781 lines
45 KiB
Plaintext
781 lines
45 KiB
Plaintext
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1. The Village of Hillsburrough
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-------------------------------
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Nestled into the foothills of the eastern ranges, Hillsburrough
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looks out on the plains and hills of the frontier <20> the last spot
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for civilization before plunging deep into the wild eastern frontier.
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Originally planned as a military outpost, it was soon abandoned because
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it was <20>of no tactical value<75>, and the few people remaining
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petitioned the King for autonomy, and it was granted. He really wanted
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to have nothing to do with the outpost anyway.
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All that changed about 40 years ago, when an earthquake in the
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mountains opened up a new pass <20> that led directly to Hillsburrough,
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and closed all of the other passes. Now Hillsburrough is of critical
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tactical importance, literally being on the vanguard of the frontier
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border. The King and the Mayor of Hillsburrough have been locked into
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a discussion about bringing Hillsburrough back into the kingdom, but
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thus far the Mayor will have no part of it. And the King, while he wants
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the town back in his control, isn't dumb enough to go and try pushing
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around a bunch of people that have carved out a living on the frontier
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for 100 years. So Hillsburrough remains a sovereign city-state, even
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though it is simply a village. It has become a haven for adventurers
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coming through to the frontier, or going home to civilization. And
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despite the simple appearance of the village and its denizens, there is
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a lot of money flowing through this city, due to its special location.
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Hillsburrough is a small village of approximately 800 people. Most
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of the inhabitants make their living by farming the land, but there are
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a few notable establishments such as bars, inns, weaponsmiths, etc. The
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main features of the town are the old Church on the north side of town,
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and the Clocktower in the center of town. Both are visible immediately
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upon your entrance into town <20> the road from the mountain pass winds
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out of the hills and crosses the eastern river on an old stone bridge,
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placing you directly in front of the church. In the distance, maybe a
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quarter mile, the clocktower rises nearly a hundred feet, towering above
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the surrounding homes and shops. The road leads you past a sign that
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says <20>Welcome to Hillsburrough <20> the road stops here!<21>, and
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this is indeed the case. The road leads you into town, past the various
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shops and inns, and the road dead ends at the town hall, at the foot of
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the clocktower. And suddenly you realise, you have truly come to the
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edge of civilization. If you were to have a map of the world, it would
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surely say <20>Here be dragons<6E>.
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2. Locations
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------------
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2.1 The Ambushed Chicken
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-------------------------
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Accommodations: Occupied by owner and employees
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Example Menu:
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- Breakfast: Fried perch, Chicken eggs, Sharp cheese, Peach,
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Oatmeal (cost 1cp).
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- Lunch: Lamb stew, Soft cheese, Broad beans, Blackberries (cost
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2cp).
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- Supper: Pork liver, Potato, Corn, Millet, Pecan pie (cost 2cp).
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- Snack: Chicken eggs, Pear, Rice (cost 1cp)
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The main entrance to The Amushed Chicken is to the right; you can
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tie your horses on the right side of the building. There are 2 tables in
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the front room. The tap room is to the left. The tap room has 10 tables
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where patrons eat and drink and warm themselves by the fireplace. Stairs
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lead to rooms on the second floor. There is another entrance through the
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kitchen porch in the back. The proprietor of the establishment, Edward
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Longfingers, is edging into his fifties and is rumored to be preparing to
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turn the business over to his two daughters, Arnora and Tiffany, both in
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their early twenties. However, despite his plans for retirement, he doesn't
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show any signs of slowing down <20> he is a capable and strong man. In
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fact, he has won the local strongman competitions for as long as they have
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existed, and once lifted a fallen portion of a sawmill off a young laborer.
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He's not much for endurance, though, and is often coming down with some
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kind of mild sickness. His youngest daughter, Arnora, follows after him
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in the Alebrewing profession <20> though she is not as strong as her sister,
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Tosti, who follows her father's business mainly because he is her father.
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She has studied the Longsword with the town guard, and is rumored to have
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some secret business on <20>adventures<65>. The tavern got its name for
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the first chicken that was cooked in this establishment <20> it was a wily
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beast that actually had to be ambushed in the kitchen for it to be caught
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and cooked.
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Edward Longfingers, male human Com9: CR 8; Size M (5 ft., 5 in. tall);
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HD 9d4-9; hp 18; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.;
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AC 13 (+3 Dex); Attack +8 melee, or +7 ranged; SV Fort +2, Ref +8, Will +6;
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AL NG; Str 19, Dex 16, Con 8, Int 16, Wis 16, Cha 12.
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Languages Spoken: Common, Halfling
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Skill points: Com 72
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Skills and feats: Climb +16, Craft (Armorsmithing) +11, Craft
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(Blacksmithing) +14, Craft (Sculpting) +11, Craft (Shipmaking) +13,
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Craft (Woodworking) +5, Hide +3, Listen +17, Move Silently +3, Ride +14,
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Spot +5; Alertness, Improved Initiative, Lightning Reflexes, Point
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Blank Shot, Skill Focus (Craft (Sculpting)).
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Possessions: Edward keeps three gems in a locked box under a loose board
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underneath his bed. chrysoprase (bright green) (27 gp) crazy lace agate
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(11.3 gp) lynx eye (9.5 gp)
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Arnora, female human Com3: CR 2; Size M (5 ft., 7 in. tall); HD 3d4;
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hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee,
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or +2 ranged; SV Fort +1, Ref +2, Will +2; AL N; Str 14, Dex 13,
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Con 11, Int 11, Wis 13, Cha 9.
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Languages Spoken: Common.
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Skill points: Com 18
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Skills and feats: Craft (Sculpting) +6, Craft (Alebrewing) +4, Hide +1,
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Listen +4, Move Silently +1, Open Lock +4, Spot +1; Power Attack,
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Skill Focus (Craft (Alebrewing)), Toughness.
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Possessions: A brooch with a diamond in it given to her by her father
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(2 gp value)
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Tosti female human Com3: CR 2; Size M (5 ft., 11 in. tall); HD 3d4-6; hp 4;
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Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex) Attack +5 melee, or +3
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ranged; SV Fort +1, Ref +3, Will +2; AL LE; Str 18, Dex 15, Con 7,
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Int 8, Wis 12, Cha 7.
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Languages Spoken: Common.
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Skill points: Com 12
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Skills and feats: Craft (Painting) +5, Craft (Alebrewing) +1, Hide +2,
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Listen +1, Move Silently +2, Ride +8, Spot +1; Great Fortitude, Martial
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Weapon Proficiency (longsword), Skill Focus (Ride).
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Possessions: A longsword
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2.2 The Giant Baby
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------------------
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Accommodations: Good (a small private room with one bed, some amenities
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and a covered chamber pot) for 1 sp/day <20> currently unavailable
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Example Menu:
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- Breakfast: Meatballs, Curds, Dragon turtle omelet, Peach, Mush
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(cost 6cp).
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- Lunch: Sausage, Soft cheese, Spinach, Apple (cost 3cp).
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- Supper: Pork liver, Broad beans, Leeks, Flatbread, Custard (cost
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1sp).
