Index to the city of Arabel
1. Citadel. Guard Commander is Capt. Fenarin , tall, blonde, and bearded, guttural, deep voice [F7, Al: LN, AC 2, THAC0: 10, HP 42, dam 1d10+6 (+1 Two-Handed Sword, Specialist), #Attacks 2/1, 1 heal potion carried]. The Sun and Moon watch commanders are Lt.’s Cafal & Wyndon. Cafal is a lithe, slim blonde haired man, almost slight [F5, Al: LN, AC 0, THAC0: 14, HP 34, dam 1d8+2 (Long Sword Specialist), #Attacks 3/2, 1 heal potion carried]. Lt. Wyndon is a bear of a man, black-haired but graying, enormous shoulders and thick arms, somewhat shaggy in appearance [F5, Al: CG, AC 4, THAC0: 12, HP 39, dam 2d4+6 (Morning Star Specialist), #Attacks 3/2, 1 heal potion carried]. Redoubtable Pratt is the Gaoler [F3, Al: LG, AC 8, THAC0: 17, HP 16, dam 1d4+1 (Baton Specialist), #Attacks 3/2].
2. Palace. Ranger Lahl (Myrmeen Lahl) [F12, Al: NG, AC 0 (Base AC 7, Bracers AC 6, Ring Prot. +3) THAC0: 8, HP 51, dam 1d8+1/1d6+1 (Long & Short Sword), #Attacks 5/2 (Extra Longsword attack every other round), 1 Xtra-heal potion carried, Ring of Invisibility]. Is the Lord Governor, appointed by King Azoun IV. Her ministers: Westar of the Gates (CG) Herald
Deral(CG) Steward, short, round, cheerful and bald
Agravain(N) Commerce, Richly dressed red-head w/ a full beard, heavy and loud
Register Dane(N) Minister without Portfolio (Security): Quiet, thin and pale man, dressed in simple brown breeches and blouse. He sometimes employs Fletcher Pratt [R7, Al: CG, AC 3 (Leather), THAC0: 15, HP 32, dam 1d6+1 (Staff), #Attacks 1. Thief abilities: PP:15% OL: 65% F/R Traps: 65% MS: 50% HS: 50% DN: 30% CW: 65% Read: 0%]. Pratt is the son of Redoubtable Pratt, the Citadel Gaoler, and was raised among thieves. He has become an outstanding Thief-Taker, and has solved some important cases. He keeps well clear of Lheskar Bhaliir, but secretly harbors a desire to take him down, and will do so if he can.
The Advisory council also includes a representative of the Mage’s Guild, 1st Mage Maleen, and three priests, Goldeneye Ohgan Murteck of the Temple of Waukeen (see 83 /84), The High Lady Priestess Chamarr of Tymora, and Abbot Kerian Evenhand of the Fortress of Holy Justice(see 17).
3. House Marliir. Lord Marliir(N) is a cousin of King Azoun, and unlike his cousin, a reed in the wind, a lazy and indulgent dilettante. He has two children, twins: a boy Jarin(NG) and girl Halemeth(NG). They are favored at the court of Ranger Lahl, and are have learned some Ranger lore from her. Both are F3, AC 9/6 (Street Clothes/Studded Leather, THAC0: 17, HP 21, dam 1d8+/1d6+ (Long & Short Sword), #Attacks 2/1.
4. The Weary Knight. Benazir Butar [F5, Al: N, AC 8, THAC0: 16, HP 25, dam 1d6+1 (Short Sword), #Attacks 1] is the proprietor of the inn, a retired soldier from the army of Gondegal, who fought in the year of the Dragon (1352 DR). He keeps a magic Short Sword (+1) behind the bar, and is more than ready to take on trouble. A large, powerful man, running to a fat now but still strong, with dark hair and mustache, graying at the edges. He has three regular employees: Kelian, a doorman and barback [F2, Al: CG, AC 8, THAC0: 16, HP 14, dam 1d3+7 (Pugilist), #Attacks 2]. Kelian is handsome, young, huge, and fancies himself a ladies man. He has a cocky grin, a mohawk ponytail of blonde hair, and laughs when he fights. Kendra, his sister is a attractive 20 year old girl with brown hair falling to her shoulders in waves. She wears gold jewelry (her favorite); rings, earrings and bracelets. She is very flirtatious, and Kelian is very protective. Alowell is the cook, and master of the respectable wine cellar. He is large, fat, florrid faced and very expressive in his gestures. The Knight has 5 rooms available upstairs, all clean and well kept, and one suite. The suite has a secret exit that leads into a shaft with a ladder, down into a passage below the inn, that exits just between The Lady’s House and the North Wall.
