![[Buckledown row.png]]
> [!Quote]
> “Listen, if you wanna make it in this town, you gotta stick with me, right? I know people. I can make connections, introductions! You got some fight in you. You wanna meet the Queen of Thieves? I got your ticket right here!”
> — Blackjack Mel
This infamous row of dive bars and dingy taverns lies on the southeastern outskirts of Drakkenheim. Decades ago, these were the choice watering holes for lower-class labourers, sweat- soaked craftspeople, and assorted scoundrels who inhabited Drakkenheim. Today, Buckledown Row is a hub for outlaws, outcasts, scavengers, and worse. The taverns are mostly intact, and close enough to the edge of town for a band of rough-and-tumble ruffians to make the trek easy enough, but still far enough into the city to dissuade others from following. Ever since the [[Queen of Thieves]] brought the gangs under her influence, the street has been controlled by the [[Queen's Men]]: bandits and brigands meet here on neutral ground, join in revelry together, trade with fences and smugglers, and only occasionally slit each other’s throats. There’s few rules and even less order. Flowing ale and gold tend to calm the most violent disputes, but for anything else the hidden fighting pit is the perfect place to settle feuds, make some bets, and lose a few teeth.
# Overview
On the surface, Buckledown Row might appear to be the stronghold for the Queen’s Men in Drakkenheim. It’s certainly a gathering point for the gangs and a hub for illicit activity, and the characters just might be able to make contact with the [[Queen of Thieves]] here. Alternatively, they might just want to crack some skulls in the fighting ring!
%%
# Adventure Hooks
### Rules of Buckledown Row.
Characters might hear rumours about Buckledown Row, especially if they frequent the [[Skull & Sword Taphouse]] in [[Emberwood Village]]. If they have been working with [[Blackjack Mel]], he’ll even suggest the characters test their might in the [[#Fighting Pits]]. He offers to sponsor them as a fighting team and act as their manager (for an equal cut of the winnings, of course!). If they’re interested, he encourages them to travel there with him. He’ll be sure to set up a good matchup! Blackjack Mel explains that anyone who proves themselves in the Buckledown Row fighting pit wins the honor to face the Queen of Thieves’ personal champion in her secret arena (located in the [[Court of Thieves]]). It’s the only surefire way to meet the [[Queen of Thieves]], and she’s even proclaimed that she’ll grant one personal favour to anyone who can defeat her champion. Of course, no one’s actually managed to beat them yet...
%%
# Interactions
The [[Queen of Thieves]] makes an appearance in Buckledown Row, usually appearing for a few hours on a Friday or Saturday evening to watch the best fights.
The bandits that fill the streets and taverns might not notice strangers, but also are not afraid to stab or steal from anyone who seems like they don’t belong.
Asking around the taverns and streets, it’s easy to gather that the fighting pits below the taverns are the way people around here get known. Many of the fighters in the pits are renowned legends amongst the gangs. Anyone who can defeat the other fighters gets to take a crack at the Queen’s champion in the royal fighting pits. Beat the champion, and you get a private audience with the Queen.
The five taverns in Buckledown Row are all filled with various gangs of the Queen’s Men. Around every corner is gambling, cards, dice, and occasionally people brawling openly in the streets. A body being thrown out a window, or the sound of shattering glass or splintering wood are so common that they become almost part of the backdrop of the place. Everyone here is a little rough around the edges and if you stick out too much you’ll draw a lot of unwanted attention.
The gangs all mingle here but usually each gang has a preferred tavern that their leader can be found in, and a few characteristics to help bring any NPCs to life.
%%
If the party manages to fit in without drawing unwanted attention, the gangs pay them no mind above anyone else. The gangs are gaining so many members that if you are in Buckledown Row, most assume you ought to be there. Discussing other factions, or any plans or adventures that seem suspicious, might arouse the attention of people nearby. Also if the party is acting awkward or nervous, this may draw attention - it may also help their cause to dress in appropriate gang attire or to have symbols of a gang on their gear. Again, the Outlaws and Scoundrels detailed in the Queen’s Men Dossier can provide information the party might gather to help them disguise themselves or hatch a plan to fit in. If the party openly approaches a gang leader without invitation, they may gain some attention as well, but most of the leaders are eager to hear out anyone bold enough to approach them and will engage with the party in amused curiosity. Otherwise the gangs accept the characters as more new recruits and try and encourage them with drinking, games, sometimes a fight, or a game of cards. Or maybe trying to push them to join the fighting pits below.