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- Snack: Gnomes yogurt, Raspberries, Flatbread (cost 4cp)
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The front porch of The Giant Baby offers shelter from the weather
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and sun. The main entrance to The Giant Baby is to the right; you can
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tie your horses on the left. The bar has a comfortable lobby where you
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can wait for friends to join you before leaving or as you arrive. The
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tap room is to the left and the barkeepers' desk is straight ahead on
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your left. The tap room has 7 tables where patrons eat and drink and
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warm themselves by the fireplace. Stairs lead to rooms on the second
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floor, which are occupied by Svein and his son-in-law Isleif.. There is
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another entrance through the kitchen in the back.
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Svein, the proprietor, is the only person who has been in town long
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enough to remember when the large Clocktower in the center of town
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actually still worked. He is pushing his 65th birthday this year, and is
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planning to work his bar until he dies. He has his son-in-law, Isleif,
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help him around the tavern. Isleif is the obvious heir-apparent to Svein's
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sizable inheritance (sizable for a tavern owner, anyhow). Isleif's wife,
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Svein's daughter, died of a rare disease two years ago. She is buried in
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the cemetery east of town, on one of the many sunny hilltops.
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Svein actually has a history as somewhat of an adventurer, but he
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doesn't have any adventurer levels. He was a sailor in the Royal Navy for
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many years before settling down and becoming a woodworker, then later a
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barkeeper. He is not an alebrewer like his competitor Edward Longfingers,
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just a barkeeper. However likable Svein may be, he's not the brightest of
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men, leading him to be entirely too trusting at times. This is another
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area in which Isleif can help his father-in-law; he helps keep his fortune
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intact.
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Nobody remembers how the inn got its name. Something to do with a huge
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ostrich creature.
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Svein, male human Com20: CR 19; Size M (5 ft., 9 in. tall); HD 20d4-20;
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hp 33; Init +0; Spd 30 ft.; AC 10; Attack +13/+8 melee, or +10/+5 ranged;
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SV Fort +7, Ref +6, Will +10; AL NG; Str 16, Dex 10, Con 9, Int 8, Wis 14,
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Cha 12.
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Languages Spoken: Common.
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Skill points: Com 46
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Skills and feats: Craft (Shipmaking) +17, Craft (Woodworking) +7, Hide +0,
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Listen +25, Move Silently +0, Spot +2; Great Fortitude, Iron Will,
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Leadership, Skill Focus (Listen), Skill Focus (Craft (Shipmaking)),
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Skill Focus (Craft (Woodworking)), Toughness.
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Possessions: A +2 longsword, and 1000 gp in gems. The sword hangs above the
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door frame of his bedroom, and the gems are hidden in beer kegs in the cellar.
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Isleif, male human Com3: CR 2; Size M (5 ft., 2 in. tall); HD 3d4+6; hp 15;
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Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4 melee, or +2 ranged;
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SV Fort +3, Ref +2, Will +2; AL CG; Str 16, Dex 13, Con 14, Int 17, Wis 13,
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Cha 13.
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Languages Spoken: Auran, Common, Elven, Terran.
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Skill points: Com 36
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Skills and feats: Craft (Alchemy) +8, Craft (Weaponsmithing) +9, Disable
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Device +5, Handle Animal +7, Hide +1, Knowledge (Nobility and Royalty) +4,
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Listen +6, Move Silently +1, Perform (Oratory) +2, Spot +1, Swim +9; Combat
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Expertise, Run, Simple Weapon Proficiency (dagger, punching).
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2.3 The Sneezing Cane
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---------------------
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Accommodations: None
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Example Menus:
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- Breakfast:
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- Beef steak, Sharp cheese, Goose eggs, Blueberries, Corn
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pone (cost 1cp).
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- Monkey brain, Goose eggs, Curds, Blackberries, Corn pone
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(cost 1cp)
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- Ham, Soft cheese, Curds, Melon, Rice (cost 1cp).
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- Lunch:
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- Owlbear chop, Sharp cheese, Broad beans, Dates (cost 1cp).
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- Pork chop, Soft cheese, Chick peas, Dates (cost 1cp).
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- Pork chop, Goose eggs, Lentils, Blueberries (cost 1cp).
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- Supper:
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- Cat cutlet, Corn, Leeks, Goblin bannock, Applesauce (cost
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2cp).
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- Pork liver, Spinach, Yams, Centaur rye, Rice pudding (cost
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2cp).
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- Broiled catfish, Collard greens, Taro, Corn pone,
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Applesauce (cost 2cp).
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- Snack:
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- Quail eggs, Blueberries, Rice (cost 1cp)
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- Duck eggs, Pear, Coarse rye bread (cost 1cp)
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- Soft cheese, Pear, Millet (cost 1cp)
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The main entrance to The Sneezing Cane is to the right; you can tie
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your horses on the right side of the building. The tavern has a comfortable
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lobby where you can wait for friends to join you before leaving or as you
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arrive. The tap room is to the left. The tap room has 10 tables where
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patrons eat and drink and warm themselves by the fireplace. The long bar
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promises quick delivery of all kinds of drinks. The taverns's kitchen has
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2 ovens and provides a large menu every day. There is another entrance
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through the kitchen in the back.
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Erika's tavern is the most recent addition to the city, having been
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here for less than a year. However, it is quickly becoming a success with
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its wide variety of foods (thanks to its two ovens), and its quick-witted
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and beautiful owner. She is a bit frail <20> which makes her even more
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attractive to many men <20> but quite amply endowed in all of the areas
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that matter. She is young, unmarried, and quickly becoming wealthy. She
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lives in a small house on the south side of town, choosing not to live in
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her establishment, like so many business owners. She was able to do this
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because she comes from a semi-wealthy family in a large city, and brought
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enough money with her to build a home and a business. It was almost entirely
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exhausted while doing so, so she is no less energetic about the
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profitability of her business. For that reason, her establishment is the
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only one in Hillsburrough that serves all 3 meals of the day. The ovens
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get stoked at 5 am, and don't stop until midnight.
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The tavern got its name from the rare flowers that skirt the front of
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the tavern, which grow on long canes and end in beautiful red flowers with
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huge petals, that caused Erika to sneeze constantly until she got used to
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the climate.
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Erika, female human Com10: CR 9; Size M (5 ft., 4 in. tall); HD 10d4-20;
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hp 14; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +8 melee, or +4
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ranged; SV Fort +1, Ref +2, Will +6; AL LN; Str 16, Dex 10, Con 9, Int 13,
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Wis 13, Cha 16.
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Languages Spoken: Common.
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Skill points: Com 26
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Skills and feats: Climb +16, Handle Animal +8, Hide -1, Knowledge
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(Geography) +4, Knowledge (Local) +1, Listen +3, Move Silently -1, Spot +3;
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Alertness, Iron Will, Skill Focus (Climb), Skill Focus (Knowledge (Local)),
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Skill Focus (Handle Animal).
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Possessions:
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apache tears(small droplets of black, smokey black, reddish, greenish black,
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or purplish black obsidian) (11.4 gp)
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potion of spider climb (50 gp)
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dun-colored
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sweet odor/taste
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watery, translucent appearance
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She keeps both in a locked metal box hidden next to the right oven in the
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kitchen, in the bottom of the coal bucket.
