Carrion Crown: Kyle's
The Lions rampart
The Establishment (outside)
The Lions Rampant is a towering building with enough to contain three floors, but the it actually only has two. It is a solidly wooden structure covered on the outside with white middenstone daub, brown crossbeams and an expensive shuttered stain glassed. Stained cedar shingles cover the roof. Hanging from the black iron rod next to the front entrance is a finely crafted plaque emblazoned with a heraldic lion rampant, painted red and gold. Atop the rod sit’s a thick wax candle which indicates the tavern is open for business when li. The back door to the tavern opens into an alley, in the crown, where patrons relieve themselves where cleaners to the establishment empty the chamber pots. Two sets of stairs rise from the first floor to the second, the first set in the common proper room along the north wall, the second set at the back of the tavern, locate directly behind the kitchen and larder.
1. Common Room
The Lion Rampants main gathering spot, this common room as a vaulted ceiling. Its walls are decorated with rusty weapons and armour allegedly taken from the famous battles – such as the War Without Rivals – wool tapestries depicting scenes from myth (and used to keep the breezes from seeping in through the wall seems and filling the places with the putrid stench of the filth, by being covered in aroma therapy oils and perfumes), and gilt-framed oil paintings bearing the visage of the local nobles. Colourful banners hang from the ceiling, proudly displaying the coat of arms of the most prominent aristocratic families in the regions, past and present.
Extremely well built dragon wood tables and chairs occupy the rooms floor space, each painstakingly hand crafted by the areas most famous carpenter, Datius Coolgate. Every night, the room is filled with well dressed merchants, aristocrats, nobles and wealthy adventurers. On the nights a bard or two take the stage, ait becomes a standing room only and wenches and squires, two or three flagons gripped precariously in each hand, can barely wend their way through the packed-in crowd. Tobacco smoke typically thickens the air, along the rich aromas of the house masters cooking.
The common room has only two stone heaths that blaze with fire during business hours, regardless of the season. A wooden throne sits before the heath along the east wall.
A long dragon wood counter runs along the exterior of the kitchens east wall, from behind which the wenches and squires serve ale, mead and other portables. On either side of the kitchens entrance, ornately carved cupboards and shelves hold leather, pewter and wood flagons inside. Next to them squat the ale and mead barrels, freshly tapped each afternoon at the start of business hours. Oberons Amber Bock, an le famous for its skunky odor and flavour, and Sir Philips Black Barley, an incredibly thick stout as black as tar pitch and with a heady taste that is easy to get really drunk on, are always in stock on any given day, coming as they do from the local brewers. Huntress Moon comes from Thrushmoor once a week and usually lasts no longer then two or three days. While Utter Hill Bitter arrives monthly on a caravan and lasts about a week, caravanned in from Caliphas. The bar also serves wine, the most popular of the two vintages available being Highmount Icewind, a blindingly crisp white wine chilled in the kitchens ices house. The other wine, a locally produced red wine called Griffons feather, is drunk primarily with meals. Both wines are served in ceramic carafes. Finally, acorn coffee and eldran grog are available, the grog being a type of indio-coloured rum served and spiced with roasted horn seeds from Ardeal farmers whom caravan the seed through the Furrows.
3. The Stage
The stage at the north end of the common room is built partially beneath the towering stairs ascending to the second floor and rise two feet off the floor, On god nights, five or six accomplished musicians comfortable occupy the stage (unaccomplished musicians on the other hand, are not even allowed through the front door, and those who manage to trick their way past the proprietors with sweet talk and tomfoolery are rapidly shown the alley gutters out back, face first). On a typical night, however, one or two musicians might be in attendance.
DC 25: Along the north side of the stage, closet to the taverns wall, a secret panel is disguised as part of the fancily carved trim of the stages base boards.
DC 30: Only pressing a series of similarly disguised buttons in the proper sequence will it open. The hallow stage is empty, though containing nothing more than dust and rat turds.
4. Junius Adellas Throne
This throne, carved from dragon wood like the other furniture in the common room, is ornately decorated with the symbols and motifs of an honoured ruler, gilt with pyrite gold leaf and studded with glass gems worth absolutely nothing. Twin banners stand on either side of the hearth displaying the heraldic emblem of the knights of Taldan and the shining crusade, a lion rampant on a green bisected by an ascending white stripe is a third banner which adorns the rest of the throne. A forth crest, that of a stone medusa hangs overhead, above the throne. Nobody but a few patrons known the meaning of the crest.
