By Owen K. C. Stephens
The Vulgar Unicorn is the black center of Sanctuary's corruption. whilst anything undesirable is going down in Thieves' international, it usually turns out to begin during this rundown dive. during this gripping experience, what appears like simply one other homicide ends up in the unmasking of a bad conspiracy regarding Dyareelan cultists, Nisibisi refugees, and a deadly plague which may break the town. homicide on the Vulgar Unicorn is the proper place to begin for a Thieves' global crusade. as well as the journey right, the e-book additionally offers complete info and maps of the main notorious bar in Sanctuary: the Vulgar Unicorn itself.
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Extra resources for Thieves' World: Murder At The Vulgar Unicorn (Thieves' World d20 3.5 Roleplaying)
AC 13, touch 10, ﬂat-footed 13; Base Atk +1; Grap +2; Atk +3 melee (1d6+1, masterwork club) or +1 melee (1d6+1 nonlethal, sap) or +1 ranged (1d4+1/19–20, throwing dagger); Full Atk +3 melee (1d6+1, masterwork club) or +1 melee (1d6+1 nonlethal, sap) or +1 ranged (1d4+1/19–20, throwing dagger); SA sneak attack +1d6, thug trait; SQ jaded, trapﬁnding; Rep +0; SV Fort +3, Ref +2, Will +0; Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10. Background Skills: Intimidate, Knowledge (local). Skills and Feats: Bluﬀ +4, Climb +4, Gather Information +2, Hide +3, Intimidate +10, Jump +4, Knowledge (local) +6, Listen +1, Move Silently +3, Spot +1; Power Attack, Skill Focus (Intimidate) B.
The ocean’s roar can be heard in the distance, but no other noise reaches your ears. The stone walls, ceiling and ﬂoor show signs of once being covered in bright plasters and wax ﬁnishes, but all is long since faded and peeling. The rooms are choked with broken furniture, trash, smashed crab shells, rags, and the debris of years of unclean living. In some places, the rubbish is piled ﬁve feet high. Even the stairs are littered with junk, though they are remarkably silent—failing to creak, even slightly, under your weight.
Hp 3 each, noncombatants. hp 10; use Sikkintair and Dead Man Thug statistics on page 31. Krauss and Slyp try to leave right away. If pressed by the PCs, they resort to violence very quickly, going for the kill as soon as a combat breaks out. Goodman and Franzella do not get involved in any kind of combat. Entering the tavern early in the afternoon, you notice only four other people in the room. The innkeeper stands somewhat shaken and scared behind his bar. Two men dressed in black, well-tailored clothes lean over the bar, threateningly.