5. The High Lady Priestess Chamarr [C11, Al: N, AC 4 THAC0: 14, HP 40, dam 1d4+3 (Rod +3, Paralyzes on 1 charge, save vs. PPD, 22 charges), #Attacks: 1] rules The Lady’s House, the temple of Tymora. She is a stately, matronly woman, dressed in blue robes chased with silver. She has a large pendant in the shape of a gold coin (it is a Luckbringer, +3/+15% to all saves/attempts), and carries her rod of office at all times.
6. The Dragon's Rest (guesthouse & barracks, owned by the crown for quartering of its guests)
7. The Whistling Wheel (inn)
8. Springfell’s. The Chatelaine Thecla runs this superb casino and gambling house. The house has a dress code/no weapons policy which is strictly enforced. If there is more trouble than the bouncers can handle, the watch can be summoned in 2d4 rounds. Lady Springfell is actually a Vampire mage [W8, Al:N, AC 1 THAC0: 12, HP 43, dam: 2d6, #Attacks:1, Special Attacks: Charm Gaze, Drain Special Def: Regenerate 3 hp per round, +1 or better weapon to hit), and can detected by the spell detect undead, but not detect evil. She is free-willed undead, of neutral alignment. Concealed and sealed in the plaster walls of he bedchamber is a failed vampire, a "Quasi-Vampire," Lugert. Lugert is a hideous sight. Almost seven feet tall, deathly white skin, bald head and pupiless black eye make him horrible, along with the rags he is clad in. At the last extremity teh Chatelaine will call him forth; he will respond by exploding out of the wall, covered in plaster dust, raving in fury.
Quasi Vampire : [F10, Al:N, AC 6 THAC0: 8, HP 127, dam: 1d6+6(Bite), 1d10+6 (Claw), #Attacks:3 bite/claw/claw, Special Attacks: Grave Breath (in melee Save vs. BW or be nauseated, -2 attack, -4 damage), Drain Attack (each hit from a Quasi-Vampire drains damage x 100 exp’s) Special Def: Regenerate 3 hp per round, +1 or better weapon to hit),
Thecla wants to enjoy the company of men for a century or so, and does not cause trouble. Only Laöcoon and Goldeneye Murteck know she is a vampire.
9. The Lamps (hardware store)
10. The Bazaar has goods of all sort. Some of the more interesting merchants:
Mizra Ghulam (N), Mulhorandi merchant (thin older man in long robe and turban), purveyor of exotic items to include spell components. He is also a minor mage [M3, Al: LN, AC 10 THAC0: 20, HP 10, dam (Poison), #Attacks: 1 Spellbook: 1st-Read Magic, Charm Person, Detect Magic, Identify. 2d-Blindness, Summon Swarm].
Lie Pwon (LG), from Kara-Tur, an indeterminately aged man with glossy black hair in queue He wears a coat of deep blue, that shines like oil or water. He is a skilled alchemist, and sells potions, philters & spell components.
Anadon (NG), sells a little of everything. An easygoing merchant who does it for the fun of it (he is tremendously wealthy), he stocks jewelry, exotic foodstuffs, pets from all over the world (some magical), and will have 1d4 miscellaneous magic items in stock per week. His stall is guarded by a wyvern of greenest hue named Calabolg. His merchandise is expensive (+15%), but always of the highest quality (i.e. 90%+ charges, etc.).
Cherry Larkin [R4, Al: N, AC 6 (No Armor), THAC0: 18, HP 16, dam 1d4+1 (Dagger +1, also garrote), #Attacks 1] is a grinning scoundrel, a handsome young man, if only he were cleaned up and dressed properly. He offers runners for hire, who will deliver messages or packages. For those who know him well, he offers expert information gathering, as well as assistance in certain ventures. His stable of "runners" are all street urchins of 1st to 3rd level in thief ability, and for the right price will arrange anything from a distraction to a minor riot, to surveillance. He is cautious who he will do business with, preferring referrals.
