Baldur's Gate:: People Places and Shops

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The document provides an overview of various people, places and shops within a city, including methods of transportation, investment opportunities, and different business establishments.

Rickshaw services like Fairweather Rickshaws that provide cart transportation throughout the upper city are mentioned. The document also provides details on how the rickshaw industry operates.

The Golden Tressym investment company is described as offering exclusive investment services to wealthy clients by invitation only, focusing on opportunities outside traditional banks.

Baldur’s Gate:

People Places and Shops


The Upper City 2 Design:
Fairweather Rickshaws 2 Page Bonifaci

Golden Tressym Investing 3 Cover Art:


Ravenswood School of Etiquette 3 “View in a Town”, Kasparus Karsen
Yarzia 4
Back Cover Art:
Whiteflower Gardens 4 "Fish Street Shrewsbury”, Louise Rayner
The Lower City 5
A Little Dram’ll Do You 5 Interior Art:
Some artwork © 2015 Dean Spencer,
The Chipper Quipper 6 used with permission. All rights reserved.
Garden of Eldath 6
“Concept-art done for Sintel , 3rd open-
Grey Hands Smithy 7
movie of the Blender Foundation.” by
Kolgrave Shipping 7 “David Revoy / Blender Foundation”,
Lost Treasures of the South 8 used under CC BY
The Red Snapper 9
“Walmar Bar”, Louise Rayner
Sogrann’s Stonework 9
The Penitent Patriar 10 “The Mauritshuis in The Hague”,
Bartholomeus Johannes van Hove
The Shield 11
Wellworn Statue of Gond 11 “Imaginary View of a Riverside Town with
The Outer City 12 Aachen Cathedral”, Kasparus Karsen
Blacklantern Hostel 12
Map assets by 2minutetabletop.com,
The Dead Garden 13 used with permission.
The Drowned Rat 13
Red Fence 14 Using this book
Shrine of the Trodden 18 When a creature’s name appears in bold
Sviten Shop 18 type, that’s a visual cue for you to look up
Stat Blocks 18 the creature’s stat block in the Monster
Manual or at the back of this book.
Acronyms used in this book
XGE: Xanathar’s Guide to Everything
DMG: Dungeon Master’s Guide

1
People, Places, and Shops
Transportation the Upper City carrying patriars from
appointment to appointment. The company
You spot a small two-seated cart pulled up on the initially had difficulty in getting permission to
side of the cobbled boulevard. Its wood is painted work in the Upper, until an investment from
crimson red, with a white and blue banner hanging the Linnacker family secured them permission
from a pole with the name “Fairweather to pass through the gates.
Rickshaws” painted in large script.
The carts are kept and maintained at a yard in
A musclebound Dragonborn man waves to you the Lower City near the Heaps. Any visible
from the front of the cart. “One silver, take you damage or soiling will get a cart turned away
by the Watch, so they must be kept spotless.
anywhere in the Upper!”
The company’s rickshaw men are an excellent
Owing to the long-standing ban on horses or source of gossip from the Upper City and can
other draft animals within the city proper, a be found in many nearby taverns after being
small yet thriving industry of pulled carts has expelled at dusk.
developed. Fairweather Rickshaws is one of
the most visible public purveyors, and their
brightly painted carts can be found throughout

2
People, Places, and Shops
Investment Company Finishing School

The lane splits before you, branching around a An imposing yellow stone building looms above the
two-story building made of rose-colored stone. quiet street. Passersby hurry along, choosing not to
Wisteria vines wind up wrought-iron trellises, tarry beneath its imperious windowed gaze.
growing over and shading a second-story patio.
The door is made from exotic wood, inlaid with Ravenswood is the most exclusive finishing
golden rose vines. Above the door is a stone recess school in Baldur’s Gate. They instruct noble
with a golden statue of a winged cat. ladies on all aspects of etiquette, city culture,
along with instruction in mathematics and the
Located in the Citadel Streets, the Golden skills necessary to manage a large household.
Tressym isn’t a traditional savings bank, and The eternally competitive spirit of the patriar
operates outside the auspices of the families means that ladies who have studied
Honorable Order of Moneylenders. The here are highly sought after for marriage.
building itself is small but warm. Services are
by invitation only, and aside from a small Eltana Ravenswood (LN Human Noble)
cloakroom, customers only ever see Gray’s founded the school almost fifty years ago and
office and the upstairs patio. has been its headmistress the entire time.
Prior to opening Ravenswood, she was a tutor
The owner, Bartimaeus Gray (LE Gnome for House Miyar and started her school with an
Noble), specializes in financing foreign investment from the head of the house. Miyar
expeditions and new business ventures. Rather children may attend Ravenswood for free as a
than lending funds directly, the Golden result.
Tressym acts as a middleman between wealthy
patriars looking to invest, and others looking Ravenswood also has a small adjunct school
to gain ongoing funding. The Tressym takes a which trains butlers and handmaids. Servants
20% cut but has earned a reputation for with a recommendation from Ravenswood
excellent returns on investment. have their pick of patriar families to serve.