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2.4 The Annex
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-------------
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The Annex is a weapon/armory smithy run by Bella and Ynvar, her husband
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of fifteen years. Both are in their early thirties, and they're the best
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smiths in this region. Bella does all the armor work, and Ynvar performs all
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of the weapon work. They share the blacksmith work. All their goods sell for
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the prices listed in the Player's Handbook, but they sell to the town guard
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for a 10% discount (because they buy in bulk). They will do masterwork
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weapons, with an 8 month delay for the crafting of the weapon. The couple has
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lived here their whole lives, and have had two children, Otkel and Eyvind.
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Both are lieutenants in the Town Guard.
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Bella is well mannered, polite, and still good looking despite her
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profession and advancing years. She wears simple blacksmith clothing at work,
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but in her off hours she tends to dress as elaborately as is practical,
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especially when going to any sort of social function. She doesn't gossip
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like a true Belle, though, which suits her and her husband just fine. Ynvar
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is fascinated by magic, and has always wanted to be able to do it himself;
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but not necessarily like a regular wizard, he has just wanted to be able to
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imbue his weapons with magical ability. However, he never had the requisite
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intelligence or wisdom to master any sort of spellcasting abilities. He is
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also getting to be hard of hearing, which would make spells with verbal
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components difficult to follow.
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Bella, female human Com6: CR 5; Size M (5 ft., 7 in. tall); HD 6d4; hp 15;
|
|||
|
|
Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged; SV Fort +4,
|
|||
|
|
Ref +2, Will +2; AL N; Str 12, Dex 11, Con 10, Int 10, Wis 10, Cha 11.
|
|||
|
|
Languages Spoken: Common.
|
|||
|
|
Skill points: Com 27
|
|||
|
|
Skills and feats: Craft (Armorsmithing) +7, Craft (Blacksmithing) +8, Craft
|
|||
|
|
(Stonemasonry) +7, Hide +0, Listen +2, Move Silently +0, Profession (Miner) +7,
|
|||
|
|
Spot +2; Alertness, Great Fortitude, Martial Weapon Proficiency (falchion),
|
|||
|
|
Skill Focus (Craft (Blacksmithing)).
|
|||
|
|
Possessions: A lynx eye (9 gp) and a green malachite (19 gp). She also has a
|
|||
|
|
+4 large steel shield that she won in a bet from Milo, after he came back
|
|||
|
|
from one of his raiding trips.
|
|||
|
|
|
|||
|
|
Ynvar, male human Com12: CR 11; Size M (5 ft., 2 in. tall); HD 12d4; hp 29;
|
|||
|
|
Init +0; Spd 30 ft.; AC 10; Attack +8/+3 melee, or +6/+1 ranged; SV Fort +6,
|
|||
|
|
Ref +4, Will +4; AL CN; Str 14, Dex 11, Con 10, Int 10, Wis 11, Cha 10.
|
|||
|
|
Languages Spoken: Common.
|
|||
|
|
Skill points: Com 45
|
|||
|
|
Skills and feats: Climb +18, Craft (Blacksmithing) +13, Craft (Weaponsmithing)
|
|||
|
|
+8, Hide +0, Listen +2, Move Silently +0, Spot +14; Alertness, Great Fortitude,
|
|||
|
|
Quick Draw, Skill Focus (Craft (Weaponsmithing)), Skill Focus (Climb), Skill
|
|||
|
|
Focus (Craft (Blacksmithing)).
|
|||
|
|
Possessions: Chrysocolla (8 gp) and peach sunstone (9 gp) gemstones. Also a
|
|||
|
|
set of +2 studded leather armor.
|
|||
|
|
|
|||
|
|
Otkel, male human War2: CR 1; Size M (6 ft., 3 in. tall); HD 2d8; hp 14;
|
|||
|
|
Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +3, Ref +0,
|
|||
|
|
Will +0; AL N; Str 10, Dex 10, Con 11, Int 11, Wis 11, Cha 11.
|
|||
|
|
Languages Spoken: Aquan, Common, Halfling.
|
|||
|
|
Skill points: War 15
|
|||
|
|
Skills and feats: Decipher Script +0.5, Handle Animal +2, Hide +0, Knowledge
|
|||
|
|
(Weapons and Armor) +0.5, Listen +0, Move Silently +0, Ride +4, Speak
|
|||
|
|
Language +2, Spot +1.5; Blind-Fight, Weapon Focus (battleaxe).
|
|||
|
|
Possessions: Chain shirt (+4 AC), Longsword, 50 silver pieces
|
|||
|
|
|
|||
|
|
Eyvind, male human War2: CR 1; Size M (5 ft., 10 in. tall); HD 2d8; hp 9;
|
|||
|
|
Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +3, Ref +0,
|
|||
|
|
Will +0; AL N; Str 11, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
|
|||
|
|
Languages Spoken: Common.
|
|||
|
|
Skill points: War 15
|
|||
|
|
Skills and feats: Climb +5, Hide +0, Intimidate +5, Listen +0, Move
|
|||
|
|
Silently +0, Spot +0, Survival +2.5; Exotic Weapon Proficiency (crossbow,
|
|||
|
|
hand), Point Blank Shot.
|
|||
|
|
Possessions: Breastplate (+5 AC), Masterwork Trident, Masterwork hand crossbow
|
|||
|
|
and 10 bolts, Longsword, 2 Smoke sticks, 50 silver pieces
|
|||
|
|
|
|||
|
|
2.5 Master Gerbo's House of Contraptions and Contrivances
|
|||
|
|
---------------------------------------------------------
|
|||
|
|
|
|||
|
|
This is the local Tinker, owned and operated by Master Gerbo, an 11th
|
|||
|
|
level expert (and also secretly a 5th level gnomish artificer that I haven't
|
|||
|
|
yet fleshed out). For a small fee, he will fix most manners of device <20>
|
|||
|
|
wagon wheels, tongues, faucets, cranks, etc. For a reasonable fee, he will
|
|||
|
|
create new machines. For a much larger fee, he will operate his unadvertised
|
|||
|
|
services as an Artificer, creating entirely new pseudo-magical devices.
|
|||
|
|
The shop from which he operates is a stone building, fifty by fifty feet
|
|||
|
|
on the outside. The lobby where he receives customers, however, is just
|
|||
|
|
barely fifty by twenty. He keeps ready stock in the back room, and does his
|
|||
|
|
actual work below ground, which he enters and leaves through a trapdoor
|
|||
|
|
behind his desk, only when he is alone. The shop is windowless, being lit
|
|||
|
|
by oil lamps on the inside; the only indication to its purpose is the large
|
|||
|
|
glyphs carved into the stone above the door. When the shop is closed, a
|
|||
|
|
large locking mechanism drives 4 3<> diameter steel pins through the door
|
|||
|
|
and wall, making it essentially impossible to open (Strength check DC 30).
|
|||
|
|
Even if you were to break in, the total value of things in the back might
|
|||
|
|
total 100 gold; the truly valuable items are below ground, underneath the
|
|||
|
|
well-hidden trap door located underneath Gerbo's desk, which will sprout
|
|||
|
|
wheels and roll to the side, exposing the door, when a button is pressed.