11. Eastgate is the largest gate, and the main entrance to the city. Traffic is segregated into citizens recognized by the guard who pass through after having any goods checked against a bill of lading indicating tax status, and those who are detained. Citizens detained usually produce quickly an exit visa marked with the guard seal (those carry a visa must re-enter the gate they left by). Freeswords have their weapons peacetied, and all foreigners are logged in, and have the cities 3 major laws read to them.
1. Murder or Arson is a capital offense; cases heard by a magistrate appointed by Ranger Lahl.
2. Theft or willful destruction of property of less then 500 GP is a felony crime, heard by a watch commander, punishable by gaol-time, public pillorying, or public lashing. Theft or willful destruction of property of more than that is a capital crime, heard by magistrate.
3. Assault, Rape, and public defilement or defamation of Tymora, Waukeen or Tyr are felony offenses, heard by watch commanders. Punishable by gaol-time, public pillorying, or public lashing.
All defendants have a right of 1 appeal to the next higher authority (magistrate or Ranger Lahl). The Eastgate Guard Corporals are Cpl. Smithy of the Sun Watch [F3, Al: NG, AC 5 THAC0: 16, HP 20, dam 1d8+3 Longsword specialist), #Attacks: 3/2] and Cpl. Jester of the Moon Watch [F3, Al: NG, AC 3 THAC0: 17, HP 16, dam 1d6+2 shortsword specialist), #Attacks: 3/2]. Each of them command a relief of 6 guardsmen [F1, Al: N, AC 6, THAC0: 20, HP 10, dam 1d6 (Short Sword), #Attacks 1]
12. The Eastwatch Inn
13. Iron Throne Merchant Co. is run by an unknown triumvirate (no one knows whether they are men or women), and controls a network of banking and finance along with trade goods along the Thunder Gap into Sembia. They often contract with the Red Raven mercenaries (see 19), and often work with Lheskar Bhaliir (see 111) in negotiating "special items," or will tip him off to special carries of their competitors.
14. MiIzar's Yards (rental stockyards)
15. Thousandheads Trading Coster (merchant company) yards
16. Dragoneye Dealing Coster (merchant company) yards
17. The Fortress of Holy Justice. The highest ranking priest of Tyr is Abbot Kerian Evenhand [C10, Al: LG, AC 1 (Plate +2, Prot from Cold) THAC0: 13, HP 56, dam 1d8+5 (Longsword +3, radiates Prot. from evil continuously), #Attacks: 3/2, Ring of Free Action, Potion of Cloud Giant Strength. Bonus Spells: Hold Person and Strength of One (1 per day), Memory Read (1 per 3 day), Impeding Permission (1 per 10 day), Detect Lie at will, Holy Word (1 per day)] and he is bringing the faith of Tyr to the Merchant City. There are many in the city who remember the days of the warrior king, and many who have no love for the cold mercies of fickle Tymora or haughty Waukeen, and the power of Tyr is growing.
The Abbot commands 20 Holy Justices:
6 Solemn Brothers [C2, Al: LG, AC 4 THAC0: 19, HP 12, dam 1d8+1 Longsword), #Attacks: 1]
4 Lawkeepers [C3, Al: LG, AC 4 THAC0: 19, HP 18, dam 1d8+1 Longsword), #Attacks: 1, Bonus Spells: Hold Person and Strength of One (1 per day)]
3 Swords of Tyr [C4, Al: LG, AC 4 THAC0: 17, HP 22, dam 1d8+1 Longsword), #Attacks: 1, Bonus Spells: Hold Person and Strength of One (1 per day)]
3 Hammers of Tyr, [C5, Al: LG, AC 4 THAC0: 16, HP 27, dam 1d8+2 Longsword +2), #Attacks: 1, Bonus Spells: Hold Person and Strength of One (1 per day), Memory Read (1 per 3 day), Impeding Permission (1 per 10 day)]