Gray is always accompanied by a stone-faced


Hook
Half-Orc bodyguard. They both dress in the
latest fashions, though the only jewelry Gray Tinnara Sashenstar, one of the school’s young
ever wears is a small golden lapel pin in the ladies-in-training, has run off with a rakish man
shape of a golden Tressym. by the name of Borden. The school’s
reputation would suffer greatly if the patriar
Few have ever reneged on a deal brokered by families learned that it had lost a ward. Goren,
Gray, and those that do quickly find their Eltana’s majordomo, is quietly seeking aid in
fortunes turning south. Herds afflicted with recovering the young lady from Borden’s
mysterious illnesses, collapsing mines, and clutches.
ships full of treasure go missing into the mists.
None of these misfortunes have ever been
(publicly) connected to Gray.

3
People, Places, and Shops
An idyllic café and tea house that looks out
over The Wide, from its own protected garden.
Restaurant No restaurant in Baldur’s Gate boasts a more
Above the cobbled streets, the murmur of refined selection of teas and coffee, or at least
that's what the fussy owner Matricia (LN
conversation and clinking silverware drift over the
Halfling Noble) would tell you. The refined
edge of a wrought-iron balcony. Candlelight
selection begets the high prices of the
illuminates each table, gently flickering over the
Whiteflower, contributing to its status as one
faces of the lords and ladies at dinner, as waiters
of the most exclusive tea houses in the city.
flit silently from table to table.
Small tables and clusters of chairs are sprinkled
A popular restaurant with mid-tier patriar throughout the manicured gardens in such a
families. Reservations at Yarzia can sometimes way as to make each table feel isolated and
take weeks to arrange. alone. Magical golden lanterns provide light
and heat during the winters, along with
Kahlmas Everhearth (LN Dwarf Commoner) waterproof silk awnings to protect against rain
oversees the kitchen with an iron fist, and or fog.
leaves front of house duties to his business
partner Este (N Human Spy). Neither of them The Whiteflower is a premier social space in
are of noble stock, but Este is adept at playing the Upper City. A favored spot for powerful
the patriar’s games, and has established and wealthy patriars to hold court or debate
Yarzia’s popularity on the back of Kahlmas’ each other in philosophy. Being seen there, or
peerless cooking skills. receiving an invitation, is a mark of
accomplishment within the cutthroat social
Hook: world of the Upper City.

Kahlmas is always on the lookout for exotic


fare for his customers. While adventurers are Whiteflower Gardens Drink Menu
not generally permitted within the restaurant,
• Count Coldheart: A black tea blended in
he is willing to meet at Three Kegs and
Arrabar. Has hints of citrus and jasmine.
purchase unusual foodstuff. He pays top-coin
for exotic spices and meat from strange • Earth Dragon’s Eye: A strong green tea
creatures. from Kara-Tur.
• Pale Jade: A lighter green, from the
southern lands of Kara-Tur.
• Vauge: A hearty tisane from the Dwarven
Tea House city of Earthart in East Rift. Has a bright yet
earthy taste.
A green marble wall runs along the wide
• White Gold: An herbal tea with a clean
boulevard, with white arbors and flowering vines lemony scent, made from lemon balm and
reaching above, teasing at the garden behind. An white pine needles.
impeccably dressed doorman stands near the
street, beneath a jasmine-trailed pergola, silently
evaluating passersby.

4
People, Places, and Shops
avoid becoming a target for thieves or Flaming
Fist thugs.
Alchemist / Potion Shop

Along the side of this bustling street you spot a


colorfully decorated wagon. Beneath a rainbow-
Acid 25gp
colored awning, a Halfling man is shouting like a
town cryer, extolling the value of his wares. Alchemist’s Fire 50gp
“Potions and Tinctures! Cure all what ails you! Vim! Antitoxin 50gp
Vigor! Verticality!” Essence of Ether (DMG) 300gp
Oil 1sp
This wagon is a mobile alchemy and potion
shop. The alchemist himself is named Hargus Oil of Slipperiness (DMG) 250gp
Faergus (CN Halfling) and he hawks his wares Potion of Healing (DMG) 50gp
like a circus master. He employs a Goliath Potion of Climbing (DMG) 50gp
bodyguard and porter nicknamed Flinteye (N
Goliath Thug), who pulls the cart from stop to Potion of Water Breathing (DMG) 300gp
stop. The Dram can appear on any street Truth Serum (DMG) 150gp
corner in the Lower City and moves daily to