%%
# Area Details
## Buckledown Row
> [!Read]
> Roughshod fences and makeshift barricades block off this muddy street of ramshackle taverns. Crudely made bridges stretch between the rooftops, and crooked street lamps glow brightly in the mists. Laughter, cheering, and a general uproar echo down the alleys from a motley assortment of thugs, ruffians, cutthroats, and scoundrels who drink, gamble, and traffic down the street. Keen-eyed sharpshooters look down from the lookout posts, and a pair of muscled bruisers stand watch outside the ramparts.
%%
- At any time, 21 (6d6) bandits stroll the streets, and 5 (2d4) scoundrels lurk upon the rooftops. A pair of bugbear veterans are posted at each entrance. They’ll drive off anyone who looks like a member of the Hooded Lanterns or the Silver Order, but they let anyone else through.
```encounter
party: Drakkenheim1
name: Random Encounter
creatures:
- 21: [Human Raider, Queensmen]
- 5: Scoundrel
- 2: [Bugbear Commander]
```
If conflict with the factions is escalating, 1d4 Queen’s Men strike teams might be posted around Buckledown Row in case of trouble.
%%
## Wishing Well
Each week, representatives from each of the hundred gangs of the [[Queen's Men]] deposit their tribute to the [[Queen of Thieves]] here by dropping a marked satchel of gold or gems down the well.
> [!note]
> An ancient moss-covered fieldstone well rests on a terrace behind one of the taverns. Upon a skeleton nailed to a gnarled tree nearby is a crudely-painted sign that reads “Make a Wish”. Peering down the well reveals an impenetrable gloom.
- Each outfit pays a sum of 100 gold or more, depending on their arrangements with the Queen.
- The gangs don’t know what happens afterwards, but the Queen always knows when someone misses a payment.
%%
- The bottom of the well is concealed by a permanent major image and a silent alarm spell, but their magic has been hidden with the arcanist’s magic aura spell. Below is a portable hole that collects the tribute.
- In secret, the Queen of Thieves herself arrives invisibly through-out the week to collect her tribute. She always leaves behind a sack of gold. This “float” is used by the Queen to track down anyone who robs her: since she once possessed the gold, she will scry upon the coins to locate any thief who rips her off.
%%
## Sweaty Bugbear
A small ramshackle taphouse is the headquarters for the [[Howlin' Dogs]] and you can usually meet with [[Baskerville]] here. Basically just a hole-in-the-wall with a knife throwing game.
> [!Read]
> This small ramshackle taphouse is little more than a dank hole in the wall. Almost literally. The door is missing and the wall where the entrance was has been blasted away to leave just a gaping hole that people come and go through. No signage seems to exist but in the large window next to the blasted entrance is the cook of the place. There is a smoking grill where a large bugbear named Brian is cooking some charred-looking meat; he is wet with sweat caused by the heat of the grill. Baskerville, the leader of the Howlin’ Dogs gang, sits at a table in the corner with cushioned seats, a bottle of mead in hand and talking with some scary-looking thieves. There is a game of knife throwing happening in the back. There also seems to be a gnome in a top hat strapped to the target they are throwing knives at.
%%
- The knife throwing thugs are willing to let anyone join. If you hit the gnome, you lose. If you hit between his legs it’s 20 points. Between an arm and leg is 10, and between an arm and his head is 30. They also explain that the gnome tried to skim 400gp off a payment to Baskerville and so he’s on the board tonight.
- [[Baskerville]] is amused by anyone coming to talk to him and listens to whatever they have to say. However if it doesn’t involve smashing, killing, or getting rich, he laughs at the intrusion and waves them away. If anyone in the party looks tough, he challenges them to arm wrestle for fun and wants to bet 20 gold on it.
- If anyone wants to join the [[Howlin’ Dogs]], as long as they have renown with the Queen’s Men, [[Baskerville]] offers any strong and tough looking characters a place if they can beat his Fighting Pit champion, [[Bloodhound]].
%%
## Sneaky McGee's
An old three storey balconied tavern run by a friendly kind-hearted dwarf woman named [[Reeda Blackstone]]. This is the homebase for [[Veronica Venom]] and the [[Catacomb Cobras]].