2 Vigilant Watchers [C6, Al: LG, AC 3 (Chain +1 & Shield) THAC0: 16, HP 22, dam 1d8+2 Longsword), #Attacks: 1, Bonus Spells: Hold Person and Strength of One (1 per day), Memory Read (1 per 3 day), Impeding Permission (1 per 10 day)]
2 Just Captains, Captain Dain [C7, Al: LG, AC 1 (Chain +2 & Shield +1) THAC0: 13, HP 22, dam 1d8+3 Battle Axe), #Attacks: 3/2, Necklace of Adaptation. Bonus Spells: Hold Person and Strength of One (1 per day), Memory Read (1 per 3 day), Impeding Permission (1 per 10 day), Detect Lie at will,] &
Captain Tansur Orillion [C7, Al: LG, AC 1 (Chain +2 & Shield +1) THAC0: 13, HP 22, dam 1d8+3 Battle Axe), #Attacks: 3/2, Ring of Spell Storing, Potion of Super-Heroism. Bonus Spells: Hold Person and Strength of One (1 per day), Memory Read (1 per 3 day), Impeding Permission (1 per 10 day), Detect Lie at will]
18. Calantar's Gate
19. Red Raven Mercenary Company HQ
20. The King's Trading Yards (crown-owned, but available for rental)
21. Trueshield Trading Priakos (merchant company) yards
22. The High Horn Gate,
23. The Night Wolf Inn
24. Mother Lahamma's House (Bawdy House)
25. Raspral's Kiss (Festhall)
26. Six Crofters Market Priakos (Merchant Company) yards
27. Gelzunduth Warehouse
28. " "
29. House of Gelzunduth (local merchant)
30. Rhalseer's (boarding house of good quality)
31. House of Kraliqh (local merchant)
32. House of Bhela (local merchant)
33. Well
34. House of Misrim (local merchant)
35. House Hiloar (local merchant)
36. Shassra's (boarding house of good quality))
37. Falcon's Rest (inn of good quality)
36. House of Nyaril (local merchant)
39. The Watchful Shield (rental bodyguards)
40. Dulblir's (rental costumes & finery, escort service)
41. Mulkaer Lomdath, fine tailor
42. The Silver Tankard (tavern)
43. Mhaer Tzintln, Money lender-changer
44. Eighlar's Fine Wines
45. Jhamma's Silks and Furs
46. Dhelthaen (butcher)
47. "The Strongwatch" (rental warehouse, heavily guarded)
48. The Pride of Arabel (inn of good quality)
49. Orbul's Fine Carving & Furniture
50. Khammath's Crystal (shop)
51. The Black Mask (tavern)
52. House of Thond (local merchant)
53. Hawk's Perch Trading House (pawnshop)
54. Szantel's Ropes, Cords, Chains, and Mesh
55. The Wary Warrior, or "Inigo’s Warrior" as it is called, is a weapons shop of the finest quality. Inigo Novello [F9, Al: CG, AC 6 (2 w/ a sword in hand), THAC0: 11 (7 w/ Longsword), HP 46, dam 1d8+4 (Longsword Double Specialist), #Attacks 5/2] is a weapons dealer, and a master bladesman. Although he has never been an adventurer or fought in the King’s armies, he was trained by his father (slain by a mysterious man in yellow robes when Inigo was 12) to be the swordsman of his time, and he is. There are more dangerous foes, but there is no man in Cormyr more deadly with a longsword than Inigo, (N.B. Inigo disdains magical blades, although he will sell them). Slender, graceful, with long black hair tied back in a pony tail, he dresses in black pantaloons and blouse. His employees will sell weapons of all kinds to any Freesword or citizen, but if a customer appears to be particularly wealthy, or worthy of esteem, Inigo may personally escort them to the private chamber, where he will have 2d3 magical weapons of the highest quality each month (the weapons will be random in power, but exquisite: +15% price, double magic bonus for purpose of item saves vs. destruction).
