Sample file The RPGA™ Network proudly presents an AD&D® 2nd Edition Official Game Module

NIGHT WATCH \u Tine Lioing Cxty Table of Contents

Introduction 2 DM Background 2 DM Information 2 Players' Introduction 4

The Adventure Block A: The Market and Warehouse Areas 7 Block B: Crow's Foot 20 Block C: Ol'Tbwn, or Fishtown 23 Block D: The Wharfs 29 Conclusion 29

Pregenerated Characters 15-18

Appendix Random Encounter Table 30 New Monster Sample file 30 Wandering Monster Table 31 Credits

Written by: Walter M. Baas and Kira Glass Interior Art: Kevin Ward Editor: John A. Nephew Cartography: Valerie Valusek Coordination: Karen Boomgarden, Jean Rabe Typography: Tracey Zamagne Cover Art: Robin Wood Keylining: Sarah Feggestad

With thanks to Eric Marquardt, Margie Garrett, Steve Theis, and all those who have played in or contributed to the Living City; and to Jean Rabe, , and Lew Wright.

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Night Watch in the Living City was orig- inally created as an RPGA™ Network DM Sample file DM \uforzmation Tournament module for the Living City. This module is designed as a series of This adventure is set in the Forgotten BACKGROUND both related and unrelated events. The Realms® world, but may be adapted to Eleven o'clock and all's well — or is it? scenario is designed to test the players' any waterfront city game set- As apprentices of the City Guard, those and the game master's knowledge, role- ting. in the Night Watch determine just how playing, and ingenuity. The adventure The encounters within this adven- safe the city really is! is divided into blocks, and the individ- ture are designed with lower level char- ual action is further divided into acters in mind, so the suggested Welcome to Ravens Bluff, or the Liv- encounters. As the PCs move through a character levels are 1-3. Pregenerated ing City as it is affectionately known. block they will meet various people characters are included if you and your Just off the coast of The Dragon Reach with various problems. Some of the players wish to run them. on the Sea of Fallen Stars, the city problems are related to other prob- To add spice to your gaming session, a beckons to adventurers, promising to lems, much like in real life. In many ad- Random Encounter Table and a Wan- stir their imaginations. It is a city filled ventures the group is given a certain dering Monster Table can be found in with memorable characters, fascinat- task to accomplish — slay the maiden, the Appendix section following the ad- ing shops and businesses, political in- rescue the dragon, etc. Here, they must venture. Additionally, this adventure trigue, and, of course, adventure. decide who they should help, how introduces two new magic items, a new The Living City is just that: a city alive much help they should offer, or if they spell, and a new monster. Each is listed with characters created by real people. should even become involved at all! in detail within the adventure. The NPCs you meet on the street are These will be difficult decisions for the Some of the NPCs and locations not just cardboard cut-out personali- PCs and, as the DM, you must keep within this adventure are taken from ties. They are the work of many gamers them moving along. the TSR, Inc. product LCI, Gateway to like yourself. And, following each ses- To complicate the PCs' situation Ravens Bluff, The Living City. That offi- sion of this adventure, Ravens Bluff's throughout the adventure, a heavy fog cial game accessory is not necessary to population will grow as new characters enshrouds the city. The fog is known as run this module, but helpful! make their home in the Living City. "The Veil." Vision is limited to approxi- mately 30'; obscurement of vision starts at arms' reach, and everything fades JL jfc. jr into gray beyond that. All light sources terrelated (the symbol - means "is re- are cut to one-third of the distance they lated to"): Block C project under optimal conditions (DMG, Cl: The clash of steel from behind Al - B2 the Customs House resounds. The resi- p. 118). The PCs' bullseye lantern only A2 - A3 - C3 penetrates 20' in any one direction in dents are just sparring, but the PCs The Veil. Torchlight only illuminates a 5' A5 - B3 - B4 - C5 - C7 don't know that, especially with a diameter sphere. there! A synopsis of the encounters is as fol- C2: It's a lucky day for someone at the However, all light sources also illumi- lows: nate the fog itself (as headlights on high Wheel of Fortune Tavern. The owner is beams would), so everything beyond the giving the bar away, and it's up to the ring of the light will be obscured. This is Block A PCs to decide how it should be done be- not to say that a very bright light source Al: The Fish Market is a great oppor- fore bedlam breaks loose. would not be visible at some distance: the tunity for the DM to role-play. Many C3: An NPC from A2 arrives to ask bigger and brighter the source, the more vendors are here with various styles of the PCs for help. They go to the Inn of chance it has to penetrate the fog. The speech. A crazed