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