56. The Two-Headed Lion (tavern)
57. The Striking Snake (tavern)
58. The Coiled Whip (tavern)
59. The Gentle Smile (festhall of good quality)
60. The House of Baerlear (local merchant)
61. The Black Barrel (tavern)
62. Hundar's Fine Carpets, Perfumes, and Lanterns
63. Lardon’s Hirelings (rental servants, escorts, loaders & lifters, mourners, message or errand runners)
64. Monument to Dhalmass, The Warrior King
65. The Sliver Stallion tack shop
66. Green Phial Apothecary is owned and operate by Samara Azail [C7, Al: LE, AC 8, THAC0: 15, HP 34, dam 1d4 + 1d4 x charges ("Shock Rod" does an extra 1d6 of damage per charge w/62 charges left, metal armor discounted to hit) #Attacks 1], an apothecary of some note. He produces philters and potions of both the mundane and magical variety, and is a pleasant man of middle-age, usually garbed in a green robe the same color as his sign. He drives a fair but not hard bargain, is genial, usually offers paying customers refreshments, and is a secret agent of the Zhentarim. He wears a magic pendant under his robe that hides his alignment and confuses ESP, but radiates faint illusion magic. He asks questions in a non-threatening way, and then passes on any information to his masters. He particularly hates clerics of good-aligned Powers. He will take no action, unless it is a matter of utmost import to his Zhentish masters. His shopped is rigged with tremendous quantities of explosives, and he can boobytrap the entire shop should he have to break his cover and flee.
67. Mhaes's (festhall)
68. House of Thond rental warehouse
69. Six Crofters Market Priakos (merchant company) warehouse
70. The Bent Bow (tavern)
71. Laeduth's (boarding house)
72. The Red Sword (tavern)
73. Vaethym Olorar, rental Falconer
74. Saerdar's Silks and Flowers
75. The Hungry Man (restaurant)
76. The Chalice (fine brass & metalworks)
77. The Net of Pearls (gowns, jewelry, and lingerie)
78. Nelzara's (boarding house)
79. Suldo Craven (butcher)
80. The Eyes and Ears of Arabel (messenger service, caravan-guard hiring service, fast delivery service within Arabel)
81. Kelsar's Fowl (live poultry & game birds)
82/83. Goldeneye Ohgan Murteck [C10, Al: NG, AC 4 THAC0: 14, HP 40, dam 1d4+3 (Rod +3, Paralyzes on 1 charge, save vs. PPD, 22 charges), #Attacks: 1
Bonus Spells: Detect Metal, Control Probability, Addition, Fire Purge and Shocking Grasp 1 per day, Rod of Splendor Effect 1 per ten-day] is the High Goldeneye of the Golden Halls of Waukeen. Though Waukenism is on the decline in Faerun, Murteck is a vital believer, and his highly motivated clergy have built a mighty temple, impinging on Tymora’s worship base. There is tremendous rivalry between Lady Chamarr and Murteck.
84. The Orange Banner Inn
85. The Lady's Tastes (fine clothing)
86. Soldiers Boots (tavern)
87. The Red Stirge (inn)
88. House Misrim Warehouse
89. The Velvet Couch (festhall)
90. The Burning Blade (tavern)
91. Nathascal's (rental) Warehouse
92. The Lavender Lion (festhall)
93. The Smoky Skull (tavern)
94. The Old Warrior (inn)
95. Zelond's (rental) Warehouse
96. Zelzar's (pawnshop & used goods)
97. Naneatha's (festhall)
98. The Dancing Dracolisk is a seedy bar in a seedy part of town. Most of patrons are either roughs or thieves, and new customers may get a lot of attention. The sign has a picture of a black Dracolisk dancing, and the interior is smoky, dim, mostly small tables and one long bar on the west side of the great room. There is also a common room for eating, which serves good but simple fare. Caco (N) is the barman, a large, black, bald islander with a gold ring in one ear, and several gold teeth. Most of the patrons are members of the Invisible Hand, and although Caco bears no love for Bhaliir, he knows which side of the bread his butter is on.