Here sadly, is where the broken, withered lord of an conquered kingdom sits most evenings, flanked by he knights of the Order of the Well of Souls, adherents to his lineage and avowed to reclaim his once glorious holdings. Wrapped tight in blankets and quilts, Junius usually sleeps in the glow of the fire, muttering in his sleep while he dreams of the future days past. Meanwhile, his sworn warriors intermittently look after him, wasting away the night time hours by drinking, eating and carousing with members of the opposite sex (despite their self inflicted vows of chastity and celibacy).
DC 20; Junius Adellas is charged to protect the well of souls. A doorway used by Tar Baphon.
DC 25: Junius and his knights were the former rulers of Carrion Hill during the Taldan conquest of Ustalav during the shining crusade. However a strange curse was inflicted house Junius Ardella and his knights, after a secret bargain was made to prevent Junius ardella from returning to Taldan from Carrion Hill by his siblings. The curse prevent Junius from aging, but bound him and his conquering knights to Carrion Hill.
DC 20: The notorious Taldan aristocrats of House Adella died out nearly two hundred years ago. After rising to prominence during the crusade against the Whispering Tyrant, the Adellas were especially famous for their contributions to the Grand Campaign against despised Qadira. Known to produce scions with extraordinary talent for swordplay and sorcery, the house grew in influence, wealth, and notoriety before collapsing under the weight of its own arrogance in the 46th century ar. The Adellas were so despised by the time of their demise that all public record of the family was stricken from imperial annals, and anyone tainted by its blood was stripped of aristocratic status. All that now remains of the once-great house is the long-hidden tomb where the Adellas’ greatest secrets have avoided plunder for generations.
DC 10: The Adellas were an old Taldan noble family who disgraced themselves and were stripped of their title many years ago.
DC 20: The Adella house symbol was the medusa, said to have been derived from the family’s patriarch, Marcus Junius, who according to stories was so feared by his military subordinates that a mere glance from him would turn an unruly recruit to stone. The three branches of the clan each developed their own variation of this emblem: the howling medusa (Sardisi), the mocking medusa (Voxus), and the cross-eyed medusa (Daellum).
DC 25: House Adella’s great patriarch was Marcus Junius Adella, a common soldier who attained the estimable post of legionary high captain during the legendary campaign against the Whispering Tyrant. In 3758 ar, at the Battle of Istavala Vale, Marcus Junius’s courage and self-sacrifice saved an entire legion, the emperor’s son among them. Marcus’s posthumous reward was the elevation of his family to the nation’s aristocracy. Before two generations had passed, it was impossible to think of Taldan nobility without including the Adellas. As the clan grew, its members prospered, excelling in the arenas of entertainment, nautical skill, and tactics.
Unfortunately, this constant striving to enhance the family legacy, combined with the egotism it engendered, led the Adellas down a treacherous path. They increasingly turned to infernal sources for advice and aid, the leaders of the three Adella clans believing themselves the betters of the devils and fiends they secretly commanded in a display of hubris that would be repeated some years later in modern Cheliax.
Among the most talented of these infernal minions was the half-fiend medusa Suasandra, known in some circles as the Iron Medusa for her work in designing several relatively recent and striking additions to the infernal city of Dis. Said to be one of the archdevil Geryon’s countless grandchildren, Suasandra herself was a priest of Asmodeus, a treachery her grandfather never forgave her for yet was never brazen enough to complain of openly. Suasandra’s diabolical creativity shone through the most in her architectural talents, and when word of her skills at creating particularly secure structures and vaults came to the Adellas, they made sure to add her to their stable of infernal agents. The greatest of her works for the Adellas was the family necropolis.
Located in the foothills of the World’s Edge Mountains at a site where, it was said, the Adella dead could carry on the task of protecting Taldor from the Qadiran menace, the necropolis was well hidden from prying eyes, and well protected from greedy grave robbers. The Adellas spared no expense in protecting their dead, and in time, this necropolis would prove to be the only thing to prevent their name from fading into the gulf of history. For even as their fame grew, so did the seeds of their fall.