> [!Read]
> A large neon-painted sign of a ram skull with swirling designs and patterns inside it is posted on the front of this old building. It’s three storeys high and has balconies all along the top two floors, with a large wooden door that has a cobra motif on it. Inside the tavern there are several small private booths with tables and seating for four to six people. At the far end of the tavern is a small stage where some rough looking scoundrels are playing instruments and riling the place up. A long bar along one side has a row of red-velvet-topped stools contrasting against the dark almost black wood of the bar. A dwarf woman behind the bar named Reeda Blackstone is polishing glasses. She is friendly, kind-hearted, and welcoming to any who come through the door. Everyone who orders a drink from her tips her one gold and says “Thank you Reeda.” Above the bar is a wall of swords and daggers, all stuck in place in an array of metal and leather. The entire wall is just thousands of blades. Sitting at the end of the bar is Veronica Venom and her gang.
- People in the tavern will tell you that [[Reeda Blackstone|Reeda]] may seem nice, but she’s a ruthless killer and used to be one of the most notorious assassins in [[Westemär]] before she retired. Everyone respects her, and she demands respect.
%%
- If the characters order anything from [[Reeda Blackstone|Reeda]] without tipping her a gold piece , or dont say “Thank you Reeda,” she grabs them and asks “Are you new in town honey? You seem lost.” before motioning for [[Veronica Venom|Veronica]] to come over. This usually grabs everyone in the tavern’s attention. If the characters don’t smooth-talk their way out, there could be blood.
- [[Veronica Venom|Veronica]] ignores anyone who approaches her that she didn’t invite. If she notices anyone who looks stealthy and like they have a killer instinct, she may ask one of her gang members to go invite that character and that character alone over. She offers the character a spot in her gang if they can defeat her champion, [[Mamba Jones]].
%%
## Padlock Tavern
This elaboratly decorated tavern is main haunt of [[Leon The Swine]] and his gang the [[Pins & clubs]]. You will often find key members of the [[Queen's Men]] here at the Padlock.
> [!Read]
> The door to this tavern is covered top to bottom in keys of various shapes and sizes. Gold, silver, bronze, copper, some rusted, some shining. All manner of keys adorn the door. Upon entering the tavern one can see the walls are covered in padlocks of equally varying shapes and sizes. A bunch of round tables fill the centre of this building. And although two stories tall, there is no upstairs save for a small balcony and a spiral staircase going up to it. A man sits up on the balcony in an animal fur coat with a large purple mohawk. The tavern is filled with leather clad bandits with spike studded armour and chains hanging from all over their gear. There is a lot of hollering and it seems a fight is breaking out every couple minutes somewhere in the place. There is a small corner bar with a shelf of various bottles of alcohol spanning both storeys from floor to ceiling. A long rickety ladder transcends the shelves on a wheeled system so it can slide back and forth across the many types of alcohol. Three goblins work the bar. One on the ladder, the other below catching and tossing bottles, and one making the drinks and sliding them down the bar to whoever catches them. People don’t seem to ask questions, the goblins seem to make whatever mix of booze suits them and toss it down the bar to whoever catches it. Occasionally a glass slides right off the bar and smashes on the wall to which everyone in the tavern hollers and cheers.
- Blackjack Mel can be found near the end of the bar with a few of his trusted thieves. He has a private booth that he uses to discuss business.
- Leon the Swine doesnt leave his balcony, but if anyone wants to talk to him they are welcome to come do so. He demands that anyone who speaks to him calls him the Swine Prince. He refers to the characters as his “Little Piggies.”
%%
- To join the Pins & Clubs all you have to do is kill someone. Leon explains that they’re the biggest gang in Drakkenheim. Other gangs claim to be smarter, stronger, braver, more cunning. But no one has the numbers of the Pins & Clubs. So to keep things proper, ya gotta go to one of the other taverns and kill someone from a different gang. Come back with their right hand and Leon will let ya join. He gestures to a box in the corner of the balcony overflowing with right hands.
%%
## Old Imperial Public House
The classic old Pub is the home of [[NPCs/Rose Carver]] and her gang - the [[Rose & Thorns]]. Talk to [[Israel]] to get booked into the [[Fighting Pits]].
> [!Read]
> This long and large building still stands almost entirely intact and seems in pretty good condition. Its blue-painted wooden exterior still holds up to only moderate chipping. The large sign outside reads “The Old Imperial” with a coat of arms on the door. Inside the tavern is fitted with beautiful hand carved tables and chairs, and an ornately carved maple bar stretches down the length of the house with a massive wall of wines and spirits behind it. There is a raised section to the bar up a few small steps where Rose Carver and her gang sit around a large table and drink. The bar is tended by a large dragonborn named Israel. There are several more heavily clad and armed folk by the bar chatting with Israel.