5
People, Places, and Shops
Restaurant Sacred Garden / Shrine

You come across a small shack and awning, You step around a corner, and with surprise find
haphazardly perched atop a narrow stone terrace. yourself no longer in the urine-soaked alleyway,
A garishly painted wooden sign bears the image of but instead standing at the entrance to a gorgeous
a Quipper and flames, a cartoonish and toothy pocket garden. The wrought-iron gate is thrown
smile on the fish's face. wide, beckoning you inside. You can feel a cool
breeze coming off a little pond, as fruit trees sway
The Chipper Quipper is a long-established above you.
street vendor in the Lower City. Beside the
wooden counter is a small seating area, None have ever been able to put the Garden
covered with an old sailcloth awning. The of Eldath on a map. Those who have tried are
seating area is packed before dawn and after unsure whether it moves around the city or if
dusk as all manner of laborers flock to the stall they remember its location wrong. In either
for a hot meal. Three copper pieces buys a case, many city residents have heard tales of
skewer of fried fish. Six copper buys a pile of the hidden garden.
beer-battered fish and vegetables, wrapped in
old copies of Baldur's Mouth broadsheets. The garden appears to those who are weary
from life's troubles, or in desperate need of a
The owner and cook is Corven Maller (N safe place to hide from pursuers. Many have
Commoner), a crooked-limbed Half-Elf, who reported turning a corner to suddenly find a
spent over a decade as a longshore worker. He small pocket garden, tucked away in some
rents a small room nearby and can be found at disused alleyway or another. Visitors to the
the stall every day frying up the small toothy garden will notice a crystal-clear pond, with a
Quipper fish. tiny stream emptying into it. The sounds of the
water driving back the din of city life. A
pleasant breeze ruffles the leaves and flowers
of the garden, while tall fruit trees provide a
protective canopy.

Mortal creatures (including most Humanoids,


Beasts, and Monstrosities) cannot take violent
actions within the garden. Powerful extra-
planar creatures (of the DM's choice) must
succeed on a DC 25 Wisdom Saving Throw to
take any violent action within.

6
People, Places, and Shops
Whitesmith / Locksmith
Lock 15 10gp
A narrow plume of smoke rises from the roof of a
Lock, Advanced 20 40gp
domed stone building. Muffled sounds of
hammering and metalwork can just be heard over Lock, Master 25 350gp
the hubbub of the streets outside. A square Carpenter’s Tools 8gp
storefront juts out from the side of the workshop, Cobbler’s Tools 5gp
windows thrown open beside a silver-inlaid door.
Cook’s Utensils 1gp
Glassblower’s Tools 30gp
Above the door is a finely carved metal sculpture of
a large hand holding a ring of keys. Jeweler’s Tools 25gp
Leatherworker’s
5gp
Grey Hands specializes in detailed metal work: Tools
keys, locks, buckles, artisan tools, and other Mason’s Tools 10gp
small items. Many of the locks protecting the
patriars wealth were crafted in this very Smith’s Tools 20gp
smithy. Tinker’s Tools 50gp
Woodcarvers Tools 1gp
The smithy is owned by Goren (LN Half-Orc), a
balding aged Half-Orc. These days most of the
work is done by Goren’s children (six
daughters and four sons) as he suffers from
Shipping Office
painful arthritis that has ruined his once deft
hands. Age has not dulled his wits however A small stone building sits tucked into a curve in
and he is able to answer nearly any question the retaining wall for the streets above. Shouts can
visitors might have about the intricacies of be heard from within as you walk up the winding
smithing or lock-making.
stairs to the wooden door. Magical sigils flair to life
above the door, spelling out “Kolgrave Shipping” in
Visitors who ingratiate themselves with Goren
blue flaming letters.
may be able to learn about what kinds of locks
different patriar families have purchased from
him in the past. Goren isn’t a fool, and will The door bursts open, and a muscular Half-Orc flies
recognize most attempts to get information out, crashing to the street below. The arcane
out of him, but he also enjoys playing a bit of words of a spell linger in the air behind them. A tall
cat-and-mouse with the snooty patriars. figure in sea-blue robes steps out of the door, and
Particularly those who have tried to strong- stares down at the Half-Orc, who is slowly getting
arm him in the past. to their feet. Noticing your gaze, they say “no
refunds”, gesture towards the Orc and step back
inside.

Arteris Kolgrave (CN Half-Elf Mage) operates


the eponymous shipping company from a
small stone office that overlooks the harbor.