|
|||
|
|
Until the button is pressed, a mechanism similar to the door keeps the desk
|
|||
|
|
secured to the floor.
|
|||
|
|
Gerbo is somewhat lazy unless a particular project REALLY grabs his
|
|||
|
|
attention. Most simple jobs will take the normal amount of time; mundane
|
|||
|
|
creations will take 150% the normal time to complete. However, when working
|
|||
|
|
in the task of artificer creating magical (or unique non-magical) devices,
|
|||
|
|
he will finish them in ? the estimated time. Gerbo is easygoing, but quick
|
|||
|
|
to take vengeance <20> he keeps a shotgun of his own design underneath his
|
|||
|
|
desk, and will not hesitate to use it.
|
|||
|
|
|
|||
|
|
Gerbo, male gnome Wiz10/Artificer 5: CR 10; Size S (3 ft., 6 in. tall);
|
|||
|
|
HD 10d4+50; hp 78; Init +4 (+4 Dex); Spd 20 ft.; AC 16 (+4 Dex, +1 Size, +1
|
|||
|
|
Ring); Attack +6 melee, or +10 ranged; SV Fort +9, Ref +8, Will +9; AL CN;
|
|||
|
|
Str 10, Dex 18, Con 21, Int 19, Wis 13, Cha 14.
|
|||
|
|
Languages Spoken: Common, Dwarven, Elven, Gnome, Goblin, Orc.
|
|||
|
|
Skill points: Wiz 78
|
|||
|
|
Skills and feats: Craft (Alchemy) +6, Craft (Weaponsmithing) +15, Hide +8,
|
|||
|
|
Knowledge (Arcana) +17, Knowledge (Architecture and Engineering) +17,
|
|||
|
|
Knowledge (Geography) +15, Knowledge (Nature) +17, Knowledge (The Planes) +10,
|
|||
|
|
Listen +3, Move Silently +4, Spellcraft +15, Spot +1; Craft Rod, Empower
|
|||
|
|
Spell, Extend Spell, Point Blank Shot, [Scribe Scroll], Still Spell, Widen
|
|||
|
|
Spell, Exemplary Artificer
|
|||
|
|
Possessions: Goggles of Minute Seeing, Ring of Protection +1, Ring of Force
|
|||
|
|
Shield, ~200 gold pieces in a chest underneath the shop
|
|||
|
|
Artificer Powers : Gerbo is unique amongst Artificers, in that he can use any
|
|||
|
|
of his wizard spells known when making a device. This is unique to him,
|
|||
|
|
because he has the feat Exemplary Artificer, which has requirements so
|
|||
|
|
rediculous I won't go into it here.
|
|||
|
|
Wizard Spells Known (4/5/5/4/4/2): 0th -- Acid Splash, Arcane Mark, Dancing
|
|||
|
|
Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound,
|
|||
|
|
Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of
|
|||
|
|
Frost, Read Magic, Resistance, Touch of Fatigue. 1st -- Identify, Magic Aura,
|
|||
|
|
Magic Missile, Shocking Grasp, Silent Image, Sleep. 2nd -- Acid Arrow,
|
|||
|
|
Blur, Darkness, Fox's Cunning, Invisibility, Knock, Resist Energy, Spider
|
|||
|
|
Climb. 3rd -- Dispel Magic, Fireball, Flame Arrow, Haste, Hold Person,
|
|||
|
|
Lightning Bolt, Magic Circle against Chaos, Magic Circle against Law,
|
|||
|
|
Protection from Energy, Wind Wall. 4th -- Charm Monster, Fire Trap,
|
|||
|
|
Polymorph, Stoneskin. 5th -- Baleful Polymorph, Hold Monster, Persistent
|
|||
|
|
Image, Secret Chest.
|
|||
|
|
Gerbo's Scattergun: 2D10, +5 to hit, 16-20/x3 (threat range decreases by
|
|||
|
|
1 for every 20 feet away from the muzzle <20> beyond 100 feet, this weapon
|
|||
|
|
has no effect other than to frighten and make lots of noise), holds 2 rounds
|
|||
|
|
in a break-open design. Hidden underneath his cloak. He carries 10 spare
|
|||
|
|
rounds. Both barrels may be fired in a single round even if the character
|
|||
|
|
has only one attack, if all other actions that round are forfeited.
|
|||
|
|
Reloading this weapon is a full-round action.
|
|||
|
|
|
|||
|
|
2.6 The Scrying Stick
|
|||
|
|
---------------------
|
|||
|
|
|
|||
|
|
The Scrying Stick is a recent addition to the village, having only come
|
|||
|
|
in the past year. It was a welcome addition, however, as the slight
|
|||
|
|
population boom of the Orc Bounty has caused the very small amount of room
|
|||
|
|
space in the local taverns to be exhausted by the influx of adventurers on
|
|||
|
|
their way to the frontier. So The Scrying Stick is doing good business,
|
|||
|
|
although they think they may have built it too big <20> the second and third
|
|||
|
|
floors are almost entirely unoccupied, unless someone specifically requests
|
|||
|
|
an elevated room. Although, Anaphia has been able to compensate for the loss
|
|||
|
|
of occupants by using those rooms to run her own bordello in the Scrying
|
|||
|
|
Stick. The girls are all pretty, running the gamut from slim and boyish, to
|
|||
|
|
curvy and busty, to slightly pudgy and average. The cost for a girl is 1
|
|||
|
|
gold piece per visit (one <20>visit<69> being defined as you getting off,
|
|||
|
|
or one hour), a full 5cp of which goes to the girl. The girls that work here
|
|||
|
|
work here because the money is good, not because they're slaves, and Anaphia
|
|||
|
|
heatedly defends herself against those who say otherwise (as do the girls).
|
|||
|
|
The Scrying Stick is an elaborate affair compared to the rest of the
|
|||
|
|
village. It is a three story affair, with ten rooms per floor, excepting
|
|||
|
|
the ground floor which has only 9. The main entrance is in the center of the
|
|||
|
|
building's face, and opens to the registration desk, manned by Anaphia, the
|
|||
|
|
innkeeper. Her desk is on the left, and on the right there is a small table
|
|||
|
|
with complimentary juice and pastries for the occupants, as well as a few
|
|||
|
|
chairs when waiting for the rest of your party to arrive. The hallway
|
|||
|
|
straight ahead will take you to the first floor of rooms (1A, 1B, etc),
|
|||
|
|
opposing each other all the way down the hallway. At the end of the hall
|
|||
|
|
is an elevator (with the words <20>Grebo's Raise-O-Matic Five Thousand<6E>
|
|||
|
|
elegantly written above the control mechanism), manned by a nondescript
|
|||
|
|
bellhop named <20>Finnigan<61>. It is large enough for ten people, or four
|
|||
|
|
people wearing full adventuring gear.
|
|||
|
|
As for the rooms themselves, they are nice, but nothing to write home
|
|||
|
|
about. They all have a window that looks out on the surrounding village
|
|||
|
|
(the windows open to allow fresh air), covered by plain purple curtains.
