This is the interconnection of spaces under the eastern space of the Park Ward Vaults accessed from 1.17b and 1.20
This is the interconnection of spaces under the eastern
space of the Park Ward Vaults accessed from 1.17b and 1.20 above, as well as
from 3.10
3.13 The Goldsmith Guilds Vaults
This room, accessible through the shared stairwell from 1.17b, is the
goldsmiths’ guild’s locked vault. The vault is locked and requires Thieves’
Tools to open, but none of the traps are enabled. There is nothing inside
because the guild got everything out before the city fell. (but they never made
it out of the Giant’s Shadow and are in the New Forest).
3.14 The Jewelers Guild Vaults
This room, also accessible through the shared stairwell, is the circular
vault of jeweler’s guild. The vault is locked and requires Thieves’ Tools to open,
but none of the traps are enabled. Inside the vault there is evidence of a
hasty departure but nothing of value. There’s an elaborate citrine circle
filled with rubies – reminiscent of a fruit pie – which is simply paste – it’s
a training tool for the apprentice setters. Maximum resale value to a nostalgic
guildsman is 2 GP.
3.15 The Elevator Shaft
This room is the space where the shaft from 1.20 descends through. Unless the
PCs have moved it the lift is jammed midway between floors, but not has not yet
cleared the space between floors, so the ‘ceiling’ of the lift area is 1’
higher and the center of the room is an open shaft surrounded by a 5’ walkway.
There are controls in the room that will manage the lift (It’s run on
hydraulics, so if the Pcs break room 3.8 there are repercussions here. Passage
here to 3.10
3.16 The Goblin Market
This room will appear empty when the PCs first enter, then it will go black,
have a bang of light and sound, and be full of the non-combatant goblins who
are quick to trade their wares. This is technically an illegal gathering, and
if the PCs linger two things will happen: 1) the merchants will realize their
queen is missing and send someone to 3.11 to find her and 2) guards will show
up to break things up and respond to the PCs based on current state of goblin
relations.
3.17 The Treasure Vault
This room is managed by the Goblin Religious Caste, and the PCs will
encounter their High Priest here, as he oversees preparation of the ritual
grave goods from the silver and gems here. There are also several acolytes, four
warriors and an officer here acting or guarding, though the guard detail might
be reduced if the Goblin Market forms. There’s considerable treasure inside the
room in the form of precious silver, gemstones, and jewelry, as well as stacks
of salvaged Tarmalanian gold coins which the Goblins find worthless but they
could use to trade with the outside world.
3.18 Goblin Families 1
This room is home to two distinct Goblin Families, separated by a pull
curtain across the room, similar to 3.9 and 3.10, but these are higher status
families with, ya’know, a floor and stuff. Each family is 3 combatants, 2 non-combatants
and 3 children. They don’t have anything of value from the PCs perspective here.
These numbers might change if there’s a Goblin Market running and the non-combatants
disappear to go hawk their wares. If the PCs make a thorough inventory they’ll calculate
that the Goblin families are really twice this size, but half of them are out
and about.
These are solid, dependable goblin citizens, loyal the Green Star and the Goblin King, and potential allies (as long as you don’t trade with them and become corrupted with the Unseelie).
3.19 Goblin Families 2
This is identical to the layout of 3.19, except inverted, and has the same
population with the same general reaction.
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