NQ11 Ternon Crag Web Extra

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    T he following supplemental material expands the informatiincluded in the No Quarter #11 article, “Death and DiamondThe majority of this information is intended for GMs and inclu expanded descriptions of locations and personalities as well as rum and plot hooks.

    I Am The Law

    E nforcement of Ternon Crag’s laws falls squarely on the broad, butoverburdened shoulders of Brue and his deputies. Due in part to the recent rush of new residents, Brue and his men are much slower in their response to trouble. Thus, bar fghts, robberies, and duels in thestreets are typically over by the time they arrive. To help combat this,Brue occasionally deputizes a trusted individual to assist him. However,

    the sheer danger of the job has resulted in the untimely deaths of many people, some of which were Brue’s close and dear fri ends. This putshim in a bind—he’d rather have someone he can trust completely, butdoesn’t want to see them killed, leaving him the option of deputizinga less reputable person, which comes with its own problems. Most of

    the time, Brue deputizes an individual for an extremely short periodof time, such as during a riot or larger than normal bar brawl.

    Depending on the crime, punishment in Ternon Crag can rangefrom relatively mild to brutally severe. Outside of town, justice fallson the hands of whoever is there to mete it out. It is not unusual forminers to string up claim jumpers and thieves near mine entrances asa warning to passers-by. When Brue is involved, he serves as judge,

    jury, and executioner as the situation warrants. What follows is a brief list of crimes and their punishments in Ternon Crag:

    Supplemental Material for No Quarter #11’s Ternon Crag Adventure Location

    By Dan Weber • Art by Andrew Arconti

    DeathandDiamonds E x t r a!

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    Long Arm of the Law Common (DC 10): Until recently, Cygnarhas ignored the goings-on in Ternon Cragand allowed fugitives to hide in town andlive in relative peace.

    Uncommon (DC 15): With the war’s steadyescalation, Cygnar can no longer allow itsenemies to hide in plain s ight as it has in thepast. It is said Scout General Rebald himselfhas dispatched one or more spies to TernonCrag to watch the movements of AshethMagnus and his men.

    Rare (DC 20): The most plausiblecandidate is Latan Pyke. He is thenewest resident of note in town, and hisapothecary skills point to service as asurgeon in Cygnar’s army.

    Obscure (DC 25): Pyke is under almostconstant surveillance by Magnus’ men.

    Whether Steelhead mercenaries orloyalists, Pyke’s every move is observedand reported back to The Traitor.

    Very Obscure (DC 30): If the Loyalistscatch Pyke in the service of Cygnar, hislife is forfeit.

    Friends in Low PlacesCommon (DC 10): The Redstone brothersare a group of four Rhulfolk who hirethemselves out to prospectors in need ofstrong backs and arms. Only the desperateor ignorant seek their assistance, since manyof the claims they have worked for sufferedsome sort of accident, whether it be cave-in,missing equipment, injuries, etc.

    Uncommon (DC 15): In almost everyinstance, the Hammer and Gad haspurchased the claim from the desperateprospector soon after such an accident.

    Rare (DC 20): At least one of thebrothers has some sort of supernaturalability. Some say he’s a sorcerer with anafnity for working with stone.

    Obscure (DC 25): The Redstones are ona permanent retainer with the Hammerand Gad, but their actual positions withthe company are a mystery.

    • Public Drunkeness1 night in Crag Gaol*

    • Fightin’ 1 night to 6 months in Crag Gaol*

    • Cheatin’ (at cards, dice, etc.)money split between cheated parties,

    1 months hard labor in aHammer & Gad mine*

    • Thievin’ – Possessions given todamaged party, 1 year hard labor in a

    Hammer and Gad mine*

    • Rapin’ – Death*

    • Claim Jumpin’ – Death*

    • Killin’ (unjustied) – Death*

    (*) Usually preceded by a pistol whipping when arrested.

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    North CragHammer andGad Ofces

    Once the real power in TernonCrag, ‘the Gad’ is now facingharsh reality as their in uencefalls far shorter than they once

    believed. When they selectedBrue Westrone as the MarshalChief, they believed he wassomeone they could manipulate.Brue’s almost immediate controlof the lawless streets made himinvaluable to the town. Brue alsomade it clear he would not be theGad’s man. Thye left him in the

    position out of necessity, but his popularity with the Craggers,combined with Old Thom’s vocalsupport, have now made himimpossible to remove legally.

    Originally, the Gad had thought about hiring Alten Ashley to “ re” Brue, but a quickconversation with the monsterhunter proved he had no interestin such things. Brue has cleanedup the streets once before, and it

    was good for business—they hopehe continues to do so.

    The Last GambitJarok Croe and his Cutthroatskeep a set of rooms in the saloon’scellar. Although this is not

    mentioned in polite conversation,it is fairly common knowledge

    that these criminals can often be found here. Rumors persist there is a set of secret tunnelsconnecting the Last Gambit to theriverbank. Anyone investigatinghard enough learns these rumorsare true—the tunnel can beaccessed behind one of the cellar’ssupply racks and leads to a well-concealed exit south of the ferry.

