch from ship to pier to
tavern.
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.
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
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.
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".
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.
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.
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.
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.
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.
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.
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.”
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
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.
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.
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.
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.
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.
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
homes feature flowering windowboxes. A shrine to Corellon Larethian lies within the forest, as well
as Cauldron’s finest bowyer and fletcher shops.
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.
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.
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
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.
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.