DC 30: Within several generations, three distinct branches had emerged among the Adellas – the Sardisi, the Voxus, and the Daellum clans. But as the end drew near, critics commented on what appeared to be a race to self-destruction between the three clans. Certainly, the cancer of pride had worked its way into the Adellan psyche, polluting the noble house in ways both insidious and dramatic, and finally spelling the end for each of the three branches in succession.
The Sardisi clan was the first to fall. The Sardisis became preoccupied with pleasure and self-indulgence. The last of the clan, Drusus Adella, was known more for the fanatical devotion of his five daughters than for any significant accomplishments. Indeed, his lack of achievement was so profound he eventually retreated in shame to a self-imposed exile. By this time his daughters had been married off to important aristocrats, who were acutely sensitive to public humiliation. Their husbands forbade them any contact or correspondence with their disgraced father. Soon after the lonely and destitute Drusus committed suicide, opening his veins in the bath of a seedy Absalom brothel, his five daughters became infamous for murdering their husbands in 4222 and then vanishing from society.
These five scandalous murders had no clear connection to the other two clans, yet they triggered a cascade of increasing bad luck and ill fortune upon the family nevertheless. The Voxus branch was next to fall. Known for their nautical prowess, members of the Voxus clan traced their lineage back to Pasco Adella, admiral of the Taldan Third Fleet during the 42nd century and veteran of over a hundred sea battles. Later generations would exploit their family’s seafaring renown to become great import/export tycoons, controlling vast fleets of merchant ships plying the oceans of Golarion. But this branch of the Adella family withered during a literal civil war between twin brothers Vespacio and Vincenzo, who went so far as to field armies against one another. The crimes of their five murderous cousins may or may not have directly led to the fratricidal feud that dealt utter ruin to the Voxus branch in a single generation.
The last surviving branch, the Daellum clan, at first seemed likely to weather the ignominious end of their cousins. The cunning and ruthless Bartolomae Adella, who led the Daellums, was an exemplary and highly successful commander in the Taldan military, and for some months it seemed that what had come to be known as the Adella curse had passed this final clan by. Yet Bartolomae went on to suffer a crushing military defeat on the fractious Qadiran frontier. Humiliated to the point of blasphemy (although some held that Bartolomae’s blasphemies were nothing new), he fell on his powerful sword Infensus Mucro in contrition, yet even this act was hardly salve enough to atone for the family’s military failure. Indeed, so appalled was Grand Prince Beldam II by the family’s impressive descent into murder, hubris, and blasphemy that he proclaimed the entire family damnatio—their memory was to be wiped from every public record and monument, and all members stripped forever of noble status.
In the end, only two Adellas survived the shame and fall of the three clans—Bartolomae’s younger brother Cadimus and his beautiful sister Lucretia, the secret mistress to a powerful nobleman named Micheaux. Times were hard upon the last Adellas, and while they tried mightily to atone for their kin’s crimes, fate was not done with the family.
DC 40:It was in Lucretia’s illicit affair with Micheaux that the siblings saw a final chance at salvation, for just as the Adella star was crashing and burning, Micheaux’s was on the rise. Rumors at court held that he was about to be named the new Crown Prince, as the current ruler of Taldor, Beldam II, was both childless and deathly ill. When Lucretia became pregnant, the siblings confronted Micheaux and threatened to go public with the affair unless he took in the son as his own.
Micheaux initially agreed to the bargain, but then Lucretia died giving birth to her son at the Lion Sleeps Inn in southern Taldor not 1 week before Micheaux gained the Taldan crown. The nobleman took the child, Stavian I, and informed Cadimus that if he was still in Taldor by dawn, he would be executed as a traitor, the last treacherous scion of a disgraced family. With no options remaining, Cadimus loaded his sister in a coffin, and with his one remaining servant, fled south. Even then, fickle fate had not finished with the family, for as they fled east, Cadimus realized that they were being pursued by assassins sent by Micheaux. In desperation, Cadimus called out to Asmodeus for aid—an ill-advised cry for help that resulted in the instantaneous transport of the entire carriage and all its passengers, living and dead, to the family necropolis.