|
|||
|
|
There is a wash basin, and a bathtub into which you may have a bath drawn
|
|||
|
|
(though it takes almost an hour to prepare). A simple mirror stands above
|
|||
|
|
a basic three-drawer dresser, one of which contains a copy of the local map,
|
|||
|
|
and a map of the local outlying area. For 5sp, the inn will take your armor
|
|||
|
|
and weapons to the local smiths for cleaning, and return them to your room,
|
|||
|
|
adding the smith's bill to your tab <20> so you won't have to worry yourself
|
|||
|
|
with leaving the inn if you just want to kick back and relax. Check-out time
|
|||
|
|
is 11 am sharp every day, and if you miss check in you will be charged
|
|||
|
|
another day, no exceptions. A one-night stay at The Scrying Stick is 7sp <20>
|
|||
|
|
clearly targeted at adventuring types with more money than bills. You can
|
|||
|
|
get a discount stay at the Inn by the week, however, for only 4 gp. The one
|
|||
|
|
week stay includes one complimentary visit from your choice of girl.
|
|||
|
|
As for Anaphia herself, the Inn's slightly pudgy innkeeper, she is a
|
|||
|
|
truthful and to-the-point person, while still polite and womanly. She is
|
|||
|
|
most definitely showing her elven heritage, in her dress and mannerisms
|
|||
|
|
<EFBFBD> such as her insistance on wearing the best perfumes she can buy at all
|
|||
|
|
times. Most of them smell like Violets, or Roses. She also has the odd talen
|
|||
|
|
of sculpting, which she uses to make small clay figurines that are elegantly
|
|||
|
|
painted, and sold at the counter like a gift shop. They are figurines of
|
|||
|
|
trolls, goblins, heroes, etc. Most of them sell for about 5cp. Gerbo is known
|
|||
|
|
to, at random times, purchase one or more figurines, imbue them with some
|
|||
|
|
minor magic, and replace them in the case.
|
|||
|
|
The Scrying Stick got its name from the method with which its site was
|
|||
|
|
selected <20> Anaphia took a pair of dowsing rods along the road, and
|
|||
|
|
purchased the lot at the point where they crossed. (There are also jokes
|
|||
|
|
around about how her girls will <20>Scry your Stick<63>, but those aren't
|
|||
|
|
the basis of the name.)
|
|||
|
|
|
|||
|
|
Anaphia, female half-elf Com4: CR 3; Size M (5 ft., 7 in. tall); HD 4d4;
|
|||
|
|
hp 13; Init +0; Spd 30 ft.; AC 10; Attack +3 melee, or +2 ranged; SV Fort +1,
|
|||
|
|
Ref +1, Will +1; AL N; Str 12, Dex 11, Con 11, Int 11, Wis 11, Cha 11.
|
|||
|
|
Languages Spoken: Common, Elven.
|
|||
|
|
Skill points: Com 14
|
|||
|
|
Skills and feats: Craft (Sculpting) +6, Diplomacy +2, Gather Information +2,
|
|||
|
|
Hide +0, Jump +2, Listen +1, Move Silently +0, Search +1, Spellcraft +3,
|
|||
|
|
Spot +1, Swim +2, Use Magic Device +1; Combat Reflexes, Skill Focus (Craft
|
|||
|
|
(Sculpting)).
|
|||
|
|
Possessions: Mundane items, and a lockbox full of gold pieces (16).
|
|||
|
|
|
|||
|
|
2.7 Hoskuld's Stablehouse
|
|||
|
|
-------------------------
|
|||
|
|
|
|||
|
|
The stables used to be located on the north end of town, but they have
|
|||
|
|
since been relocated directly across from the Scrying Stick, to make better
|
|||
|
|
business. Hoskuld, the orcish owner of this establishment, settled here right
|
|||
|
|
before the start of the push to the frontier; he had adventured for many years,
|
|||
|
|
and simply got tired of it. He found that the rewards didn't match the risks
|
|||
|
|
on the open frontier <20> especially not with the new cults popping up out
|
|||
|
|
there, worshipping Dragons and all. Too much danger for this Orc. Besides,
|
|||
|
|
he already had more money than he ever wanted or knew what to do with, and
|
|||
|
|
had counted coo on countless enemies. It was a good life for a barbarian to
|
|||
|
|
have led. So he settled down and started a hostler, where he is making a
|
|||
|
|
happy living, occasionally lending his services to the town guard to assist
|
|||
|
|
in training their militia, and helping to quell disturbances that occasionally
|
|||
|
|
flux into town from the Frontier. The hostler is setup to handle as many as
|
|||
|
|
ten horses in the <20>guest<73> stables, as well as an additional ten horses
|
|||
|
|
that he keeps for buying/selling (and, it is rumored, eating). He also has
|
|||
|
|
room enough in his stables for two full sized carriages, and keeps a wagon
|
|||
|
|
for use or for loaning on a by-the-day basis.
|
|||
|
|
As for Hoskuld himself, he is covered almost entirely by strange warrior
|
|||
|
|
tattoos, and goes about wearing only britches and boots <20> never a shirt,
|
|||
|
|
no matter how cold it is. His hair is tied back into one long ponytail, and
|
|||
|
|
his body is entirely shaved otherwise. He is an extremely overbeating
|
|||
|
|
individual, and for this reason (as if there needs to be a reason) Grebo
|
|||
|
|
has officially declared him an <20>unwashed heathen<65>. This is not entirely
|
|||
|
|
true <20> Hoskuld makes it a point to bathe at least once a year, during one
|
|||
|
|
of the many occasions when he takes his horses down to the river; though it
|
|||
|
|
usually consists of him diving in after some bit of live meat or an escaping
|
|||
|
|
horse and becoming drenched in the process. Soap is almost never involved.
|
|||
|
|
Hoskuld generally regards Grebo as little more than a large mouse which he
|
|||
|
|
would gleefully crush, if it weren't for the town guard's tank of a leader,
|
|||
|
|
Alexei. So they keep quiet, but it is widely known that they constantly play
|
|||
|
|
pranks on one another.
|
|||
|
|
|
|||
|
|
Hoskuld, male orc Bbn13: CR 13; Size M (5 ft., 9 in. tall); HD 13d12; hp 90;
|
|||
|
|
Init +0; Spd 40 ft.; AC 10; Attack +16/+11/+6 melee, or +13/+8/+3 ranged; SV
|
|||
|
|
Fort +8, Ref +4, Will +6; AL N; Str 16, Dex 10, Con 10, Int 9, Wis 10, Cha 10.
|
|||
|
|
Languages Spoken: Common, Orc.
|
|||
|
|
Skill points: Bbn 48
|
|||
|
|
Skills and feats: Climb +17, Handle Animal +15, Hide +0, Intimidate +11,
|
|||
|
|
Listen +0, Move Silently +0, Search +3.5, Spot +0; Combat Reflexes, Endurance,
|
|||
|
|
Iron Will, Self Sufficient.
