The Phrengals run the slave trade of the city. Since they have a steady supply of victims from a wide variety of other Beyond Countless Doorways
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Creature Location CR Source Notes
Afghûl Outside 4 BCD Page 41
Ankheg Outside 4 MM Confined to a few earthbergs
Devils Traitortown varies MM Very rare; types include hamatulas, osyluths, and barbazu
Gangs Dome varies — See descriptions above
Giant vermin Outside varies MM Includes bombardier beetle, fire beetle, wasp, centipede, and scorpion
Human Dome varies — Generally nonthreatening unless paid to be or bored
mercenaries
Human miners Outside 1 — Usually attack strangers on sight due to paranoia
Istrakh Dome/outside 1 MM Use statistics for light horse
INHABITANTS OF CARRIGMOOR
Breather
The breather is a nonconscious, magically created symbiote designed for use out-side the dome of Carrigmoor. It resembles a spider with two long, razor-tipped tentacles, covered with shiny, jewel-like, porous facets that rise and fall in constant rhythm. When placed on the face of its owner, it slips its legs around its master’s head and injects its tentacles into his or her lungs. Though its operation is horrify-ing to witness, it causes no actual dam-age to its owner. The tentacles inject a healing agent at the same time that they slice into the skin.
The breather filters out polluted or acrid air, allowing its wearer to breathe normal-ly in environments that might otherwise sicken a person. It lasts for five hours, and then the breather drops off, sated, and cannot be worn again for 24 hours.
The symbiote doesn’t allow its wearer to breathe underwater or in other elements.
Moderate transmutation; caster level 7th;
Craft Wondrous Item, water breathing;
Price 7,500 gp
worlds, and since they don’t use the archways provided by the Door Openers’ Guild, people believe that they must have found another means of travel. This is cor-rect: They have acquired a fiendish patron from the plane known as the Hellwell. Their portal opens from the old church they run in Traitortown, and they beseech their patron to change its destination when the pickings become too slim or when the locals of the places they raid mount an effective defense against their press gangs. In return, the Phrengals sacrifice one in five of their victims to their patron’s dark power.
The Phrengals seem to be devolving somehow, becoming more feral, more fiendish, more base. They hold their power because slaves are a useful commodity in this town, and because they defend themselves against would-be challengers with ferocious, blood-thirsty tenacity. The press gangs are comprised of ordi-nary 3rd-level fighters. Their leaders are priests who fight duels among themselves for the right to marry into the pure blood of the Phrengal family. They are a nest of asps, and anyone who deals with them should be sure to watch their purses, their backs, and their honor. The Phrengals are notorious for luring clients into morally questionable behavior. This isn’t unusual activity for Carrigmoor’s current natives, but those who visit the city should be warned.
Their colors are black and blood-red. Their strong-hold lies in the southeastern section of the city.
High Priest Salendic, male human Clr12 (infernal pow-ers): CR 12; Medium humanoid; HD 12d8+12; hp 81;
Init +0; Speed 20 feet; AC 19 (+9 armor), touch 10, flat-footed 19; BAB +9/+4; Grapple +9; Attack +12 melee (1d10+3, critical 19–20/×2, +2 heavy flail); Full Attack + 12/+7 melee (1d10+3, critical 19–20/×2, +2 heavy flail); SA Spells; AL LE; SV Fort +9, Ref +6, Will +15; Str 11, Dex 10, Con 13, Int 12, Wis 20, Cha 16 Skills and Feats: Concentration +12, Diplomacy +10,
Intimidate +6, Knowledge (arcana) +6, Knowledge (the planes) +7, Spellcraft +12; Combat Reflexes, Diehard, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (heavy flail), Weapon Focus (heavy flail)
Possessions: +2 half-plate, +2 heavy flail, figurine of won-drous power (goat of travail), potion of cure moderate wounds, potion of neutralize poison, 345 gp Spells (evil, war; 6/8/6/6/5/5/3; save DC 15 + spell
level): 0—cure minor wounds (2), light (2), resistance (2); 1st—cure light wounds (2), detect good, divine favor, doom, magic weapon, sanctuary, shield of faith; 2nd—
