Level 5: The Sixth Spear Plot in The Sundered Ring | World Anvil
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Level 5: The Sixth Spear

The PCs will become acqainted with the Jolly Chestnut and its regulars. They may or may not notice a miasma of complacency (initially experienced as warm comfort) about the place, which may or may not be connected to the wrought-iron spear hanging above the fireplace.

Plot points/Scenes

Day 9
As the players set out to return to Beyhill, they will attract the attention of a mated pair of manticores, who attempt to hunt and kill the PCs. If both are reduced below 27hp, or if one of them is killed, they will retreat. If both manticores survive and retreat, they will return to the mountains in search of easier prey. If one manticore survives, it will recuperate and follow the PCs at a distance, always circling overhead far out of weapon range. Once the PCs let their guard down, it will strike again.

If one of the manticores follows the PCs all the way to Beyhill, it will attract the attention of the saddlebacks. They will asist the PCs in slaying the beast, even chasing it down on horseback if it tries to flee. After the battle is over, the saddlepriest Frank Montague will inquire as to their business and comment on the heavy load of treasure they are carrying. Frank will request a small compensation (no more than 5gp from each PC) in exchange for their services in keeping the highways safe.

Upon returning to Beyhill, the pawnbroker will be very interested in claiming his half of the spoils from the Lost City (or at least he will apear to be: A DC 15 Insight check will suggest that he is much more interested in learning if the map he provided was accurate). He will be more than happy to sell the Doss Lute to them, even at a discount if pressed.
Similarly, the blacksmith will accept the silverstalk fungi as a suitable payment, and will have the Sentinel Shield ready in a tenday.
That night, Biddlebee will be alerted to a small brown rat living under her bed. It seems uncharacteristically friendly, but exhibits no signs that it is anything other than a mundane rat.

 

Day 10
The events of A Malignity of Goblins take place.

 

Day 11
The Caravan Job

 

Day 12

 

Themes

The common thread running through the lives of the Jolly's patrons is a general dissatisfaction with their life circumstances, but a lack of desire or ability to pursue change. Magmireth thrives on this ennui, and exudes an aura of stagnation to facilitate it.

 

The exception to this is Rose, the barkeep. Whether through sheer willpower or some external force, Rose has proven resilient to Magmireth's corruption. She is aware of Magmireth's aura, and has dedicated herself to fight against it. She encourages her patrons to pursue their goals, with mixed results.

Relations

Neutrals/Bystanders

Althalos de Bolbec

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Althalos the half-orc is the rook warden in charge of the north quarter, which the Jolly Chestnut borders. He spends most of his evenings in the Jolly, doing his best to blend in with the other patrons. Despite being on a first-name basis with nearly all of the regulars, he makes a point to not let friendships affect his objectivity.

TEXT
— AUTHOR

Annalore Maehieu

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Annalore is a local blacksmith operating out of the Radamier district. She specializes in blades of every sort, but is disappointed that most of her customers only ask for farming implements.

She is engaged in a bitter rivalry with another blacksmith in town, who has somehow managed to establish himself as the go-to weaponsmith in the city.

TEXT
— AUTHOR

Arite the Seer

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The only non-human regular besides Althalos, Arite the mochilian is content to remain outside the various social circles. She has a more or less permanent room upstairs, from which she offers her services as a fortune teller.

You have had two great victories recently, yes? One small and personal, and one much larger. In both cases, victory was not complete. You will be required to return in order to fulfil your purpose.

Chaucer

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A stout, piggish man, Chaucer is the epitome of the upper-middle class. He is wealthy enough to get away with doing no actual work, and instead prefers to rely on his business connections to do the heavy lifting for him. Though Chaucer is the owner of the Jolly Chestnut, he cares little for the "menial" aspects of the business. His opinion on most matters is to defer to Rose, whom he trusts explicitly.

