recursal/Fanatic-Fandom huggingface dataset:
1405

## **Horseless Carriages occupy abandoned Roaringshore as a staging area**

### Horseless Carriages come into their own

The experimentation and limited deployment of steam-powered horseless carts, wagons and carriages had been well known for half a century – even famous, in ways, as they’d made their way into local plays and lore. A point of rolling wonder with the Stonehearth Arms, and particularly popular in the outer-outer-outer city where Stonehearth had its massive kenaf farms on the coast, its mining operations and so on.

The modern Stonehearth horseless carriage was as durable as a mountain and reliable as the sunrise. It supported half a dozen OEM smithies by using their components for assembly – and those assembly lines were now cranking out massive road trains.

By **1405 DR**, there were predictions that horseless carriages might one days completely displace horses.

### Former pirate haven Roaringshore becomes a Forward Operating Base

House Stonehearth started mass-staging construction resources, building up supplies in controlled territory before starting the sprint to build a keep. The overland route was roughly 265 miles north northwest.

The outside staging area was in the long-abandoned pirate town of Roaringshore. A small, deepwater cove on the coast, 166 miles north by land, 216 miles by boat. That put it at a little more than halfway between the Gate and North Point, which was logistically perfect: it was far enough away to discourage nuisances, but close enough to make it convenient mid-level staging for bulk supplies.

Roaringshore itself had been considered as one of the Stonehearth sites. Given the politics, it was estimate as too close to Baldur's Gate. Then re-estimated as *way* too close.
1420

## **Stonehearth tinkers develop *explosive ammunition***

During the initial deployment of the fire-bauble arms, the propellant had been the significant point, allowing projectiles to be fired with lethal force over long distances. Mundane physical alterations to the ammunition had been the second step, from grape-shot in cannons (anti-personnel) to mushrooming ammunition on hand-held weapons, it was engineering that vastly increased the amount of damage delivered.

Engineering explosive ammunition had been attempted in several forms, with limited deployment so far. Certain factors kept it from wide deployment, most of them being training the soldiers how to be careful enough with high explosives to make carrying it worth the risk.

By **1420** **DR**, the SMC had solutions to make it safe for the Arms.

### **Magically Mundane Answers**

The mundane formulations had folded back into the magical formulations for a binary concoction that didn’t “activate” until it had been shot from a source. The ballistic shock combined the components within a bullet or shell, making it shock sensitive. The next impact – when it hit the target – now delivered not only the ballistic damage, but explosive payload.

This worked at all levels: from cannons to howitzers to mortars to rifles to pistols. It was reasonably safe to carry, and it was utterly devastating in combat. One shot from a bronze cannon could sink a pirate galleon. One explosive shot from a rifle could blow a large humanoid in two.

This was something that could replace all ammunition. In a close battlefield, there would be too much friendly fire. As special shots rotated in, however, and it could end a battle before it even began.
AOP:RRE Sonqosuwa

## The Sonqosuwa family emigration

A (presumably) human family with skin that almost seems marble-gray, it's a father (*Machuruna*), mother (*Sumaqsipas*), and fraternal twin children, boy *Qari* and girl *Ususi*.

They are tall, elegantly and elaborately dressed. Their nature is inquisitive, detached and careful, though definitely *not* risk-averse. They are magical inventors, with his specialty in dimensional engineering and construction, while she specializes in portals. Naturally, they're heading to the Sword Coast to explore this primal phenomena.

Character might recognize they are Imaskari (**DC 15**, **DC 10** if they have *Nature* or *History*). Before the fall, they were part of the High Imaskar "Body of Artificers, Planners, and Apprehenders" as arcane artificers. Now two years after the fall of High Imaskar, and the family's flight of survival through the Plains of Purple Dust, the rumors of Primal Magic are too powerful to ignore.

They speak accented Common and Roushoum (the Imaskari language), as well as passable Elven in the Drow dialect, and Undercommon.

They tend to avoid concentrations of Mulan peoples (from Unther or Mulhorand, all things considered), but are otherwise delighted to meet people and learn about them.

Their ornate carriage is actually bigger on the inside, which they are happy to show those who are interested. Alas, the carriage does not travel through time, just the space of the planet's surface..

## Where To From Here?

* **AOP: Random Road Encounters**
* **AOP: Mission Progression**
1303

## Stonehearth cartage challenges inspire wainwright development

The Greathearth Merchant Company was already a commerce power in Baldur’s Gate, and switching the name to the new family fusion of “Stonehearth” hadn’t changed anything. In fact, with extended family, the success picked up – all through filtering processes through the Naturalist Method to see what they could learn about every step of the business.