99. Thael Diirim's Parchment and Proclamations
100. The Roll Roast (inn)
101. Daglar Maermeet (armorer)
102. Orphast Ulbanath (scribe, cartographer, genealogist)
103. The Moonlit Touch (nightclub, festhall)
104. Ouezzo's (rental) Warehouse
105. Dhaliima's (boardinghouse)
106. The Three Sisters (pawnshop, used & damaged clothes and goods)
107. Nuirouve Dornar, Potter
108. Fillaro's Overland Food (barrels of fish, etc., from the Sword Coast or Inner Sea)
109. The Blue Mace (inn)
110. House of Baerlear warehouse
111. Lheskar Bhaliir lives here in his beautiful home, and is the proprietor of both the Dancing Dragon and the Dancing Dracolisk. He is also a Highpriest of Mask, a Demarch [C10, Al: CE, AC 7/0 (w/ Studded Leather +3, permanent Feather Fall) THAC0: 11 w/ Short Sword +3 or 11 w/ throwing Knives, HP 47, dam 1d6+3 ,#Attacks: 1 or 2/1, Items: Cloak of Shadows (Darkness 15’ at will, that wearer can see through), Ring of Double Jumping, Slippers of Spider Climbing. Bonus Abilities: Darkness (reverse Light), either Demi-Shadow Monsters or Seeming, Shades, Shadowdoor, and Shadow Monsters 1 per day, Lorloveim’s Creeping Shadow and Shadowcloak 1 per ten-day.] Master Bhaliir, as he likes to be called, plays a dangerous game w/ the city watch and Ranger Lahl. He controls a crack band of thieves called The Invisible Hand, and they execute highly organized and competent heists. But even the careful slip up sometimes, and on a few occasions Bhaliir’s minions have been caught. Such is the terror he invokes in the name of Mask that no one has yet betrayed him, even two different thieves sentenced to death. Bhaliir also makes a point of rewarding loyalty, and has taken care of the two widows. Bhaliir’s ace in the hole is that he has been blackmailing Lord Agravain, the Commerce Minister, who in turn tips off Bhaliir to investigations. His Lt. is Eamon Rhudaur [R7, Al: NE, AC 3 (Leather +2), THAC0: 17, HP 27, dam 1d4+3 (Stiletto +2, melee only), #Attacks 1. Thief abilities: PP:40% OL: 70% F/R Traps: 65% MS: 25% HS: 35% DN: 30% CW: 70% Read: 20%], a handsome, urbane and thoroughly ruthless killer who lives and can be found at the Dancing Dragon. Master Bhaliir maintains a secret temple to the Lord of Shadows under his home.
Dm Note: The essence of Lheskar is deception. His "cover" is that of a merchant, but the underworld knows that his is really a Master Theif. But those in the "know," the highest ranking thieves guild members, know that he is a mediocre thief; his real power is that he is a cleric of Bane. But the inner circle knows that he is actually a priest of Mask. But beyond this, in the final layer, both he and Eamon are polymorphed beholders, sent as surface agents from a new Beholder hive way below the city (for further details, see the TSR Monstrous Arcana modules "Eye of Pain," "Eye of Doom," and "Eye to Eye.")
112. The Dancing Dragon is a nicer bar in a prominent commercial section of town. The manager is an attractive lady named Hope [R5, Al: N, AC 8, THAC0: 17, HP 16, dam 1d4 (Knife), #Attacks 1. Thief abilities: PP:30% OL: 40% F/R Traps: 30% MS: 50% HS: 50% DN: 35% CW: 60% Read: 0%]. Hope is pretty, raven tressed, and utterly in the thrall of Lheskar Bhaliir (see 111). He took a liking to her years ago, and used charm magics to bend her will to his. He is no longer actively engaged with her, but keeps her as a puppet, never letting her hope that she might "win" him back die completely. She will do anything for Master Bhaliir; mostly she targets vulnerable merchants, Freeswords, any "mark" that might make for easy pickings without exposing the Dragon as a den of thieves. Eamon Rhudaur lives here (see 111), and makes sure other rogues don’t harass the Dragon’s customers. The Dancing Dragon is more like a house than a tavern, with many interconnected salons, two waitresses, and a dining room where residents, guests and other invited guests dine at Hope’s well spread table.
113. The Open Casket is run by Emil Gerona, a member of the Invisible Hand. He has "taken the rap" for Lheskar Bhaliir (see 111) on more than one occasion, but has managed to keep his pawnshop/used goods store (and fencing operation) open.
