Here is the Stoutish guide you wanted, if you need to get in contact you can leave mail at tornbeard hall for me (a small sketched map is enclosed)
Thane Runehammer.
*There is a roth leather covered book held together by string, the book is shabby but readable and in order and it comes with a slight scent of ale and roth pie*
A stout guide to Sanctury and its surroundings
Basic information for those totally new to Sanctuary and/or adventuring:
First off, welcome to Sanctuary, breathe in deep! Feel that? That is a fresh breath of freedom in your lungs. Enjoy it, you earned it. I can’t guess to how you came to this safe haven in the Underdark, but I can assume ye earned it. Sanctuary is this city, founded decades ago by escaped slaves; it now is a refuge for other such individuals. The city itself is a settlement in an abandoned Deep Gnome metropolis, and is divided into two main sections, Upper Sanctuary and Lower Sanctuary. I will leave it to you to make your own impression of each locale, as both have specific and distinct cultures and I’m not here to make social commentary, but rather to keep you alive! Now, a lucky few of you might have some funds saved away, but many will find coin to be in short supply and might want to seek out employment. Need a job right away? Look around, talk to folk. There be much in the city to do, and many people need help doing it. Observe the folk around you and a job is most likely nearby. Don't be shy, talk to them. Look for common gathering places like inns, and don’t be afraid to make a sending from Harold in the Town Hall if you’re in need of others. Once you have some hard-earned gold to your name, you will need to stock up on some supplies, the Underdark is harsh, but when properly equipped a smart team can tackle most anything!
Supplies:
Many merchants seek to make a profit by supplying you with needed goods. Below is a list of different supplies you will find necessary for your own safety here. Be sure to shop around and find the best price and selection for your tastes, there be a number of persons in the Bazaar in southern Upper Sanctuary, as well as a deal of merchants in Lower and outside the town gates. Other adventurers also might be seeking to sell specific wares, sometimes their selection is low, but you might be able to make good bargains.
Every new adventurer should never set off without:
Medicinal herbs: When applied proper, these small packets of herbs heal your wounds. Best to keep a good stock of them on hand at all times, as you will never know when you or a friend might need some aid. They are cheap too; if ye be paying more than a dozen coins for a pouch you’re being ripped off! Becoming skilled in the application of these herbs is one of the most useful abilities one can acquire.
Armor: Naturally, one would want to acquire some sort of worn defense against foes. Quality Dwarven armor is rare in these lands, but the Duergar miners tend to sell their excesses in the bazaar, the prices are steep but keeping a good bit o’ plate between you and a foe is a must. If ye seek lighter armor than solid metalwork, it’s advised to look at local tailors or traders.
Weapons: Much like armor, fine armament in the Underdark is hard at come by. Find an instrument you feel capable with and wield it with confidence! Once you have traveled a bit, you may find (and hopefully vanquish!) mighty foes who are naturally better armed than ye, to the victor goes the spoils!
Potions: Many different draughts exist in this land, some can heal you proper in a pinch, others make you unseen to the naked eye, all will cost you a pretty penny. Keep some on hand for emergencies. Be wary of free drinks from strangers as well, ye never know if what they give you be poison or not.
Salutary Tonics and Antitoxins: These two potions deserve special mention, as the former can remove disease and the latter poison for a fraction of the cost of other potions. The catch is that your healing skills will come into check as improper use of either can render their effects useless.
Foes:
I’m not here to tell you the Underdark is safe, even Sanctuary has its share of nasty denizens that you will come in contact with. Below is a list of common evils and some basic combat tactics to approach them with.
Bats: These small, speedy, pests will pay little problem to a seasoned adventurer, but in large numbers they have been known to cause trouble. Be warned though, the Undardark has bred larger and heartier forms of bats found in the wilds that may be immune to spells or common weapons.
Beetles: These overgrown bugs are normally found in large groups, many use their mandibles to attack, while others have evolved to spit acid or fire! Train in Fear’s Beetle Cave in northern Upper Sanctuary for some firsthand combat and the spare change the beetle bellies can give you.
‘Chosen’: These ratmen are huge, warped creations that have developed some limited intellect and a tough hide that makes many impervious to common weapons. They have been known to arm themselves with weapons and use traps. Like rats, these vermin can be commonly found in sewer-like climates.
Ghosts, Specters, Shadows and other non-Corporal Undead: These mere shades of life often are difficult for solid arms to harm. Hard-hitting attacks or arcane power often is the best approach. Be wary of strength-sapping magic’s and the common ability for them to turn invisible at a moments notice, hiding their true numbers.
Gnolls: These large, bipedal dog-faced foes have recently taken a hold in the nearby mines. They are an organized and fearsome race capable of using traps and coating their bolts in a dangerous poison. Approach with caution and be on the lookout for any spell casters in their midst.
Goblins: These small green humanoids are more o’ a nuisance than a capable foe, but in large numbers they too can pose problems. Be wary of the better trained of their race, as they often can be skilled sneaks or mages. Use your superior size and strength to your advantage whenever possible.
Hobgoblins: Often found in conjunction with Goblins, these larger more powerful goblinoids can pack a wallop. Capable in melee combat, they are commonly armed and might attempt to use tactics to scare you. Recently a band of Goblinoids has taken residence in a local Lower brewery.
Hook Horrors: these strange beings live in large groups and hunt in packs, they are red and have a thin shell that covers them, their twin talons are fearsome weapons and they can easily overwhelm a well trained fighter, if you do engage them try and get them to fight at a disadvantage and you may just live to tell of your victory.
