d20 Vanishing Goblin Rooms with a View.pdf

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a sourcebook of encounter locations for any level
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A sourcebook of encounter locations for any level.
Credits
Contributors: Shannon Benne , Bill Collins, Malcolm Davies, Fred Herman,
David Lalinde, Trevis D. Powell, Corey Reid, Peter A. Shaefer, Ross A. Shaw, Garth Wright.
Introduction and Additional Writing: Andrew J. Luther
Layout and Production: Pamela Ellis
Editing and Proofreading: Pamela Ellis, Andrew J. Luther
Cover and Interior Illustrations and Page Design: A ila Adorjany
Cartography: Andrew J. Luther
Requires the use of the Dungeons & Dragons® Player’s Handbook,
ird Edition, published by Wizards of the Coa ®
“d20” System and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License
Version 3.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons®, Dungeon Master®, and Wizards of the Coast® are
Registered Trademarks of Wizards of the Coast, and are used with Permission. All content is ©2004 Vanishing Goblin Inc. All rights reserved.
e Vanishing
Goblin logo is a trademark owned by Andrew J. Luther. All rights reserved.
e mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned.
is edition of Rooms with a View is produced under version 1.0, 1.0a, and/or dra version of the Open Game License, the d20 System Trademark Logo
Guide, and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate nal versions of the
license, guide, and document.
Designation of Product Identity: e following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game
License, version 1.0a: Any and all Vanishing Goblin logos and identifying marks and trade dress, such as all Vanishing Goblin product and product line names
including but not limited to Betrayal at Shadewood Keep, is Vision of Darkness, Island of Fire, Operation: Detox, e Mainframe Collective, e Tribes of
Toreth, e Arrowhead Merger, All the Pe y Warlords, Chaos eory, e Rose and the Rapier, Rooms with a View, any eci c chara ers, monsters, crea-
tures, and places; capitalized names and names of places, artifacts, chara ers, countries, creatures, geographic locations, gods, historic events, magic items,
organizations, ells, and abilities; and any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs,
depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in nal or dra versions
of the d20 System Reference Document or as Open Game Content below and are already OGC by virtue of appearing there.
e above Product Identity is
not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the entirety of Rooms with a View is designated as Open Game
Content, with the exception of all artwork and maps/cartography.
Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. e
remainder of these OGC portions of this book are herby added to Open Game Content and if so used, should bear the COPYR IGHT NOTICE “Rooms with
a View ©2004, Vanishing Goblin Inc.” is material is protected under the copyright laws of Canada. Any reproduction, retransmission, or unauthorized use
of the artwork or non-Open Game Content herein is prohibited without express wri en permission from Andrew Luther, except for purposes of review or
use of OGC consistent with the OGL.
e original purchaser may print or photocopy copies for his or her personal use only.
1
is document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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Table of Contents
Introduction
Welcome to Rooms with a View, a Vanishing Goblin Drop-
In™. is book is intended to be the rst in a series, giving
you a complete selection of avor- lled locations to drop
into your existing campaigns.
When I originally decided to put this book together,
the rst thing I did was think back to some of the most
memorable campaigns that I have played in (or, more o en,
ran). I tried to gure out what made those campaigns, or
moments within them, so fun or dramatic or moving that
my gaming group still talks about them, years later.
e one thing I immediately realized was that none of
the memorable moments came about as a result of a new
rule, or a new skill, or a new magic item, or a new class
feature. ose moments were born from adventures that
grew out of other moments, brought about by interesting
locations, intriguing NPCs, and role-play intera ions.
at’s exactly what Rooms with a View is about.
Inside this book are twelve interesting locations.
Actually, “locations” may be the wrong word to use,
because there’s a lot more than just places to be found here.
Every one of the chapters in Rooms includes a detailed area.
is could be a re aurant, like e Furnace Room (chapter
one). It could be an inn, like e Dead Head Inn (chapter
ve). It could even be a traveling show, like e Show Must
Go On (chapter ten). Each location is unique in some way,
a place that will stand out in the memories of your players.
A er all, anyone can come up with another typical inn. It
is the atypical places that result in great stories.
In addition to the locations themselves, we have also
provided the NPCs who make these locations come alive.
ese are not your usual innkeepers and apothecaries.
ese people (or creatures) have their own goals, aspira-
tions, and secrets. More importantly, they are ready to get
your player chara ers involved in their lives.
Finally, we have given you ways to take these locations
and use them as springboards to adventure. Every one of
the chapters includes a number of adventure seeds you can
use to get your player chara ers motivated. By integrat-
ing these adventure seeds with your current campaign,
the locations become more than simple encounters. ey
become sources of information, intrigue, and excitement.
So here are the rst twelve Rooms with a View. If you nd
these places interesting, let us know and we’ll bring you
More Rooms with a View. If there’s something eci c you
want to see, visit our website at www.vanishinggoblin.com
and let us know. And most importantly, have fun.