7
People, Places, and Shops
They own three ships (the Thunderwave, the
Forceful Hand, and the Longstrider), one of
Curiosity Shop
which is usually in dock.
Rich purple and crimson silks drape the front of
Kolgrave specializes in shipping time-sensitive
this small store. You can overhear two merchants
or spoilable cargo, at high prices. Their ships
inside, haggling over a strange golden trinket in a
are some of the fastest plying the Sword Coast,
foreign tongue.
with wind-enchanted sails and at least two
mages per vessel.
A curiosity shop with wares from Chult, Tethyr,
and Calimshan, primarily exotic clothing and
Hook spices, but also antiques and recovered
oddities from the ravaged lands of Calimshan.
Arteris doesn’t have a great relationship with The store brings in wares from Port Nyanzaru
the Flaming Fist, and needs some discrete and nearby Little Calimshan, hawking them for
punishment meted out. One of their Baldurians unwilling to brave the Outer City.
customers (a Gnome named Littern Shaw) You can use the table below to randomly roll
recently stiffed them on payment, using which trinkets catch your players eye.
glamoured gold before disappearing from the
city. Arteris has tried divining their location but Lost Treasures of the South Stock
has been unsuccessful.
The shipment which was paid for with the fake
gold was a pair of large jade statues, which
Kolgrave delivered to a waiting party in
Waterdeep. The Waterdeep connection has
also gone to ground. Arteris doesn’t know
what the jade statues were, but they were
certainly magical.

8
People, Places, and Shops
Tavern / Festhall Sculptor/Carver

You hear the tavern on the corner before you make The sound of a gurgling fountain catches your
out its sign. You can hear a lively fiddle and lute in attention. The front of the nearby shop resembles
duet as you approach, with off-key singing patriar’s garden in miniature, with a small fountain
provided by patrons. streaming down an intricately carved walls, lifelike
ivy leaves and morning-glory flowers glisten in the
Light spills out of red-curtained windows, and an damp. A startlingly life-like statue of a well-dressed
old lute is hanging from a pole outside the open Dwarf mirrors the fountain, and the pair of them
door. Above the lute, you can see a sign with faded flank a tall wooden door beneath a sign that reads
red letters proclaiming this to be “The Red “Sogrann’s Stonework”.
Snapper”
Sogrann (LN Dwarf Commoner) is a sculptor
The Red Snapper is a popular tavern and and stone carver, specializing in lifelike statues
festhall known for a lively depicting heroes of old. Many of the elegant
atmosphere and excellent statues that adorn the patriars gardens came
music. The tavern owner is a out of his studio. His best-known work is a
Dragonborn by the name of recreation of “The Beloved Ranger” statue,
Kodan Firefingers (CG Bard), a depicting Minsc and Boo after they were
former adventurer. Playing a rescued from being petrified.
set at “The Snapper” is
considered an Sogrann’s studio has stood for well over a
accomplishment by century and he has trained many apprentices
young bards looking to in his craft. He’s always happy to provide tips
make a name for or pointers to amateurs or fellow craftspeople.
themselves.
Rumors often circulate that the statue outside
Kodan himself only plays for the audience once Sogrann’s shop is a petrified Dwarf. Multiple
a tenday, as he’s getting quite old, and it has travelling mages have tried dispelling it over
slowed his fingers. The rest of the time he can the years, either for simple fun or because
be found chatting with patrons. He loves they believed the rumors.
swapping stories with visiting adventurers or
learning new songs.
Hook
The Snapper is a two-story building, with a The rumors about Sogrann do have an ounce
small bar on both levels, and a kitchen out of truth. Sogrann had a business partner
back. The middle of the hall has a lacquered (another Dwarf named Torgus Flinteye) when
wooden stage for performances and dancing. he first opened his shop in 1361 DR. They had
The upper story has a large open balcony a falling out, and Sogrann keeps his petrified
allowing revelers to see and hear the stage body behind a sliding panel in his workshop.
from wherever they are in the building. The carving outside his shop was modelled
after the real one.

9
People, Places, and Shops
Tavern Hook:
With tensions high between the cities laborers
The walls of the Upper City cast a long shadow over
and the Flaming Fist over enforcement of a
this ramshackle stone tavern. A wooden sign hangs
new tax, adventurers may be tasked with
out front, depicting a richly dressed man engaged
keeping a lid on things. The Penitent Patriar is
in a lewd act with a nun. a likely hotspot for clashes between
disgruntled workers and Fist mercenaries.
The owner of the Penitent Patriar is a crusty
old man by the name of Dalan (N Human
Commoner), born-and-raised within the city.
He is openly scornful of the patriars and will Penitent Patriar Drink Menu
talk the ear off anyone who asks about them. Balduran's Best: A smooth amber ale popular
While many patriar families have objected to throughout the Gate.
the old tavern's rude sign, none have taken up
Porter's Porter: A strong dark beer brewed in
a public fight to get it removed, given the
the Outer city.
implication that the sign may depict one of
their ancestors. Patriar's Folly: A jigger of harsh gin, over which
is layered a cloying elderflower liquor, with a
Dalan serves porters, servants, and anyone copper piece dropped at the bottom of the
from the under-classes and trades of the city. glass.
Any known member of a patriar family is met
with a silent glare and will not be served.
Family butlers or other high servants are met
with suspicion, unless they can convince Dalan
they aren't there on some secret mission of
the patriars to undermine his bar.

