The Underberg Gazetter

Sliberberg has six wards, each decidedly a little strange, but the Underberg stands apart for being… different in more ways than just being underground. Unlike the other five wards, which feel like pieces of a cohesive whole, the Underberg feels completely different, caves big enough to swallow a professional football stadium dotted with buildings and burrows, connected by a maze of branching uninhabited tunnels and mine shafts, lit with the soft glow of luminous crystals and fungus. It feels less like a ward of a major city than a chunk of countryside buried under a few hundred feet of rock.

The abrasive people who call the caves home contribute to the alien nature of the ward. The ward is home to gruff and self-reliant folk who work the fungus farms and the crystal mines and secretive folk in lines of work unsuitable to the light of day. They don’t deal with topsiders unless necessary and barely tolerate them when they enter their domain.

Hell they barely tolerate each other with all the bad blood built up over the centuries: the generational feuds about mining rights between kobolds and dwarves, spats over stall placement between the goblins, drow and fiends in the goblin market, the dwarves hating most of their neighbors and rivalries between den of ill repute owners in the Red Lantern Warrens, have left the Undercity a simmering pot ready to boil over. Things are quiet now; each group stays in its own section of the cave network and politely ignores the others in Quarry Junction or the Goblin Market. However, things could explode if things are kicked in just the right place.

Note: This Gazetter is meant to be used with the adventure His Gospel is Murder and His Gospel is Murder appendix.

The Mushroom Caves

Atmosphere

  • Large cavern 
  • Squelching brown floor.
  • Foul Stench
  • Forests of Strange Mushrooms

Residents

  • Goblins
    • Rambunctious tricksters and pranksters
    • Smelly
    • Wear dirty clothes
  • Ek
    • Goblin with blackened face, missing left ear, burns over his hands, and a permanent grin.
    • Alchemist and explosive engineer who likes mixing stuff up to see what happens.
    • Makes black powder and other explosives for the kobold and dwarf mining operations
    • He is currently working on what he calls boom gel sticks (dynamite), but he has not yet perfected the recipe.
      • He is very close to the right recipe; a DC 13 intelligence check will point out the mixing connection in his notes.

Notable Features

  • GoblinTown
    • Massive Goblin Ghetto was built over a garbage dump and sewage processing plant.
    • Buildings constructed of scrap and garbage are built on top of each other from the floor to the roof.
      • A player can make a DC 15 Strength check to topple a section of the complex. A creature caught in the path of a toppling structure must make a DC 15 Dex check or else receive 1d8 bludgeoning damage and be knocked prone under the rubble.
    • A constant hive of activity both day and night
  • Sliberberg Municipal Waste and Wastewater Disposal Facility
    • The city dump and sewage plant.
    • Goblins use the plant’s sludge to fertilize their crops and as raw materials for their alchemical labs.
    • There is a channel leading from the facility straight out into the harbor
  • Ek’s Explosives Workshop
    • Small stone building some distance away from the goblin town, currently missing a roof.
    • Run by Ek (see above)
    • Contains a large alchemist’s workshop with goblin-sized equipment, all made of stone, and a storeroom.
    • The storeroom always contains 30 pounds of black powder stored in barrels, seven ready-to-use mining charges (bombs), a 5-pound box of assorted fireworks, and his latest attempt at making boom gel sticks, 1d8 sticks.
  • Ventilation station number 2:
    • An air pumping station that pumps air from the surface.
    • Has a 3-foot diameter shaft that leads straight up into Kronenhöhen 1500 feet above
    • Several fans in the shaft to pump the air
      • Falling into spinning fan causes 1d6 slashing damage
      • Fans can be turned on or off in the pumping station

The Goblin Market

Atmosphere: 

  • Cavern with two natural pillars
  • Chaotic riot of colorful stalls and magical advertisements
  • Crowded, lively, dangerous-but-festive, anything short of theft and murder is permitted.
  • If it can be bought, it can be found here, regardless of whether or not it is legal, tangible, plausible, or even exists.