|
|||
|
|
Possessions: +1 Orcish Double Axe of throwing, Heward's handy haversack
|
|||
|
|
|
|||
|
|
2.8 Milo's Warez
|
|||
|
|
----------------
|
|||
|
|
|
|||
|
|
Milo is another remnant of the early push to the frontier <20> he went
|
|||
|
|
dungeoneering for a few years, and collected a few items, and generally had
|
|||
|
|
a good time. But he quickly learned he could make more money if he stayed
|
|||
|
|
here in the village, selling and buying (and occasionally pilfering) from
|
|||
|
|
the other shopkeepers and passing merchants. So he setup shop here in an old
|
|||
|
|
house, where he sells various goods to adventurers and commoners; equipment,
|
|||
|
|
mostly, but some household items to the local residents. It is your standard
|
|||
|
|
variety goods store. There is a sign above the counter that says <20>Iron
|
|||
|
|
rations <20> It's what's for dinner<65>.
|
|||
|
|
Milo himself is, besides being a generally roguish character, a passionate
|
|||
|
|
lover of all forms of art. He collects (and compulsively steals) good artworks
|
|||
|
|
whenever he finds them, and will pay exorbitant prices to add them to his
|
|||
|
|
collection. Similarly, when he has art for sale in his store, he prices it
|
|||
|
|
rediculously, generally so he can keep it for himself. He is also a jokester
|
|||
|
|
and a prankster, often being recruited by Hoskuld to play pranks on Gerbo
|
|||
|
|
for him (Hoskuld isn't terribly bright, and he knows it <20> nor is he
|
|||
|
|
terribly stealthy). He genuinely enjoys his pranks, and has yet to be caught
|
|||
|
|
for them <20> which is a point of pride for Milo.
|
|||
|
|
|
|||
|
|
Milo, male halfling Rog5: CR 5; Size S (3 ft., 3 in. tall); HD 5d6+5; hp 24;
|
|||
|
|
Init +4 (+4 Dex); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack +4 melee, or +8
|
|||
|
|
ranged; SV Fort +3, Ref +9, Will +6; AL CN; Str 10, Dex 19, Con 12, Int 18,
|
|||
|
|
Wis 18, Cha 12.
|
|||
|
|
Languages Spoken: Common, Elven, Gnome, Goblin, Halfling, Orc.
|
|||
|
|
Skill points: Rog 96
|
|||
|
|
Skills and feats: Bluff +9, Climb +2, Decipher Script +12, Disable Device +12,
|
|||
|
|
Escape Artist +10, Gather Information +8, Hide +15, Jump +2, Listen +8, Move
|
|||
|
|
Silently +11, Open Lock +12, Search +12, Sleight of Hand +12, Spot +14,
|
|||
|
|
Tumble +12, Use Magic Device +8; Alertness, [Evasion], Weapon Finesse.
|
|||
|
|
Possessions: 3 smokesticks, 3 vials holy water, Masterwork shortsword, 2
|
|||
|
|
bottles alchemist fire, ~20 gp in a locked box hidden in his shops
|
|||
|
|
|
|||
|
|
2.9 Temple of the Glorious Morning
|
|||
|
|
----------------------------------
|
|||
|
|
|
|||
|
|
The Temple of the Glorious Morning was built when the village was first
|
|||
|
|
founded <20> when it was barely a trading post in the early days. It used to
|
|||
|
|
double as the church and the guardhouse, and the old dungeons still remain
|
|||
|
|
underneath the church. Outside the church, a large pool filled with holy
|
|||
|
|
water is surrounded by 9 statues of heroes kneeling to drink, and standing
|
|||
|
|
guard while their friends do. The statue on the west side of the pool is
|
|||
|
|
knelt in prayer. The balcony over the front double doors is held up by large
|
|||
|
|
pillars carved with more heroes. The double doors are waterproof, and are
|
|||
|
|
nearly impossible to break down. Inside, the door is flanked by locked spiral
|
|||
|
|
staircases up to the balcony, and the right side of the church has the
|
|||
|
|
priest's quarters. The left side has storage space. The rooms flanking the
|
|||
|
|
cathedral are old guard rooms / altar boy rooms, which still have the old
|
|||
|
|
bunks and weapons racks (though the racks are now mainly empty, the weapons
|
|||
|
|
moved to the new guardhouse beneath the clocktower in the center of town).
|
|||
|
|
The central cathedral is large enough, with its vaulted ceilings and large
|
|||
|
|
pews, to house most of the population of the village, but only about ? of
|
|||
|
|
them regularly attend nowadays. The cathedral contains tapestries depicting
|
|||
|
|
glorious scenes, as does the large curtain behind the altar. The secret door
|
|||
|
|
to the old dungeon is behind this curtain (DC 20), though only a few citizens
|
|||
|
|
still remember it, besides the priest. It is currently locked and covered
|
|||
|
|
with various temple trappings. The rooms in the back of the temple are
|
|||
|
|
currently undefined, probably remnants of the older, more violent traditions
|
|||
|
|
at the temple.
|
|||
|
|
The priest of this temple is Constantine (hm Clr Protection/War), an
|
|||
|
|
older style Priest of Heironeous, who thinks there are not many situations
|
|||
|
|
that cannot be resolved by destroying the evil. But he is wise, not just
|
|||
|
|
some brute, and the people love him. He often allows poor families to live
|
|||
|
|
in the church, same for drifters and other people down on their luck. At the
|
|||
|
|
same time, he often funds expeditions into the frontier, chasing down
|
|||
|
|
evil-doers and routing out nests of the horde.
|
|||
|
|
Constantine will always be 5 levels above the players.
|
|||
|
|
|
|||
|
|
2.9.1 Old Church Dungeons
|
|||
|
|
-------------------------
|
|||
|
|
|
|||
|
|
The old dungeons beneath the church were only built to house a small
|
|||
|
|
number of people, and they weren't terribly strong. It consists of one
|
|||
|
|
single room roughly dug out of the earth, supported by old, large oak wooden
|
|||
|
|
framing. The ceiling is covered in a network of cables and rigging, which
|
|||
|
|
all lead eventually to a series of levers on the wall. The levers are used
|
|||
|
|
to raise and lower 10x10x8 ft cages into/out of holes in the floor. It
|
|||
|
|
takes two men (Str DC 20) to raise a cage. The cages are where the prisoners
|
|||
|
|
would be kept. There are two extra temporary cages out of the floor, in the
|
|||
|
|
open space on the far right side of the room. The cages are made of wrought
|
|||
|
|
iron and had strong locks on them a hundred years or so ago, but the locks
|
|||
|
|
are rusted shut or eaten away by rust at this point. The stone table on the
|
|||
|
|
left side of the room by the steps was originally used for extracting
|
|||
|
|
information from enemy combatants, but Constantine doesn't know about this,
|
|||
|
|
and if he does he won't admit it. The table slopes to the center, where
|
|||
|
|
there is a small drain, for obvious purposes.
|
|||
|
|
Gerbo has wanted to replace the wooden framing for a long time with stonework,
|
|||
|
|
because he's afraid the church will sink in on top of the old prison <20>
|
|||
|
|
but so far Constantine hasn't taken him up on it. The old prison will most
|
|||
|
|
likely become an issue at some point, however, as it presents an obvious and
|
|||
|
|
easy entry point for denizens of the underdark if they were to inadvertently
|
|||
|
|
(or intentionally) burrow into it.