    His motivations unclear, Croe

    has made rumblings he thinkshe would make a better Marshal

    Chief than Brue Westrone. Givenhis criminal past, this seems likelymore of a joke than a real interest,

    but the Hammer and Gad mayconsider even someone of hisstanding if it gave them morecontrol over affairs in the town.

    Pip & Pop’sTrade EmporiumSmaller shops backed by theHammer and Gad, includingSpider’s Prospecting Supply,are slowly but surely chippingaway at the gobbers’ businessand they are at a loss for what todo. Pip secretly wonders if a few

    small res might increase theircustomer base again. So far, hehas not disclosed this with anyoneand he realizes that he would needoutside assistance to put off sucha brazen act.

    Spider’sProspecting Supply

    A failure as a miner, Spider had the wherewithal to sell his strike to the Gad in exchange for enoughmoney to open his own shop, withconditions, of course. The shop

    primarily caters to prospectorsand panners, although Spideris expanding his merchandiseas Pip & Pop’s Emporium fallson harder times. The Gad andHammer take the lion’s share ofhis pro ts—far more than anyonecould imagine—but Spider seemsstrangely content about thisarrangement.

    Willitt andSons Jackwork sOtis’ other son, Mat, was wooedaway from the family business

    when Magnus came to town. Wishing to see the world outside the dusty mining town, Mat

    offered his services as a bodgerand jack handler to the mercenary.

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    Impressed with the young man’sabilities, Magnus hired Maton and has him working on hismechanika and warjacks at theHull Estate. With this perceived

    betrayal, Otis announced his sondead to him, even going as far as

    to scratch out the ‘s’ in Sons on the Jackworks sign. Mat has not been back to see his father sincehiring on with Magnus, but is

    trying to convince his brother,Karl, to join him.

    Crag GaolThis ruined outpost has yet to

    be fully explored. Brue does nothave the time or manpower todig through the sealed chambers,snaking tunnels, and naturalcaverns connecting them beneath

    the Gaol. Some prisoners swear they heard voices coming from the oors of their cells, but Brue’s brief investigations have foundno access to any area beneath

    the dungeons. He would be more

    than happy to allow someone he trusted to do the exploring forhim. Unfortunately, trust is inshort supply these days.

    The Idrian ruin’s onlysurviving tower houses a Caspian-made telescope shipped to TernonCrag at great expense. Whileit was once used to watch over

    the Greybranch Gap for threats

    coming from the Marches, Brue’sdeputies now train its glass eye to the west, now that Magnusspends the occasional night inTernon Crag.

    Brue WestroneBrue is a man caught in themiddle of events that couldspiral out of his control at anymoment. Not only is the Hammer

    and Gad looking to remove him

    from his post, but the presenceof Magnus and the loyalists lit aslow-burning fuse on a powderkeg he fears will destroy the town.Recent sightings of skorne in the

    Bloodstone Marches only add to the town’s tensions.

    Brue is ercely devoted toTernon Crag, and would give his

    life to protect it or its inhabitants.He constantly watches thesituations in town for angles hecan use to his advantage. Brue’sintegrity is above reproach,something the Gad discovered too

    late to remove him from of ce.Few people, other than Old Thom,know Brue’s history before hisarrival in Ternon Crag, a mysteryhe would prefer to maintain.His skill with pistol and ri e is

    legendary in these parts, withsome claiming him to be secondonly to Alten Ashley, which themonster hunter acknowledges

    begrudgingly.

    Brue is con dent he could take Magnus unaware if it came to dealing directly with the warcaster, but knows the ensuingorgy of revenge Vinter’s loyalists

    would embark upon woulddestroy the town as completelyas any re. As it stands, he keepshis opinion to himself just in casemore people than he knows are in

    the Traitor’s employ.

    South CragKrieltown

    When in Ternon Crag,Boomhowler’s mercenaries head

    through Krieltown in search of trollkin interested in joining hiscompany. Many younger trollkin

    leap at the opportunity to get out

    of the Crag and set out on a moreadventurous path.

    “Old Thom” Jaspers PlaceHukley Massiter invited OldThom to join the Hammer and Gad

    when the company was formed, but Thom was not interested in their idea of honest business.Thom’s refusal to join Hukley hasdriven a wedge between the pair.Recently, accidents at severalof the Thom’s mines has him

    wondering how deep the wedgecut into Hukley’s pride.

    Old Thom is one of a handful

    of people who knows Brue’shistory. He saw potential in thehard-as-nails adventurer when hehired him on as a bodyguard ve

    years ago. When the Crag neededa new Marshal Chief, Thom puthis name in as a candidate. ToBrue’s surprise, he was elected.Thom’s pride in Brue’s work isevident, leading some to suggest

    behind closed doors Brue might be Thom’s son.