—Andrew J. Luther,
President, Vanishing Goblin
Introduction
2
Andrew J. Luther
The Furnace Room
3
Corey Reid
Four Brothers’ Spellwares
9
Bi Co ins
Monkscape
16
Fred Herman
Erond’s Bridge
22
Peter A. Shaefer
The Dead Head Inn
28
Trev i s D. Powel l
Lake of Sorrows
37
Garth Wright
The Tomb of House Ilthan
44
Shannon Benne
The River Guardian
52
Bill Collins
The Desert Door
58
Ross A. Shaw
The Show Must Go On
64
David Lalinde
Bull-Headed Artist
69
Corey Reid
Farel orn
76
Malcolm Davies
Contribut ors 82
Upcoming Products 83
Open Game License Version 1.0a
2
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The Furnace Room
by Corey Reid
Introduction
e Furnace Room is a re aurant where both wealthy
well-to-do and criminal ne’er-do-wells come to enjoy a
ne meal, a bit of lively entertainment, and to see and be
seen. e strange contrast in clientele comes about due
to the interesting history of the e ablishment’s owner,
the elegant Rita del Velasquez. While these days she is a
re ected member of society and has many highly-placed
friends, she makes no bones about her past as a mercenary
and her equally numerous friends from more dubious slices
of society. Indeed, her acquaintances on both ends of the
social ladder nd Rita’s connections invaluable.
e Furnace Room should be placed in a se lement with
a population of at least 6,000 people (small city or larger).
While it could conceivably exist in a large town, its exclu-
sivity would hamper Rita’s ability to make a pro t in a
smaller population center. In addition, the Furnace Room
is only open for business from 6:00 pm through midnight
every day, further cu ing down on the business’ viability
in a smaller se lement.
Reservations (which are largely impossible to acquire
unless you’re already known at the e ablishment) are
handled by the maître d’, an unbelievably charming young
man named Hadid al-Aman beni Rifaa, but ge ing to him
means ge ing past Ulyich, a massive were-bear who stands
guard over the front door.
e sta at the Furnace Room is mostly former mem-
bers of Rita’s mercenary company and their children, come
to forge new and less dangerous lives for themselves. ey
have surprising abilities for re aurant sta and are not
to be taken lightly. Rita herself is a dangerous woman in
a ght, and has not lost any of her combat abilities in her
years as a re aurateur.
Rita del Velasquez, female human Ftr13: CR
13; Medium Humanoid (Human); HD 13d10+26;
hp 101; Init +8 (+4 Dex, +4 Improved Initiative);
Spd 30 .; AC 16 (+4 Dex, +2 ring of protection +2 ),
touch 16, at-footed 12; Base Atk +13/+8/+3; Grp
+15/+10/+5; Atk +21 melee (1d6+4/15–20, +2 rapi-
er); Full Atk +21/+16/+11 melee (1d6+4/15–20, +2
rapier); Space/Reach 5 ./5 .; AL CN; SV Fort
+10, Ref +8, Will +6; Str 14, Dex 18, Con 14, Int 12,
Wis 14, Cha 16.
Ski s and Feats: Blu +9, Diplomacy +17, Gather
Information +9, Knowledge (local) +2, Profession
(re aurant owner) +10, Ride +6, Sense Motive +9,
Combat Re exes, Dodge, Greater Weapon Focus
(rapier), Greater Weapon Specialization (rapier),
Improved Critical (rapier), Improved Initiative,
Leadership, Negotiator, Quick Draw, Skill Focus
(Profession—re aurant owner), Weapon Finesse,
Weapon Focus (rapier), Weapon Specialization
(rapier) .
3
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The Furnace Room
Possessions: +2 rapier, ring of mind shielding, ring
of protection +2, brooch of shielding.
Rita del Velasquez ends pra ically all of her time in
the Furnace Room. During the evening, when guests are
dining, she divides her time among the various rooms. To
determine where Rita is at any particular time of the eve-
ning, roll percentile dice and consult the following chart.
Whi ers is a group of assassins devoted to the overthrow
of the local government (in whichever form it takes in your
campaign).
Most of the Furnace Room employees are aware that Rita
has some “ ecial friends” who are allowed to come and go
as they please, and many know that there are secret cham-
bers in the basement, but none knows that their beloved
boss is hiding the sinister Whi ers in Darkness cult. Most
who bother to consider it think Rita is involved in assorted
shady schemes, or performs “favors” for her friends from
her mercenary days. is is, in fact, true—Rita has hid-
den fugitives and goods, and will do almost anything for
a former comrade-in-arms. However, she keeps her sta
isolated from Whi ers for their own safety. Should she be
exposed, she wants to be sure that
her employees don’t su er.
Whi ers is run by Frenessar
Inkhand, a gnome shadowdancer
dedicated to the overthrow of the
local government. His operation
had just taken the name Whi ers
in Darkness when Rita, sympa-
thetic to their plight, o ered to
provide the edgling organization
with a base of operations and a
supply of ready income. Rita and
Frenessar are very close friends. By
day Frenessar runs a printing press
and is a well-known guest at the
Furnace Room.
e exact nature of Whi ers in
Darkness is le up to you. Frenessar
% Ro
Room/Area
1–15
e Entrance
16–75
e Upper Dining Room
76–90
e Lower Dining Room
91–100
e Kitchen
Key to
Re aurant Map
Behind The Scenes
at the Furnace Room o ers discreet sur-
roundings to powerful people is no secret. at
Rita is a skilled swordswoman with many hard
campaigns under her belt is, if not exactly well-
known, at least not di cult to learn. at the
Furnace Room operates as the secret headquar-
ters of a fanatical assassin cult is a very well-kept
secret indeed.
It would greatly surprise (and in many
cases, horrify) clients at both ends of the social
ectrum were they to learn that the Furnace
Room is in fact the central home of a mysterious
organization known as Whi ers in Darkness.
1. Public garden
2. Outer verandah
3. Main entrance
4. Cloakroom and
Hadid’s o ce
5. Upper dining room
6. Kitchen
7. Lower dining room
8. Rita’s o ce
9. Stairs to cellar
10. Inner verandah
11. Private garden
1
11
10
2
4
3
5
6
8
7
9
7
e Furnace Room
1 square = 10 feet
4
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