The last Adellas vanished into the hidden necropolis, and in the decades to follow, their name would be all but forgotten, save for vague memories of their disgrace.
DC 25: Adella Curse
Type curse; Save Will DC 16
Effect The Adella curse has variable effects—when it is triggered occur, roll 1d20 on the table below. All effects are permanent until removed via a remove curse fused with the blood of a medusa as a material component, but multiple effects do not stack—if a creature rolls a duplicate effect, simply reroll.
Roll (D20) Curse Effect
1 –2 penalty on Fort saves
2 –2 penalty on Ref saves
3 –2 penalty on Will saves
4 –4 penalty on Fort saves
5 –4 penalty on Ref saves
6 –4 penalty on Will saves
7 –6 penalty on Fort saves
8 –6 penalty on Ref saves
9 –6 penalty on Will saves
10 –2 penalty on all skill/ability checks
11 –4 penalty on all skill/ability checks
12 –6 penalty on all skill/ability checks
13 –4 Strength penalty
14 –4 Dexterity penalty
15 –4 Constitution penalty
16 –4 Intelligence penalty
17 –4 Wisdom penalty
18 –4 Charisma penalty
19 Madness: The curse imparts a random insanity (see pages 250–251 of the GameMastery Guide).
20 Petrification: The victim turns to stone. A victim restored to flesh remains cursed, and must make a new saving throw every 24 hours to avoid becoming petrified
The kitchen is a large room more than adequately equipped to serve the many patrons the tavern receives each evening. It has its own hearth for cooking stews, roasting meat and heating grog; clay for baking fresh breads; plenty of table space for preparing dishes; and innumerable pots, pans, dishes, utensils, and any other tools that Becca and her staff require as they work. Some squires and wenches spend as much time in the kitchen as they do in te common room, often helping prepare dishes. One squire works here full time handling he minor cooking duties.
6. Ice house
The icehouse is used for storing fresh food and drink, such as recently killed and imported venison and icewind imported from Thrushmoor. Originally, it serve as a second larder, but when Eruther Longshanks asked if he could use I for two months time in order to store something immensely important to him (paying Junius Adellas quite handsomely for his trouble, naturally), he converted it into an insulated room and enchanted it with arcane magic to ensure he room temperature remained a steady zero degrees Celsius at all times. No one ever lwarned exactly what Longshanks stored in the icehouse. When he left Junius Adellas decided to leave the room undisturbed, taking advantage of it to keep food and drink fresher longer. Today, thick hooks attached to the ceiling and crates of fresh frozen vegetable occupy the rooms centre.
DC 18: In the rooms south east corner behind a pillar of vegetable crates, a hole descends 300 feet to a rocky chamber below the tavern. A wooden ladder allows a fully armoured, medium sized creature to climb up or down with little impediment.
The narrow room contains miscellaneous items such as pots and pans, spare flagons, and other tavern related bric-a-brac. A small cleared out on the floor is covered with tattered quilt and a dirty pillow, which weary squires sleep upon when they get a few moments to themselves.
Dry goods, such as sacks of grain, wheat, flour and rice fill the shelves of this small room. The back wall contains jars or rare herbs, exotic spices, and jellied preserves worth approximately 120gp, a 6lb barrel of salt worth 50 gp and a cork stopper urn filled with 25lb of unrefined sugar worth 250gp.
The entire west side f the second floor is a railed balcony overlooking a large portion of the fist common room below. Courtesans frequently loiter along the rails up here, calling out to patrons below and hoping to entice one or two.
10. Travellers Rooms
These three rooms are a standard room for hire. Each one is appointed with four utilitarian beds, six end tables, and two doorless wardrobes. Chamber pots are hidden beneath the beds. As are two sturdy lockable storage boxes, a notice on them says rented from Tomas for 5sp, ask for the keys.
DC 24: A secret door disguised as part of the wall opens from each room into a dark dusty, tight fiting corridor. The secret doors are equipped with plug-able peep holes for spying on the rooms inhabitants.
11. Guest Quarters
These rooms contain better furnishings than the travellers quarters and are reserved for a better class of patron. Each one has two elegant beds with cotton linens and goose-down stuffed mattresses and pillows, two large wardrobes wit doors, four end tables, a writing desk and two strong boxes with a notice inscribe, hired from Tomas for 5sp, ask for the keys, and of course chamber pots. Tapestries hand from the walls to minimize breezes and loom woven rugs cover the floors.