114. Ghastar Ulvarinn, Stonecutter
115. Baalimr Selmarr, Carpenter
116. Dazniir Relharphin, Wheelwright
117. Cheth Zalbar, Purveyor of fine perfumes, soaps, lotions, dyes, and cosmetics
118. Bracerim Thabbold, Bedbuilder
119. The Lamp, Lantern, and Candle Shop of Nphreg Jhanos
120. Tamthiir's Leather Shop: fine clothes made to order
121. Psammas Durvilr (tailor)
122. Elhazir's Exotica (rare & unusual gifts & treasures)
123. "The Baths" (bath-house, wrestling gym, and beauty parlor)
124. Way Cross Inn
125. The Ivory Jack (tavern)
126. Phaesha's (boarding house)
127. Vondor's Shoes & Boots
128. The Feasting Board (eatery)
129. House Hiloar warehouse
130. The Lame Camel (tavern)
131. Blackhand Lhaol's smithy
132. House Misrim warehouse
133. House of Kraliqh warehouse
134. The Scarlet Spear (inn)
135. The Lazy Lizard (tavern)
136. The Watchful Lynx (inn)
137. Nyaril warehouse
138. House Misrim warehouse
139. The Swinging Gate (inn)
140. The Nine Fires (inn)
141. The Three Bars (inn)
142. The Tired Traveler (inn)
143. The Wink and Kiss (tavern)
144. Thousandheads Trading Coster (merchant company) warehouses
145. The 'Pork Market' (yards)
146. Dragoneye Dealing Coster (merchant company) warehouse
147. The Mage’s Guild is a large brick two-story building, headed by 1st Mage Maleen [M12, Al: CG, AC 2 (Bracers AC 4, Ring Prot. +2) THAC0: 17, HP 22, dam 1d4+3(+3 Flying Semi-sentient Dagger, Knurl, THAC0 12), #Attacks 1.
Items: 1 Extra heal potion, Ring of Shooting Stars, Wand of Polymorphing.
Sigil is the constellation "The Ship."
Spellbook: 1st: Alarm, Audible Glamour, Change Self, Comprehend Languages, Identify, Light, Magic Missile, Mount, Nystul's Magic Aura, Shield, Shocking Grasp, Sleep, Ventriloquism, 2d: Continual Light, Deeppockets, ESP, Flaming Sphere, Fog Cloud, Locate Object, Misdirection, Ray of Enfeeblement, Strength, Wizard Lock, 3rd: Clairaudience, Feign Death, Fly, Infravision, Item, Leomund's Tiny Hut, Monster Summoning I, Non-Detection, 4th: Confusion, Contagion, Fire Charm, Fumble, Improved Invisibility, Massmorph, Minor Globe of Invulnerability, Wall of Fire, 5th: Advanced Illusion, Avoidance, Cone of Cold, Conjure Elemental, Demi-Shadow Monsters, Monster Summoning III, Shadow Door, Shadow Magic, 6th: Control Weather, Demi-Shadow Magic, Enchant an Item, Geas, Globe of Invulnerability ]. The 1st Mage is a companionable sort, courteous to most everyone he meets, and very much interested in Natural Philosophy. He solicits and will pay well for exotic specimens, samples, or preferably live examples of animals or better yet, monsters. He is part elf, and has maintained his vigor well into his nineties. He carries his long staff, shod with silver, as well as a blue robe marked all over with constellations in white, most prominent on his back and chest "The Ship."
The Guild Hall has a large meeting room, a well stocked salon and lounge with permanent wait staff, laboratory facilities for members and visiting mages of other guilds, and residence rooms for 1st Mage Maleen, Laöcoon, and 2 other members. There are a total of 18 dues paying mages in the guild, 9 of them living in the city proper.
A wild and dangerous man, a mage who adventures; who hires others to adventure with or for him is Laöcoon [M10, Al: CG, AC -1 (Bracers AC 4, Ring Prot. +2, Cloak of Prot +3) THAC0: 15, HP 21, dam 1d6+2(+2 Staff of Power, 21 charges), #Attacks 1.
Items: 3 Extra heal potion, Periapt proof against Poison, Staff of Power
Sigil is twin snakes twisted together.
Spellbook: 1st: Armor, Detect Magic, Light, Message, Nystul's Magic Aura, Shocking Grasp, Sleep, Unseen Servant, 2d: Alter Self, Bind, ESP, Fog Cloud, Glitterdust, Ray of Enfeeblement, Scare, 3rd: Flame Arrow, Haste, Infravision, Secret Page, Sepia Snake Sigil, Slow, 4th: Enervation, Monster Summoning II, Phantasmal Killer, Remove Curse, Wall of Fire, 5th: Chaos, Conjure Elemental, Fabricate, Stone Shape]. Laöcoon is unpredictable, quick to anger and slow to forget, but also fair, loyal, and has a sense of humor. He wears a purple robe w/ a green belt, and is very recognizable. He is in his 30’s, hale, tale w/ blonde hair held in a queue down his back. He will never dessert a comrade, and values his Staff of Power above any other possession, as it was a hard-won item.