Most nights the bar is full of lower city


laborers, some of whom share Dalan's distaste
for the nobility, others who simply tolerate
him as an obsessive eccentric. The mood in the
tavern is generally warm and of comradeship.

From time to time a group of Flaming Fist


mercenaries will stop in, often with the goal of
riling up the barkeep with talk of their rich
patrons. More than once this has led to a fight
and threats of Fist retaliation. The mercenary
commanders are wise enough to not directly
antagonize the lower city inhabitants and will
endeavor to keep any troublemakers away
from the bar.

10
People, Places, and Shops
Tavern

A burnished brass shield hangs on a sign outside


this bustling tavern. Through the open shutters you
see a variety of armed and armored patrons in the
dress of a dozen nations.

This tavern was opened by a retired


adventuring company, though Wahida (NG
elven mage) is the only remaining member. To
this day it caters to adventurers of all stripes,
and as such has earned itself a rowdy
reputation. The Flaming Fist is not on good
terms with Wahida and sees her patrons as
competition and disruptors of the peace.

On any given night you can expect to find small


adventuring groups celebrating a recent
victory or drunkenly toasting a fallen comrade.
The inherently dangerous business means the
clientele turns over rapidly, and there’s always
someone looking to escape their lot in life by
signing up with an adventuring company.
Shrine / Statue
The Shield Drink Menu
Tucked into a small alcove, just off the street
Black Sails: A salted black porter, very popular proper, is a small bronze statue of a jovial and
with longshoremen. heavyset smith, his aproned belly polished to a
Dragonsfire: A harsh cocktail made from shine.
spiced rum, gin, and hot pepper seeds.
An ancient bronze statue of Gond depicted as
Goodberry Shandy: A light and extremely
a heavyset human wearing a smith’s apron and
refreshing beer
a jovial smile. There is a tradition among
Red Field Ale: A smooth Amber Ale from the craftsmen and porters passing through this
Sword Coast street to touch the statues’ apron for luck. As a
Silverleaf White: An almost clear white wine result, the apron shines gold against the dark
brewed in Elven style. Has a subtle almond patina of the rest of the statue.
flavor.

11
People, Places, and Shops
poor laborers sleep between long days of
backbreaking work. The building itself is a
Labor Hostel converted warehouse, with large open rooms
packed with cots and a communal latrine out
Crowds of sweaty laborers pack the narrow street back. Accommodations are dry and reasonably
around you, pushing and shoving between the old warm, which Is just about all the amenities the
warehouses. One squat building has light hostel has to offer.
streaming from its upper windows, doors swung
open to the army of workers, and a single wrought- Labor hostels are popular spots for those on
iron lantern hanging out front as some sort of sign. the run or in hiding, melting into the lawless
masses of the Outer City. Bounty Hunters and
Blackgate is one of the most heavily used gates adventurers are often sent hunting for
into the city, straddling the Trade Way. someone hiding there after a robbery or
Thousands of carts are unloaded there every mugging. The Blacklantern’s owners don’t
day, and a small army of porters carry goods to bother with names, and largely ignore the
their destinations inside or outside the city. bounty hunters and their quarry.

The Blacklantern is one of many labor hostels,


essentially barracks where porters and other

12
People, Places, and Shops
protect the house. The plants will not enter
the house itself but do their best to prevent
Abandoned House access and to punish anyone who makes it into
Verdant greenery has overrun this old house. Thick the house.
vines wind like serpents through overgrown
hedges and wicked-looking roses. Barely visible Hook
behind the greenery is an old manor house,
A halfling merchant by the name of Boddin
windows boarded up tight.
Silverlock has purchased a building next to the
Dead Garden which he intends to renovate
An old beggar sits on the street nearby, well away
into a tavern and inn. He is worried about the
from the plant life, with a heavy machete at her
old manor house and is looking to hire some
side. “You don’t want to be getting any closer” she adventurers to clear out the place so he can
says, “old wood likes fresh meat. Spare a coin will knock it down.
you? For an old cripple?” She points to her
withered leg, which looks like it could have been
crushed in a giant’s fist.