There he goes, walking proof that it's not what you know, it's who owes you money
— Rose

Doran Fenwick

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Despite his rapidly approaching seventieth birthday, Doran's mind is as keen as it was fifty years ago. He began his career intending to map out the entirety of the sestonian region. Unfortunately, his bones are not what they used to be, and his travels have halted indefinitely. He has spent the better part of the last decade in Beyhill, spending what little income he earns drinking at the Jolly.

TEXT
— AUTHOR

Frank Montague

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Frank leads a group of 'religious' outlaws that patrol the countryside around Beyhill. He stops wealthy travelers on their way to the city and takes small 'donatiions' in exchange for keeping the highways safe from criminals and dangerous beasts.

Althalos has been trying for years to have Frank arrested for banditry, but because the gang call themselves a religious group, he has been unable to make a conviction stick.

TEXT
— AUTHOR

Ivy

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A young wisp of a girl, Ivy journeyed to Beyhill in response to a religious vision. Unfortunately, the vision offered no insight as to the next step of her journey, so she has been living in a hostel for almost a year waiting for a sign. In the meantime, Rose has employed her at the Jolly as a server.

She has been trying to learn augury from Arite, but so far has not demonstrated any particular talent for the art.

"Has anyone ever... you know?"

"What, with Ivy? I think Rose would murder anyone who tried."
— Frank Montague, to a would-be suitor

Rose

Full Article

Rose is the barkeep of the Jolly Chestnut, and is in charge of most of the day-to-day operations. She is aware that Magmireth is able to drain the ambition from those in the Jolly, and does her best to combat it by encouraging those around her to pursue their goals actively.

TEXT
— AUTHOR

Competitors

Fendril

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Fendril is one of the mendicants, though if pressed Frank would admit he doesn't know the lad very well. Years ago he came across the spear Azgomor, which immediately enthralled him. Since then, he has dedicated himself to finding the location of Cynidicea, where Azgomor eventually plans to abscond with Magmireth.

TEXT
— AUTHOR

Backdrops

Locations

The Jolly Chestnut

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Positioned on the border between the Upper Circle and the North Quarter, the Jolly Chestnut is a stable of the neighborhood. Frequented by traders and laborers from across both districts, the Jolly is famous for its delicious food and drink, and its friendly atmosphere.

Encounters

The below encounters should occur mostly in the order presented, but this order can be adjusted to suit emergent circumstances. Rather than being an encounter in its own right, these should be portrayed as vignettes, little slices of life that occur at the end of a day full of activity.

  • Saddlepriest's Boast Frank Montague strides into the Jolly Chestnut, anouncing that everyone's next drink is on him. He deliberately sits as near to Althalos as he can, boasting that his Saddlebacks have successfully hunted down yet another dangerous monster, and that he plans to allow Rose to hang its head on the wall above the bar to commemorate the event.
  • Fendril's Debut Fendril, one of Frank's Saddlebacks, is sitting at a table by himself. The PCs may recognize him as the pawnbroker who sent them searching for the Lost City.
    He seems to be muttering under his breath, but in reality is speaking to Azgomor the Thief (hidden in his room upstairs; he told Rose that he had to hire a ratcatcher, so he cannot stay at his home). The two are plotting the best way to escape with Magmireth.
  • Fendril's First Attempt Sometime during the night, the inn was broken into. As far as can be determined, nothing was stolen, but Magmireth either cannot or refuses to identify the culprit to Rose. The broken window will be obvious to anyone, but it will require a DC 20 charisma (Persuasion) check to convince Rose to talk about it.
    Rose will admit that she suspects they were after Magmireth, though she is uncertain why the intruder did not take it when they had the opportunity. She will not reveal all of Magmireth's properties, especially its ability to think and communicate, but she will explain that she should have been able to identify the culprit as soon as they set foot inside.
  • The Arms Race Althalos and Annalore have begun a drunken armwrestling contest. They have wagered money on it, and the first to win two in a row wins the pot. If a PC attempts to join, they must contribute 1gp to the pot, and succeed in an Athletics contest against both of the others, one after the other. Both Althalos and Annalore have a +5 to Athletics checks.

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