Locations#

Places the party has visited or learned about.

Buckledown Row#

  • Type: Street / district
  • Region: Inside Drakkenheim, east of the crater, roughly a quarter mile south of the Drann River
  • Status: Controlled territory (Queen’s Men)

A street of ramshackle taverns and makeshift barricades deep inside Drakkenheim, controlled by the Queen’s Men. Rough-shod fences block off the muddy street from the surrounding ruins; crudely built bridges stretch between rooftops; crooked streetlamps glow in the mist. The atmosphere is rowdy but self-regulating — all five gangs operating here follow the Queen’s rules, and in return they enjoy an unusual degree of safety from the city’s monsters.

Entry is guarded by bugbear bruisers at the gate, with sharpshooters on the rooftops. Visitors invoking Blackjack Mel’s name (or another recognized contact) are waved through.

The Queen’s Dues#

To operate in Buckledown Row — or to make initial contact with the Queen — drop 100 gold into the ancient moss-covered well on the terrace behind Smee’s Palace. A skeleton nailed to a nearby tree bears a sign reading “Make a Wish.” Dues are 100 gold per month.

Establishments#

NameGangNotes
Smee’s PalaceWounded HeartsOrnate performance venue; chandelier of 100+ candles; open mic after the main show; fighting pits in the basement
The Old ImperialRose and ThornsPolished and professional; carved maple bar; raised section for the crew; run by Rose
Sneaky McGee’sCatacomb CobrasNeon ram’s skull sign; cobra-motif door
Padlock TavernPins and ClubsDoor covered floor-to-ceiling in keys; lowest entry bar of any crew
Sweaty BugbearHowling DogsRamshackle; missing door; bugbear cook on the grill

The Fighting Pits#

Beneath Smee’s Palace, accessible via a staircase behind the bar. Underground fight club; bettors ring the pit and bookies circulate taking wagers. A medic (human woman) and her gnomish assistant stand by to stabilize fallen fighters. Notable pit fighters:

  • Bloodhound — Hobgoblin, Howling Dogs; fights bare-chested; hasn’t lost in the party’s observation
  • Mamba Jones — Halfling assassin, Catacomb Cobras; near-undefeated; possibly uses poison
  • Dorian Dare — Wounded Hearts’ champion; defeating him is required to join the Wounded Hearts

Log

  • Session 2
  • Session 5
    • First visited; party explored all five gang taverns
    • Cory paid the Queen’s initial dues (100 gold + note into the well) — completing the Contact the Queen quest
    • Margareta performed stand-up comedy at Smee’s Palace open mic; earned 18 gold
    • Heda met Rose at the Old Imperial; discussed joining the Rose and Thorns
    • Party watched pit fights: Bloodhound and Mamba Jones bouts


Cosmological Clock Tower#

  • Type: Landmark / Tower
  • Region: Market Square, Drakkenheim city center
  • Status: Unknown (deep inside the haze)

A grand clock tower at the heart of Market Square. One of the few landmarks visible from the city’s outskirts. Its “cosmological” mechanism likely tracks celestial or magical cycles in addition to ordinary time.

Now believed to be home to a group of harpies.

Log

  • Session 2
    • Observed from afar as one of the major landmarks of Drakkenheim
  • Session 3
    • A harpy encountered on Shepherd’s Way invited the party to meet her group here: “If you ever change your mind, meet us at the cosmological clock tower. We will be waiting for you there.”

Drakkenheim#

  • Type: Ruined city
  • Region: Central
  • Status: Extremely dangerous

A once-great city destroyed by a meteor fifteen years ago. Now covered in a purple haze (octarine glow) and crawling with mutated creatures. The source of delerium.

Key Landmarks#

  • Castle Drakken — Imposing fortress perched on a high rocky hill above the city
  • Amethyst Academy Tower — Obsidian glass tower, broken in half at the middle, but the top still hovers above in defiance of gravity
  • St. Vitruvio’s Cathedral — Great domed cathedral, prominently southwest of the castle
  • Market Square Clock Tower — Cosmological clock tower at the heart of the city
  • Drann River — Four bridges cross it; one is covered in massive stone statues, another lurches under ramshackle buildings
  • Inner City — Most dangerous, walled, where the crater is
  • St. Selena’s Monastery — Near the crater
  • Chapel of St. Brenna — Another holy site
  • Buckledown RowQueen’s Men territory
  • The Scar — Dwarf mining operation on the far side

Conditions#

  • The Haze limits visibility to about 60 feet
  • No long rests possible inside the city
  • Travel encounters rolled on a d12; advantage outside the city walls
  • The city has not seen a clear day in fifteen years

Log

  • Session 1
  • Session 2
    • Party saw the city for the first time from a ridge to the north at dawn
    • First entered the outskirts; fought ratlings, zombies, and dregs
    • Harvested delerium (2 fragments, 13 chips) and monster parts

Eckerman Mill#

  • Type: Mill
  • Region: Northwest of Drakkenheim
  • Status: Safe (Amethyst Academy meeting point)

About four hours’ journey from Emberwood Village (skirting outside the city). River uses this as a discreet meeting location for academy business.

A dilapidated windmill atop a lonely hill. Its stone base is covered in moss and ivy, the rotting wooden walls riddled with holes. The blades still spin softly but the machinery is damaged beyond repair. Scattered about the mill are remnants of countless expeditions: a bonfire pit, tattered tents, abandoned bedrolls, and battered cookware.

The walls are covered in chalk graffiti — names of adventurers who ventured into the ruins, many crossed out to mark those who didn’t return. Among the messages: “The noble man in his noble home, withered old and all alone. His stare can chill you to the bone — a pale man on a pale throne.”