The Dead Garden is an abandoned house, once Tavern


the home of a rising family in Baldur’s Gate.
Tales were told of the matriarch’s incredible An old and dilapidated mill dominates the old
skill with plants, and her garden was a sight to street. One of its vanes is completely missing, and
behold. Unusually, they chose to eschew the from the other three hang the bodies of large black
walls of the city proper and seemed to be rats.
unconcerned by the risks of living in the Outer
City. The door is open, with a guttering light shining into
the otherwise dark street, the sounds of clinking
History does not record what happened to the mugs and low conversations join the gentle
family, but they haven’t been seen in the Gate murmur of the river below.
for decades. Whatever happened, their house
now stands empty, except for the creaking and The Drowned Rat is a local dive for the
rustling of restless plants. Those who live fishermen and porters that live in Rivington.
nearby (such as the beggar Gretta with the Every night the cramped space is filled with
withered leg) will tell tales of walking the stink of unwashed bodies and cheap beer.
rosebushes, and murderous morning-glory
vines. The tavern is in an abandoned windmill near
the shore of the Chionthar. Old millstones
The house itself is mostly unremarkable, have been stacked up as heavy tables, and the
without much more than silverware and some bar itself is situated in the center of the
odd knickknacks (roll 1d4+1 times on the circular room, where grain would have once
Trinkets table) remaining. Anyone attempting been milled and collected. Most of the seats
to plunder the manor will have to contend are beer barrels, some full and some empty.
with several Vine Blights, Awakened Shrubs, More than one patron has been
and Awakened Trees, which the former lady of unceremoniously booted from his chair
the house enchanted to grow strong and because the barkeep decided to tap it.

13
People, Places, and Shops
Drowned Rat Drink Menu shipments are often smuggled into the walled
city with loads of meat.
Porter’s Porter: A strong dark beer brewed in
Sow’s Foot. The Fence belongs to Garke Leadgut (LE
Fishwives Favorite: A bitter blonde lager Dwarf), a Kingpin who controls a small district.
brewed in Twin Songs. Garke came to Baldur's Gate from far to the
east and has taken a traditional approach to
Ricket’s Rickshaw Stout: A heavy, yeasty, beer
his little criminal empire. He has centralized his
popular with rickshaw pullers.
activities around the slaughterhouse, with
fewer "partner" businesses and a stricter
hierarchy, which has caused some concern
among his fellow Kingpins.
Slaughterhouse / Hideout

The smell hits you before you see the building. A


F1. Knockyard
sharp, sour, smell of blood and death. Before long,
The ground here is constantly muddy, as
you spot the tall fence, a split-log style, stained red
workers wash the accumulated blood and
with what is probably dye, but strongly resembles waste from the flagstone out into the dirt.
blood. Animals that aren't fit for consumption are
killed here and piled up to be turned into
From the outside, you can hear the mooing and fertilizer or feedstock along with the
bleating of frightened animals, punctuated by the accumulated offal and leftovers from the rest
sounds of knockers plying their trade. of the slaughtered animals. A DC 13
Intelligence (Investigation) check made on the
The Red Fence is the largest slaughterhouse in piles indicates that there are several humanoid
the Outer City. It employs dozens of knockers body parts interspersed, but they are all too
(animal executioners), butchers, and handlers. rotten to be identified.
Cattle, sheep, and pigs are kept in pens to the
east side of the central building. The main F2. Stockyard
warehouse is a large traditional barn, with two Several pens hold herds of animal waiting for
stories built over a flagstone foundation. slaughter. Typically, the Fence doesn't keep
animals longer than a couple days, and as such
Anyone approaching the building needs to doesn't see fit to feed them. Dirty water
watch out, otherwise they may be splashed by troughs are the only equipment provided.
a bucket of blood or foul water being tossed
out of the abattoir. F3. Abattoir
A huge open warehouse where cattle and pigs
The grisly business of the Fence makes it a are slaughtered and roughly butchered.
perfect operating location for a Thieves Guild. Dozens of knockers and butchers toil here,
The entire upper level of the structure is used armed with hammers, cleavers, and other
by the local Guild Kingpin. Warehouse space is sharp implements to hack apart animals. Most
available for smugglers and operators moving are aware of some sort of shady business
wares through their network. Smaller happening upstairs, but don't care enough to
turn on their employers, and the Flaming Fist

14
People, Places, and Shops
Map 1 - Red Fence Ground Floor
ignores most activity in the Outer City
anyways. F4. Larder
Animal carcasses hang from hooks in this
During the day there are usually 25 workers in room, awaiting transport. There are also
and around the Abattoir. They are commoners several crates of stolen goods hidden here,
and will flee if any fighting breaks out. These containing twenty five bolts of silk.
men and women aren’t guild members, but
they know better than to start asking F5. Overseer’s Office
questions about all the people coming and A cramped room with a desk and locked (DC
going from The Fence. 15) payroll chest. The Fence’s overseer is a

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People, Places, and Shops
Map 2 - Red Fence Upper Level

male human named Robri (thug), and he deals F6. Tool Shed
with the legitimate side of the business. He has This shed was added onto the original building
a key to the second floor but doesn’t ask some years ago, to provide more room inside
questions of anyone who looks like they know for storage. This is where various knives,
what they’re doing. If anyone inquires about hammers, and other tools are kept and
the upper-story he says that it is “storage” and maintained.
leaves it at that.
F7. Storage
The payroll chest holds 100 silver, and 2d6 These three stalls have been converted into
gold to cover payroll and other expenses. general storage, with access to the Tool Shed
Skalla Glittergold provides Robri with the days on the outside.
wages each morning.