One of the things the Stonehearth Merchant Company (SMC) found was that the logistics was throttled by the cartage capacity. They shifted supply routes but there were security complications. They added more wagons, but now there was that much bigger a roster and they had to find places to park the wagons, which was an issue in the tight confines of the sketchy Lower City.

This led to the idea of just using bigger carts… *except nobody made bigger carts*. If they wanted bigger wagons, they were going to have to do it themselves. Thus the SMC hired and learned from some of the best wainwrights in Faerûn – and started writing the book on building wagons.

### The Need for Carriages

It was fairly common for wagons to have iron-reinforced wheels, but the SMC was looking to make the reinforcement more efficient. They also added iron-reinforced brakes and axles, adding weight but more than making up for the drag in increased strength and safety.

A new development was pivoting front axles, allowing more efficient turning and less strain on the horse.

The carriage itself was mounted on a cutting-edge suspension system of leather-wrapped chains, making a much smoother (and with the wrapping) quieter ride by not having the chassis resting on the turning axles.

### Heavy carriages

They created heavy carriages for the logistics behind the massive ore hauling and inland merchant movement. While there were some open-top options for durables (such as mining), most were a “van” design, covered by roofs.

The carriages became coveted by carting merchants looking to ship goods around the countryside.

### Light and medium carriages

After the success of the heavy carriages, light and medium carriages, including some single-axle carts, grew in popularity to transport passengers.

### The Evolution of the Suspension system

The current suspension system was leather-wrapped chains. It quieted the ride and made it smooth enough (barely) to not jar the teeth of the troops enduring a gallop. They could do better – and the engineers working for the SMC had just the thing: *shock absorbers*.

Two kinds of shock absorbers were invented, both patented, and competing within the company for selection for use:  leaf springs and coil springs. As it turned out, they were both used. Leaf springs wound up becoming a key part of *every* suspension, while coil springs became a secondary shock absorber and option for customers.

Light load carriages went leaf-spring only, while every heavy transport and combat carriage went dual-system (including retrofitting old carriages). Interestingly, many old carriages (both heavy industry and military) were sold before they could be retrofit.
NPC Animated Armor

**Animated Armor**

* *Medium construct, unaligned*
* **Armor Class** 18 (Natural Armor), **Hit Points** 33 (6d8+6), **Speed** 25 ft.

* **Appearance** A normal set of full plate armor, with the Mageweave coat of arms emblazoned on the chest.
* **Damage Immunities** Poison, Psychic
* **Condition Immunities** Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
* **Senses** Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 6
* **Challenge** 1 (200 XP)
* ***Antimagic Susceptibility***. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
* ***False Appearance (normal)***. While the armor remains motionless, it is indistinguishable from a normal suit of armor. These "low-level" animated armors are *everywhere* in the Mageweave barony (and growing elsewhere in the Marquisate) as inexpensive sentries*.* Many are now starting to be stylized to owner tastes, fitting decor of somebody's highland's house, but especially in Mageweave, these can even be found protecting lowly barns and sheds.

### **Actions**

* ***Multiattack.*** The armor makes two melee attacks.
* ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (1d6 + 2) bludgeoning damage.
* ***Fear***, *3rd lvl illusion*. Up to 30 feet radius. Opponents in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
1444

**Arcane healing comes to the forefront**

84 years after the Era of Upheaval – and virtual silence from the divine conduits of power. By **1444** **DR**, the *Defenders of the Faith* not within the magic mile of their of their deity have largely been reduced to the *Casual Arguers of the Faith*.

One of the keys is the failed expectations in the relationship: clerics and their ilk, those who carried the banners, had neither healing, nor defense, nor utility magic to convince followers or otherwise offer followers much of anything,

Healing was the major issue. This already had the beginnings of being addressed in 1388, with mundane healing kits growing into a serious trauma kits, able to stabilize seriously wounded individuals and give them some measure of mortal repair.

Now 56 years after those developments, arcane-accelerated healing, based strictly on arcane magic and a knowledge of biology, was entering circulation. It wasn’t a cure-all: effectiveness against disease was limited based on the knowledge of the pathology, but in terms of trauma mechanics *it was a godsend*.
1404

## **Stonehearth reestablishes contact with Halruaa**

While maintaining relations with Lantan via Abeir portal, Stonehearth sailed to the approximate position of Halruaa and discovered the displaced country. *There was a certain pattern to this particular cataclysm*...