Residents:

  • NIb:
    • Mysterious, impossibly old goblin and master of the market.
    • Impossibly wrinkled, white hair, brownish skin, wears simple brown robes
    • Has a magic ledger chained to his wrist that details all transactions in the market
    • Maintains only four rules in his domain: no stealing, no killing, no blatant fraud; all deals are to be honored.
    • Secretly an Archfey
  • Cassidy Rose:
    • Guildmaster of the City’s bounty hunters union. 
    • 19-year-old hobgoblin with a pretty face, long braided red hair.
    • Never seen without her trademark Cowgirl costume.
    • She acts like a rough-and-tumble cowgirl but occasionally reveals bits of refinement befitting a noblewoman, and she looks very embarrassed afterward.
    • Hates noblemen, barely tolerates noblewomen.
    • Rumored to be the daughter of a count who ran away from her father’s abusive nature. The rumor is true.
    • Uses the Bandit captain stat block

Points of Interest

  • The Summer Rose
    • Western-style saloon that serves as the guildhall for the City’s bounty hunters union.
    • At any time, there are 1d20 toughs and scouts drinking in the saloon
    • Cassidy Rose’s apartment is located on the salon’s second floor.
  • Aunty Fouls Curse Cart
    • Looks like a large food cart, painted in purple and green
    • Run by a green hag named Aunty Foul
    • She sells curses in bottles, with punny food-related names. The bottles contain a black liquid with a consistency ranging from jam to curry sauce, with three doses per bottle.
      • Curses are powerful enough to affect a god.
      • Curses can be applied to weapons using an action. On a successful attack, the curse is applied, and the transformation is usually immediate. Examples include
        • Corn Ears (deafens, ears are editable)
        • Chocolate Moose (turns into a moose)
        • Pumkinhead spice(head turns into a pumpkin, blinds, deafens, and mutes the subject)
        • Caeser Salad Dressing (Everyone wants to kill the subject)
  • Elina’s Foul’s fortune-telling stand
    • Vibrant colored tent with plenty of suns, stars, and moon covering the fabric
    • Lots of trinkets inside
    • Owned by Elina Foul
      • Teenage half hag
      • Aunty Fouls daughter
      • Dresses like a gypsy, hides her haggish appearance using illusion magic
      • Energetic, excitable, and unrelentingly upbeat
      • Will cast augury for 5gp.
  • The warehouse
    • A modest-sized chamber that has been turned into a warehouse, with strong wood and iron doors and a padlock that requires a DC 15 Dex check to open.
    • Guarded night and day by three beefy orc berserkers
    • Nib rents out storage space in the warehouse to the merchants in the market
    • Contains 1500gp in random trade goods, both low and high-value items, a 1 in 2 chance that any non-magical item the players can think of is in the warehouse, and a 1 in 4 chance of any uncommon or common magical item as well
  • NIbs money changing and loans
    • A small stall built into the rock of one of the pillars, with a thick iron door with no handles or keyhole
    • Contains safes and strong boxes with a total of 2000gp worth of coinage, art objects, gems, and other valuables
    • Nib is holding as collateral or safekeeping the following magic items
      • A mace of smiting
      • A bowl of commanding water elementals
      • A carpet of flying
      • A pair of boots of speed

Orlaez’s Deep

Atmosphere

  • Maze of claustrophobic tunnels
  • Glowing crystals
  • Communal Burrows, hatcheries, and workshops dug into the rock

Residents:

  • Kobolds
    • Mechanics, tinkers, and miners
    • Reverent, somewhat meek, and humble, they avoid conflict but do not like outsiders in their tunnels.
    • Worship a local copper dragon and Countess of New Mountainheart named Jaspera, the king’s wyrm, as a maternal goddess.
  • Scale Speaker Ziska
    • Leader of the kobolds in Jaspera’s absence
    • Fat female kobold
    • Wears an ornate robe of office with a crystal headdress
  • Jaspera
    • Copper Dragon and Countess of the realm, 
    • Countess of the Underberg and the parts of the underwyrd it connects to
    • Kind and generous with a motherly streak
    • Currently off working on a decades-long project and seeking a mate.
    • Still keeps an eye on her favorite subjects and regularly communicates with Scale Speaker Ziska via letter.

