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Memories of Holdenshire: Redwall Locations

Redwall is the long alleyway between the west, north, and east perimeter of the Northminster Abbey and the surrounding buildings. It is nearly a quarter-mile long and is connected to the rest of the city only by even narrower alleyways, making coordinated guard actions nearly impossible. It is the seat of Northminster's criminal underbelly, and numerous residents scamper throughout it eager to keep an eye out for marks while not looking too closely at each other's activities. There are several mainstays of Redwall though that the party may want or need to visit.

Redwall

A: The Secret Door

Located midway along the west side of Redwall, this door leads into the catacombs beneath the city. It once served as the khalkos cult's secret entrance but it has been open in broad daylight and several onlookers are already taking an interest. The door can be closed again by pushing a brick that only looks obvious while the door is open and looks seamless when closed.


B: Behind the Thrifty Griffon

The Thrifty Griffon is a general store just west of Northminster Abbey but its storefront has been dwarfed by the amount of back alley business it receives from Redwall as a fence and pawn shop. An elderly half-elven woman named Ms. Margo runs the Redwall side of the Thrifty Griffon and she is known for firm deals with no questions asked, a dislike for haggling, and a sweet tooth often slated by the penny candy she snacks on regularly.

Shop Items

The adventurers can acquire survival gear , containers , and any other miscellaneous adventuring gear here at their listed prices. Any PC that attempts to haggle her down or charm their way to cheaper prices has prices doubled for them instead, but if offered sweets (such as the hard candies hidden in Area #4 of the catacombs) she instead offers her items at half price.

Supply can be purchased here at a rate of 1 Supply  per 2 silver. Ms Margo also has a deal on some old canned trail rations that have lost their labels selling them for 1 silver each. When one of these mysterious cans is opened roll a d10, and on a result of 1 the food is rancid and inedible (but on all other results it provides 1 Supply .)


C: The Whistling Well

At the northeast corner of Redwall the alleyway widens into a small square centered around an old well. The well walls have dilapidated with several spots now openly connecting directly to the catacombs below and causing the occasional air current to emit an odd whistling sound. It serves as a meeting place for many Redwall residents as it's big enough to have a good scrap if one's needed.

The  goblins  that owe Belton money, Muggs and Runns, can be found here. These ne'er-do-wells were left behind from one of the very first goblin raids on Northminster, and since then they've adapted well to the area, back alley living, and mugging and running. Muggs fancies himself as the muscle and wears an oversized sweater and a bowler cap, while Runns wears a trenchcoat lined with deep pockets and thinks himself a clever legman with the loot. Belton sold them some snuff and the goblins refused to pay.

When the party confronts the goblin pair read or paraphrase the following:

The goblins clamber over each other to get a better view of you when the name "Belton" is dropped. The larger of the two finishes his cigar by chewing it a bit before spitting the butt and saying, "that lousy snuff was nuthin but copper box sniffs cut with a sliver o' the good stuff, we ain't paying you'se nuthin neither!"

His companion echoes his sentiment with, "yeah! Nuthin!"

If the adventurers want to fully avoid conflict all together, they could simply pool 20 gold together and bring it to Belton.

They could also try to intimidate the goblins with a DC 16 Strength (Intimidation) check. Or if the PCs decide to lead on their fearsome reputation as "bloodthirsty cultists" they could scare the goblins out of their gold with a DC 12 Charisma (Deception) check. In either case, a success on the check prompts the thieving pair to toss the 20 gold on the cobblestones and run.

If the party instead simply tries to take the money, the goblin pair fight for it until either of them are brought to 2 or fewer hit points, at which point they drop the money and run.


D: The Tinbellows Practice

A ramshackle stand on the eastern side of Redwall proudly displays a sign that seems literally ripped from a proper storefront that says, "Tinbellow's Medical Practice". Dr. Tinbellow is a dwarven practitioner of medicine that lost his doctorate and credentials due to some event he will only ever refer to as "the incident". He still likes to present himself as a "proper doctor" and has a prim and stiff attitude.

Shop Items

The adventurers can acquire medicinal gear here at their listed prices. Tinbellow is easily persuaded by flattery and "respect" towards his noble practice, and any PC that makes a DC 16 Charisma (Persuasion) check (with advantage if they specifically inflate his ego as a doctor) may purchase goods and services from him at half price.

Dried Yewclaw Bark is among the items Dr. Tinbellow sells, at a normal price of 5 gold. After consuming dried yewclaw bark you gain an expertise die on Intelligence saving throws for 1 hour.

Currently wounded adventurers can seek Tinbellow's medical attention at the cost of 1 gold. His ministrations take 5 minutes and restore 2 (1d4) hit points. Once a creature benefits from healing in this way it cannot do so again for the next 24 hours.


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