fish-cutter gives the No Hope and find an amnesiac and an distance of a light, however, is difficult to PCs their first taste of action. A little injured cat that leads them to ... an ap- determine: a torch at 40' and a bonfire at boy defends the PCs' reputation and prentice alchemist who needs the help 100' look about the same. The fog inter- sets up a later encounter (see B2). of a cat, the Night Watch, and a breath of fresh air. feres with infravision, cutting in half its A2: Two rival priests of the same reli- normal working distance. Heat sources gion fight over who should help the C4: Three ruffians rob a local mer- can still be seen, but they resemble little subdued fish-cutter from encounter chant. Isn't there anyone around who more than blobs in the indeterminate dis- Al. A decision is reached by the Rites of can help? tance. Istishia (a new spell). C5: The Silver Lily, a home-away - Invisible objects and individuals A3: A runaway carriage presents the from-home for ship captains, beloved within 15' of the PCs appear as silhou- PCs with a minor challenge. because it never changes .. . and why is ettes in the fog. Invisible creatures are A4: Poly-Anna, a little girl gone wild that? Because the most beautiful vam- -2 instead of -4 to be hit. Beyond 15', with a wand of polymorphing, throws a pire in the land likes it that way! invisible objects or beings simply "melt tea party — attendance is required! C6: A press gang attempts to enlist into the fog." A5: The PCs investigate the ware- the party into naval service. Aquatic or amphibious creatures that houses, meet the Mactaggart Brothers C7: The Salty Dog, a gambling house can normally move about on land may (who run the Icehouse), and get in- of questionable reputation where the do so freely in the fog without suffering volved witSampleh a druid and hifiles pet rats. Night Watch must put an end to Terrier/ dehydration penalties. A6: A mysterious statue blocks the Rat pit fights. A antagonist who has Sound is slightly distorted over dis- coastal road — "But didn't we just come eluded the PCs is finally found. tance in the fog. When the PCs are try- this way?" — and a playful gargoyle ing to determine the direction a sound wants to play tag. Block D is coming from, roll Id4. On a 1, the sound seems to come from 45 degrees Dl: In the grand finale, the PCs must to the left of the actual source. On a 2 or Block B find a way to put out a burning ship in 3, the direction can be accurately deter- Bl: A woman's scream pierces the the harbor. Why is the crew trying to mined. On a 4, the sound seems to come night, and our heroes must save her stop them? Could it be all the illegal con- from 45 degrees to the right of the ac- from a pack of fierce and hungry stray traband on board? tual source. dogs in search of a meal. The Veil does not affect direction B2: It's storytime for little T.J. (the Some things you should keep in mind as sense. boy from encounter Al), and the PCs the DM: The adventure begins as the PCs as- must tell a progressive fairy tale. 1. Dissuade the party from splitting semble at the City Guard Barracks to B3: Our heroes meet old Jack Harker, up. In the fog it will be doubly difficult begin an evening's apprenticeship as retired famed vampire hunter — well, to keep track of the action, not to men- the Night Watch. After being sworn in, almost retired! tion slowing down the game. they are led to the section of town they B4: At the Red Sail Tavern, the PCs 2. Some of the NPCs in the city are far will be patrolling for the night. encounter hooligans posing as the more powerful than the PCs. This is a As the PCs move through the adven- Night Watch working a protection rap. good opportunity to teach humility and ture, they will discover that many of B5: As the PCs are ready to leave the respect for those older and wiser. the encounters are interrelated. Suc- area, a fireball in the sky attracts them 3. Likewise, many of the NPCs are cessful negotiation of certain problems to a tremendous pyrotechnic display zero-level characters. In combat, they early in the adventure will allow the between two old wizards. can be easily killed by a single blow. PCs to gain information with which B6: The woman in green is mean ... a They are not cannon fodder, they are they can achieve solutions to later kelpie just out for a late night snack. innocent bystanders. events. The following plotlines are in- 4. Ravens Bluff has laws like most cit- JL ies. Violations of these laws are punish- able for PCs and NPCs alike. The char- PLAYERS' where in Ravens Bluff, and raises the acters should be setting examples and INTRODUCTION price one can ask in response to "Ad- standards for others to live by. venturers for Hire advertisements as 5. Entries which are boxed are to be well! Five gold pieces a week is a nice read aloud to the players. All other In the evenings of fall and spring, bit of change to have in your pock- notes are descriptions for you as the when the land and water tempera- ets, too — especially when, right DM to interpret and pass the informa- tures are changing, a