Kobolds: These little buggers (like goblins in many ways) are more of an afterthought in the realm of enemies you might come into contact with. Be aware though that not all kobolds are aggressive, there is an exiled camp outside Sanctuary that seeks to live in some sort of relative harmony. Seek them out for cheap goods.
Lizards: These large beasts roam the wilderness of the Underdark, their thick hide and tough bite make them a hardy foe indeed. Be even more wary of Deep Frogs, as they have been known to decimate entire gangs o’ lesser beings with ease. Your best chance with both species is one of avoidance if at all possible.
Lizardfolk: These more evolved Lizardmen are much more organized and better armed than their feral brethren, this level of intelligence aids them, but they do lack the physical strength a Deep Frog possesses. The Lizardfolk have a stronghold out across Dark Lake, it is best not to travel there unless in a large party.
“Magic Eaters”: these lights appear from no where and “eat” all magic that has been used near by, they are weak and are easy to vanquish but are a pain non the less, if they do attack you dispatch them quickly before you find all your magics gone.
Oozes, Slimes and other Gooey Puddles: These creeping masses have been known to engulf and poison their prey, and their composition often makes using standard weapons against them useless. For best results, magic or bludgeoning weapons should be used, or magic.
Orogs: otherwise known as deep orks, these fighters are usually well equipped and are well drilled and trained for combat, if there is one there will be more if you do encounter them try to go around them, if that fails fight with all your strength for that is all that will save you.
Rats: These scampering disease-bags are found everywhere! In large numbers hoards of rats can swarm and take down a foolhardy traveler. Seek firsthand combat training in the Lower Sanctuary sewers, but be prepared to deal with a disease if bitten.
Rothes: These large beasts are often docile and commonly domesticated their milk and meat a common staple in the diet of most of Sanctuary’s citizens. When provoked though, their large mass and great strength can cause problems; do not attempt to anger these beasts without fully understanding the repercussions.
Skeletons: These undead are no more than animated bones, but don’t take their lack o’ flesh lightly! A good stout hammer or mace can really pack a punch to these foes, as will good proper divine might.
Spiders: Like beetles, these eight-legged bugs have grown to a huge size in the Underdark. Spiders sometimes prowl the depths and use webs to catch human-sized prey and poison away all one’s mortal strength before devouring them.
Umber-Hulks: these gargantuan beasts are twice the size of any man and thrice as wide, they are covered in a carapace that is about as good as a proper stoutish plate and they hit with the strength of a siege ram, they are vicious and can sense vibrations so hiding from them doesn’t work. I advise avoiding them.
Zombies and other Reincarnated Undead in Corporal Form: Oftentimes these foes are limited in their ability to walk, use their slowness to your best advantage. Ranged combat and large-scale explosions work well to soften up a horde before going in.
The Three Major Threats:
Given this extensive list of foes, one must ask; what is the most fearsome thing I might find myself in contact with here? Well, there are three. The three major threats to Sanctuary's well being, as well as the source of most of its population (through the defection of slaves) are the Illithids, Beholders, and the Drow. The Drow are the major war threat, as many believe that a war with them is inevitable. The Drow city Traensyr is dangerously close to Sanctuary. Additionally, there have been rumors of drow spies within Sanctuary; however none of these have been confirmed (to my knowledge). If you are ever to see any of these three races, do not trust them. If you and your allies are in a position to defeat them in combat, do so swiftly and leave none alive to alert more of their kind to our ware bouts. If you do not believe you can win the battle, seek an undetectable means of escape, or be prepared to suffer a slow a painful process of recapture and interrogation. But do not give up all hope, citizens of Sanctuary are not soon forgotten by their friends and undoubtedly a rescue party will be formed for you. But whatever you do, DO NOT TELL THEM ANYTHING. Any information you give them will lead to the compromise of the safety of the rest of the citizenry of Sanctuary, and quite possibly, its downfall. Remember, they are masters of manipulation and lies; there is no bargaining with these foul, dark, soulless beings. No matter what you tell them, your suffering will only be relieved by rescue or death.
Locations: Inner Sanctury - Upper: Upper is the main are of the town, it has the Bazaar the Rock bottom inn the stairs to the main gate and both the watch citadel and the spellguard tower. It is the best area for a good time and the people there are generally good honest people.
Inner Sanctury – Lower: Lower is a rough area, watch your stuff well and always keep a weapon near, the Tigereyes operate down here and so avoid annoying them, also the canal ward is here, it’s the main rout out of sanctuary though its also the most dangerous, there is also the House of light, the Temple of Hoar, the shrine to Ibrandul, a fine clothes shop and the pissing Crone inn, it’s a good place for a brew and there is much coin to be earned here.
Sancturys surroundings: Now you know the basics you need to know the surroundings, sanctuary has solid rock almost all round but there are many places. Sanctuary is in a great position, there are the Duragar mines to the east for all the metal needs of the town and if you continue through there then go east as you leave the mines you can make your way to the blue mushroom, a swifv inn and port, turning west will take you along the canal, I advise none but the strongest travel that rout for there resides Umber-hulks and water orogs along with many other evils. There is fort Mur to the north though I warn all who go that way to watch for trolls amongst other things. There are several areas that have been deemed illegal to go to by the council and they have been done so for a good reason, they are the Windy Cavern and the Sleeping Pyrimo, Don’t go there.
Good luck on your Adventures from the Stoutheart clan.
Written by the Stoutheart Dwarves of Tornbeard hall