Points of Interest

  • The Crystal Mines
    • A large maze of tight tunnels and shafts
    • Full of strange magic crystals
    • Kobolds consider the mines their territory
    • Mine cart tracks everywhere
    • Tunnel leading down in the Deep Caves
  • Jaspera’s Court
    • Jaspera’s palatial lair, currently unoccupied
    • Filled with gifts she received from her fellow nobles, old acquaintances, and her subjects
      • Lair contains, among other things
        • A decanter of endless water
        • Iron Bands of Bilaro
        • A holy avenger longsword
        • A helm of teleportation
        • A scroll of protection against celestials
    • Considered holy ground for the kobolds, only the priests may enter for maintenance purposes, and only under exceptional circumstances may they allow anyone else to touch anything in the lair.
  • Mining supply store
    • Small storehouse
    • Unlocked door
    • Contains:
      • 70 lengths of 12-foot by 8-inch by 8-inch mining timbers
      • 12 coils of rope, 50 ft
      • 6 50ft long chains
      • 12 blocks and tackles
      • 2 barrels of nails
      • 30 lanterns
      • 5 50-gallon barrels of lantern oil
      • 50 picks
      • 25 sledgehammer
      • 100 steel pitons
      • A climbing kit
      • 5 cans of black paint

Quarry Junction

Atmosphere

  • Wide tall tunnels
  • Well lit
  • Normal-looking buildings

Residents:

  • Drow
  • Orcs
  • Other races are accustomed to living underground
  • Strange Topsiders
  • Captain Brakka One-Tusk
    • Orc guard captain with a broken tusk and a prominent scar over his left eye.
    • Recently promoted to captain
    • Trying his best to keep some semblance of order in the undercity
  •  Father Anselm Vey.
    • Priest at Our Lady of the Depths
    • 80-year-old human male
    • Devout Catholic
    • Balding, nearsighted, and wears a black cossack
  • Ezohr the Mole 
    • Wizard: sex and race undetermined
    • Prominent nose and dirty blond hair that stretches down to the floor, completely obscuring everything except their nose.
    • Expert on Theurgy and the Allsource
    • Mostly mumbles when he talks, generally resorts to writing answers to questions on a slate
  • Phirbith:
    • gnome druid
    • Runs the free clinic
    • wears a pot containing a live rose plant on her head with the vines wrapping around her orange braids
    • Cheerful
    • Absentmindedly plays with hair and rosevine

Points of Interest:

  • Quarry Junction Watchhouse
    • Small stone watchhouse
    • A large number of holding cells
    • A larger-than-normal number of constables
    • Large armory capable of arming 40 guards
    • Has a speaking tube line to Watch HQ
    • No back exit is known to exist
  • Ezohr’s Library
    • The library/ residence of Ezohr the Mole
    •  Surprisingly large collection of books, organized by subject, includes topics such as Theurgy, divinity, planar studies, and divination 
    • 1 in 4 chance of finding a spell book or spell scroll containing any given spell between cantrip and level 2
  • Quarry Junction free clinic
    • Small building containing a small ward and an examination room.
    • Run by Phirbith.
    • The clinic has 1d8 healer’s kits and 1d8 healing potions
  • Our Lady of the Depths.
    • small cobblestone Catholic church
    • backlit stained-glass windows
    • small congregation
  • The Fireshed
    • A small wooden shed by the watchhouse with a large water tank on the roof
    • Contains a hand-pumped fire engine on a wagon, a wagon with a large water tank, six handheld syringe-type fire extinguishers, and several dozen buckets
  • Ventilation station number 1:
    • An air pumping station that pumps air from the surface.
    • Has 8 8-foot diameter shaft that leads straight up into Alteburg, 1200 feet above
    • Several fans in the shaft to pump the air
      • Falling into spinning fan causes 1d6 slashing damage
      • Fans can be turned on or off in the pumping station