Reestablishing relations in **1404 DR**, the relationship blossomed – even as Halruaa realized they were being left behind in arcane prowess.
NPC Sembian Army 01

* ***Armor Class** 18 (chain shirt, shield) **Hit Points** 39 (6d8 + 12) **Speed** 30 ft.*

* **Skills** Athletics +5, Perception +3
* **Senses** passive Perception 13
* **Languages**  Common
* **Challenge** 1 (200 XP)
* **Shield Wall**. The Sembian soldier adds 2 to its AC if at least one of their allies is within 5 feet and the ally is wielding a shield and isn’t incapacitated.

### **Actions**

* **Multiattack**. The soldier makes two melee attacks with its longsword.
* **Longsword**. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage.
* **Heavy Crossbow**. *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.

 The **Sembian Army** was a military force rebuilt from the ground up after the fall of Shadovar. After liberation from the extended occupation, Sembia elected to build the best military that money could buy – and even through the occupation, Sembia's traders had money.

The new Sembian Army based their lessons on the famous military of Cormyr, their national neighbors and nominal allies through the literal dark times of the Shadovar. While the upstart military is still forming new traditions (1489), they are a supremely *professional* force.

As yet, they are unencumbered by the politics of the plutocratic host nation – and are unlikely to be politicized anytime soon after the extended humiliation of Shadovar domination. If anything, the Sembian Army has developed a trademark of efficiency and flexibility.

After an extended basic training period, recruits enter service as a private "Soldier 01", which also serves as gendarmerie for the elected Sembian Lord High Governor. Seven Soldiers come together to form a squad, 3 squads form a platoon, seven platoons form a company (commanded by a "Lieutenant 01").

The gendarmerie training is excellent in terms of forming peacekeeping and law enforcement, but with the current LIC dragging on against Cormyr in the south, the Sembian Arms have been primarily deployed and the training cycles haven't yet filled in across the country.

### **The Late 1480s**

Cormyr and Sembia have been in a race to expand territory, especially in the unincorporated patchwork of minor southern Dragon Coast polities. In that time, the new Sembian Army has had significant clashes with Cormyr in that region.

While the nations turn a blind eye to the ongoing Low-Intensity Conflict to the south, Sembia is very pleased behind closed doors: the professionalism of this new force has met, matched and often exceeded an otherwise vaunted Cormyrean army.

That has generated a new level of pride, both in and around the Sembian army, and formed a self-sustaining culture of martial honor that is a solid foundation for a post-Shadovar national Sembian identity.
AOP:Horse Inject 3

## A Plea for Help

The party's horses go missing and a young stablehand is implicated. Circumstantial evidence: she hasn't come to work today.

Some thought they saw her head into the hills (northwest).

When they find her, it turns out to be a plea for help: they are Stonehearth and maybe they'll take her seriously: her mother has gone missing.
NPC Purple Dragon 01

* ***Armor Class** 18 (chain shirt, shield) **Hit Points** 39 (6d8 + 12) **Speed** 30 ft.*

* **Skills** Athletics +5, Perception +3
* **Senses** passive Perception 13
* **Languages**  Common
* **Challenge** 1 (200 XP)
* **Shield Wall**. The Purple Dragon adds 2 to its AC if at least one of their allies is within 5 feet and the ally is wielding a shield and isn’t incapacitated.

### **Actions**

* **Multiattack**. The Blade makes two melee attacks with its longsword.
* **Longsword**. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage.
* **Heavy Crossbow**. *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.

 The **Purple Dragons** were the famous military of Cormyr that were renowned for their discipline, skill, and loyalty. The Purple Dragons were considered to be one of the strongest armies in the Realms, and were well renowned for their heroism and acts of valor in the field of combat. They ranged from young nobles who joined as officers and Purple Dragon knights, to farmers who joined as Blades. The well-disciplined army was made possible through Cormyr's military and hierarchical heritage.

 After an extensive training period, the recruit enters service as a soldier and gendarmerie for the Crown, with the private's rank known as a "Blade." Typically working in squads of 6, they are led by a junior officer known as a "Telsword."

 Squads come together in groups of 3 to form platoons of 21.

 Six platoons come together to form a company of 135, and are led by a *Lionar*, the lowest of commissioned officers.
Conteuse des Mystère de la Nuit

Rivière de Gèle Glacée par le Froid ( Rivière )

Givre d'Argent après l'Hiver ( Givre )

## Apparence :

*Conteuse des Mystère de la Nuit ,* ou *Conteuse* est une grande femelle noir aux beaux yeux turquoise.

## Caractère :

Solitaire, méfiante , farouche, douce et aimante.

Elle aurai fait une bonne Garde-Clairière, mais elle a dut devenir Conteuse.