DC 24: As with the travellers rooms, the guest quarters have secret doors and pluggable peepholes.
12. The Grand Chambers
Thomas and Becca live in this room. It is a large, well appointed combination of a bedroom and a family room. It shares the hearth from the kitchen below and its walls, like the guest quarters support expensive tapestries that are each a part of a single, continuous tale told visually through pictures woven into them. The carpet on the floor comes from the same craftsman as the tapestries and continues their tales. The king sized bed is even more luxurious that the guest quarters, it is canopied and draped with translucent silks imported from Katapash. A wardrobe large enough for two peoples possessions, aglit writing desk, long waist high folio cases, trophy cases and three carved chest are also in this room. A pair of luxurious stuffed leather bound chairs sits in front of the hearth, often used by the owners for reading before the ire as they relax and enjoy a cup or wine or each others company.
DC 20: The book cases hold a total of 1,200gp worth of bound vellum folios, parchments scrolls and the odd book or two. They contain a trophy case containing approximately 2,345 gp of silver and gold utensils, candle holders, cups, flagons and religious icons and triptychs, and other valuable artwork.
DC 35: The three chests are securely locked and contain a +2 holy longsword, +2 Half plate and a +1 shield.
DC 30: The trophy cases are locked.
13. The long room
This room, called the long room because it spans the length of all three travellers rooms, shares a hearth with the first floor common room and contains 20 narrow camp beds. The door from the outside corridor does not lock. Each bed has its own chamber pot l otherwise the room contains nothing else, not even end tables. A be maybe hired for a nominal fee with little privacy.
14. The Secret Passage
DC 24: This secret doors in the travellers quarters and one in the Grande Chambers open into this cramped passageway. Peepholes in the walls, which maybe plugged to mask their presence, allow a person to spy on the other rooms inhabitants.
DC 20: Normal conversations can be heard through the walls, but not without some difficulty.
The hole from the icehouse on the first floor leads to this rough-hewn, low ceilinged chamber, colloquially called the courtyard by the knights who live down here.
DC 22: Looking closely at the walls, reveals timeworn skeletons embedded in it, so ancient and eroded that they look like the stone in which they are forever imprisoned. The temperature in this room is perpetually ten degrees Celsius colder than the tavern up above, regardless of the season, and a wispy layer of fog clings to the floor (many visitors incorrectly attribute thus fog to the ice house). Torches, candles and other sources of non magical illumination burn half as bright down here. Frost from the ice house lines the tunnels upper half
DC 20: Spellcasters who utilize necromantic magic while in the courtyard, the throne room, the night quarters, or the well of souls have their spells automatically augmented as by the following feats; Extend, Heighten spell and Maximize Spell.
DC 22: The entire tunnel network is under the effects of an unhallowed spell with cause fear permanently affixed to it.
16. Throne Room
This chamber is empty and dark except for a terribly eroded stone throne and a highly polished silver mirror supported by admantine posts. The mirror exudes a dim, flickering light barely strong enough to illuminate the throne before it.
Junius Adellas throne room, the last remnant of his purported rule two hundred years ago, his gift from the Taldan empire for his efforts on the battlefield. Every night when the tavern closes, he comes down here to this royal seat (which itself is below the common room one) and stares into the mirror to remember. The cold chill of the tunnel network affects him deeply, and he cannot escape it even upstairs in the tavern by the fire..
Anyone who sits in the chair and stares at the mirror does not see the reflection of himself in the cavern, but a glorious room crowded with petitioners, knights and nobles of an era of war, the Shining Crusade. He will also see himself dressed in the regal garments of the day. Those whom interact with the mirro can change what they see.
Use Magic Device
DC 25: The mirror can be used as a scrying device without the need of a spell. However the mirror itself may depict an era from the past, present or future, when using the device to scry a location or an individual. The mirror will cease to function if removed from the room.
Anyone whom fails to meet the requirements of the mirror must roll a will save DC 19 or loose 1d4 insanity points as outlined in wake of the watcher. A person whom fails to meet the requirement Use magic device check experiences a visage of horror, which could range from the death of a loved one, seeing ones death in the future, a visage from a nightmarish realm, the face o a powerful deity etc.