Dwemer Court

Atmosphere: 

  • Narrow loop of tunnel
  • Smokey and hot
  • Constant noise of hammers on anvils and other tools
  • Forges and Workshops everywhere
  • Mine cart tracks in the street.

Residents:

  • Deep dwarves
  • Deep gnomes

Points of Interest 

  • Mine cart repair workshops
    • Large workshop filled with 1d20 mine carts and various workstations
    • 1d12  complete sets of Smith’s tools and tinker tools

Red Lantern Warrens

Atmosphere: 

  • Narrow Streets
  • Looming clubs, bars, and other dens of vice.
  • Always Crowded
  • Lots of magical neon and other magical advertisements
  • Smells of brimstone and perfume

Residents:

  • Gamblers
  • Revelers
  • Clean goblins
  • Business-Minded Hags
  • Devils who have gone native
    • Ironically, in the Infernal Reich, pleasure and vice of any form are outlawed for everybody except the top brass.
    • Lesser devils frequently go AWOL into the Feengrenz, knowing that they cannot return to the Infernal Reich.
  • Murray
    • God of Bartending
    • Owns and runs 8th Heaven
    • Appears as a human man
    • Dresses in immaculate white clothes
    • Never initiates conversation, always gives perfect advice
    • Makes the best drinks you’ve ever had.

Points of Interest:

  • The stacked deck
    • Oppulent casino and theater venue.
    • Run by the Dead Rabbits Syndicate (aka the mob)
    • Serves as the syndicate headquarters, Don O’ Malley’s seat of power
      • Bugbear
      • surprisingly clever and tactful
      • former champion super heavyweight prizefighter
    • At any given time, there is 700gp of coinage in the casino
    • A hidden elevator leads down into a warehouse beneath the casino.
      • The warehouse is filled with 1000gp worth of smuggled and stolen goods.
      • A secret path leads from the warehouse through the deep caves to the cellar of an abandoned mansion two miles from the city. The tunnels are 8 feet wide and 8 feet tall, and the floor has been smoothed down enough that a man can push a handcart through them with little difficulty.
  • The chapel of hearts Union
    • Non-denominational wedding chapel
    • Surprisingly busy at all hours
    • Pastor is a wiry halfling with wire glasses and a nasally voice who changes his name constantly. He currently goes by the name of John.
      • Secretly has a relic containing the spark of an angel of an archetype of love
      •  uses the priest stat block
  • 8th Heaven
    • Upscale bar and secret temple
    • Immaculately clean
    • White Marble, golden stools
    • Run By Murray (see above)
  • Ventilation station number 3:
    • An air pumping station that pumps air from the surface.
    • Has a 4-foot diameter shaft that leads straight up into Pixie Court 800 feet above
    • Several fans in the shaft to pump the air
      • Falling into spinning fan causes 1d6 slashing damage
      • Fans can be turned on or off in the pumping station

The Deep Caves

Atmosphere: 

  • Unworked stone tunnels 
  • Damp
  • Dark
  • Rumored to contain an additional entrance to the surface
  • Also rumored to connect to the underwyrd

Residents:

  • none, supposedly

The Outcasts Camp

Atmosphere: 

  • Dark 
  • Damp
  • Dirty
  • Destitute
  • Devestated

Former Residents:

  • Mutants
  • Lepers
  • The insane
  • Everybody else who cannot fit into society 

2 responses to “The Underberg Gazetter”

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