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6 Dargrim final
Dargrim Four-Fingers
A 4E Mentor NPC with Meeting Encounters
Encounters designed for levels 6 to 9
Written By: David Wainio
Map Sections: Steven Ong
Dargrim Four Fingers is Copyright 2010 by Three Sages Games.
the United States of America. Print outs of desired pages can be made for use in gaming. Reproduction of the electronic file or
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Artwork in this publication is used with permission and copyright to Three Sages Games, Faeding Light Studios,
Fantasy Filler Artwork (copyright Rick Hershey), Corel corporation, Peter Szabo Gabor & Eastern Raider Games, and Cerberus
Illustrations (illustrations by Joe Calkins). All rights reserved by the prospective parties.
This product is subject to the 4E GSL and is not “Open Gaming” content. The following legal verbiage is in compliance
with this Game System License.
Editing: Jeff Walker
This material is protected under the copyright laws of
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First Publication:
May 2010
ISBN: None
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Encounter Tiles Notice
The two tiles from Encounter One and the building of
TM
Art of Wor tile sets are coated and mounted on a non
slide foam. They can be used with either wet or dry erase
markers. These tile sets are available in finer hobby game
stores or from our web site.
Encounter Two are taken directly from our Art of Wor City
Tiles - Stone Bard Inn set.
TM
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Dargrim Four-Fingers
The Four Thieves Guilds of Worlun operate in a loose form of
cooperation. The city is divided into four sections, each being the
territory of one of the guilds. Rumor claims that a shadowy group
called the Council of Nine is the supreme arbiter of disputes between
guilds and that the Nine approve all ‘Guild Lords” - the top officials
of the four guilds.
Dargrim was once a noble of the dwarven court of
Buld. However his clan line has lost much of its status and
he is now a major figure in one of the crime guilds of
Worlun - a predominately human city-state. His reputation
as an alley fighter is unparalleled in the city. Few in the
criminal underworld would dare to cross blades with him.
He is designed to serve several possible campaign
functions. The primary two are (1) to be a source of special
training for the martial characters and (2) as a contact to
provide information from the criminal side of society. He
can also be a source of trade for buying or selling as well as a
broker of special services and source of special rumors.
If the campaign has a gritty, back street feel where the
players are outlaws then Dargrim can be played as a dark,
callous figure mentally scarred by his past. He is now out to
achieve his own goals of revenge and unconcerned about
who gets hurt. In a more heroic campaign Dargrim can be a
rogue with a good heart who’s tragic past incidentally
dropped him into a Thieves Guild war and who now does his
best to use his position of authority to help his neighbors.
The Southern Thieves Guild is the smallest but the roughest.
Known locally as the Blue Hoods (for their blue headgear worn as a
sign of membership), this guild controls the area south of Gates
Road as well as Frog Island and Wash Landing outside the west
gate. Scotts Landing outside the River Gate is said to be shared with
the West Guild although it is an uneasy truce that could easily
break.
The Western Thieves Guild uses the name the “Stripes” in
reference to the striped clothing inmates must wear at the city
prison that happens to be in their territory. Their territory is the
pocket formed north of Gates Road and west of Palace Road up to
the inner city wall above the Royal Palace. They also mostly control
Scott’s Landing outside the River Gate.
Introducing Dargrim to Your Campaign
He is designed to best interact with characters between
the levels of 6 and 18. Mix in rumors of the thieves guilds of
Worlun into your campaign before the players reach sixth
level so Dargrim can be eased into the storyline of your
gaming seamlessly. The encounters are for 6-9th level.
In this supplement Dargim has a small estate in upper
east Worlun that he runs a legal trading company out of.
Worlun is a large human ruled but multiracial city state.
TM
Worlun is located in the Realms of Wor campaign setting
but the DM can easily substitute the name of a different city
in places that Worlun is cited.
The basic organization and recent public knowledge
doings of the Thieves Guilds of Worlun are presented below.
These can either be read to the party as a group as
information they have heard about the guild, released one at
a time between other adventures when characters are
resting in the city, or split up between players to represent
what each individual character might have logically heard.
For example, a human rogue with a city background will
probably know more about thief guilds than a shifter shaman
from the wilds.
The Eastern Thieves Guild is located opposite the west, in the
area north of Gates Road and east of Palace Road. They also control
the shanty town just outside the Tower Gate. The inner wall is the
north border of their territory. They don’t seem to have an official
name and are usually just referred to as the East Side Boys or East
Wallers.
The Northern guild is the most secretive and is known as the
Shadow Family. Their territory is the upper city north of the inner
wall and comprises many of the most wealthy areas of the city. They
are more likely to resort to political influence and business pressure
than strong arm tactics and rumor says a few titled families are
members.
A few years ago the East Side boys had an internal power war
that resulted in a lot of violence in the streets. The Southern guild
tried to move into eastern territory and blood washed through the
gutters. It was starting to look like the King’s Guard would be
mobilized to pacify the area but before that happened a faction of
East Side Boys established control by brutally beating all opponents
into the ground. A street fighter called Four Fingers reportedly
practically singlehandedly destroyed the other factions and drove the
southerners out.
