Add in the old New World setting, circa 2010-2014

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1. The Village of Hillsburrough
-------------------------------
Nestled into the foothills of the eastern ranges, Hillsburrough
looks out on the plains and hills of the frontier the last spot
for civilization before plunging deep into the wild eastern frontier.
Originally planned as a military outpost, it was soon abandoned because
it was “of no tactical value”, and the few people remaining
petitioned the King for autonomy, and it was granted. He really wanted
to have nothing to do with the outpost anyway.
All that changed about 40 years ago, when an earthquake in the
mountains opened up a new pass that led directly to Hillsburrough,
and closed all of the other passes. Now Hillsburrough is of critical
tactical importance, literally being on the vanguard of the frontier
border. The King and the Mayor of Hillsburrough have been locked into
a discussion about bringing Hillsburrough back into the kingdom, but
thus far the Mayor will have no part of it. And the King, while he wants
the town back in his control, isn't dumb enough to go and try pushing
around a bunch of people that have carved out a living on the frontier
for 100 years. So Hillsburrough remains a sovereign city-state, even
though it is simply a village. It has become a haven for adventurers
coming through to the frontier, or going home to civilization. And
despite the simple appearance of the village and its denizens, there is
a lot of money flowing through this city, due to its special location.
Hillsburrough is a small village of approximately 800 people. Most
of the inhabitants make their living by farming the land, but there are
a few notable establishments such as bars, inns, weaponsmiths, etc. The
main features of the town are the old Church on the north side of town,
and the Clocktower in the center of town. Both are visible immediately
upon your entrance into town the road from the mountain pass winds
out of the hills and crosses the eastern river on an old stone bridge,
placing you directly in front of the church. In the distance, maybe a
quarter mile, the clocktower rises nearly a hundred feet, towering above
the surrounding homes and shops. The road leads you past a sign that
says “Welcome to Hillsburrough the road stops here!”, and
this is indeed the case. The road leads you into town, past the various
shops and inns, and the road dead ends at the town hall, at the foot of
the clocktower. And suddenly you realise, you have truly come to the
edge of civilization. If you were to have a map of the world, it would
surely say “Here be dragons”.
2. Locations
------------
2.1 The Ambushed Chicken
-------------------------
Accommodations: Occupied by owner and employees
Example Menu:
- Breakfast: Fried perch, Chicken eggs, Sharp cheese, Peach,
Oatmeal (cost 1cp).
- Lunch: Lamb stew, Soft cheese, Broad beans, Blackberries (cost
2cp).
- Supper: Pork liver, Potato, Corn, Millet, Pecan pie (cost 2cp).
- Snack: Chicken eggs, Pear, Rice (cost 1cp)
The main entrance to The Amushed Chicken is to the right; you can
tie your horses on the right side of the building. There are 2 tables in
the front room. The tap room is to the left. The tap room has 10 tables
where patrons eat and drink and warm themselves by the fireplace. Stairs
lead to rooms on the second floor. There is another entrance through the
kitchen porch in the back. The proprietor of the establishment, Edward
Longfingers, is edging into his fifties and is rumored to be preparing to
turn the business over to his two daughters, Arnora and Tiffany, both in
their early twenties. However, despite his plans for retirement, he doesn't
show any signs of slowing down he is a capable and strong man. In
fact, he has won the local strongman competitions for as long as they have
existed, and once lifted a fallen portion of a sawmill off a young laborer.
He's not much for endurance, though, and is often coming down with some
kind of mild sickness. His youngest daughter, Arnora, follows after him
in the Alebrewing profession though she is not as strong as her sister,
Tosti, who follows her father's business mainly because he is her father.
She has studied the Longsword with the town guard, and is rumored to have
some secret business on “adventures”. The tavern got its name for
the first chicken that was cooked in this establishment it was a wily
beast that actually had to be ambushed in the kitchen for it to be caught
and cooked.