fog rolls in off now, they're empty! tion along to the PCs as you see fit. the Sea of Fallen Stars. The fog is As a prospective Night Watch can- 6. Any time the City Guard is sum- known as The Veil because, like a didate, you have assembled outside moned, it will not look good for our he- beautiful woman, it is both mysteri- the City Guard Barracks. roes. These higher level NPCs will ous and deadly. It is a time when all swagger in and do whatever is "right good merchants keep close what is Rolf "Sunny" Sunriver is the presiding (i.e., DM's discretion) to solve the prob- theirs, knowing that if they do not it Chief Constable of Ravens Bluff. He is lem. Or worse, they may belittle the will disappear into The Veil. It is also responsible for enforcing the city's laws PCs, tell them how they should handle a time for pirates to slip from their and is charged with turning all law the situation, and leave them with strict secret caves, found in coves along breakers over to the magistrates. orders to do it! The guards are not un- the coast of the Dragon's Reach and caring, but this is, after all, a test — and come into Ravens Bluff. It is a time of Rolf "Sunny" Sunriver with all tests, the PCs are graded on mirth, myth, mystery, and magic! Chief Constable of Ravens Bluff their ability to solve the problems with- You, like so many others, have ven- 9L Half- Male Fighter. Stats: S 17, D out hints! 16, C 16, I 12, W 11, Ch 14, Co 15; AL tured to the city with hopes of find- LG; hp 60; AC 2; THACO 12; Magic ing fame and fortune. Here, you've Items: ring of protection +1, morning City Guard learned the most valuable lesson of 4L Human Male/Female Fighters (x 3/ star +1, dagger +1, dagger +3, boots employment — it's not what you of elvenkind; Weapon Proficiencies: 1); Stats: S17 ( + 1/ + 1), D15, C14, 111, know but who you know. And you W10, Ch 8; AL LN; hp 33; AC 4; THACO long sword, longbow, morning star, know few in Ravens Bluff. Unable to whip, dagger, spear; Special Abilities: 16; Weapon Proficiencies: long sword, join guilds or make a place for your- light crossbow, dagger, halberd. Each 30% MR vs. charm and sleep, 60' infra- self, you've come to the one place vision, detect secret and concealed wears chain mail and carries a shield where you think you can firmly en- with the City Guard Emblem upon it, doors. Rolf is 5' 9" tall, weighs 180 trench yourself: the City Guard. pounds, and is 80 years old. He is a com- and wears the colors of the City Guard. You're Sample not sure you wanfilet to make The Guards don't talk much except to pact, muscular man who looks mostly this a life-time vocation; but it will human. He wears elven chain mail. give orders. give you the "in" you need to get off the streets and into a decent inn. Ev- The barracks are comprised of two 7. If any of the PCs meets an untimely eryone knows that references from massive stone buildings. The buildings demise (heaven forbid!), the remaining the City Guard are as good as gold ... are identical. Each has three stories PCs should be reminded of the laws of During The Veil, the City Guard re- plus a cellar. Their entrances face each the city regarding the handling of re- cruits new apprentices to help patrol other, so the occupants can assemble mains (i.e., you are not suppose to leave the shrouded city. Young adventur- rapidly for parades, inspections, or mu- them in a gutter or alley, or throw the ers travel to Ravens Bluff in hopes of tual defense. The buildings are located body in the sewers!). The PCs should ei- being chosen for the junior city in the center of town, aside the Plaza de ther take their comrade's body back to guard, known as the Night Watch. Arms. The Plaza de Arms is the parade the barracks or to the Inn of No Hope in Members of the Night Watch have no grounds for the city and royal guard. El the hopes that someone there will "official" power to enforce the law. Fountaine de Pax, the Fountain of know of a cleric who can either resur- They're mere peacekeepers, told to Peace, resides in the center of the Plaza, rect or perform the proper burial rites, handle most problems as well as they a reminder to all that peace is more im- according to city law; or at the very can and only to bother the City portant than conquest. least, take the body along with them Guard if they have to. For therein through the night. However, the only lies the rub . . . Almost every group way a PC is likely to die in this adven- that has fallen back on the help of Night has drawn nigh and The Veil ture is through extremely poor judg- the City Guard has been thanked and has begun to move in. Gar Saru of ment. dismissed. Honors generally fall only the City Guard calls for all to be to those who have used their abilities quiet. "Form into groups of six, and wisely and relied on their own self- move quietly into the hall. There will sufficiency. A successful stint with be a brief inspection and then you'll the Night Watch allows a person to be assigned to a sergeant who will get employment just about any- see you to vour sector. That is all." I nmod action