## Famille :

**Compagnon :** Faucon Piquant sur sa Proie

**Fille :**

Nuit Glacée de la Mauvaise Saison

Rivière de Brume à l'Aube

Givre d'Argent après l'Hiver ( Givre )
1438

## **Mythals blanket expanded marquisate**

**1438 DR:** Mythal Towers are created with coverage *blanketing* the area of the extended marquisate.

It wasn’t the same comprehensive set of protections as the North Point mythal, those that afforded direct protection against the undead, but this did provide breach warnings.

With the right verbal activation, effectively a cantrip castable by *anyone*, the mythals also provided light and direction. This was also rumored to provide magical energy for *quasimagical items* from the southern baronies all the way to the far northern bank of the Winding Water River.

### **Quasimagical Controversy**

Stonehearth was faced with daily comparisons to the legendary society of Netheril. The same legends that had ripped apart the weave, crashed their floating cities to the ground, made a pact with the shadow plane, and otherwise were only slim step ahead of Stonehearth in perceived hubris.

Until now.

The use of quasimagic, at least for those few arcane scholars who knew what that was, was a Netherese trademark. Items that were next to useless on their own, but fully functioning magical devices within a Netherese mythal, encouraged deeper and deeper reliance on magic. Channeled magic, no less, given where the power came from.

There were key differences in how Stonehearth mythals worked, how the quasimagic energy flow worked and so on. The controversy wasn't a condemnation or a damnation, but it was – *among scholars* – a point of careful study.

For those few who knew what kind of power and freedom this offered within Stonehearth lands, all they wanted to know was if they had coverage under the network...
College of Arms

## **In Defense** *of the* **Realm...**

A little over five miles south of North Point, and nestled against the hilly base that rises to become the defining cliffs of the Sword Coast, *the* **College** *of* **Arms** is a walled city with defenses superior to that of North Point Keep itself.

With a permanent population of nearly 4800, this military facility qualifies as a large town. With the steady stream of trainees, visiting troops, contractors and so on, the actual average swells closer to 6,000 people within the walls at any given time.

### **The Hard Rock**

The walled College of Arms operates as a city, but the city doesn't end outside the walls. While there is some civilian "support" just outside, the complex continues deep into the cliff itself.

The subterranean complex, carved out of the basalt, forms a stable and secure area for the storage of munitions, hardened and protected command and control facilities, military research and development laboratories, protected medical facilities and discreet training grounds where the Arms can practice and rehearse against specific targets without giving away the preparations.
1435

## **Reapers cap massive agricultural engineering developments**

### Agriculture had been expanding by leaps and bounds under *The Method*

The seed drill (invented 22 years prior), the threshing machine (invented 20 years prior), and the grain elevator (invented 18 years prior) had led to an explosion of agricultural capacity.

The food output had soared – and exporting was as good as minting gold.

The other benchmark for this was local populations. By **1435 DR,** they were quickly growing, both natively and by an influx of immigration. For an optimal system, though, according to the math at least, they needed millions.

### Labor was still a limiting factor – and House Sidd had a magical solution…

They knew how to build animated armors and Helmed Horrors alike. Combat was a complex environment, requiring strength and reflexes – and given their success, agriculture was low-stress.

Reapers were essentially animated armors turned into farm hands. They could perform rain or shine, performing any manual labor task, with a decent ability to perceive and judge task criteria, like “is it ripe yet?”

Unlike the perma-enchants used on the armors, these were crystal-power based, making a much lower cost of entry.

### Founding Durham College School of Agriculture

Blufshire county, chartered just last year, was named after the coastline – but the vast majority of the area was rolling, rich grasslands. The surface was intended to be utilized as farmland.

Where the agricultural engineering had produced amazing developments, increasing output by multiples of ten, it was still missing the previous key ingredient of druidic care and feeding. Most farmers had an awareness, but where druids farmed was truly magical. They’d made up for it, and in many ways surpassed druid-enhanced farming, but there was so much more to know.

At the seat of Durham, Stonehearth founded another college, this one featuring a school of agriculture. This would incorporate the engineering schools, but this was looking at the *Natural Philosophy* (biology and ecology) of tillage, fertilizers, sowing, irrigation, harvesting and crop rotation.

As was the tradition, Stonehearth put out a Toril-wide call for books, advisors in a well-funded effort to divine everything that was already known to build upon it.
Target Resources

* **Armor Class** 15 (leather armor, shield)  **Hit Points** 7 (2d6)  **Speed** 30 ft.

### **Hobgoblin**

* Medium humanoid (goblinoid), lawful evil
* **Armor Class** 18 (chain mail, shield) **Hit Points** 11 (2d8 + 2)  **Speed** 30ft.