Edward Longfingers, male human Com9: CR 8; Size M (5 ft., 5 in. tall);
HD 9d4-9; hp 18; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.;
AC 13 (+3 Dex); Attack +8 melee, or +7 ranged; SV Fort +2, Ref +8, Will +6;
AL NG; Str 19, Dex 16, Con 8, Int 16, Wis 16, Cha 12.
Languages Spoken: Common, Halfling
Skill points: Com 72
Skills and feats: Climb +16, Craft (Armorsmithing) +11, Craft
(Blacksmithing) +14, Craft (Sculpting) +11, Craft (Shipmaking) +13,
Craft (Woodworking) +5, Hide +3, Listen +17, Move Silently +3, Ride +14,
Spot +5; Alertness, Improved Initiative, Lightning Reflexes, Point
Blank Shot, Skill Focus (Craft (Sculpting)).
Possessions: Edward keeps three gems in a locked box under a loose board
underneath his bed. chrysoprase (bright green) (27 gp) crazy lace agate
(11.3 gp) lynx eye (9.5 gp)
Arnora, female human Com3: CR 2; Size M (5 ft., 7 in. tall); HD 3d4;
hp 13; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee,
or +2 ranged; SV Fort +1, Ref +2, Will +2; AL N; Str 14, Dex 13,
Con 11, Int 11, Wis 13, Cha 9.
Languages Spoken: Common.
Skill points: Com 18
Skills and feats: Craft (Sculpting) +6, Craft (Alebrewing) +4, Hide +1,
Listen +4, Move Silently +1, Open Lock +4, Spot +1; Power Attack,
Skill Focus (Craft (Alebrewing)), Toughness.
Possessions: A brooch with a diamond in it given to her by her father
(2 gp value)
Tosti female human Com3: CR 2; Size M (5 ft., 11 in. tall); HD 3d4-6; hp 4;
Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex) Attack +5 melee, or +3
ranged; SV Fort +1, Ref +3, Will +2; AL LE; Str 18, Dex 15, Con 7,
Int 8, Wis 12, Cha 7.
Languages Spoken: Common.
Skill points: Com 12
Skills and feats: Craft (Painting) +5, Craft (Alebrewing) +1, Hide +2,
Listen +1, Move Silently +2, Ride +8, Spot +1; Great Fortitude, Martial
Weapon Proficiency (longsword), Skill Focus (Ride).
Possessions: A longsword
2.2 The Giant Baby
------------------
Accommodations: Good (a small private room with one bed, some amenities
and a covered chamber pot) for 1 sp/day currently unavailable
Example Menu:
- Breakfast: Meatballs, Curds, Dragon turtle omelet, Peach, Mush
(cost 6cp).
- Lunch: Sausage, Soft cheese, Spinach, Apple (cost 3cp).
- Supper: Pork liver, Broad beans, Leeks, Flatbread, Custard (cost
1sp).
- Snack: Gnomes yogurt, Raspberries, Flatbread (cost 4cp)
The front porch of The Giant Baby offers shelter from the weather
and sun. The main entrance to The Giant Baby is to the right; you can
tie your horses on the left. The bar has a comfortable lobby where you
can wait for friends to join you before leaving or as you arrive. The
tap room is to the left and the barkeepers' desk is straight ahead on
your left. The tap room has 7 tables where patrons eat and drink and
warm themselves by the fireplace. Stairs lead to rooms on the second
floor, which are occupied by Svein and his son-in-law Isleif.. There is
another entrance through the kitchen in the back.
Svein, the proprietor, is the only person who has been in town long
enough to remember when the large Clocktower in the center of town
actually still worked. He is pushing his 65th birthday this year, and is
planning to work his bar until he dies. He has his son-in-law, Isleif,
help him around the tavern. Isleif is the obvious heir-apparent to Svein's
sizable inheritance (sizable for a tavern owner, anyhow). Isleif's wife,
Svein's daughter, died of a rare disease two years ago. She is buried in
the cemetery east of town, on one of the many sunny hilltops.
Svein actually has a history as somewhat of an adventurer, but he
doesn't have any adventurer levels. He was a sailor in the Royal Navy for
many years before settling down and becoming a woodworker, then later a
barkeeper. He is not an alebrewer like his competitor Edward Longfingers,
just a barkeeper. However likable Svein may be, he's not the brightest of
men, leading him to be entirely too trusting at times. This is another
area in which Isleif can help his father-in-law; he helps keep his fortune
intact.
Nobody remembers how the inn got its name. Something to do with a huge
ostrich creature.
Svein, male human Com20: CR 19; Size M (5 ft., 9 in. tall); HD 20d4-20;
hp 33; Init +0; Spd 30 ft.; AC 10; Attack +13/+8 melee, or +10/+5 ranged;
SV Fort +7, Ref +6, Will +10; AL NG; Str 16, Dex 10, Con 9, Int 8, Wis 14,
Cha 12.
Languages Spoken: Common.
Skill points: Com 46
Skills and feats: Craft (Shipmaking) +17, Craft (Woodworking) +7, Hide +0,
Listen +25, Move Silently +0, Spot +2; Great Fortitude, Iron Will,
Leadership, Skill Focus (Listen), Skill Focus (Craft (Shipmaking)),
Skill Focus (Craft (Woodworking)), Toughness.
Possessions: A +2 longsword, and 1000 gp in gems. The sword hangs above the
door frame of his bedroom, and the gems are hidden in beer kegs in the cellar.
Isleif, male human Com3: CR 2; Size M (5 ft., 2 in. tall); HD 3d4+6; hp 15;
Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4 melee, or +2 ranged;
SV Fort +3, Ref +2, Will +2; AL CG; Str 16, Dex 13, Con 14, Int 17, Wis 13,
Cha 13.
Languages Spoken: Auran, Common, Elven, Terran.
Skill points: Com 36
Skills and feats: Craft (Alchemy) +8, Craft (Weaponsmithing) +9, Disable
Device +5, Handle Animal +7, Hide +1, Knowledge (Nobility and Royalty) +4,
Listen +6, Move Silently +1, Perform (Oratory) +2, Spot +1, Swim +9; Combat
Expertise, Run, Simple Weapon Proficiency (dagger, punching).
2.3 The Sneezing Cane
---------------------
Accommodations: None
Example Menus:
- Breakfast:
- Beef steak, Sharp cheese, Goose eggs, Blueberries, Corn
pone (cost 1cp).
- Monkey brain, Goose eggs, Curds, Blackberries, Corn pone
(cost 1cp)
- Ham, Soft cheese, Curds, Melon, Rice (cost 1cp).
- Lunch:
- Owlbear chop, Sharp cheese, Broad beans, Dates (cost 1cp).
- Pork chop, Soft cheese, Chick peas, Dates (cost 1cp).
- Pork chop, Goose eggs, Lentils, Blueberries (cost 1cp).
- Supper:
- Cat cutlet, Corn, Leeks, Goblin bannock, Applesauce (cost
2cp).
- Pork liver, Spinach, Yams, Centaur rye, Rice pudding (cost
2cp).
- Broiled catfish, Collard greens, Taro, Corn pone,
Applesauce (cost 2cp).
- Snack:
- Quail eggs, Blueberries, Rice (cost 1cp)
- Duck eggs, Pear, Coarse rye bread (cost 1cp)
- Soft cheese, Pear, Millet (cost 1cp)
The main entrance to The Sneezing Cane is to the right; you can tie
your horses on the right side of the building. The tavern has a comfortable
lobby where you can wait for friends to join you before leaving or as you
arrive. The tap room is to the left. The tap room has 10 tables where
patrons eat and drink and warm themselves by the fireplace. The long bar
promises quick delivery of all kinds of drinks. The taverns's kitchen has
2 ovens and provides a large menu every day. There is another entrance
through the kitchen in the back.