|
|||
|
|
|
|||
|
|
|
|||
|
|
3. Government
|
|||
|
|
-------------
|
|||
|
|
|
|||
|
|
The government of Hillsburrough is conventional and of a neutral nature,
|
|||
|
|
which is pretty good for just about everyone. The town has an elected Mayor,
|
|||
|
|
and a village council. The mayor is elected and serves for no more than two
|
|||
|
|
years before the next election, but the same mayor has been in power for more
|
|||
|
|
than 8 years because nobody has cared to run against him. The village council
|
|||
|
|
is made up of 10 members, chosen from the various portions of the city <20>
|
|||
|
|
there are merchants, farmers, adventuring guild representatives, and many
|
|||
|
|
types of other people on the council (as well as the current head of the
|
|||
|
|
town guard). Council members are selected by the mayor, unless the citizenry
|
|||
|
|
objects to his selection, and serve for a period of one year as well. Here
|
|||
|
|
again, the same council members have generally served and will continue to
|
|||
|
|
serve, because nobody really has a problem with how they're working out.
|
|||
|
|
The laws in the area are typical of midevil fantasy settings <20> don't
|
|||
|
|
kill, steal, or rape. Most small offenses will land you in the clink for a
|
|||
|
|
small time, but executions can and have been performed for serious crimes.
|
|||
|
|
And given that Hillsburrough is an independent city on the Frontier, there
|
|||
|
|
is no higher court to appeal to. The legal process is somewhat similar to
|
|||
|
|
here in america <20> two lawyers jew at each other in front of a jury of 12
|
|||
|
|
people, and they come back with a verdict. There are no trials without a
|
|||
|
|
jury, by order of the town charter <20> even something as small as stealing
|
|||
|
|
bread, if it goes to trial, goes to trial before a jury.
|
|||
|
|
The current village council consists of the mayor, Master Gerbo, Svein,
|
|||
|
|
Edward Longfingers, Gilbert and Marigold (halfling sheepherders from the
|
|||
|
|
outskirts of the village), Godfred (a shipmaker that lives on the river above
|
|||
|
|
town), Camelia (a halfling rabbit farmer), Balnal (a dwarven hunter who
|
|||
|
|
hunts in the foothills), and Camelia and Boddyknock, human dairy farmers.
|
|||
|
|
Alexei sometimes sits on the council as a representative of the City Watch,
|
|||
|
|
but has no official position, and is usually only a guiding voice <20>
|
|||
|
|
though when he speaks, it is fairly authoritative.
|
|||
|
|
|
|||
|
|
|
|||
|
|
Mayor Hafgrim, male human Nob9: CR 8; Size M (6 ft., 2 in. tall); HD 9d8-18;
|
|||
|
|
hp 28; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +6/+1 melee,
|
|||
|
|
or +7/+2 ranged; SV Fort +1, Ref +4, Will +8; AL LG; Str 11, Dex 13, Con 6,
|
|||
|
|
Int 10, Wis 14, Cha 12.
|
|||
|
|
Languages Spoken: Common.
|
|||
|
|
Skill points: Nob 60
|
|||
|
|
Skills and feats: Diplomacy +12, Gather Information +11, Handle Animal +12,
|
|||
|
|
Hide +1, Knowledge (Dungeoneering) +13, Knowledge (Nobility and Royalty) +11,
|
|||
|
|
Listen +2, Move Silently +1, Perform (Oratory) +3, Sleight of Hand +3,
|
|||
|
|
Spot +2; Leadership, Point Blank Shot, Skill Focus (Diplomacy), Skill Focus
|
|||
|
|
(Knowledge (Dungeoneering)), Weapon Focus (rapier).
|
|||
|
|
Possessions: 12,000 gp in gear.
|
|||
|
|
|
|||
|
|
Gilbert, male halfling Com5: CR 4; Size S (2 ft., 10 in. tall); HD 5d4;
|
|||
|
|
hp 12; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Attack +5
|
|||
|
|
melee, or +5 ranged; SV Fort +2, Ref +4, Will +3; AL NG; Str 14, Dex 15,
|
|||
|
|
Con 11, Int 8, Wis 12, Cha 8.
|
|||
|
|
Languages Spoken: Common, Halfling.
|
|||
|
|
Skill points: Com 8
|
|||
|
|
Skills and feats: Climb +4, Craft (Leatherworking) +3, Hide +6, Jump +4,
|
|||
|
|
Listen +10, Move Silently +4, Spot +1; Skill Focus (Listen), Skill Focus
|
|||
|
|
(Craft (Leatherworking)).
|
|||
|
|
Possessions: 21 gp in gear.
|
|||
|
|
|
|||
|
|
Marigold, female halfling Com1: CR 1; Size S (3 ft., 0 in. tall); HD 1d4-3;
|
|||
|
|
hp 1; Init +0; Spd 20 ft.; AC 11 (+1 Size); Attack -1 melee, or +1 ranged;
|
|||
|
|
SV Fort -2, Ref +1, Will -1; AL NE; Str 7, Dex 11, Con 5, Int 7, Wis 7, Cha 9.
|
|||
|
|
Languages Spoken: Common, Halfling.
|
|||
|
|
Skill points: Com 4
|
|||
|
|
Skills and feats: Climb +0, Hide +4, Jump +0, Knowledge (The Planes) +0,
|
|||
|
|
Listen +0, Move Silently +2, Spot -2; Track.
|
|||
|
|
Possessions: 4 gp in gear.
|
|||
|
|
|
|||
|
|
Godfred, male human Com2: CR 1; Size M (5 ft., 6 in. tall); HD 2d4-2; hp 5;
|
|||
|
|
Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee, or +3 ranged;
|
|||
|
|
SV Fort -1, Ref +2, Will +3; AL NG; Str 15, Dex 15, Con 9, Int 10, Wis 13,
|
|||
|
|
Cha 8.
|
|||
|
|
Languages Spoken: Common.
|
|||
|
|
Skill points: Com 15
|
|||
|
|
Skills and feats: Climb +7, Craft (Carpentry) +3, Craft (Painting) +2, Craft
|
|||
|
|
(Shipmaking) +5, Hide +2, Listen +1, Move Silently +2, Spot +1; Combat
|
|||
|
|
Reflexes, Iron Will.
|
|||
|
|
Possessions: 10 gp in gear.
|
|||
|
|
|
|||
|
|
Balnal, female dwarf Com5: CR 4; Size M (3 ft., 11 in. tall); HD 5d4; hp 11;
|
|||
|
|
Init +0; Spd 20 ft.; AC 10; Attack +3 melee, or +2 ranged; SV Fort +1,
|
|||
|
|
Ref +1, Will +1; AL N; Str 12, Dex 11, Con 10, Int 10, Wis 11, Cha 8.
|
|||
|
|
Languages Spoken: Common, Dwarven.