Knowledge History (Mirror)
DC 22; The mirror was used originally by Tar-Baphon to manipulate events during his reign. When the shining Crusade Conquered Carrion Hill they used the mirror to foresee impending attacks from the Tyrants forces.
17. The Knights Quarters
Junius Adellas followers reside in this chamber. Cheap poorly constructed bunk beds, weapon and armor racks, wardrobes, chamber pots and lock boxes for personal artefacts are distributed around the room. Because of the chill and ever pervasive feeling of tter evil infecting the tunnel network, many knights cannot stand sleeping down here, instead choosing to remain upstairs in the ommon room, taking a rest under the long tables, Waste is deposited in a narrow gash at the west end of the chamber that descends to unknown depths.
At any given day four sets of full plate armour in poor condition, four longswords, and four shields are on the racks. The knights to whom they belong to can be fond sleeping on beds, playing cards, drinking heavily, or sitting around gossiping, The room is never left unattended.
DC 25: The lockboxes are al secured with rusty locks and contain little but sentimental possessions such as letters from loved ones, a lock of hair from ones best girl and so on.
18. Junius Adellas Chambers
A lone camp bed and a travel wardrobe occupy this large chamber. Filthy, once fine clothes lay strewn about, as do pieces of rusted armour, broken weapons, broken flagons and other odds and ends taken from the tavern. There are also piles of half eaten food.
A large admantine tablet rests on the wall written in a nonsensical tongue.
DC 30: Reveal the tablet reads the instructions of using the well of souls, how to reactivate it.
19. The Well of Souls
This chamber contains the well of souls. Four columns if black energy rise out of the floor ascending into the ascending ceiling. It is hard as steel and as slick as ice to touch. It is he source of the omnipresent chill and sense of evil infecting the tunnel network. In the centre of the columns water font precariously placed atop a black altar. A black liquid bleeds into the font from the necromantic energies that shroud the fonts interior. The font is adorned in symbols.
DC 25: The symbols on the font transcribe as immortality, a way of never worrying about oneself aging.
DC 25: the black liquid mimics that of a sun orchid elixir (p 55 Pathfinder Gazetteer) when ingested. The font contains over a dozen uses at any given time (maximum 12 doses). Each time a use is consumed it takes 1d4 weeks before it is replenished again.
The magic of the elixir can do a great deal to extend one’s life, but most of these paths lead to a perverted form of undeath or are simply so powerful as to be extremely rare. As such, the sun orchid elixir is a valuable commodity. Those who imbibe a draft of the potent brew cease to age for 1d4 years, with no apparent side effects. Not surprisingly, vanity-seekers go to nearly any length to acquire the elixir, resorting to bribery, extortion, and murder.
Goods and Services
Squires an wenches
The Marlowes hire young boys and girls to work in the common room serving patrons and taking orders to work the kitchen, helping the cooks. These apprentices called publicans, squires or wenches come straight off Carrion Hills streets. Most sleep in the common room after the tavern closes, others return to there homes.
DC 18: Most of the tavern staff are groomed thieves, by an experienced thief.
Publicans X2 (Sense motive DC 20: Male Human Rog 4/Com 1)
Male Names; Dagmar, Haakon
Squires X6 (Sense motive DC 18: Male Human Rog 2/Com 1)
Male Names; Fredric, Eudo, Hultz, Maddock. Nichol, Odo
Wenches X4 (Sense motive DC 18: Female Human Rog 2/Com 1)
Female Names; Ursala, Scena, Igraine, Halina
Kitchen Hands X3 (Sense motive DC 17; Female Human Com 2)
Female Names; Francisco, Nina, Myre
The courtesans are all well mannered and highly cultured women in their late teens and early twenties that may be hired as companions.
