Barrett's Adventuring House This mini-settlement, built on the banks of the River Etius, is a haven for adventurers and wanderers, tailored specifically to their needs. It has four stories, the first a common tavern, the second a collection of booths, and the third and fourth a wide assortment of rooms. Barrett's is home to shops selling food, adventuring gear, weapons, armour, and mounts; a magical item trading emporium; and a host of trainers who can pass down skills. As well, there is an arena in which one can practice with new weapons, fight against summoned creatures, or test oneself against other adventurers. The current reigning champions are the Valkyries, a group of five level five adventurers who are currently inbetween quests. The Named Men would get six-to-one odds against this crew. Hub of Quests People in need know that Barrett's is the place to get help from, and adventurers know it's the place to get work from; a symbiotic relationship that profits everyone. The noticeboard in the commonroom is pinned with the following quests: Token of Love. About a month ago, I received word that my husband lost his life fighting against the Caelish. His body was not recovered. All I want is something to remember him by--his wedding ring. If anyone can find his body and return the ring to me, I will reward them with 100 gp. His commanding officer is Ser Raynal Dorn at Howlester Keep. Please notify Barrett if you succeed, I check in at the house every week. -- Yours, Tess Fowler. Stolen Persons. Rembury, my town, has been plagued of late by disappearances. Eighteen people in two months. We fear for our lives. Farmer Donny said he spotted dark-skinned elves in the forest when out checking his fox traps, it has to be them. Anyone that can take care of the scum and return those kidnapped will be heftily rewarded. -- Mayor Gunners, Rembury. Savage Moons. Four bodies we've found, all torn-up and half-eaten, and each on the morning after a full moon. There's a werewolf here in Sevenberg, no doubt about it, and we've no silver to kill it. Bloodhunter, adventurer, we don't care. If you can find it and kill it, we'll pay you. Wanted, Live Troll. I, Artificer Blunderbottle, am conducting extremely sensitive experiments and require a particular specimen. A troll, to be precise. And alive. If anyone can bring me one, I would pay them in both gold and alchemical items. -- Artificer Blunderbottle. Cursed Be Us. You've no doubt heard, but there's no harm in posting this. Shellington is cursed. We know not how, or why, but it is. All who dwell here suffer. You can see it happen--wounds and poxes appearing all at once on someone who was totally healthy. The town's mostly dead, now, or fled. But I want to go back one day. I want it to be safe again. I'll give everything I managed to carry with me to anyone that can help. Please. -- Frederik Hanssen. Fugitive. We are the Radiant Blades, a holy order without holy powers, dedicated to purging evil. For some time now, we have been tracking a fugitive of immense power and great cruelty, and we believe it to be in the region. Any sightings of this creature, a monstrous thing of fury and violence, should be reported to us immediately at the White Rapids Inn in Wildeway. If it confronts you and you believe yourself capable, strike to kill. -- Ever your servant, Sergeant Denth of the Radiant Blades. Woodworking Not Working. My name's Brett Falloway of Brett Falloway's Lumber Emporium. I recently began a project in Glade Valley, gathering lumber for my emporium, and have encountered some difficulties. Equipment going missing, workers losing interest, even lumber regrowing into trees! Let me tell you this; lumber doesn't become trees, trees become lumber. And trust me, I, Brett Falloway of Brett Falloway's Lumber Emporium, would know. I'm offering 500 gold pieces (you heard that right) to anyone who can rid me of whatever druid or fey is causing me so much trouble, so I might continue the great work of Brett Falloway's Lumber Emporium. -- Brett Falloway, of Brett Falloway's Lumber Emporium. Goblins Beware. On one of my morning-through-evening walks, I spotted a spire of smoke up in the foothills past Millfork. Figuring twas new neighbours, I elected to pop in and say hello. Boy what a shock I got! Goblins. A whole pack of them, ten or more. Setting up huts, looking like they're planning to stay. Used the be, these foothills were safe. I'd like them to be so again. 10 gold pieces per goblin head, and a bonus 50 if you can kill them all. -- Cleft Biggus. Missing Person. The good priest Urdult, brother under the One, left for North Post some months ago and has not returned. If anyone hears of his whereabouts, they will earn the One's favour by bringing such information to the temple at Wildeway. -- Brother Codsworth. Damn Knife Ears. A tribe of bloody elves have moved into the Wind Woods, like the werewolf wasn't bad enough. They're not paying taxes--they've no right to be here. Anyone that can 'discourage' them from staying could make themselves a pretty penny. -- Gomlund the Smith. Supply Runs. North Post is sorely provisioned. A wagon carrying arms and foodstuff set off about three weeks ago, but we got a pigeon just the other day asking what happened to it, so we figure it must have gone missing on the road. Now we've another wagon, and no one willing to drive it what with the last one gone missing. If you're brave enough, head on up to Banrockburne and come find me, and we can sort out the details. -- Geraldine Rusting, Banrockburne General Goods Offering to the Lord of Skies. First off; if you read this and decide to come preaching at me, I'll tell ya to fuck off. I follow the old gods, none of this One bullshit. But my knees are too weak to go climbing up Sawtooth Peak to make my offering, so I'll pay a strong young lad 10 gold pieces to take it up for me. -- Pucker Solloway, Pernrith.

