Kormallis Warehouse Building / Landmark in Not Forgotten Realms | World Anvil

Kormallis Warehouse

Warehouse (Provisions)   Part of House Kormallis' wealth comes from their providing of myriad provisioning needs to caravans and travelers. Rather than force caravan-masters to chase a thousand different needs from a thousand different specialist merchants, the Kormallis business makes it easy, providing crates of goods for travelers setting out on treks long and short.   This single-story warehouse is one of a handful that performs this specialized buying function in Waterdeep. Merchant caravans setting out find they can simply stop by here, provide a list of their needs, and have it all strapped and stowed within the hour. This is a gods-send, particularly for caravan-masters staying at the Cliffwatch, across Endcliff Lane.   The building is a single story in height, and its Endcliff Lane face is undergoing renovations from years' of hard use (the Tashar's face was completed last year).   Services & Goods   The warehouse's agents purchase the individual components of the Kormallis service's goods packages, providing food, drink, repair tools and materials for wagons, replacement rein straps and bits, lanterns, torches, bedrolls, and similar provisions for single wagons or entire caravans. They sell these materials at a mark-up, but most caravan-masters swear by them, given the time they save.   The warehouse also puts together packs for individual travelers. In particular, visitors can purchase any of the following Equipment Packs by visiting the warehouse and speaking to a worker: dungeoneer's pack, explorer's pack, or scholar's pack. (See the Player’s Handbook for details on these package deals.)   Layout   A large set of double doors face Endcliff Lane, kept open during the daylight hours the warehouse is in operation. There are usually 1d4-1 wagons pulled up in front of it, being loaded with provision crates and casks. (Add +2 to this number in late spring and all through the summer.)   The interior is mostly a big, wide floor space, with skylights above. This floor space has stacks of crates and shelves along the eastern wall with   dash-and-grab sorts of shenanigans; they are also equipped with horns to call for the Watch should need arise.   During the day there are generally 2d8 merchants (using the Merchants chart on the Appendix: At the Cliffwatch for their actual statistics), with a variety of caravan-hands. Actual caravan guards must wait outside the big doors, with wagons.   At night, the building is locked tight, with decent locks on all outward¬facing doors (DC 16 to pick) and two security, again with horns. They also have hounds, trained for scenting to deal with stealthy or invisible would-be thieves. These hounds   These are vaults of House Kormallis, and their exact contents are known only to the nobles of the House. They are also sealed with arcane locks and warded with glyphs of warding that both inflict thunder damage (a loud boom that alerts those on-site or nearby) as well as triggering a sending spell to send the message “A vault at Endcliff Lane is breached!” to the hire-wizard paid by House Kormallis to place these wardings and answer their calls (the dwarven wizard Anorn Runethunder; see Cliffsedge Room & Board for more details).   At the back of the warehouse is a corridor with jakes for the workers, as well as a single door that opens onto Tashar's Street, occasionally visited by those with business.   Staff & Notable Folk   During the day, the warehouse's staff is present. They mostly consist of a dozen floor workers, a trio of floor chiefs who act as their direct supervisors, and a pair of agents, Argrm Teress (LN Illuskan human noble) and Onstos Klaenold (N hill dwarf noble), who deal with customers directly. (The workers and floor chiefs are all human commoners.)   A quartet of security (human thugs) are also on hand, mostly to discourage shoplifters or roam the floor at the start of the night, and then on rounds, one hound with one security, throughout the rest of the evening. (The hounds use the mastiff statistics.)   Story Seeds   Into the Dark: When the security hears noised from one of the Kormallis vaults and it is opened, a small crew of kobolds attack them! They discover that the kobolds-who dwell in the sewers-have tamed and trained a bulette to burrow where they direct it to so they can seize the wealth or goods they find in such places. The heroes are hired to find the kobolds' warren and recover what was taken and to kill the land¬shark to prevent this from happening again.

 
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