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.