Shops and Stalls Barrett's is the permanent residence of several merchants, and is a stopping place for even more wandering ones. These NPCs have personal quests that gain the players their friendship. The merchants at Barrett's are part of a minor guild, so cheat one of them, and none will do business with you. The merchants are listed below: Gregor Blackbeard. Gnome smith specialising in weapons. Trained with dwarves. Good sense of humour, and loves haggling/trading. Has most every weapon for sale, including a limited number of adamantine ones, and can perform silvering services. Quest: A year ago, a halfling rogue by the name of Rummagon Yonshucks stole Gregor's prized creation, a maul light enough to be wielded by a small creature. He would be greatly indebted to anyone that could return it to him. Halfgar the Wrangler. Halfling beastmaster and horse merchant. Halfgar mostly sells horses, from draft to riding to warhorses, but also has a few exotic animals. A great animal lover, he only sells to people he trusts to treat their pets well. Quest: More than anything, Halfgar desires a faerie dragon companion akin to the one he had as a child. Finding faerie dragon eggs, or a faerie dragon willing to become his companion, would earn one his undying friendship. Rieta 'Courtesy' Ekemon. Tiefling adventuring supplies merchant. Sells all manner of equipment for climbing, spelunking, and general adventuring. Is a curt woman who sets her prices and doesn't bargain. Quest: Courtesy was raised in a travelling circus, a freak show. When she tried to escape, the circus master slashed her across the face, and she endured years more of misery. She would be glad to hear of any ill that might befall that circus master, and would relish the opportunity to get into a room alone with him. Gorstag Amblecrown. Human armourer specialising in heavy armour, shields, and some medium armours. A cheerful fellow who cares deeply for his craft, and would never rid himself of his guilt if his armour failed someone. Quest: Gorstag has for years chased rumours about the Book of Dwarven Ironcrafting, a tome that is said to contain the technique used to forge dwarven plate. He is happy to exchange favours for any leads on this book, and would be overjoyed to have it delivered to him. Ivor Bersk. Half-orc alchemist. Quiet, reserved fellow but with a rage like a storm when roused. Very, very invested in his craft. Has potions of healing, resistances, etc. Despises poisons. Quest: Ivor is always in need of rare ingredients. These include notable body parts from magical or supernatural creatures, rare herbs from foreign lands or even other planes of existence, and inorganic materials of similar rarity or quality. He always pays a fair price for such things. Mei Huang. Human chef. Speaks very little Aturan. Hates dragonborn. She is the cook in Barrett's Adventuring House, as well as providing rations for adventurers. Quest: Mei believes she's on the cusp of finalising the recipe for lemsip bread, if only she could test one more ingredient; an acorn grown from a treant. Anyone who could bring her such a thing would receive not just gold, but a year's supply of the magical bread. Naivara Galanodel. Elf leatherworker. Dignified and poised, she can be convinced to bargain, but has little interest in theatrics. Makes good quality light and medium armour, as well as saddles, quivers, and other such leather goods. Quest: Naivara has long been separated from her people in the Forest of Suns, and often sends letters with adventurers heading in that direction. She has never received a reply. Helping her in this regard will earn one friendship that'll last for centuries. Kildrak 'Deadeye' Lutgehr. Dwarf fletcher and bowmaker. He's apathetic, but can be roused with enough coin. Owns a prized magical arrow that he'll never part with, and experiments with crossbows in his free time. Quest: Kildrak is working on a crossbow he has affectionately nicknamed 'the Puncturer', but he hasn't been able to find a bow strong enough to hold the needed tension. He believes demon-forged metal would be able to do it. Magic Item Trading As well as these merchants, Barrett's is home to a small community of magic item traders. Adventurers who find items on their travels that they cannot get use out of trade with others in similar positions, and all end up the better for it. As well, magic items can be betted for in arena fights. Every week, the items available to trade are resfreshed. Roll 1d100 twice and consult the following table. Magical Item Availability 1d100 Magic Item Table Quantity 1 - 20 A 2d8 21 - 40 B 2d8 - 1 41 - 65 C 2d6 - 1 66 - 85 D 2d4 - 1 86 - 92 E 1d6 93 - 94 F 1d4 95 - 97 G 1d2 98 - 99 H 1 100 I 1 Sometimes, a magic item owner is in need of a specific service, for the completion of which they will reward their item. In these cases, as in all cases involving the exchange of high-value goods in Barrett's, the services of the litigator Warryn Ningel are made use of. The Arena In a courtyard overlooking the Etius and ringed with seats is the arena, a battleground in which adventurers can test their mettle. The bouts are usually of two types: different parties engaging in contests with one another for wealth or items, and parties practising against summoned creatures. Barrett's resident summoner, the wizard Jasmal Khalid, charges a small fee for such summonings. The bouts between parties is what draws the most spectators, especially when riches are on the line. For many, the allure of grand winnings is simply too good to pass up on. At least once a week, but often more frequently, parties will go toe-to-toe while Warryn Ningel, who also serves as a