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TAME. THE FRONTIER SS es * The Five Fevers: blacklung fever, blacktongue, marsh fever or sallar (typhus), shaking fever, and winterchill fever (pneumonia). ‘The Three Plagues: featherlung, spotted plague, the shaking plague (not the same as the shaking fever, which recently struck Scardale). Other Affictions: darkrot (gangrene), flesh rot (@ commu- nicable form of mummy rot), green rot (scaly death, a magical disease tied to Talona), and whitewasting (leprosy). Disease Infection DC Isicubation Damage Blacklung fever Inhaled 16 1 day 4. Con Blacktongue _Ingested 18 1d days 1d Dex Darkrot! Injury 12 Lday ——1d6 Dex* Featherlung Inhaled 19 143 days 146 Con Flesh rot Contact 15 dtdays 1d4 Con Green rot Injury 20 1 day 16 Int Marsh fever Injury 18 3d6 days ‘1d6 Con Shaking fever Contact 13 2days 1d Dex Spotted plague Contact 16 1 day d+ Cha Whitewasting Contact 18 years 146 Dex Winterchill Inhaled 1216 days 1d4Con fever 1 Darkrot isa risk every time a character is wounded with a piercing or slashing attack and the resultant wound is left untreated and uncleaned for more than 24 hours. 2.A failed save requires the character to make a second save to avoid losing a limb, Roll 1d4: 2 left leg, 2 right leg, 3 left army '4 right arm, 3 Marsh fever is normally communicated from vermin to mammals. There is a 2% chance a vermin is contagious with this disease, rewards On the frontier, coins are less'valuable than a secure place to spend the night and a regular source of food and drink. The frontier gives those who work for it the ability to chart their ‘own destiny; free from the bureaucratic, political, and religious strictures of their homeland—at least for a time. In addition to the sense of accomplishment they obtain by building such ‘communities and establishing their independence, frontir lead- crs receive their rewards in the form of lasting and tangible assets. In particular, those with the vision and dedication to establish new fiefoms on the frontier end up controlling large swaths of territory, with some of it under their personal control (je. their estate) and some falling under their political control. The latter usually provides a steady stream of income in the form of taxes or tithes, some of which must be reinvested in the community and some of which usually goes to build the frontier leader’s personal fortune. oF econtier stcongholds, Frontier strongholds range from natural caves with boulders piled across. their entrances every night, to gigantic fortresses buile-to withstand assaults by giants and dragons. Most are small, simple fortifications designed to protect families or all the folk of a village—plus their goods and food stores—at a site where, natural drinking water (or a wel) exists and some outlook of approaches to the stronghold is possible (for example, from a tower built atop a height of land). ‘Two sample strongholds, one a well-established fortified manor and the other a small, simple castle, are briefly detailed below. wolfwatch manoc This old stone manor house is typical of the smallest fortified “grand homes” found in the Sembian uplands and the lower Dessarin and Delimbiyr valleys of the Sword Coast North More recently-built manors are larger and grander. A building such a5 this would initially be buile as the country residence of a family of minor nobility or wealthy gentry (land-owning ‘merchants seeking ennoblement) aid their servants and guests, and it would be retained as a hunting lodge if the family at- tained a city home. If isowners died oF abandoned i, three families of foresters or farmers could well end up sharing Wolfwatch Manor. Wolfwatch Manor is now one of the “Ghost Holds west of Battledale, abandoned to beasts, brigands, and the encroaching forest. Shaded and overgrown with tree, it stands on a kno, enveloped by rings of defenses. Begitining on the inside and going, ‘outward, Wolfwatch Manor is surrounded by a steep carthen rampart, descending on the outside to a “dry moat” (a trench 45 wide as a mul’s body), which in turn rises into a ring of ol stumps among which brambles and thoen bushes have been ‘encouraged to grow into a nigh-impenetrable hedge, piereed by a secret craw-path in one direction and single carttrack (witha swing-log gate) in another. Tn recent years, Wlfwatch Manor has become a secret base for Cormanthor drow active in the area; they can keep a close watch ‘on merchant traffic and activities in Battledale from its towers. Although he is only infrequently in residence, the current “lord” ofthe manor isa drow commander named Iehivaar Daemonscar (CE male drow rogue 2/clerie [Vhaeraun]/shadowdancer 2). Tithivaar secks eventually to claim Battledale as his personal fiefddom, but he is still a long way from dislodging the “primitive” inhabitants (ie. the Dallesfolk). GrounD FLoor 1. Great Room: The wide double doors of the Manor open into this large room, where livestock, wagons of hay, and chopped firewood can be Rept in winter, and feasting and general living carried on in all seasons. 2. Kitehen: A large hearth and chimney dominate this room, where meals are prepared at all hours, and herbs and medicines are stored and usod. The kitchen is equipped with cutting-counters, wwarming-tray-racks, and deep sinks. ————— ‘TAME. THE FRONTIER paths A 3. Rearhall: ‘Typical of upland dwellings, this “crossroads” room contains the (covered) head of the well, plus buckets and waterstorage Kegs. Ale Kegs and brine-kegs of fish and salted meats are algo stored here along the walls, and cages for doves and chickens fill the southwestern part of the room. When a lord was in residence, the birds yielded eggs and were roasted for the table, and some message-doves were kept here too. Additional pens are located outside the manor house, but the breeding birds ‘were kept here. % Stairs depart the rearhall for the upper floor and (through a barred door) down to the cellars. 