Surrounding the
By the Year 30 The Burrows is heavily populated. There are many, many children and younger hobbits with over 2/3 of the population a minor. Children are put to work earluer in hopes of learning a trade. This has caused the hobbits to be seen as a bit of a pest and there have been some racial tensions (non violent but discrimantory).
Security: The Burrows has developed a insular population and is a buit of a Shire inside a City. There are only a few roads entering the Burrows and all are monitored by a Sheriffs and Deupties with intelligent wardogs as support. They will often approach and question anyone entering Burrows. AWhile they dont have rights to stop entrance, they have a Shield Knight contacts that can quickly (1-3 minutes) get a group of Shield Knights to invesitgate. The Sheriffs and Deputies will follow all strangers regardless and tend to enforce Burrow Law amonsgt the inhabitants (as is true for every CIty Block in Selid-Din). The Burrows is legally considered one large city block for these purposes. Sheriffs are Fight-6th with Deputies Fighter 2-3rd lvl.
Home of the unstoppable
Sebastian Briarberry (Fellowship of the Screaming
Griffon) this founding city member has secured a small city block which he selectively
rents out to friendly sorts so he always knows who his neighbors are. It is
rumored he has secret tunnels leading to the Adventurers Guild and outside the
city.
The middle of the lane,
near the Cul De Sac of Bas Row, is the hobbit hill of
the Thorngages. The approach is watched by a group of
hobbit thugs per Bas’s orders.
The top of the hill has a
small willow tree planted when Cade returned from his
travels and married. There are two bushes in the front (one by each door, front
and back) that are actually Shambling Mounds. The front lot is very tidy and
managed by Croon the Gardner (Hobbit Male – Commoner 3rd) who
also manages several other lawns. The rear yard is a mix of fresh vegetables
and children’s toys. The toys are valued at 600gp (the Thorngages spoil there children).
The entire interior is
short, even by hobbit standards (-2 penalty to Med creatures due to ceiling)
but very cozy. The walls are all lined with a lead lined wallpaper as well as
the floorboards and ceiling.
Alarm
A series of wires run thru
the walls from various traps to a cuckoo clock. This clock only sounds for the
alarm and otherwise does not keep time. When the cuckoo clock sounds, the Thorngages are alerted.
Windows
The windows are all antimagic glass and have shutters (iron reinforced with
bar).
TRAP: If the glass is
broken, an iron grate will descend (loudly!) on the window and lock into place.
This also triggers the “Alarm”.
Front and Back Door
A
beautiful green round oak wood with a brass plaque that says “Thorngage”. The door is fitted with a rubber seal making it airtight.
Ceiling Fans
In the family room there is
a ceiling fan is magically turning to keep a constant flow of air through the hole.
The fan also has perfume receptacles that are refilled that fill the air with a
pleasant, yet strong, pine scent. This effectively counters the use of the
Scent Feat through the hole as this scent is overpowering. The fans also emit a
deep thrum that is nearly soundless but causes a slight vibration throughout
the hole. This vibration effectively masks footfalls from those creatures with Tremorsense.
TRAP:
Anyone taller than a hobbit passing thry the room trips a ceiling
tripwire. This can causes a blade trap to spring (DC30 Search, 10d6
dam)
Floorboards
The floors have over 20
traps that are weight related. Should anything greater than 50lbs touch them, a
tightly coiled spring will drive a series of 1 ft iron (silver tipped) blades
upward inflicting 3d6 and effectively halving move until healed. The traps can
be turned off (the behind the cuckoo clock is a hidden panel). All furniture
greater than 50lbs are nailed down to prevent accidents.
Paintings
All the paintings in the
house conceal secret compartment with weapons. Each compartment is trapped
(Poison needle, sleep).
Front room
Pantry
Kitchen
Master Bedroom
Guest Room
Kids Rooms
Root Cellar
A iron bound, circular door lies at the bottom of a
well in the cellar. The well is functional but seldom used. Its primary use is
to conceal the door. There is about 2 ft of water in the well before the door.
The door opens down and leads to the sewers. The door is trapped (poison needle
- death) and has an permanent Alarm spell. This is
also where Cades shadows stays when not watching the children.
One City Block in the
Burrows is home to the Oakenshield Clan. Comprising
about 70 Dwarves led by Thorogar Oakenshield
(Company of the Bear), the group is somewhat separatist as dwarves tend to be.
Non-dwarves entering the area are watched closely.
An odd, squat tower...it
normally is on fire or smoking when Vlad is
home. This tower is maintained but
not normally lived in by Vlad Selid-Din.
Vlad is a favorite of local hobbits as he cooks very well, shares his
larder and makes some fantastic fireworks. Vlad has saved more than one
hobbit over the years and gifts wondorous items to the hobbits he grows
fond of...making Vlad the ONLY human living in the Burrows and the only
multi floored building in the Burrow. Vlad likes this arrangement as he
says "I can see mine enemies coming....". Vlad has given many hobbits a
Vlad Stick (should they get into trouble).
This small brewery employs
50 hobbits and makes about 25 barrels per day.
Originally a pagan from the
western Flaneness, the Gaelenfalters
have set up shop at a major brewery. They employ mostly hobbits to help with
the brewing and tasting as well as a number of independent herbalists to help
with their unique taste combinations. They produce many limbic brews - cherry ale,
stout plumb lager, and hairfoot brew (a strange
concoction of grape beer with other trace flavors). Perhaps the largest
employer of halflings, many hobbits travel to Beer to
find work making beer for the Gaelenfalters..While not the main production in Selid-Din...Galenfeather is
thinking of moving his entire operations to the Selid-Din.
This is causing some minor trade strife between the cities.