    The “Pit” ChapelThe Preacher, once a prospector

    like so many others in town,subscribes to neither Morrow norMenoth, but instead an amalgamof the two religions. This rilesMenoth’s congregants to no end,

    but Morrowans in the Crag havefound the blending a fresh breath

    to their faith. The Preacher hasscratched symbols from both faithsas well as several unidenti ablesymbols into the walls of the Pitas well.

    The Preacher’s sermons are typically screeching re and brimstone affairs that can be heard well away from the Pit. He isoften seen talking to himself whenhe is seen outside the shack or Pit,

    typically in some unrecognizable

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    Greybranch GapSafe to travel year round,Greybranch Gap serves as agateway to the BloodstoneMarches. Even the harshsandstorms that blow west

    through the Gap do not prevent travel, but simply make it moreonerous. The Gap itself is not

    without some peril; in areas the path is barely wide enough for a

    man on foot to lead a horse and

    wagon. Desert predators, like theDune Prowler, ambush travelersfrom time to time, so anyone

    venturing through the Gap is warned to arm themselves before

    leaving Ternon Crag.

    Scarleforth LakeRumors persist of a large yingshape traveling between the lakeand the Castle of the Keys to theeast some decades past. The lakeis deep and dark, and most of

    the prospectors avoid travelingits surface when they can. The

    barbarians east of the lake showsigns of the Panner’s Pox as well,

    leading many to believe there issomething tainted about the lake’s

    waters and to avoid the area eastof it if possible.

    Sightings of strangers around the lake and near the Castle of the Keys are on the rise. Vaguelyelven and always spotted at adistance, these individuals have

    yet to interact with prospectorsin the area. Eerily eet of foot, the strangers’ appearance has prospectors keeping weaponscloser at hand, day or night.

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    tongue. The Preacher suffers from the Panner’s Pox, and many in hiscurrent congregation have startedshowing signs of the disease as

    well. It is said he has been to the

    Castle of the Keys, but will notspeak of it when pressed; instead

    launching into a sermon warningagainst exploring in “Caen’saccursed places.”

    The OutskirtsThe FlophouseSitting atop a lone hill east of town,

    Ternon Crag’s rst inn and former bordello, the beautiful BloodstoneRose, fell on hard times. Knownnow as the Flophouse, the buildinghouses the destitute and transient,

    providing bargain basement ratesfor rooms once reserved for the

    town’s most well-heeled visitors.The inn’s interior retains littleof its past glory. Faded, peeling

    wallpaper covers a few walls

    and most of the inn’s originalfurnishings have been looted or wrecked and replaced with cheap,rough-hewn wooden tables, chairs,and beds. Even the gilded xtureshave been picked clean of theirgold leaf, replaced with squatcandles and sputtering lamps.

    The entire rst oor serves asa common room, while the upperrooms are typically rented outhourly by the town’s ladies of theevening. The Flophouse’s owner,an odious and unlikable SchardeIslander known only as Rutt(Rog8/Gmg4), has one rule in hisestablishment: “don’t let me catch

    you at (insert illicit activity) in my place.”

    Ternon CragGraveyardThe Ternon Crag graveyard is

    little more than a patch of land

    surrounded by a crude ironfence and is clearly visible on

    the west side of the road leading to Scarleforth Lake. The fewgrave markers, such as they are,are roughly carved and quicklyruined by the weather. Namesand dates fade rapidly, or areetched away by the desert sands.The graveyard has had its shareof body theft, but Craggers do

    not overly concern themselves with the threat of the undead or worse, laughing at the thoughtof a shambling army of corpsesattacking North Crag.

    The Haunted MineCommon (DC 10): Almost ve miles eastof Ternon Crag stands the Gadley Mine. In

    AR 589 Silas Gadley and his crew of thirty were killed in a horrible cave-in. Only JossGadley, Silas’ brother, survived. The mineis avoided by locals and is rumored to behaunted.Uncommon (DC 15): Joss Gadley (MaleMidlunder, Exp6) was in charge of minesafety at the time of the collapse. He blameshimself for the deaths, spending his daysbegging for drinks he promptly cries into atSanity’s Bastion.

    Rare (DC 20): Recently, strange noisesand lights have been noticed coming fromthe Gadley Mine shaft. Joss desperately

    wants to investigate, but his ruined legprevents him from going himself.

    Disappearing MinersCommon (DC 10): A few miners havedisappeared in the Greybranch foothillsrecently, although no evidence of foulplay has been found.

    Uncommon (DC 15): Although mostof those missing are miners, some wereprospectors exploring near the Castle ofthe Keys.

    Rare (DC 20): All of the affected minesrecently broke through into some type ofunderground cavern complex.

    Obscure (DC 25): Since thedisappearances, glimpses of emaciated,hunched gures have been seen in thedead of night near these mines. Anyattempt to pursue them has provenuseless.

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