4. Pantry: The pantry is the home of the Manor cats, whose ancestors used to kill mice and rats here, aixd so guard the houschold’s bread and cheese, stored on stone shelves under metal domes). Herbs were hung to dry in the rafters, and sausages, fruit, field vegetables, and smoked meats and fish were kept in barrels here. The Manor cats are-now feral, but they do not bother humanoid intruders. 5. Back Stair: This stair leads (through two hatches) to a dovecote housing the Manor's messenger pigeons surmounted by 2 lookout turret (not mapped; directly above room 6 and equal toit in dimensions) where a signal beacon of dried firewood is kept under wraps (a covering of old cloaks, sewn together and sealed with tar, and kept in place against wind by stout, peg:held ‘wooden frames). From this turret, crossbowmen could com- mand tht approaches to the manor from the north and west. When in residence, the drow usually use this turret for the sume purpose. 6.North Wallehamber: The north wallchamber is where the lads abd unmarried men of the household customarily sept. This oy room had crossbows hung ready on the walls, and walls pierced with firing ports (sliding boards on interior-wall frames normally cover thent against avian and mice invasions). The drow use it to similar effec. 7. Longroom: Walled with workbenches and erammed-full cupboards, this chamber served asa tool room and wardrobe for the men of the Manor. 8. South Wallchamber: ‘The south wallchamber served as shared seeping-quarters forall couples among the Manor servants. ‘This room had crossbows hung ready on the walls, and has walls pierced with firing ports (covered as in room 6). The drow use it to similar effect. 9. Turret Room: Normally used as a workshop and drying. chambet, cluttered with sawhorss, shavings, and racks for clothes, tanned hides, and strung and sliced fruits and vegetables, this chamber has walls pierced with many firing ports (covered as in room 6) and two interior stone walls to give defenders cover against arrows and quarrels fired in by attackers. The drow use it to similar effect. 10. Guest Bedchamber: This room was once a luxurious) furnished bedchamber, used as a study and sewing-room when the Manor has no guests. 12, Master Bedchamber: The londs bedchamber and office was once a sumptuously furnished room, always guarded by per sonal servants It is now employed to similar effect by Tithivaar Daemonscar. 12, Armory: This locked room contained the lord's valuables (in carry-coffers trapped with needle and fall bell, his personal armor, and the Manor’s best weaponry. (Polearms and knives were kept in wall-racks in the Rearhall.) : * ‘Urrer FLOoR 13, Courtwell: Open to the Rearhall (room 8) and its ascend- ing stair, ehis hallway has shuttered windows along its west wall. Plants (herbs and edibles, such as pole-beans) were grown on window-tables beneath them, 14, Maiden Chamber: The Maiden Chamber served as a bedchamber shared by all the young and unmarried women of the household. It was crowded with bunks and a single chair and washstand. 45. Crone Chamber: ‘The Grane Chamber served as a bedghamber shared by all'the older‘ unmarried women of the household, Older married couples stayed here as well when they could not all be accommodated in room 8. This area is furnished as room 1+. 16. Box Room: The box room served as storage for everything, that would have been ruined by damp in the cellars. Typically, its contents were dominated by clothing and carry-coffers full of personal belongings. In addition, this-room could be-used as an overflow bedchamber. 17, Upper Turret: The upper turret served as a sewing room and retiring room for’the women of the household. Tt was equipped for defense just as room 9 is, containing interior protective walls (Covered with storage racks) and a narrow ascending stair that ascends (via a hatch) to a rooftop lookout and firing platform (not mapped or shown). The drow use it to similar effect. CELLARS 18. Dowastair: The room at the base of the stairs contained ‘table displaying tinderbox, flint, steel, tapers, and lanterns, and Several casks of ‘wine. 19, Fruit Cellar: The fruit cellar held casks sunk in sand, The casks were filled with apples and other gathered fruit, preserved for winter eating, 20. Strong Cellar: The strong cellar held raised pallets sup~ porting coffins (awaiting deaths), stored foodstuffs (overflow from room 25), and valuables, in locked carry-coffers ‘21, Cells: The cells were composed of a row of eight locked ‘ages for confining prisoners, the infectious, hunting, dogs, beasts (Captured live and kept for later slaughter and eating), and the storage of bulky valuables best locked away. 22. Lime Pit: The lime pit is a deep pit full of natural lime, where all refuse except chamaberpot waste was thrown. (Lime dis solves bones and all, and reduces all odors of decomposition). 23. Chapel: This chamber served as an all-faiths room with a kneeling:pad and simple stone altar for private prayer and simple religious rituals. The drow have transformed it into dark shrine of the Masked Lord, 104, Sick Room: The sick room was an isolated bedchamber where anyone ailing, wounded, or near childbirth or death could be tended in relative quiet and isolation. 25. Granary: The granary held dry goods storage, in bins, casks, and (on raised pallets) sacks, accessible to one corner of the kitchen via a shaft and hatches. (Ladders were kept here, and “reachdown hooks” hung on shaft walls were accessable from kitchen above). ‘Tame. THE FRoNTD aS 26. Armory, Workshop, and Storage: The “everything” room vias used for storage of things that needed mending and for sm and doing other maintenance work (such as

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