- [[Israel]] takes in new recruits for the [[fighting pits]] downstairs. If you want to fight you have to register with him. You need a crew, a name, and a catch phrase. The audience pays more when they have a catchy team to cheer for. So make it good. Once you sign up, if you are new, you “gotta do the rounds.” Meaning fight all other champions.
- [[NPCs/Rose Carver]] is looking for new recruits. She likes people who are strong-willed and cunning in battle. Not brutes or overconfident muscle heads as she calls them, but tough folk looking to make a difference, one way or another.
%%
- To join you just need to agree to give Rose Carver five percent of any jobs you do under her guidance. If you agree, you get the symbol and join her ranks.
%%
## Smee's Place
The largest tap house in Buckledown Row, this is the main place for entertainment, gambling, music and vices of all varieties. Find [[Tilda]] to have a good time - but look out, because [[Christain Lament]] and the [[Wounded Hearts]] love luxuriating in this den of debauchery.
> [!Read]
> The largest tap house in Buckledown Row, this large building used to be a popular spot for local musical shows and plays. The large stage at the back of the tavern still stands, and often you can find a group of bards here playing songs or occasionally a play being performed. The place is filled with elegant gold-accented wooden-carved features, and there is a large chandelier with what seems like over one hundred candles. Each table is illuminated by red wax candles in golden candelabras. The place feels the fanciest of the local establishments. The server is a tall elven woman with white hair and piercing hazel eyes named Tilda. She speaks elegantly and softly to any who come to her. Even though she is soft spoken, one can hear her clear as day through the noise of the ongoings of the tavern. Sitting at the table closest to the stage is Christian Lament and his gang.
%%
- There is a staircase behind the bar that leads down to the [[fighting pits]] and people are constantly coming and going from below. You can hear the sound of cheering amid the thuds and clangs of combat.
- [[Christain Lament]] hates being interrupted if there is a show on. He is a huge fan of music and theatre, and especially musical theatre. Any interruption causes him to immediately respond “Someone have this one killed please,” to which usually no one does anything, but if the characters persist Christan will sigh and turn to them.
- Christian is uninterested in any proposals from the characters unless they cater to his massive ego and explain the need for someone more cunning, smart, or handsome than any of them. Pleading to Christan’s vanity is a sure way to change his demeanor towards you.
- If one of the characters is charismatic and cunning with their words he may ask them if they have what it takes to be a [[Wounded Hearts|Wounded Heart]]. If they want to join his gang they need to defeat [[Dorian Dare]] in the fighting pits, then Christain will allow them to join the gang.
%%
## Fighting Pits
Below the taverns of Buckledown Row, the basements and sewers have been restructured into a makeshift fighting arena. They are crowded with people either there to fight, or betting and cheering on the combatants.
#### Infirmary
[[Patty Tomkins]] and her assistant Marv fix up those who get hurt in the Pits.
%%
A human priest by the name of [[Patty Tomkins]] is working here with her gnome assistant Marv to heal up some unfortunate fighters who didn’t win in the pits. The two of them have some crude medical equipment and a few spells to try and patch up any who are worse for wear.
- She is willing to cast cure wounds on the party if they need healing and asks for tips in exchange. She knows the Queen’s private fighting pits are down the sewers some ways but has never been there. She’s very tired of how injured people get in the pits and wishes they were just better at fighting.
#### Meeting Room
A few small tables and chairs are set up in this otherwise barren stone room. There is a bandit captain, 2 thugs, and 5 bandits scheming up plans in here at any given time.
%%
#### Prisoners Stocks
A few people are locked in some rickety old cells here. They are watched over by a rough looking bugbear named [[Ludwig]].
%%
Ludwig is a [[Gladiator]].
He says that the prisoners broke the trust of their gangs and so are forced to be the early rounds of the pit’s competitions. Basically, they buffer the champions with a few punching bags. Once the punching bag is spent, their gang leader can decide if they are allowed back in, or if they will be killed.
%%
#### Fighting Pit
The cleared dirt-covered floor is caked in blood stains, mud, and other fluids that are best not asked about. A central square is marked off by makeshift wooden barricades, around which about forty bandits gather waiting for the next match. A big human man named [[Bull]] is refereeing the fights. Next to him, a halfling with a moustache named [[Rocky]] is taking bets and wagers on the next fight.