### **Troll**

* Large giant, chaotic evil
* **Armor Class** 15 (Natural Armor)  **Hit Points** 84 (8d10+40)  **Speed** 30 ft.

### **Pirate**

* *Medium humanoid (any race), any non-lawful alignment*
* ***Armor Class** 12 (leather armor) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft.*

### **Pirate Captain**

* *Medium humanoid (any race), any non-lawful alignment*
* ***Armor Class** 15 (studded leather) **Hit Points** 65 (10d8 + 20) **Speed** 30 ft.*

### **Bandit**

* *Medium humanoid (any race), any non-lawful alignment*
* ***Armor Class** 12 (leather armor) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft.*

### **Bandit Captain**

* *Medium humanoid (any race), any non-lawful alignment*
* ***Armor Class** 15 (studded leather) **Hit Points** 65 (10d8 + 20) **Speed** 30 ft.*

## **Common NPCs**

### **Commoner**

* *Medium humanoid (any race), any alignment*
* ***Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.*

### **Intelligent Armor**

* Medium construct, unaligned
* **Armor Class**18 (Natural Armor), **Hit Points**33 (6d8+6), **Speed**fly 25 ft.

### **Animated Armor**

* *Medium construct, unaligned*
* **Armor Class**18 (Natural Armor), **Hit Points**33 (6d8+6), **Speed**25 ft.

### **Helmed Horror**

* Medium construct, Neutral
* **Armor Class** 20 (plate, shield), **Hit Points** 60 (8d8 + 24), **Speed** 30 ft., fly 30 ft.
Scrolls:Creation

### **Scribing a Spell Scroll**

With time and patience, a spellcaster can transfer a spell to a scroll, creating a ***spell scroll***. This activity represents the time and effort it takes to produce such an item.

#### **Resources**

Scribing a spell scroll takes time and money based on the level of the spell you wish to scribe, as shown in the Spell Scroll Costs table. You must also provide any material components required by the spell. Moreover, you must have the spell prepared or among your known spells in order to scribe a scroll of it, and you must have proficiency in the Arcana skill.

If you scribe a cantrip, the version on the scroll works as if the caster is 1st level.

#### **Spell Scroll Costs\***

\*Scroll production costs in the original UA playtest materials are, on average, markedly *over* the cost of a regular, permanent magic item, much less accounting for the cheaper rate of a consumable.

THIS NEEDS TO BE ADJUSTED.

#### **Scroll Inscription Complications**

 2
 3
 4
 5
 6
1415

## **North Point tinkers develop the *threshing machine***

The key regional development of **1415 DR** was the augmentation of agricultural capacity.

That year, North Point tinkers invented and patented the threshing machine in the Stonehearth marquisate.

The machine was devised for the separation of grain from stalks and husks. For thousands of years, grain was separated by hand with flails, and was very laborious and time consuming, taking about one-quarter of agricultural labor. Mechanization of this process took much of the drudgery out of farm labour.
NPC Veteran

* **Skills** Athletics +5, Perception +2
* **Senses** passive Perception 12
* **Languages** any one language (usually common)
* **Challenge** 3 (700 XP)

### **Actions**

* ***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
* ***Longsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
* ***Shortsword.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit: 6* (1d10 + 1) piercing damage.
* **Heavy Crossbow.** *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.

**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
Feats

Dungeons and Dragons, as well as the D20 System, utilize feats. A feat represents a talent or an area of expertise that gives a character Special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, a player's class gives them the Ability Score Improvement feature. Using the optional feats rule, they can forgo taking that feature to take a feat of their choice instead. They can take each feat only once, unless the feat’s description says otherwise.

The character must meet any prerequisite specified in a feat to take that feat. If they ever lose a feat’s prerequisite, they can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires the chracter to have a Strength of 13 or higher. If their Strength is reduced below 13 somehow—perhaps by a withering curse—they can’t benefit from the Grappler feat until their Strength is restored.

Most feats here are transcribed from the Player's Handbook (***PHB***), with others added as noted.

* ***UA:FfR*** (Unearthed Arcana: Feats for Races)
* ***XGE*** (Xanathar's Guide to Everything)
* ***PMC*** (Primal Magic Campaign)
1368

## **Baldur’s Gate suffers the Iron Crisis**

The iron crisis of **1368** hit the Stonehearth Merchant Company hard – though not nearly as hard as the other iron merchants and smiths of the city. The major difference was that the SMC had their own mines. Given that the SMC was far and away the leader of processed iron, they were in the crosshairs of the Iron Throne.

