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4. DISTRICT GARRISON
This three-story stone building houses the district's
militia (some two hundred LE guards, ten bandit cap-
tains. and one veteran) in crowded conditions more like
a prison than a barracks. A handful of the guards are
honest, but they are the exceptions. Most of the militia
members are youths who needed a job, and whose ambi-
tion was satisfied by becoming paid thugs. The guards'
patrol routes are determined entirely by who pays the
largest fees for protection. The gallows in front of the
garrison seldom lies unused for more than a few days.
5. COUNCIL HALL
This once-elegant structure is the traditional seat of the
council in the Styes, which is a part of the larger city
government in name only. Today, the four councillors
who run the district spend most of their time in their
own homes and businesses. A small staff of clerks
works here, and the councillors hold town meetings in
the hall once or twice a month, but most of this struc-
ture's other rooms have sat unused for decades.
6. R EFRUM'S WORKSHOP
This modest wood and brick building along the edge of
the Alchemists' Quarter is the home of Master Refrum
(LG male human priest). Refrum has much to say to
the characters, as discussed previously in "Adventure
Hooks" and below in "Murder Mystery.''
7. DORY'S WAREHOUSE
This is the home and business of one of the Styes· coun-
cillors. the sinister Mr. Dory (see appendix C). This lo-
cation is detailed fully in part 3, ''Hemlock Pit." PART 2: MURDER MYSTERY
Once the characters have been contacted by or referred
8. RASHLEN MANOR to Master Refrum, they travel to his abode in the Alche-
One of many run-down manors in the High Quarter, this mists' Quarter. Refrum's cluttered home is filled with
building is home to Rashlen (NE male elf assassin), half-finished clockwork inventions, and the air is thick
one of the Styes' councillors. The manse is said to be with the smell of grease. Hundreds of books line every
guarded by golems and similarly horrible creatures. available inch of shelf space, and a tiny bed, likewise
covered with books, stands in a corner of the room.
9. THORNWELL TOWER
Refrum is a slight, bent figure. He wears simple gray
The tallest structure in the Styes, Thornwell Tower is a
clothing, speaks in short, excited gasps, and waves his
pinnacle of black and red marble surrounded by a stone
arms when carried away with enthusiasm. The inventor
wall. Councillor Thornwell (LE female human mage)
is one of the last philanthropists in the Styes, and he
dwells here. Locals whisper that the tower is haunted by
strives constantly to focus his research on caring for the
devils and contains a portal to the Nine Hells.
local poor. Rcfrum uses the statistics of a male human
priest, with these changes:
10. MORTUARY
The lack of a strong religious presence in the Styes • Refrum is lawful good.
means that the task of dealing with the dead falls to the • His AC is 10, and he is unarmed.
mortuary. This large building is surrounded by a dis- • He has the speak with dead spell prepared instead of
used graveyard. but the district's dead have long been spirit guardians.
universally cremated. Those who operate the mortuary
are rumored to be thieves. undead, or wererats. The D A RK J USTICE
truth is a combination of all three. The master of this
Refrum has few friends in the district, and he is eager
morbid structure is Sliris (NE female wererat). a devi-
to enlist the characters' aid in clearingjarme Loveage's
ous and secretive member of the council.
name. Refrum attendedjarme's execution the previous
day, and the memory pains him. Becausejarme spent so
11. H OPENE'ER ASYLUM
much of his time alone, he had no alibi for the murders,
This enormous building (detailed in the following sec-
but Refrum insists that his friend was a kind and honest
tion, "Murder Mystery") is the last remnant of a more
man. (lfjarme's sister, Eleanor, is present. she supports
optimistic time, when the desperate and doomed of the
Refrum's testimony with tears and pleading.)
Styes were cared for and watched over.
"
(II \l'I ER 8 I 111[ srns
ib<)