I t is commonly said that there are now four different thieves
guilds inWorlun. Around sixty years ago one leader managed to
dominate all the different criminal gangs into one group, but that
mega-guild fell apart when “Crossbow” Kelley (the guild leader)
died. It took almost ten years for faction battles to stop.
The Steel Heart Trading Company is a good place to buy
dwarven goods or rare metal ores, but one should be careful dealing
with them because it is said they are connected to the Eastern
Thieves Guild in some fashion.
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Dargrim’s Personal History
that went to the Tower Gate. He quickly ran afoul of the
Eastern Thieves Guild that wanted protection money from
him to leave his new trading house business alone. Dargrim
wasn’t afraid of people of any race. He refused and ended up
drubbing the guild’s arm breakers and hired goons several
times. About then the battle to control the Eastern Guild
broke out and faction leader Denny “Toe” Selway offered
Dargrim a deal. If Dargrim would fight for Toe then the
gang leader would help Dargrim’s trading company get
going. Dargrim really needed cash to help pay the clan tax
and a deal was made.
Within two weeks Denny had the eastern guild territory
under control. Shortly later Denny became the Guild Lord
of the East and Dargrim found himself as one of Toe’s guild
captains. Dargrim’s official guild title is “Ward Boss”. He is
the overseer of a large chunk of guild territory.
Dargrim also runs his above-board, legal business of the
Steel-Heart Trading Company. (Steel Heart is the common
translation of his dwarven clan name). He seeks to make
money by means both fair and foul, to send home .
Dargim was born into the Stahlherz dwarf clan in the
dwarf kingdom of Buld. The clan was highly placed, being
equivalent to counts in the human social order. The
Stahlherz manufactured a number of crafted goods and sold
both within Buld and to “topside” races. Dargrim wasn’t
skilled with any particular craft nor did he want to learn
about the trading business so he took up an adventurer’s life
as a rogue in his teens and twenties.
His earlier trips met success and he gathered a small
fortune. Then as he got to higher levels, his luck turned sour
and he had a string of adventures that resulted in four
parties being mostly wiped out. Dargrim grew scared of
facing unusual monsters and returned home to Buld.
He arrived to discover that most of the elder men of his
clan, along with his childhood sweetheart, had been killed at
an above ground trading post the clan operated. It was
supposedly the work of orcs but Dargrim doubted the
official story. A rival clan named the Steinkrahen
(Stonecrows in common) discovered the destroyed post and
conveniently found the orcs responsible and killed all of
them leaving no orcs to question about the trading post.
A few weeks later, the Steinkrahen produced ancient
documents that supposedly proved that Dargrim’s great
grandfather committed treason and took a bribe to leave a
gate undefended that resulted in the loss of the dwarven
underground city of Der Honez. The military log books
were supposed to have been discovered by adventurers that
visited the fallen city but Dargrim believes they were
forgeries.
The Steinkrahen managed to convince the royal court
that the records were real. Dwarven law requires all crimes
be punished. The Stalherz grandfather was dead so that
meant that the next closest blood relative was to be held
accountable. That happened to be Dargrim. During the
show trial members of the Steinkrahen clan hinted to
Dargrim that not only was the evidence false, but they had
killed his clan leaders at the outpost. However Dargrim
couldn’t prove anything. He was found guilty by blood
relation. Although the penalty was death, because he was
not the original offender he was exiled instead. His family
clan was assessed a yearly Guilt Tax, a penalty fine they had
to pay for fifteen years to keep their noble title.
Dargrim left Buld with the only survivor of the outpost
massacre- a war dog of the “macetail” breed named Macey.
Macey couldn’t talk and magically induced testimony isn’t
legal in dwarven courts so whatever she knew about the
attack remained locked in her canine cranium. The dwarf’s
plan was to use his remaining money to start a business in
Worlun so that he could help his clan pay off their Guilt Tax.
He found a convenient estate for sale on the main road
The Steel-Heart Trading Company
A walled compound is his home and headquarters. The
trading company is Dargrim’s public face and is doing fairly
well. He specializes in dwarven goods and special metal
ores. His goods come mainly by road via trade caravans
through the Tower Gate rather than on the river. Armor,
weapons, tools, and other metal goods are his primary
goods. He does a little bit of bulk food sales (things like
apples, pears and nuts that can be shipped overland without
spoiling in a few days) and moves some ale kegs and wine
by the cask as well.
Only a few of his trading company staff know that he is
also a leader in the Eastern Thieve’s Guild.
Dargrim the Ward Boss
Most of his subordinates know him as Four Fingers, or
sometimes “Double F”, and do not call him by name. To his
face they call him “Boss”. He does not actively direct crimes.
In general, he grants permission to various schemes that his
underlings bring to him and collects 5 to 15 percent of the
take for the right to operate in his territory. Illegal
gambling, confidence games, and goods smuggling to avoid
taxes are the most common plans.
He is directly involved in fencing stolen goods (although
he discourages his members from stealing from the local
citizens) and has control of the day labor guild of temporary
workers that can be recruited from the shanty town. If you
want workers for a project, you pay off Dargrim to make it
happen or face grave difficulties.
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