The physical ore or processed ingots were never in question form the SMC: the mines of Nashkel weren’t the SMC’s primary source. The Iron Throne was smart enough to adapt and hit the SMC where it hurt: the business credibility. In that case, the deployment of the doppelgangers had undercut and misdirected public away from the SMC.

Through this turn, Stonehearth was losing patience to the point there was nearly civil war in the city. There was a great deal running under the surface in this situation, and resulted in minor skirmishes and murders all over the city. Eltan himself was targeted in attempted murder but survived.

Even the Flaming Fists were mature: they’d been a force some 23 years now and were a prize in the conspiracy to take over the city. While the capable Abdel Adrian and his band of adventurers solved the situation, the Stonehearth guard had bordered on arresting the Council of Four and letting the chips fall where they may regarding everything else.

In this case, House Stonehearth earned more breathing room from the Council if only because of their restraint. Overall, though, it sparked Stonehearth to audit and assess if Baldur’s Gate was still the right city, in the right place, at the right time.

By this point, Stonehearth had political ideas – *Big Ideas* – but implementing those in the Gate would be stepping on too many toes. While there was a sense of order in the Gate (until just recently), it was still a profoundly laissez faire river port.

That a tax had been implemented was still a minor miracle – but that tax been cut back, and the Fist’s influence was now being challenged by thieve’s guilds and perhaps the progeny of the God of Murder.
Enforcement and Prosecution

North Point is civilized – but it is still a volatile borderland. Given the proximity to a literally unending supply of monsters, the marquisate would not presume to disarm visitors. Within controlled areas, such as city limits, however, weapons are "sealed" with a *"City Carry"*tax stamp.

This enchanted, adhesive stamp alerts authorities if it is broken or removed within city limits. Breaking the seal means the weapon is being drawn and violence is about to follow. The City guard (rotating Stonehearth Arms soldiers) track the location of the broken stamp and can be any place in the city in less than a minute (usually less than 30 seconds).

#### **Enforcement**

The Stonehearth Arms are the primary response force.

Against monstrous invasion, the Stonehearth Arms is an immediate lethal response force. Against higher undead, they will attempt capture and questioning (especially vs vampires or liches).

Against common criminals of any other race, responders attempt non-lethal intervention and interdiction. They are equipped with wands of sleeping and will subdue and capture criminals with those wands.

Coordinating the Arms is the North Point Guard, a Captain and six Marshalls, who are a branch of the Sergeants-at-Arms.

#### **Prosecution**

The permanently-stationed NP Guard are equipped to use Truth Spells during questioning. They will quickly determine objective guilt and innocence. “Truth” is by nature subjective, but reveals strong directions to objective evidence.

The arcane-enhanced interrogation (Truth Spells) are a humane, expedited investigation practice adopted from Halruaa.

Those found guilty of most charges are subject to a one-month modified ***Geas***, with the Geas modified by a cleric’s Consecration. Violent offenders are subject to a non-violence geas, while cheats, frauds and similar are subject to a fairness geas, etc.

In 99% of the cases\*, the Geas results in permanent behavioral change (recidivism is about 1%). PCs who are captured and subject to this process may experience permanent alignment change and will be subject to class modification as a result. This usually fall under the heading of: *it takes 3 weeks to build a new habit*...

Total judgement is affected by both motivation, contrition and penitience. Crimes that may be considered “capital” (such as murder) in other jurisdictions usually aren’t in NPK. Instead, criminals confirmed guilty are subject to extended or more powerful geas spells with the point of either rehabilitation, reparation and restitution.
1311

## **The Stonehearth College:** *The Indivisible Universe*

By 1311, the Stonehearth College had been chartered, teaching and otherwise rocking the boat for roughly 14 years. This year, they did it again as their philosophy was getting into the nitty-gritty of elemental chemistry.

In this case, it was a Stonehearth College book with a variety of faculty and students as authors – and that included some of the Stonehearth family. This work established and promoted the idea of Atomism over the substance theory of that world was composed of the four classical elements.

This was particularly significant because there was alchemical results and living elemental "proof" of the quad-substance theory. The Atomic Theory instead placed the Substance Theory results on expectation bias and magical convenience.

Even the term "Atomism" was a kind of evolution of Common, forming a "High Common." The term meant "uncuttable" or "indivisible" and the High Common was quickly becoming a precision way of communicating in natural philosophy circles.

The Stonehearth atomists theorized that nature consists of two fundamental principles: *atom* and *void*. Unlike modern scientific namesake in atomic theory, this first philosophical iteration had atoms in an infinite variety of shapes and sizes, each indestructible, immutable and surrounded by a void where they collide with the others or hook together forming a cluster. Clusters of different shapes, arrangements, and positions give rise to the various macroscopic substances in the world.