148. Dhalgim's Yard (fuel: wood, charcoal, oils, kindling)
149. The Copper Cockatrice (hardware shop)
150. Irriphar's Inn
151. The Murdered Manticore (inn)
152. House of Lord Mahil[M8, Al: N, AC 5 ( Ring Prot. +3) THAC0: 18, HP 17, dam 1d6+2(+2 Dagger), #Attacks 1.
Items: 2 heal potion, Gem of Retaliation (See Tome of Magic)
Sigil is Thaumaturgic Triangle.
Spellbook: 1st: Affect Normal Fires, Burning Hands, Erase, Find Familiar, Grease, Hold Portal, Magic Missile, Sleep, Wizard Mark 2d: Deeppockets, Fog Cloud, Fool's Gold, Ray of Enfeeblement, Shatter, Summon Swarm, Wizard Lock 3rd: Blink, Flame Arrow, Monster Summoning I, Phantom Steed, Sepia Snake Sigil 4th: Evard's Black Tentacles, Plant Growth, Polymorph Other, Rainbow Pattern]. Lord Mahil is a wealthy scholar and sage, rarely seen outside his home. His tower is often lit at night with strange lights, where it is said, he wrests secrets from the lords of elemental planes. He is a registered wizard with a Sigil (¥), and a member of the Mages Guild. He has recently had an experiment go awry, and is now a form of a lycanthrope, a Lesser Render (see TSR Monster "Render"). The Mahil residence is a central tower (3 stories), with 1 story wings on the north & south sides of the tower. The only other occupants of the home are 3 servants.
NPC Encounter Table for Arabel, the Merchant City
1 in 4 chance per day of spotting prominent citizen
00-02%Capt. Fenarin
03-04%Redoubtable Pratt
05-07%Westar of the Gates
07-09%Agravain
10-12%Goldeneyes of Waukeen
13-14%Ranger Lahl
15-17%Tymoran Luckbringers
18-20%Lord Marliir
21-22%Deral
23-25%Lt Cafal w/ Watch Members
26-29%Laöcoon
30-31%Goldeneye Ohgan Murteck
32-34%Chamarr of Tymora
35-39%Fletcher Pratt
40-41%Alowell
42-44%Register Dane
45-49%Party of Holy Justices
50-53%Lt Wyndon w/ Watch Members
54-55%Abbot Kerian Evenhand
56-58%Kelian
59-60%Eamon Rhudaur
61-63%Jarin & Halemeth
64-65%Benazir Butar
66-70%Cherry Larkin
71-73%Captain Tansur Orillion
74-75%Inigo Novello
76-78%1st Mage Maleen
79-81%Samara Azail
82-85%Caco
86-90%Lheskar Bhaliir
91-93%Hope
94-99%Captain Riller
Rumors in the City of Arabel
1. Lord Mahil wrestles with demons and/or Elementals at night in his tower. (T)
2. There is a thieves guild in town called The Unseen Hand. (T)
3. Gondegal, the warrior king, is preparing to return to the city and lead a rebellion against Cormyr. (F)
4. Lady Springfell is secretly a mage. (F She is actually a vampire)
5. There is a secret sect here in town that worships Mask. (T)
6. The Golden Halls of Waukeen have a vault w/ over 2 million PPin treasure, guarded by a Gold Golem. (F Golem is real, the treasure is less by an order of magnitude)
7. Arabel is built on the ruins of an older city. Some of it is accessible through the sewers. (T)
8. Dark Elves have been at night in the city. (T)
9. Lord Mahil is a drunkard now, and spends every night besotted, sometimes howling at the sky. (F)
10. There are catacombs below the city crypts that run for miles. (T)
11. Abbot Evenhand is actually a traitor to Tyr, a secret devotee to Torm. (F)
12. The Goblin nations are being raised by a powerful Ogre-Mage, and will attack this year. (T)
13. The _________ Trading Coster just received a shipment of gems at their house valued over 2 million GP. (T)
14. Coleman Self, a prospector, saw a Black Dragon near the Clemenant Ruins. (T, but it is a blue dragon)
15. People are being mugged near Lampwright’s St. Some have been killed, and their bodies taken away. (T)