%%
The cleared dirt-covered floor is caked in blood stains, mud, and other fluids that are best not asked about. A central square is marked off by makeshift wooden barricades, around which about forty bandits gather waiting for the next match. A big human veteran named [[Bull]] is refereeing the fights. Next to him, a halfling commoner with a moustache named [[Rocky]] is taking bets and wagers on the next fight.
%%
#### Fence
You can always fence stolen goods with lil' [[Tig]] and Big Tony.
%%
[[Tig]] is a young human [[Spy]] who looks no older than fifteen. He sits on one end of a table in this room and is extremely excited and welcoming to anyone who enters. He exclaims “Welcome to Tig’s Shop!” to all who enter. Tig is accompanied by a half-orc gladiator named [[Tony]] who stands quietly nearby in case of any problems. Tig sells a few select stolen items (choose three common magic items every time the characters show up as well as 1d4 health potions and 1d4 aqua delerium). Tig is also willing to buy any stolen goods from the party if they have any.
### Pit Fighters
When characters join the fighting pits they may fight individually or as a team. If they fight one on one they only fight the champion of that team, or a tag team with two champions at a time - if they are doing tag teams, a thug joins [[Mamba Jones]]. Work your way down the list until all champions are defeated.
- [[Glassjaw Jake]], a human bandit who looks pretty beat up already
- [[Smiley Pete]], a dwarf thug with no teeth
- [[Dorian Dare]], a human veteran with the [[Wounded Hearts]] symbol on his shoulder
- [[Bloodhound]], a Hobgoblin gladiator with the [[Howlin’ Dogs]] symbol on her shoulder
- [[Mamba Jones]], a halfling assassin with the [[Catacomb Cobras]] symbol on her shoulder
```encounter
party: Drakkenheim1
name: Glassjaw Jake
creatures:
- 1: [Human Raider, Glassjaw Jake]
- 2: [Human Raider, thug]
```
```encounter
party: Drakkenheim1
name: Smiley Pete
creatures:
- 1: [Human Brawler, Smiley Pete]
- 2: [Human Raider, thug]
```
```encounter
party: Drakkenheim1
name: Dorian Dare
creatures:
- 1: [Human Knave, Dorian Dare]
- 2: Human Knave
```
```encounter
party: Drakkenheim1
name: Bloodhound
creatures:
- 1: [Gladiator, Bloodhound]
- 2: [Human Brawler, Big Lad]
```
```encounter
party: Drakkenheim1
name: Mamba Jones
creatures:
- 1: [Assassin, Mamba Jones]
- 1: [Human Brawler]
- 1: [Bugbear Commander]
```
%%
### Pit Fighting Rules
- Fights can either be one-on-one, or a tag team.
- Tag team matches pit equally-sized teams against each other.
- In a tag team, fighters “tag in” and “tag out” by visibly tapping each other. Whoever is tagging in must be wholly outside the ring, whoever is tagging out must be wholly within.
- You must stay in the ring. If you aren’t in the ring at the end of your turn, you lose.
- If you know magic, you can use it. You can use whatever gear you’ve got.
- Your team loses if any member outside the ring is caught casting spells or otherwise influencing anyone in the ring.
- Team members who are tagged out are allowed to cast spells on each other.
- No poison! We mean it! If you get caught with it, we’ll make you drink it all.
- No potions! If anyone on your team drinks a potion or is caught under the effects of one, your team loses, and we’re taking all your potions. The only exception is using a potion to save the life of a knocked out teammate.
- No invisibility or darkness stuff! It’s no fun if the audience can’t see you fighting!
- If you get knocked unconscious, you’re out. The pit master will take you off the field and stabilize you so you don’t die.
- If someone gets taken out, you can send in another member to replace them.
- If it’s your first night in the pits, you have to fight.
- There’s no rule against killing your opponent, but generally speaking this is frowned on.
%%
# Developments
If the party is discovered as having ulterior motives or trying to cheat, they get chased out by the gangs and will be much more recognizable if they return. However, if the party was able to join the fighting pits and defeat the champions, they get invited to speak to [[Lies]] and [[Deceit]] who offer to take them to the Queen’s Royal Pits to face the final champion. If they win, they gain an audience with the Queen. They might surmise and uncover that the Queen’s chambers are through a secret sewer passage. If they attempt to uncover this passage for themselves, or if [[Lies]] and [[Deceit]] are escorting them, this brings them to the Court of Thieves.
%%