Courtesans X10 (Sense motive DC 18: Female Human Com 1/ Rog 1/Bard 1)
Female Names; Ivy, Velvet, Rose, Alberta, Cathlin, Astra, Lucinda, Petronella, Nova, Mana
Proprietors – The Marlowes
Thomas Marlowe (Sense motive DC 30; Male Human Pal 12/Com 3)
Becca Marlowe (Sense motive DC 20; Female Human Com 5)
Knights of the Well of Souls
Recruit X15 (Sense motive DC 17; Male and Female Human Pal 1/War 1)
Males Names; Vokos, Pue, Pyke, Slater, Tilloch, Nevile, Lippard, Jolan, Kegan
Females Names; Lola, Lilly, Olga, Petra, Xenja, Tessa, Belle
Man-at-arms X4 (Sense motive DC 20; Female Human Pal 4/ Fig 1)
Males Names; Ajax, Whilhelm
Females Names; Britanja, Cora
Bullick Wobb (Sense motive DC 22; Female Human Pal 7)
Clarissa Paeterson (Sense motive DC 22; Female Human Pal 7)
Marcus Junius Adellas (Sense motive DC 34; Male Human Pal 13/Ari 6)
Dice (d20) Rumour
1 “Mind your purse, there all thieves that work at the lions rampart. The best one of the lot is lady Becca Marlowe herself”
2 “A famous paladin by the name of Marcus Junius Adella lives at the Lion Rampart, he supposedly a hero of some war back when”
3 “Marcus Junius Adella is a member of a cursed lineage. His whole Taldan bloodline is supposedly cursed with a horrible affliction”
4 “”The Lion Rampart has the finest courtesans in Carrion Hill. The courtesans are skilled more then just in the art of kinship when in comes to wedding them in bed. They say the is a Lass whom goes by the name of Velvet is the best of em whom has many a secret to tell for those willing to pay for it”
5 “Every month a strange bright glowing red pentagram symbol covers the Lions Rampart doors. Those whom have seen it say it is a dire warning to those whom would enter the establishment. It says something like ’Orcus wrath is great and eternal. Be wary, ye who would cross the portal’. I ain’t seen it myself”
6 “They say famous noblemen and city magistrates frequent the Lions rampart. One in particular rendezvous with a mistress nightly”
7 “A famous order of Knights know as the Order of the well of souls inhabbit’s the lower chambers of the Lions Rampart. Apparently they guard something ancient and secret. The local thieves help em guard whatever it is”.
8 “Marcus Junius Adella was a famous knight during the Shining Crusade 200 years ago, whom single handily won the Battle of Istavala Vale. He then conquered Carrion Hill a few years later. They say that the same man lives in the Lions Rampart, but that cannot be true otherwise he would be over 200 years old”.
9 “The Lions Rampart contains the Well of Souls. The artefact itself is said to be an indestructible device left after the scorn of Tar-Baphon. The device is supposed to be dormant. Nobody knows what it does or how it is used”
10 “Marcus Junius Adella has a mirror that lets you see the past, present and future”
11 “The brew from the Lions Rampart is ported in. The Lions Rampart easily has the best brews in town.”
12 “The icehouse at the Lions Rampart has a cool room which is enchanted with magical runes. It is a great place to visit on a hot day”
13 “Thomas and Becca Marlowe can get you justice for a price when the Abdar clerics don’t give it at a trial. They know the right folk to get things done”
14 “Careful of the lions Rampart, the walls have eyes that move and ears that hear. No secret is safe in the place and I am bloody sure the establishment is haunted”
15 “The Lions rampart is always on the lookout for talented musicians. A bard can make a good name for himself amongst the nobles of Carrion hill if he performs well there”
16 “Thomas Marlow and Marcus Junius Adella both belong in the insane asylum. One of the healers that frequents Thomas says the man sees things. That he sleep walks with a dagger drawn. More then one decent folk has disappeared in the tavern never to be seen again’.
17 “There are secret tunnels all over he Lions Rampart, that lead to a secret cellar, that lead to who knows where”
18 “There is a hole in the crust of Golarion beneath the Lions Rampart that leads to the dark lands of the drow. Many folk say that surface drow crawled out of the ole and settled in Carrion Hill asylum”
19 “Thomas Marlowe has a fabulous sword from his time as an adventurer. It is truly of fine craftsmanship and would make the average adventurer envious”
20 “You can’t traverse the lower tunnel of he Lions Rampart without having a study backbone. The place is a cesspool for necrotic energy and more then one hearty man has fled the lower tunnels in fear. Steel yourself should you go down there: