Thursday, August 16, 2012

Freelands of Mirrym: The Sleeping Sentry

Christoffer Saar illo
by michael hammes

The Sleeping Sentry tavern sits within spitting distance of the central watch station in the Freecity of Mirrym. To many watchmen it is their second home, a place to get together with their fellows away from the citizens and relax in an atmosphere of camaraderie. With the ale flowing freely, the harried men and women that keep the Freecity safe can let down their guard and share the day’s exploits in a convivial atmosphere.

     Despite the occasionally coarse nature of its clientele, the Sleeping Sentry is one of the cleanest establishments in the city. The owner of the Sleeping Sentry, William Gale, is a retired Sergeant of the Watch. Owning the tavern has allowed William to stay in the familiar rhythms of being a watchman without actually having to endure the tediousness and occasional dangers of the job. William is an intimidating fellow, but those who know him well find that he is generous, loyal and always willing to help a comrade in need.

     The Sleeping Sentry is probably the best source for any kind of rumors and news in Mirrym as watchmen from the ward stations make it a point to come to the tavern as often as possible. Thus it is a rare piece of gossip that cannot be obtained at the tavern. Unfortunately, the Sleeping Sentry caters to a rather restricted clientele. Strangers, whether locals or foreigners, are not exactly welcome. After all, this is a place where the watchmen go to get away from everyone else, so having everyone else come here is not something they appreciate.

     Those who wander in uninvited quickly find the eyes of a large number of uniformed troopers upon them. If that is not enough to turn them away, visitors notice that the boisterous noise they heard as they opened the door has been replaced by an uncomfortable silence. Any normal person would clearly understand that they are not welcome, so if they persist in remaining, William will firmly ask them to leave.

     The tavern consists of the main room, a small water closet and a kitchen where a hired cook prepares warm meals for hungry watchmen.

The Sleeping Sentry 
Superior Masonry Walls: 1’ thick, Break DC 35, Hardness 8, Hit Points 180 (per 10x10 section); 

Front Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Open Lock DC 20, Break DC Stuck16/Locked 18; 

Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Open Lock DC 20, Break DC Stuck 16/Locked18.

William Gale, male human War5; Medium humanoid (5’ 9”, 165 lbs); CR 4; HD 5d8+13; hp 37; Init +0; Spd 30 ft; AL LG; 

     Armor: AC 10, touch 10, flat-footed 10. Attacks: Base Atk +5, Grp +7;  

     Melee: Longsword +7 (+5 BAB, +2 str) (d8+2, 19-20/x2). 

     Saves: Fort +6, Ref +1, Will +2. 

     Abilities: Str 15 (+2), Dex 11, Con 15 (+2), Int 12 (+1), Wis 12 (+1), Cha 14 (+2). 

     Languages: Common. 

     Skills and Feats: Climb +3, Gather Information +5, Intimidate +9, Listen +5, Profession (tavern keeper) +3, Search +3, Spot +5, Swim +3; Alertness, Skill Focus (intimidate), Toughness. 

     Possessions: Longsword, keys to tavern, 10 gp in belt pouch and 20 gp and 60 sp in cash box.

Nina the Cook, female human Com2; Medium humanoid (5’ 5”, 150 lbs); CR 1/2 ; HD 2d4+2; hp 8; Init +0; Spd 30 ft; AL LG; 

     Armor: AC 10, touch 10, flat-footed 10. 

     Attacks: Base Atk +1, Grp +0; Melee: Rolling pin +1 (1d4, x2). 

     Saves: Fort +0, Ref +0, Will +2. 

     Abilities: Str 10, Dex 10, Con 12 (+1), Int 11, Wis 11, Cha 10. 

     Languages: Common. 

     Skills and Feats: Craft (sewing) +3, Profession (cook) +8, Listen +2, Spot +2; Iron Will, Skill Focus (cook). 

     Possessions: Recipe book, keys to tavern, 3 sp.

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