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Eastmyr

Eastmyr bridges the gap between prosperous Duthcloim and the down-and-out despair of the The Braeryn. It is home to common merchants, tradesfolk, mercenaries, and crafters either making their way up the social ladder or trying to slow the downward descent of shifting fortunes.   If you want a random encounter to occur as the characters make their way through the Eastmyr district, roll a d20 and consult the Eastmyr Encounters table, or choose an encounter that you like. The party can avoid random encounters in Eastmyr by succeeding on a DC 15 Dexterity (Stealth) group check.  
1d20 EncounterDescription
1-5 Bregan D’aerthe spyA male drow spy takes an interest in the characters and begins shadowing them, attempting to remain unseen. Characters keeping an eye out for trouble spot the drow with a successful Wisdom (Perception) check contested by the drow’s Dexterity (Stealth +4) check.   The drow is a member of Bregan D’aerthe and reveals as much if the characters confront him. If the characters reveal that they’re trying to stop Quenthel Baenre in aiding The Chillbringers, he offers Bregan D’aerthe’s assistance. If they’re amenable, he leads them to a Bregan D’aerthe safe house until a meeting with Jarlaxle, the leader of Bregan D’aerthe, can be arranged. While escorted by the spy, the characters have no hostile random encounters.
6-8Drow foot patrolThis patrol consists of 2d4 drow. If one or more party members appear to be anything other than drow or slaves in the company of its drow master, the patrol confronts the party and starts asking questions. If any of the answers arouse suspicion or come across as insolent, the drow attack.   If combat erupts, reinforcements arrive every 1d4 rounds. Each wave of reinforcements consists of 2d4 drow plus 1d4 giant spiders that crawl down from rooftops.
9-10Escaped SlavesA group of 1d4 commoners (of any race) have escaped their bondage and taken refuge here. The characters find them hiding in the fields or a nearby building. The slaves used to work at Arach-Tinilith, and can provide detailed descriptions on the plans of the church. The slaves are desperate to escape from the drow and pitifully grateful for any aid offered.
11-14Giant Wolf SpidersThese spiders lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom (Perception) score of 17 or higher aren’t surprised by the spiders.
15-20Orc Slave FarmersThe drow use orc slaves to farm their fungi fields. The orcs pour water into carefully irrigated dung fields, renewing and expanding the fields with wagonloads of excrement brought in from the city proper. The orcs are so disciplined that they can be relied upon to perform their tasks with minimal or no supervision.   The characters encounter 3d6 orc commoners. The orcs are chaotic evil and have darkvision out to a range of 60 feet, but they don’t attack drow or anyone accompanied by a drow. There’s a 25 percent chance that 1d4 drow guards are standing within 120 feet of the orcs, quietly resenting the fact that they’ve been assigned to “watch orcs till our waste.” If the orcs come under attack, the drow rush in to protect them.
The city of Menzoberranzan is from Out of the Abyss a dnd 5e adventure. Most of the descriptions in this article is directly from the adventure, and has only been slightly altered to fit my world.
Type
Neighbourhood
Location under


Cover image: by Helena Human

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