### This gave rise to the study of mundane Chemistry

The particles of chemical matter for which chemists and other natural philosophers of the Stonehearth College were finding experimental evidence for were thought to be indivisible, and therefore were given the name "atom."

This, of course, brought the College into a deeper level of conflict with much of the established religious orthodoxy of the world – as well as the practitioners of traditional magic (who, ironically, had some level of experimental evidence to back them up). It was also a commentary on why magic development in the Realms was so sparse...

There were some limited observations and experiments that supported the Atomic Theory, but the majority of the work started out on the philosophical level. As yet, there was little context in the world for actually understanding the math – which was why there was some working math in there, but the greater bulk of the theory was doctrinal and observational.
AOP:Lead 01

A Convo Message from OA

"One of the bills you posted in Caerwen pinged. Looks like it was damaged, likely torn down, then destroyed about a minute later. If I were to guess, somebody tossed it in a fire. I'd like to activate you at contingency rates to go check it. Ask around, see if anybody saw who pulled it down. Since it was destroyed, I'm not sure they're looking for a reward, and that means...be careful."
NPC Pirate Captain

* ***Armor Class** 15 (studded leather) **Hit Points** 65 (10d8 + 20) **Speed** 30 ft.*

* **Saving Throws** Str +4, Dex +5, Wis +2
* **Skills** Athletics +4, Deception +4
* **Senses** passive Perception 10
* **Languages** any two languages
* **Challenge** 2 (450 XP)

### **Actions**

* ***Multiattack.*** The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
* ***Scimitar.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
* ***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.

### **Reactions**

* ***Parry.*** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

The **pirate captain** is a variation of the bandit captain, managing a crew of selfish malcontents while commanding and protecting a ship. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, the pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.
Case of the Calimshan Curser

Level progression for multiclass characters who are still serving is a little more complicated as many of their class benefits (the extra ones) are contingent testing, training and certification.

Here's a scenario that illustrates the potential tangle of class levels, especially for the likes of a Sergeant-at-Arms...

 Objective
 Deep Background
 Operative Requirements
 Character Progression
AOP:Target Lock

PC's can't get close, OA can't directly interfere

OA calls Cormyr, Navy comes to intercept.

Navy is engaged by pirates... and new arrival. Ship looks Sembian but no Sembian flag. Armed merchantman.

Opening for PCs: If they can pick lock or destroy chains, they can retrieve crate.

If not, they can destroy crate... just make sure to reach minimum safe distance (8d6 maximized=48 damage(250)=12,000 damage (enough to atomize Tiamat).
Trader's Road (Dragon Coast)

Trade Route

The Trader's Road is a major highway anchored on the west side at Easting, reaching east through the southern Dragon Coast and ending at the former port city of Starmantle.

The road ran from the town of Easting in the Sunset Vale, across the Dragon Reach through Elversult, across the Horse Prairie, to the town of Teziir, then turns south and goes through the town of Smuggler's Bank and Reddansyr, then crosses the river Reddan and ends at the city of Starmantle on the Sea of Fallen Stars.
1445

## **Port Station is unveiled in North Point**

### **1445 DR:**A four-portal hub is opened in North Point to each of the County seats

These are permanent, always-on portals, providing transport free of charge to facilitate marquisate business.

Each of the seats has a single portal back to NPK. One could travel from any one county to any other county simply by taking the portal to North Point and another portal to the other county.

The four portals surround the central market, funneling traffic right through the main trading area. This also means that ships that arrive at North Point can get merchandise to any of the counties effectively instantly and without major expense.

There are several portage services already serving North Point that now cater to merchants and travelers looking to reach the counties via the ports.

### Stonehearth is demonstrating a mind-boggling arcane capacity…

The expense of the hubs is enormous, at least by traditional Weave-based means. Stonehearth, however, isn’t charging tolls: *it’s a public service*.

Granted, in the minds of many, Stonehearth charges exorbitant tax – but the results speak for themselves. Still, there are many that would rather two gold in their pocket and monsters at their door, then peace of mind and only one gold in their pocket.

In this case… *Who needs skyships?* The descendants of Halruaa feel they are so far beyond their former homeland, it’s not even funny. The best part, however, *is that they’ve contributed* *to that development*.
AOP:RRE Westgate Winds

## Westgate Winds Mercantile Company

Humans *Valen Artemaz* and *Nilos Staffler* are transporting Westgate perfumes for sale in Baldur's Gate.