align weapon, cure moderate wounds, darkness, desecrate, death knell, hold person; 3rd—animate dead, bestow curse, blindness, dispel magic, magic vestment, wind wall; 4th—dimensional anchor, divination, poison, spell immunity, unholy blight; 5th—
command (greater), dispel good, slay living (2), symbol of pain;
6th—antilife shell, blade barrier, summon monster VI
Underpriest, male or female human Clr4 (infernal powers):
CR 4; Medium humanoid; HD 4d8+4; hp 22; Init +0;
Speed 20 feet; AC 16 (+6 armor), touch 10, flat-footed 16;
BAB +3; Grapple +3; Attack +5 melee (1d10, critical 19–20/×2, heavy flail); Attack +5 melee (1d10, critical 19–20/×2, heavy flail); SA Spells; AL LE; SV Fort +5, Ref +1, Will +8; Str 10, Dex 11, Con 12, Int 12, Wis 15, Cha 13 Skills and Feats: Concentration +2, Gather Information +3,
Intimidate +3, Knowledge (religion) +8, Spellcraft +4; Iron Will, Martial Weapon Proficiency (heavy flail), Weapon Focus (heavy flail)
Possessions: +1 breastplate, masterwork heavy flail, potion of levitate, potion of invisibility, 35 gp
Spells (evil, war; 5/5/4; save DC 12 + spell level): 0—cure minor wounds, detect magic, light, resistance (2); 1st—cure light wounds (2), divine favor, doom, magic weapon; 2nd—darkness, death knell, hold person, spiritual weapon
Cavendish
The members of House Cavendish were royalty on the long-dead world that smolders below Carrigmoor. They were indolent rich, controlling their fortune through wealth, force of arms, and that particular focus that comes to some fami-lies with the confluence of too much money and too much time. Now they traffic in mind-enhancing and performance-altering substances, many of which also have the side effect of addiction, sickness, and eventually death. They provide the drugs necessary to keep the Phrengals’ slaves subdued and they sell to certain street gangs in the poorer sections of town. The ruthless Cavendishes remain active in the deca-dence that passes for high society in Carrigmoor.
Lord and Lady Cavendish are in nominal control of the family’s business, but they generally allow their ambitious sub-ordinates to take care of the day-to-day matters necessary to keep it afloat. As magicians, their main interest lies in magical research—specifically, in the best ways to gain control of the city’s portals. Rumor has it that they are willing to pay hand-somely for the documents hidden by the Door Openers’
Guild.
Their family colors are gold and scarlet. Their manor house is to the west of the Central Market, and their hench-men pass through the districts to the north and the south without much challenge.
Lord and Lady Cavendish, male and female human Wiz15:
CR 15; Medium humanoid; HD 15d4; hp 42; Init +2; Speed 30 feet; AC 18 (+2 Dex, +2 armor, +4 deflection), touch 16, flat-footed 16; BAB +7/+2; Grapple +7; Attack +8 melee (1d4+1, critical 19–20/×2, +2 dagger); Full Attack +8 melee (1d4+1, critical 19–20/×2, +2 dagger); SA Spells; AL LN;
SV Fort +7, Ref +7, Will +11; Str 9, Dex 15, Con 11, Int 18, Wis 14, Cha 14
Skills and Feats: Concentration +14, Decipher Script +14, Gather Information +6, Knowledge (arcana) + 22, Knowledge (architecture) +15, Knowledge (local) +17, Knowledge (the planes) +18, Listen +5, Spellcraft +24, Spot +5, Use Magic Device +4; Alertness, Augment Summoning, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Great Fortitude, Greater Spell Penetration, Heighten Spell, Magical Aptitude, Scribe Scroll, Spell Penetration
Possessions: +2 bracers of armor, +4 ring of protection, wand of fireball (5d6, 10 charges), dust of disappearance, mask of the skull, +2 dagger
Spells Prepared (4/5/5/5/5/4/3/2/1; save DC 14 + spell level):
0—arcane mark, flare, mending, read magic; 1st—hold portal, magic missile (2), shield, unseen servant; 2nd—detect thoughts, invisibility, locate object, protection from arrows, shatter; 3rd—
fireball, fly, haste, lightning bolt; 4th—arcane eye, dimensional anchor, polymorph, scrying; 5th—break enchantment, mind fog, Mord’s faithful hound, symbol of pain; 6th—disintegrate, legend lore, mass suggestion; 7th—greater arcane sight, mass hold person; 8th—summon monster VIII
Cavendish Spellbook: 0—arcane mark, detect poison, detect magic, flare, mending, message, open/close, read magic; 1st—