16
People, Places, and Shops
F8. Enforcer's Den prefers to be able to summon them for
A grubby hangout for Enforcers. The day's take missions without using a runner.
is collected and counted in the small office off
the back, while the Enforcers themselves At any given time, there will be two Operators
gamble, drink, and sleep here without (use the Spy statblock) waiting here between
worrying about hiding their activities. If the missions.
fence is attacked, the Enforcers form the first
line of defense, buying time for the Kingpin F12. Assistant's Suite
and any Operators to escape. The door leading Ellyn Blackveil (NE Human) is Garke's right-
to the stairs is never locked. hand woman. She is a skilled operator for the
guild, and plans heists on wagons and caravans
During the day there will be 2d6 Enforcers and passing through the Outer City. Ellyn was a
Footpads (use the Thug statblock for both) highway bandit before allying herself with
present in this room. During the night that Garke, and the two arrived in Baldur's Gate
number increases to 4d4, half of which will together.
usually be sleeping on the floor.
She is loyal to Garke, but also recognizes his
F9. Counting Room limitations as a leader. She harbors dreams of
Enforcers and Operators drop off their daily becoming a Kingpin in her own right.
take here, where it is appraised, counted by
Skalla Glittergold (LN Gnome Commoner), and Her room is spartan and functional, with a bed,
then distributed. Skalla has a key to the door bookshelf, and a locking rolltop desk (DC 20 to
connecting areas F8 and F9. open). Ellyn is the only person with a key to
the desk. Inside the desk are detailed reports
Most days this room will hold 70gp in mixed on the Fence’s operations, as well as the
coinage. identities of two Kingpins that Ellyn has been
able to identify.
F10. Vault There is a small, barred, window set high in the
This room is where Garke stores his personal wall. There is a rope-ladder coiled on the
fortune and the operating money for his nearby shelf, in-case Ellyn needs to make a
organization. The door to area F9 has a high- quick escape.
quality lock (DC 20 to open) Garke is the only
person with a key to this room and oversees F13. Kingpin's Office
daily deposits. The office here is dominated by an exquisite
wooden desk made of dark Calantra wood,
The chests here typically contain a total of carved with fanciful scenes of water nymphs
750gp in mixed coinage and gems. If they have and intricate fretwork. It was stolen from a
recently taken in a large score, roll on the wagon destined for a powerful city patriar, and
Treasure Hoard: Challenge 0-4 Table (DMG) its beauty is mostly wasted on Garke, who
and add that to the chests. regards it as a simple trophy.

F11. Operators Rooms Garke prefers to keep visitors/employees


A small number of private rooms are set aside standing while he sits behind his desk. He
for Garke's favorite assassins and operators. keeps a Heavy Crossbow on the desk as an
He likes to keep an eye on their activities and

17
People, Places, and Shops
explicit threat to anyone coming to speak with resembling bloody tears running down the
him. face.

There is a large window behind the desk, high


enough that someone on the ground outside
wouldn’t be able to see inside. Cafe

A DC 18 Intelligence (Investigation) check will The muddy lane splits and snakes off in multiple
uncover a peephole from area F12, where directions. At the corner of the fork, there is a
Ellyn can eavesdrop on meetings. small, cramped, shop or cafe of some sort. One
side is completely open to the street, and you can
F14. Kingpin's Suite see half a dozen hard-weathered men and women
Garke's suite is furnished around a massive sitting or leaning nearby, drinking something from
bed. He has an infamous appetite for women small earthenware bowls. You feel the stares of
of all races, and has his people hire him several many eyes, marking you as an outsider on this
companions most nights. The prostitutes are
street.
all strip-searched by Ellyn before they are
allowed into Garke’s suite. The Sviten Shop (it has no other name) is
frequented by Rashemi laborers and
The door connecting to area F13 has a high- mercenaries. It is a popular spot for
quality lock (DC20 to open). immigrants and travelers to share news and
stories of their homeland, and simply to speak
Lock & Key their native tongue.

Unless otherwise stated, all of the doors inside The proprietor, Krevan Heres (N Rashemi
the second story are locked with standard Human), is a sorcerer of some small talent,
locks (DC 15 to open). Garke and Ellyn each almost exclusively in frost magic. He uses this
have a key which unlocks everything except primarily to chill drinks during the summer.
the vault. They keep them on their person at
all times. This hole in the wall shop serves a popular
Rashemi drink named Sviten. A sort of herbal
tea, Sviten is flavored with exotic spices,
honey, and strong fruit wine. It is served in
small earthenware bowls, hot in the winter
Statue / Shrine
and chilled in the summer. A bowl costs 1
copper piece. Day laborers and mercenaries
Situated in a narrow dirt alleyway is a roughly
can also be hired out of this shop.
hewn stone statue depicting a featureless man
carrying a shoulder yoke with two wooden
buckets hanging from it.