Their intent is to purchase magical elixirs of wood sealant (used in boat construction), which they'll transport back to Westgate and sell for a tidy profit.

## Where To From Here?

* **AOP: Random Road Encounters**
* **AOP: Mission Progression**
Maritime roleplay

## **The Magic of the Tides**

A great deal of the campaign comes on the far side of a maritime voyage. There may be instances where somethign happens *during* a "cruise." In that case, there are several resources the Primal Magic campaign can lean on.

As we assemble the relevant rules, here are the resources we're leaning on to chart the Primally-powered nautical adventures.

* Unearth Arcana: test rules "Of Ships and the Sea" [PDF ]
* Hosted on Ronny Hart's awesome "Old Dungeon Master " site: Nautical Adventures [PDF ]
NPC Bandits

* ***Armor Class** 12 (leather armor) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft.*

* **Senses** passive Perception 10
* **Languages** any one language (usually common)
* **Challenge** 1/8 (25 XP)

### **Actions**

* ***Scimitar.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
* ***Light Crossbow.** Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.

###

* **Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
* **Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.
AOP:Random Road Encounters

## The People That You Meet...

The busiest port on the Inner Sea is awake 24 hours a day. While the city may slow and turn off a few lights in the outer neighborhoods, the flow around the docks and the gates never actually stops. Whatever time the party actually leaves Westgate, there is guaranteed to be others leaving just before, just after and right about the same time – setting off on their journey down the **Grand Ride**.

There are ten traveling groups spotlighted here, all of whom are written to be in potential risk (depending on the event), as well as potential allies. DM/GMs are free to create more or alternate that might resonate with the players at their table.

Likewise, the encounter types are set up for randomized events, but this can be tailored to fit the narrative pace of the game. Given the amount of traffic, it's really set up for one potential encounter during an 8-hour travel day. There is always the option of *no encounter*, as well.

### **Encounter types**

There are 10 potential encounters listed here, but only eight (8) projected travel segments between Westgate and the final destination of Giant's Run. It's unlikely the party will meet everybody, though even knowing there are ten different groups they keep stumbling across will be enough to add a little texture to this road trip.

There are seven merchant groups and three more complicated encounters. When compared with the encounter types, the randoms make create some interesting moments, but DM/GMs may want to engineer a combination depending on their players.

*When* the encounter hits is just as important. A group hiring the party for an escort mission (#19) would likely start at the outset of the journey, and potentially because the group didn't trust the look of other NPCs that look to have bandit potential.

Social interaction, on the other hand, would likely come at the long mid-point break or potentially one of the short 15-minute road-side rest stops on the 2-hour marks. Social interaction is *also* possibility, if not a probability, when they're at their destinations. Inquiring at the Town Hall and hanging a few Reward Posters will only take so much time, and there's always lead-ins to other destination encounters.

## Where To From Here?

* **AOP: Mission Progression**
* **AOP: Journey Segment 01**
* **AOP: Journey Segment 02**
NPC Kobold

**Kobold**

* Small humanoid (kobold), lawful evil
* **Armor Class** 12  **Hit Points** 5 (2d6 − 2)  **Speed** 30 ft.

Stats

* **Senses** darkvision 60 ft., passive Perception 8
* **Languages** Common, Draconic
* **Challenge** 1/8 (25 XP)

Traits

* Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
* Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
* Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.

Actions

* Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
* Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
NPC Intelligent Armor

**Intelligent Armor**

* *Medium construct, unaligned*
* **Armor Class**18 (Natural Armor),**Hit Points**33 (6d8+6), **Speed**fly 25 ft.

* **Appearance** Often called "Floating Armor," this intelligent armor construct is legless – floating silently, waist high above the ground. The Mageweave coat of arms emblazoned on the chest and this is the standard sentry and first local backup to the sanctioned *Guard*.
* **Damage Immunities**Poison, Psychic
* **Condition Immunities**Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
* **Senses**Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 16
* **Challenge 2** (500 XP)
* ***Antimagic Susceptibility***. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
* ***Intimidating Appearance***. The armor is never truly motionless; if nothing else, the head is moving back and forth as it constantly scans the environment. During normal patrol, during periods of low threat, there is a blue glow that emanates from between the armor plates. During high-threat response or combat, the blue switches to a fear-inducing red glow.

### **Actions**

* ***Multiattack.*** The armor makes two melee attacks.
* ***Slam.** Melee Weapon Attack:*+4 to hit, reach 5 ft., one target. *Hit:*(1d6 + 2) bludgeoning damage.
* ***Fear***, *3rd lvl illusion*. Up to 30 feet radius. Opponents in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.