alarm, comprehend languages, disguise self, hold portal, identify, mage armor, magic missile (2), shield, Ten’s floating disk, unseen servant; 2nd—arcane lock, detect thoughts, invisibility, knock, locate object, misdirection, obscure object, protection from arrows, shatter, summon monster II; 3rd—clairvoyance, dispel magic, explosive runes, fireball, fly, haste, illusory script, lightning bolt, nondetection, ray of exhaustion, secret page;
4th—arcane eye, detect scrying, dimensional anchor, lesser geas, locate creature, polymorph, rainbow pattern, remove curse, scrying; 5th—break enchantment, dismissal, Leo's secret chest, lesser planar binding, mind fog, Mord’s faithful hound, symbol of pain; 6th—analyze dweomer, disintegrate, greater dispel magic, guards and wards, legend lore, mass suggestion, Mord's lucubration; 7th—banishment, greater arcane sight, greater scrying, mass hold person, summon monster VII; 8th—
dimensional lock, discern location, greater prying eyes, summon monster VIII
Beyond Countless Doorways
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Sorpic
The Sorpic family allows outsiders to join its ranks (though only after rigorous testing to the Sorpic creed, naturally).
They are the justiciars of the town, controlling both the town guard and the judicial system. They are, of course, eminently bribable, from the lowest patrol to the highest adjudicar.
They are thus the tools of the other families, who use the Sorpic Guard to punish their enemies, create distractions, and enforce the whims of the wealthy. Sometimes they even dispense actual justice, but only when there’s no serious money to be had by going the other way. Of course, the level of money required to escape an offense increases dramatical-ly at each level of the justice system.
The higher-level members of the family tend to be lower-level mages, men and women accustomed to lives of debate and study, not adventure. There are a few exceptions—some Sorpics who have risen through the ranks due to hard work on the streets and healthy donations to the family fund (often obtained through misappropriation of evidence or bribes from other family members apprehended in the course of some heinous crime).
The guards tend to be fighters or thieves, usually of 3rd to 5th level. The family’s colors are white and silver, meant to symbolize purity of intent and freedom from corruption. This was laudable a century past, but now it’s a joke. Their Hall of
Justice lies in the southern part of town; they maintain watch stations and smaller courtrooms throughout the city.
Gangs
Hope is essentially dead in Carrigmoor. With the city so socially stratified, none from the lower classes can hope to advance except through exceptional cunning or brutality.
Thus it is that gangs run rampant in the poorer sections of town. Outsiders who are not familiar with the area or who do not appear tough enough to defend themselves should take special care to avoid wandering into the wrong parts of town.
There are a number of sizable gangs, some smaller ones, and some that are collections of otherwise ordinary citizens who have gathered together to protect their neighborhoods, blighted though these homes may be.
The larger gangs are the Sackend Blades to the southwest (blue and black are their colors), the Traitortown Thugs to the southeast (green and grey), the Upswich Choir to the east (brown and orange), and Plaguestop to the northwest (pale yellow). Each of them wears a distinctive outfit or colors, but otherwise they look similar. They vie for power and control of their specific territories, and they have fought a number of vicious gang wars to advance their positions, none of which have accomplished anything lasting. The Great Families use the gangs as proxies in the poor parts of town, hiring them to
disseminate their goods and as cheap mercenaries. Only the leaders of the gangs know this truth, inducted into it as they assume their positions and their silence guaranteed with gifts of wealth and weaponry.
The gangs deal in prostitution, mind-altering substances, and casual murder. Anyone looking for these questionable pleasures and not choosy about the source or the victim can find them in Carrigmoor’s slums.
The gang members tend to be 1st-level and 2nd-level fighters, with a smattering of thieves in their number. Their leaders are tougher, generally 6th to 7th level.