Post by The Dungeon Master on Jun 7, 2009 8:18:40 GMT -5
1. The Road of Lanterns
The road from the Minotaur Gate opens into the Seven-Pillared Hall at this location.
2. The Customhouse
This building serves as the headquarters for the enforcers employed by the Mages of Saruun to keep order in the Seven-Pillared Hall. Brugg, an ogre, leads the enforcers.
3. The Deepgem Company
Two large stone friezes in the shape of stern dwarf faces adorn the facade of this expertly carved series of chambers. The Deepgem Company deals in gems and precious metals, as well as fine arms and armor. The company buys gold, gemstones, and other valuables from Thunderspire’s many prospectors. Deepgem caravans depart every week for Silvershield Hold. Ulthand Deepgem, an old dwarf cleric of Moradin and former adventurer, runs the business. In addition to Ulthand, five other dwarves live in this outpost. The company also employs a dozen miners, several mule drivers, and other laborers, most of whom live in the Pigeonholes.
4. Bersk the Wainwright
A handful of human merchants from Nentir Vale, as well as dwarves from Hammerfast, sometimes visit the Seven-Pillared Hall with their wagons, and that means there’s work for a wainwright here. Bersk Hollon is a big, muscular, foul-mouthed man who builds and repairs wagons. He also runs a small stable, renting out pack mules to the
occasional customer who needs them. He charges 5 sp per day per animal. He can provide as many as three mules if the adventurers are interested. He asks for a week’s pay per animal (3 gp, 5 sp), and he wants the money in advance. Bersk employs three stable hands, who sleep in a bunk room.
5. Temple of Hidden Light
This small shrine dedicated to Erathis, goddess of law and civilization, has been established in the Hall. Inhabitants of the Hall often stop by to drop a few coins in the coffers and say a prayer before setting out into the Labyrinth or beyond. The priest Phaledra tends to the
shrine. Phaledra can perform the Gentle Repose and Raise Dead rituals, and she has Discern Lies and Traveler’s Feast on scrolls. She won’t give them away, but if the adventurers help the people of the Hall, she offers the scrolls in exchange for an offering to the shrine (equal to twice the ritual’s component cost).
6. Residences
These brick buildings house the merchants that are permanent residents of the Seven-Pillared Hall. The merchants have made fortunes as intermediaries between the Mages of Saruun and the inhabitants of the Underdark, and these homes are finer than most of the living quarters in the Hall.
7. House Azaer
A merchant company headquartered in Fallcrest, House Azaer maintains a trading post in the Seven-Pillared Hall. It deals in surface goods, such as wine, ale, leatherwork, and woodwork, trading with the subterranean folk who come to the Seven-Pillared Hall. The trading post is a stout building made of stone blocks taken from the ruins of old minotaur walls. It includes living space for five clerks, four guards, and
Noristo Azaer, a young member of the house. Noristo is a tiefling merchant with a sly, sardonic demeanor.
8. The Pigeonholes
People who take up residence in the Seven-Pillared Hall are welcome to pick out any side chamber not in use. These cramped chambers are known as the Pigeonholes. Most of the occupants are human, halfling, or dwarf laborers who are down on their luck and hoping to make
some gold working in the Hall. In addition to the Pigeonholes shown on the map, dozens more are situated higher on the cavern walls and
scattered throughout the nearby passageways.
9. The Deep Stair
This passage leads to a stairway that descends about 100 feet before meeting a well-marked tunnel that leads to the Underdark.
10. The Halfmoon Inn
This large building sits against the side of the Hall and serves as a trading post, taproom, and inn. The halflings of the Halfmoon family run the place, stocking a variety of foodstuffs and other goods obtained from Halfmoon posts in neighboring lands. You have rescued Rendil Halfmoon, the nephew of Erra Halfmoon, who runs the inn and whose pleasant manner hides an iron backbone. In gratitude for
Rendil’s rescue, she happily provides you with room and board at the Halfmoon for as long as they want to stay (normally it costs a guest 5 sp per night). Brugg the ogre enjoys causing trouble at the inn, threatening the Halfmoon family, watching patrons, and sometimes starting fights just for the fun of it.
11. Waterfall
Water cascades from an opening in the southern rock wall. The gap allows rain and glacier water to form a freshwater pool and river that runs through the Seven-Pillared Hall.
12. Bridges
Two stone bridges span the cold water of the river that flows through the Hall. The bridges are sturdy and 10 feet wide, broad enough to allow the passage of large carts. The bridges have high rails to help prevent mishaps.
13. Chute
The river flows into a large hole in the northern wall. The chute’s ceiling immediately lowers to water level, and the dark waters disappear from sight.
14. Minotaur Statue
On a stone platform in the eastern part of the Hall stands a 10-foot-wide, 30-foot-tall statue of a minotaur. The bronze form has arms outstretched in a ritualistic pose. On the floor surrounding the statue, a 20-foot-diameter circle is etched with gleaming runes. The residents know that this is the Mages of Saruun teleportation circle that connects to their tower in the northeast corner of the Hall.
15. Gendar’s Curios and Relics
An expatriate drow with an eyepatch and a predatory grin, the rogue Gendar trades in old treasures from the Labyrinth. He is smug and greedy, having left behind the Lolth-worshiping ways of his people years ago when his family lost out in one of the interminable vendettas of drow society.
16. Dreskin the Provisioner
A rotund little man with a wheedling manner, Dreskin makes a living by importing foodstuffs and other supplies from Fallcrest and the surrounding community. His prices seem exorbitant
17. Rothar’s Taproom
A heap of reused rubble and crudely cut timbers has been haphazardly turned into an alehouse. The place belongs to an ill-tempered half-orc named Rothar, who runs the establishment with a loud voice and a rude expression. His patrons include tough creatures such as orcs, goblins,
gnolls, and duergar, who congregate here when they come to trade in the Hall, as well as human and dwarf laborers with little disposable wealth. Those with gold or taste do their drinking at the Halfmoon Inn.
Brugg comes to the Taproom to relax. When not making his rounds, on a mission for the mages, or in residence at the Customhouse, Brugg
can usually be found here, drinking, conversing, or testing his strength against anyone foolish enough to accept his challenge.
18. The Road of Shadows
This passage is 10 feet wide and about 12 feet tall. The way is not marked.
19. Grimmerzhul Trading Post
Enclosed by a rampart, the trading post of the Clan Grimmerzhul duergar appears as a fortress.
20. The Dragon Door
This stone door is carved in the shape of a dragon gripping an orb in its claws. The passage beyond leads into the Labyrinth. The Chamber of Eyes lies in this direction.
21. The Tower of Saruun
This stone bastion has several window slits on its upper floor, looking out over the Hall, but no visible doors. This building serves as the headquarters of the Mages of Saruun. The wizards come and go by means of a teleportation circle at the base of the large bronze minotaur statue
22. The Shining Road
On the keystone of the dark archway above this path is a chiseled horizontal line with a vertical line beneath it. The sign is that of Torog, the King That Crawls. The passage beyond leads into the Labyrinth.