Log

  • Session 1
    • Mentioned by River; not yet visited
  • Session 2
    • First visited. Party explored the graffiti and found the riddle about “a pale man on a pale throne.”
    • River met the party here and tasked them with proving themselves in the city.
    • Used as a rest point between forays into Drakkenheim.

Emberwood Village#

  • Type: Village
  • Region: Just south of Drakkenheim
  • Status: Safe (outside the haze)

The only functioning settlement near Drakkenheim. A haphazard collection of buildings that grew up after the meteor fell. Originally a farming town, it emptied out when crops stopped growing, then came back to life as a staging ground for adventurers.

Establishments#

NameTypeOwnerNotes
Gilded LilyEntertainmentMadame RochelleOpen mic nights, named after someone named Mike who died in the meteor
Bark and BuzzardInnKaren2gp/night, cottages available
Skull and SwordTavernFridaRowdy, say hello to the skull at the entrance
Red Lion HotelHotelKosta Stavros25gp/night, fancy, mages stay here
Chapel of St. ArdennaTempleFlamekeeper BellaSacred Flame, neutral between factions
Crowe and Sons SmithyBlacksmithTobias Crowe“Best blacksmith in 100 miles”
WatchtowerMilitaryHooded LanternsAnsom Lang commands
Caravan CourtMarketVariousArmin Gainsbury, Orson Fairweather, Aldor the Immense
Haunted HouseAbandonedDoors open and close on their own

Log



Rat’s Nest Tavern#

  • Type: Ruined building / Ratling warren
  • Region: Scrag Lane, northwest Drakkenheim, outside the inner city walls
  • Status: Dangerous (ratling-controlled)

An abandoned tavern now almost entirely obliterated. The first-floor walls stand only chest-high; the roof and upper levels have collapsed into a rubble-filled crater fifteen feet wide and five feet deep. A painted sign still juts from the building across the street — a smiling obese rat lying on a plate of food.

A tunnel at the back of the crater descends into an extensive sewer and warren system below, lit by a faint ochrine (yellowish) glow from a large delerium node within. The building walls appear to breathe slightly, with eyes visible in the masonry from the corner of one’s eye. At least one creature animates or inhabits the stonework — a piece broke free revealing a mouth full of teeth and eyes in unexpected places.

The sewer warren beneath contains ratling-built barricades with sharpened logs, tripwire traps (acid pail on a pipe, spiked rolling log, spike pit), and at its deepest explored point, an inner sanctum housing a Rat God shrine: a large delerium crystal dressed as a demonic obese rat idol, surrounded by skull and bone offerings.

Petra Lang and other Hooded Lanterns are believed held somewhere in the warren.

Log

  • Session 1
  • Session 3
    • First visited. Exterior explored; party avoided a wall creature by entering a sewer grate.
    • Descended into the warren. Fought through the barricade room (killed Booger and most guards) and the inner sanctum (killed the ratling warlock and 8 conjured giant rats).
    • Found the delerium node (~2 lbs) used as the Rat God idol. Extraction began but was interrupted after ~15 minutes. Node remains in place.
    • No sign of Petra Lang in the explored sections. Warren extends further.

Scrag Lane#

  • Type: Street
  • Region: Northwest Drakkenheim, north of Shepherd’s Way, outside the inner city walls
  • Status: Dangerous

A narrow street in the northwest of Drakkenheim, running between ramshackle tenements just inside the outer walls. Home to the Rat’s Nest Tavern.

Log


Shepherd’s Gate Garrison#

  • Type: Military garrison, fortified outpost
  • Region: North of Emberwood Village, at the wall of the inner city
  • Status: Active Hooded Lanterns stronghold, heavily fortified
  • Affiliation: Hooded Lanterns

The Shepherd’s Gate Garrison is a fortified military position controlled by the Hooded Lanterns within Drakkenheim. It marks the gate through the 30-foot-high stone walls of the inner city and serves as a forward base for reclaiming order within the city and eventually retaking Castle Drakken.

Structure

  • Two squat towers, approximately 60 feet tall and 40 feet in diameter, flanking the gate
  • A 15-foot-wide double-portcullis gate with mechanical winches
  • Barricades protecting the main entrance
  • Quarters and barracks for stationed troops
  • A keep serving as command center

Defense & Magic

The area beneath the garrison is shielded from the delerium haze through magical fortification—an impressive feat of defensive magic that keeps the headquarters safe from contamination.

Personnel

  • Commander (name varies)
  • Officers and squad leaders directing daily operations
  • Troops and soldiers in Hooded Lantern cloaks and armor
  • Approximately 30+ soldiers in regular rotation

Log

  • Session 4: Party returned with Lieutenant Petra Lang after her rescue from the ratling warren; greeted by troops and officer, received gratitude and esteem

Connections


Shepherd’s Way#

  • Type: Road
  • Region: Northwest Drakkenheim, entering from the city outskirts
  • Status: Dangerous (open road through the haze)

The main road entering Drakkenheim from the northwest. A broad boulevard roughly 40 feet wide. Forks about half a mile in — the southern fork leads toward Scrag Lane and the Rat’s Nest Tavern.

Log


The Scar#

  • Type: Mining operation
  • Region: Far side of Drakkenheim
  • Status: Dangerous

A large delerium mining operation run by dwarves on the far side of Drakkenheim.

Log

  • Session 2
    • Mentioned by Pluto; not yet visited. “I don’t know if you guys want to go there just yet.”

Tonsberg#

  • Type: Town
  • Region: ~3 weeks north of Drakkenheim
  • Status: Safe

The party’s starting location. A large town that serves as the jumping-off point for expeditions to Drakkenheim.

Log