Lining the Way all the way from just inside the gate to the Dark Quarter are the market stalls and pitched blankets of the Open Market. Farmers from the surrounding countryside sit side‑by‑side with dwarven metal smiths and hedge wizards selling potions. Competition for space is fierce, with many spaces being held for years.
Hord, male human Rog3/Sor3: CR 6; Size M (5 ft., 8 in. tall); HD 3d6 + 3d4 + 3; hp 19; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex +1 Bracers); Attack +2 mêlée, or +4 ranged; SV Fort +4, Ref +5, Will +6; AL CN; Str 8, Dex 13, Con 11, Int 12, Wis 14, Cha 16.
Languages Spoken: Common, Elven.
Skills and feats: Diplomacy +11, Decipher script +7, Disguise +11, Forgery +6, Gather information +9.5, Handle animal +5.5, Hide +11, Intuit direction +8, Knowledge (arcana) +6, Listen +4, Move silently +1, Sense motive +8, Spot +4, Tumble +7, Use magic device +6, Use rope +7; Alertness, Great fortitude, Skill focus (disguise), Toughness.
Possessions: bag of tricks (gray), bracers of armor +1, cloak of elvenkind.
Sorcerer Spells Known (6/6): 0th — Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Read Magic. 1st — Magic Missile, Message, Summon Monster I.
Hord lives a dual life, as befits his dual professions. First, he is a notorious “fagan”, a term of mysterious origin meaning the adult leader of a child gang. Typically, he has somewhere between eight to twelve children in his gang, all born and bred in the streets and all between the ages of five and ten. Secondly, he is one of Ranulf’s agents throughout the area. He regularly reports whatever is happening in the area to his master.
Roscoe, male halfling (tallfellow) Rog5: CR 5; Size S (4 ft., 5 in. tall); HD 5d6; hp 17; Init +9 (+5 Dex, +4 Improved initiative); Spd 30 ft.; AC 18 (+5 Dex, +1 Size, +2 Ring); Attack +4 mêlée, or +9 ranged; SV Fort +3, Ref +10, Will +3; AL CN; Str 11, Dex 21, Con 11, Int 12, Wis 12, Cha 11.
Languages Spoken: Common, Dwarven, Elven, Halfling.
Skills and feats: Appraise +8, Balance +11, Forgery +9, Gather information +11, Hide +16, Listen +10, Move silently +8, Search +5, Spot +10; Dodge, Improved initiative.
Possessions: boots of striding and springing, ring of protection +2.
Proudly independent of the four “masters” of the Caravansary, Roscoe serves two different and conflicting masters: first, the caravans, who depend on his guidance to get to their assigned area, and, secondly, to the Black Hand, who use him to spot valuable items being shipped into town. He’s also a valuable source of information about the area for anyone who pays him a few silver or gold pieces. He never starts a fight, and always tries to avoid one.