|
|||
|
|
Skill points: Com 16
|
|||
|
|
Skills and feats: Craft (Armorsmithing) +2, Craft (Blacksmithing) +2, Craft
|
|||
|
|
(Stonemasonry) +2, Craft (Trapmaking) +2, Craft (Weaponsmithing) +2, Craft
|
|||
|
|
(Woodworking) +7, Hide +0, Listen +0, Move Silently +0, Open Lock +1.5,
|
|||
|
|
Profession (Hunter) +8, Spot +0; Skill Focus (Profession (Hunter)), Skill
|
|||
|
|
Focus (Craft (Woodworking)).
|
|||
|
|
Possessions: 21 gp in gear.
|
|||
|
|
|
|||
|
|
Camelia, female halfling Com1: CR 1; Size S (2 ft., 9 in. tall); HD 1d4-1;
|
|||
|
|
hp 3; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Attack +1 melee,
|
|||
|
|
or +3 ranged; SV Fort +0, Ref +3, Will +2; AL N; Str 11, Dex 15, Con 8,
|
|||
|
|
Int 13, Wis 13, Cha 9.
|
|||
|
|
Languages Spoken: Common, Gnome, Halfling.
|
|||
|
|
Skill points: Com 12
|
|||
|
|
Skills and feats: Climb +6, Profession (Dairy farming) +4, Craft
|
|||
|
|
(Trapmaking) +5, Hide +6, Jump +2, Listen +3, Move Silently +4, Spot +1,
|
|||
|
|
Swim +2; Armor Proficiency (Light).
|
|||
|
|
Possessions: 4 gp in gear.
|
|||
|
|
|
|||
|
|
Boddynock, male gnome Com5: CR 4; Size S (3 ft., 4 in. tall); HD 5d4-10;
|
|||
|
|
hp 7; Init -2 (-2 Dex); Spd 20 ft.; AC 9 (-2 Dex, +1 Size); Attack +3 melee,
|
|||
|
|
or +1 ranged; SV Fort -1, Ref -1, Will +2; AL NG; Str 10, Dex 6, Con 7,
|
|||
|
|
Int 7, Wis 13, Cha 9.
|
|||
|
|
Languages Spoken: Common, Gnome.
|
|||
|
|
Skill points: Com 8
|
|||
|
|
Skills and feats: Craft (Alchemy) +0, Profession (Dairy farming) +7, Hide +2,
|
|||
|
|
Listen +3, Move Silently -2, Spot +1; Skill Focus (Profession(Dairy farming)).
|
|||
|
|
Possessions: 21 gp in gear.
|
|||
|
|
|
|||
|
|
3.1 City Guard
|
|||
|
|
--------------
|
|||
|
|
|
|||
|
|
The town guard consists of maybe 30 people, only about 5 of which are on
|
|||
|
|
duty at any given time, who are all under the direct command of Alexei <20>
|
|||
|
|
The Tank<6E>, the Commander of the Guard. He is an extremely strong but
|
|||
|
|
intelligent and wise leader, loved by the Mayor, his Men, and the townsfolk
|
|||
|
|
alike. He has amicable relations with everyone in town, which often is the
|
|||
|
|
reason for Hoskuld and Grebo not getting into an all-out war over their
|
|||
|
|
pranks. The rest of the guardsmen can be considered 1st level fighters.
|
|||
|
|
|
|||
|
|
Alexei, male human Ftr20: CR 20; Size M (5 ft., 7 in. tall); HD 20d10+80;
|
|||
|
|
hp 198; Init +3 (+3 Dex); Spd 30 ft.; AC 19 (+3 Dex, +3 armor); Attack
|
|||
|
|
+26/+21/+16/+11 melee, or +23/+18/+13/+8 ranged; SV Fort +16, Ref +9, Will
|
|||
|
|
+7; AL LG; Str 22, Dex 16, Con 19, Int 17, Wis 12, Cha 12.
|
|||
|
|
Languages Spoken: Common, Elven, Gnome, Halfling.
|
|||
|
|
Skill points: Ftr 138
|
|||
|
|
Skills and feats: Climb +29, Concentration +6.5, Craft (Stonemasonry) +14,
|
|||
|
|
Gather Information +2, Handle Animal +23, Hide +3, Intimidate +22, Jump +27,
|
|||
|
|
Listen +3, Move Silently +3, Ride +12, Spot +3, Swim +26, Tumble +6;
|
|||
|
|
Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Far Shot, Great
|
|||
|
|
Cleave, Improved Bull Rush, Improved Sunder, Leadership, Point Blank Shot,
|
|||
|
|
Power Attack, Quick Draw, Rapid Shot, Track, Weapon Focus (longsword),
|
|||
|
|
Weapon Specialization (longsword).
|
|||
|
|
Possessions: +2 Longsword of Thundering (+29/+24/+19/+15 1d8+5), +3 full plate,
|
|||
|
|
+1 studded leather of sonic resistance (worn most frequently), Ring of Freedom
|
|||
|
|
of Movement, Warhorse with platemail barding
|
|||
|
|
|
|||
|
|
Aside from the Town Guard, Hillsburrough subscribes to a Militia
|
|||
|
|
system <20> one day a week, all able bodied men are required to gather in
|
|||
|
|
town and train to fight off roving monster bands, and groups of bandits,
|
|||
|
|
etc. They also train in flood response, putting out fires, etc. These events
|
|||
|
|
are something the whole town get into (even Grebo and Hoskuld act peacably
|
|||
|
|
during these events), and it's a big way that the town stays cohesive and
|
|||
|
|
tight-knit. Strong friendships are built in the training, and as a result
|
|||
|
|
the entire citizenry is able bodied and determined. This is one of the reasons
|
|||
|
|
for their independence <20> Alexei, Grebo and Hoskuld aside, you would have
|
|||
|
|
a hard time occupying Hillsburrough.
|
|||
|
|
|
|||
|
|
3.2 Outlying farms
|
|||
|
|
------------------
|
|||
|
|
|
|||
|
|
The farms that lie on the north end of the village, next to the river,
|
|||
|
|
grow a variety of crops <20> beans, leafy vegetables, nuts, some fruits, and
|
|||
|
|
there are farms that raise beef, pork, poultry, and dairy. Some families run
|
|||
|
|
cloth weaving, apothecary, or other oddball shops just outside of town in the
|
|||
|
|
foothills or in the plains. The people of the village are, by and large,
|
|||
|
|
agricultural <20> the majority of people don't live in the village proper,
|
|||
|
|
but in the outlying farms. Hillsburrough claims the area that is in a 10 mile
|
|||
|
|
radius from the center of town (the town hall with the clocktower), so a
|
|||
|
|
lot of outlying farmers fall under Hillsburrough's jurisdiction.
|
|||
|
|
Most of the farm houses are simple one-story homes with basic amenities
|
|||
|
|
<EFBFBD> outhouse, kitchen, fireplace, etc. A few of the outlying homes,
|
|||
|
|
however <20> such as Mayor Hafgrim's manor home <20> are quite elaborate
|
|||
|
|
for the simple village, two or three stories and containing a basement.
|
|||
|
|
Despite the appearance of the simple folk in Hillsburrough, there is a lot
|
|||
|
|
of money coming through <20> this is, after all, the last stop before the
|
|||
|
|
frontier.
|