The statue depicts Ilmater, as venerated by the


commoners and laborers of the Outer City. The
stone is heavily weathered, with stains

18
People, Places, and Shops
Medium humanoid (Human), NE Medium humanoid (Dwarf), LE

Armor Class: 14 (leather armor) Armor Class: 14 (chain shirt)


Hit Points: 27 (6d8) Hit Points: 65 (10d8+20)
Speed: 30 ft. Speed: 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 17 (+3) 10 (0) 12 (+1) 15 (+2) 13 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (0) 13 (+1) 14 (+2)

Skills Deception +5, Investigation +3, Saving Throws: Con +4, Cha +4
Acrobatics +5, Sleight of Hand +5, Stealth +5, Skills Deception +4, Insight +3, Persuasion +4
Perception +6 Saves: Immune to being Poisoned
Senses passive Perception 16 Damage Immunity: Poison
Languages Common, Illuskan Senses darkvision 60ft, passive Perception 11
Challenge 1 (200 XP) Languages Common, Dwarven, Illuskan
Challenge 2 (450 XP)
Cunning Action. On each of her turns, Ellyn
can use a bonus action to take the Dash,
Disengage, or Hide action.
Multiattack. Garka makes two attacks.
Sneak Attack (1/Turn). Ellyn deals an extra 7
Handaxe. Melee Weapon Attack: +5 to hit,
(2d6) damage when she hits a target with a
reach 5 ft., one creature. Hit: 4 (1d6 + 1)
weapon attack and has advantage on the
slashing damage.
attack roll, or when the target is within 5 feet
of an ally that isn’t incapacitated, and she
Heavy Crossbow. Ranged Weapon Attack: +5
doesn’t have disadvantage on the attack roll.
to hit, range 100/400 ft., one target. Hit: 6
(1d10+1) piercing damage.

Multiattack. Ellyn makes two melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit,


reach 5 ft., one creature. Hit: 6 (1d6 + 3)
piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to


hit, range 30/120 ft., one target. Hit: 6 (1d6+3)
piercing damage , and the target must succeed
on a DC 13 Constitution saving throw or be
poisoned for 1 hour.

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People, Places, and Shops
spell attacks). He has the following spells
known:
Medium humanoid (Half-Orc), LN
Cantrips (at will): Poison Spray, Prestidigitation
Armor Class: 11 1st level (2 slots): Identify, Purify Food and Drink
Hit Points: 9 (2d8)
Speed: 30 ft.

Dagger. Melee Weapon Attack: +2 to hit, reach 5


STR DEX CON INT WIS CHA
ft., one creature. Hit: 3 (1d4 + 1) piercing damage.
13 (+1) 12 (+1) 11 (0) 12 (+1) 15 (+2) 13 (+1)
Alchemist’s Fire (2/day). Ranged Attack: +3 to hit,
Skills History +3, Perception +5, Insight +5. range 20ft, one target. Hit: the target takes 1d4 fire
Disadvantage on Dex checks involving his damage at the start of each of its turns. A creature
hands can end this damage by using its action to make a
DC 10 Dexterity check to extinguish the flames.
Senses passive Perception 15
Languages Common, Rashemi
Challenge 1/4 (50 XP)
Medium humanoid (Human), N

Armor Class: 11
Light Hammer. Melee Weapon Attack: +2 to Hit Points: 11 (2d8+2)
hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) Speed: 30 ft.
piercing damage.
STR DEX CON INT WIS CHA
11 (0) 12 (+1) 13 (+1) 10 (0) 10 (0) 14 (+2)
Medium humanoid (any race), any alignment
Skills Religion +2
Senses passive Perception 10
Armor Class: 11
Languages Common, Rashemi
Hit Points: 9 (2d8)
Challenge 1/4 (50 XP)
Speed: 30 ft.
Spellcasting. Krevan is a 1st-level spellcaster. His
STR DEX CON INT WIS CHA spellcasting ability is Charisma (spell save DC 12, +4
11 (0) 12 (+1) 10 (0) 15 (+2) 10 (0) 10 (0) to his with spell attacks). He has the following
spells known.

Skills Arcana +4 Cantrips (at will): Chill Touch, Control Flames, Mage
Senses passive Perception 10 Hand, Ray of Frost
Languages any one language (usually 1st level (2 slots): Catapult (XGE), Comprehend
Common) Languages
Challenge 1/4 (50 XP)

Spellcasting. The alchemist is a 1st-level


spellcaster. Their spellcasting ability is Dagger. Melee Weapon Attack: +2 to hit, reach 5
Intelligence (spell save DC 12, +4 to his with ft., one creature. Hit: 3 (1d4 + 1) piercing damage.

20
People, Places, and Shops
Thank You

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