Erika's tavern is the most recent addition to the city, having been
here for less than a year. However, it is quickly becoming a success with
its wide variety of foods (thanks to its two ovens), and its quick-witted
and beautiful owner. She is a bit frail which makes her even more
attractive to many men but quite amply endowed in all of the areas
that matter. She is young, unmarried, and quickly becoming wealthy. She
lives in a small house on the south side of town, choosing not to live in
her establishment, like so many business owners. She was able to do this
because she comes from a semi-wealthy family in a large city, and brought
enough money with her to build a home and a business. It was almost entirely
exhausted while doing so, so she is no less energetic about the
profitability of her business. For that reason, her establishment is the
only one in Hillsburrough that serves all 3 meals of the day. The ovens
get stoked at 5 am, and don't stop until midnight.
The tavern got its name from the rare flowers that skirt the front of
the tavern, which grow on long canes and end in beautiful red flowers with
huge petals, that caused Erika to sneeze constantly until she got used to
the climate.
Erika, female human Com10: CR 9; Size M (5 ft., 4 in. tall); HD 10d4-20;
hp 14; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +8 melee, or +4
ranged; SV Fort +1, Ref +2, Will +6; AL LN; Str 16, Dex 10, Con 9, Int 13,
Wis 13, Cha 16.
Languages Spoken: Common.
Skill points: Com 26
Skills and feats: Climb +16, Handle Animal +8, Hide -1, Knowledge
(Geography) +4, Knowledge (Local) +1, Listen +3, Move Silently -1, Spot +3;
Alertness, Iron Will, Skill Focus (Climb), Skill Focus (Knowledge (Local)),
Skill Focus (Handle Animal).
Possessions:
apache tears(small droplets of black, smokey black, reddish, greenish black,
or purplish black obsidian) (11.4 gp)
potion of spider climb (50 gp)
dun-colored
sweet odor/taste
watery, translucent appearance
She keeps both in a locked metal box hidden next to the right oven in the
kitchen, in the bottom of the coal bucket.
2.4 The Annex
-------------
The Annex is a weapon/armory smithy run by Bella and Ynvar, her husband
of fifteen years. Both are in their early thirties, and they're the best
smiths in this region. Bella does all the armor work, and Ynvar performs all
of the weapon work. They share the blacksmith work. All their goods sell for
the prices listed in the Player's Handbook, but they sell to the town guard
for a 10% discount (because they buy in bulk). They will do masterwork
weapons, with an 8 month delay for the crafting of the weapon. The couple has
lived here their whole lives, and have had two children, Otkel and Eyvind.
Both are lieutenants in the Town Guard.
Bella is well mannered, polite, and still good looking despite her
profession and advancing years. She wears simple blacksmith clothing at work,
but in her off hours she tends to dress as elaborately as is practical,
especially when going to any sort of social function. She doesn't gossip
like a true Belle, though, which suits her and her husband just fine. Ynvar
is fascinated by magic, and has always wanted to be able to do it himself;
but not necessarily like a regular wizard, he has just wanted to be able to
imbue his weapons with magical ability. However, he never had the requisite
intelligence or wisdom to master any sort of spellcasting abilities. He is
also getting to be hard of hearing, which would make spells with verbal
components difficult to follow.
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
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 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 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 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 “visit” 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 “Grebo's Raise-O-Matic Five Thousand”
elegantly written above the control mechanism), manned by a nondescript
bellhop named “Finnigan”. 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 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
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
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 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 “Scry your Stick”, 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 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 “guest” 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 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 “unwashed heathen”. This is not entirely
true 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 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 “Iron
rations It's what's for dinner”.
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 nor is he
terribly stealthy). He genuinely enjoys his pranks, and has yet to be caught
for them 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 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
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
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 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 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 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
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 “
The Tank”, 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 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 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 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 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
outhouse, kitchen, fireplace, etc. A few of the outlying homes,
however such as Mayor Hafgrim's manor home 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 this is, after all, the last stop before the
frontier.

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The Free Frontier is the frontier which falls just outside of the Kingdom's boundaries, whether it is North, South or East of the kingdom.

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Named for the sound the wind makes when it howls through these low
mountains, the Wailing Wall is home to such rare creatures as griffins,
banshees, and even (it is rumored) pegasi. A prominent wizard is currently
doing excavation west of the village of Banshee's Ford, in preparation for
the installation of add-ons to his (already large) tower.