t r Gar Saru, Barracks Captain of the City Guard of Ravens Bluff among the new recruits. Gar follows to your group and holds up the blue 12L Human Male Fighter. Stats: S 18/23, a step behind, his face almost expres- disc, shakes his head and says, D 16, C 17, I 10, W 13, Ch 9, Co 11; AL sionless. At one group they stop and "Sorry, it's just the luck of the draw. NG; hp 107; AC 1; THACO 9; Magic talk for a moment. Sunny shakes his Come on, The Veil is already rolling Items: chain mail +2, bastard sword head, and a small boy turns and in . . ." +2, ring of free action, Horn of Good- walks from the hall. "Too young," you ness; Weapon Proficiencies: bastard hear murmured through the re- sword, long sword, spear, dagger, bow, cruits. The two approach your Luath, Sergeant of the City Guard of halberd, pike. Gar grew up in Ravens group. Sunny smiles, nods, and care- Ravens Bluff Bluff and served in the old king's army, fully looks you over. before accepting his current position 7L Human Male Fighter Stats: S 16, D with the Guard. At age 46, he considers 14, C 17, I 11, W 10, Ch 10, Co 14; AL himself past his prime, and views his One by one ask the PCs their names LG; hp 33; AC 4; THACO 14; Magic duties as a useful way to spend his time. Items: ring mail +2, long sword +1; and their professions. Sunny will then Weapon Proficiencies: long sword, dag- Gar is 5' 11" and weighs 193 pounds, turn to Gar and say: most of that tight muscle. ger, bow, pike. Sergeant Luath is one of the third-shift sergeants. He was re- "Acceptable." Gar nods and reaches cently promoted to sergeant after sav- The assembly will all move into the into a small burlap bag he carries and ing a family from a fire. He is still very barracks. If the PCs hesitate, Gar will pulls out a blue glass disc. He shakes much a rank-and-file watchman, and he stick his head out the door and ask his head and almost sadly gives it to is uncomfortable with his new respon- whether or not they will be joining the (the tallest member of the group). sibilities and authority. Luath is 5' 8" company for the evening. He will not be After a few more minutes the in- tall and weighs 163 pounds. polite nor will he be rude — he is a very spection is over and "Sunny" Sunriver matter-of-fact man. If the PCs do not takes the podium. "Each group now Luath will introduce himself to the PCs make an immediate motion toward or holds a different colored disc. A ser- and explain to them what the signifi- away from the door, Gar will simply geant here in the guard hall holds a cance of the blue disc is. All of the sec- pull his head back in and leave the door matching disc and your duty assign- tions of town are color-coded on a map standing open. If they do move toward ment for the evening. Each sergeant in Gar's office. The blue disc, is for the door, Gar will stand aside and let in turn will come to the podium, hold Ol'town, or Fishtown as it's known to them pass, pull the door shut, and walk up the coloreSampled disc, and filethen take the some. He will explain to them that their to the front of the room. If they attempt group to the appointed station. Some duties are to try to keep peace without to walk away, Gar will call after, them of you may be disappointed by your breaking any laws themselves . . . that the city pays handsomely to those assignments, but remember, the im- who answer her call. He will make only portant thing is the job that you do, this one attempt to get them to come in. not where you do it. If any of you "You've drawn a tough assignment Otherwise, they're on their own (and so have doubts about your ability to per- for tonight. Ol'town wouldn't be are you)! form your duties tonight you are free where I'd want to start, but it's as Once inside, the PCs will see that the to leave (pause) No? Then raise your good as any. Some decent people still hall is stark with all chairs and tables right hand and repeat after me: live in Ol'town — you might hear pushed into the corners. A lone podium some call it Fishtown. Most problems "As an initiate of the Night Watch lie with the sailors passing back and stands at one end. Two figures stand at ... I do solemnly swear ... to use my the podium. One is the Captain of the forth. Few things you should know, mind and body ... to maintain a though. You've got three areas to Guard heard outside, the other is Rolf peaceful. . . law-abiding atmosphere "Sunny" Sunriver. When the PCs have cover. First, there's Ol'town itself. ... in my assigned sector ... I swear That'll be a handful in The Veil. Try entered the hall and is are quiet, Sunny to break no laws ... or take any per- will address the gathering. not to start any trouble at the Silver son's life... while on duty tonight... Lily. It's a favorite of ship's captains, I give my oath ... as a member of the and any trouble there could give our "From here on out you will repre- Night Watch. city a bad name all across the seas. sent the city and all she stands for. "May the gods hold favor with There'll still be some sellers at the Although you yourselves carry no you." One by one a sergeant steps up fishmarket. Stop, say hello to them. authority, you will be considered to the podium, raises the colored Remember, it's them you're protect- peacemakers during the time of The disc, and shouts out the color. Each ing. Secondly, the warehouses ought Veil. Stand ready for inspection." then moves toward the door to meet to be pretty quiet tonight. The Gar- The two older men walk along and their party. Slowly the hall begins to dens of Opulent Splendor lie be- inspect each person's weapons and empty until you realize you're the tween the warehouses and Crow's wardrobe. Sunny smiles and talks only group left. A sergeant walks up Foot. Crow's Foot shouldn't be a