Showing posts with label D and D 3.5. Show all posts
Showing posts with label D and D 3.5. Show all posts

Tuesday, December 18, 2012

House Collapse

The earthquake toppled several houses in the city. The loss of life and resulting injuries have been tragic, but there are still opportunities to help.

     No. 4 Shelton Street was seriously damaged by the quake. The two residents, Marshall and Clara Crooke are seriously injured and need rescue. Neighbors can see Marshall's limp body on the second floor and have heard him moaning softly. If someone can get to him, perhaps he can be saved. Meanwhile, Clara Crooke is trapped in the cellar.

     The Player Characters have 10 rounds before the house collapses. Anyone in the house at the time of collapse will suffer 5d6 points of damage from falling debris. A DC 15 Reflex save can reduce the damage to half. Anyone in the cellar will also be subject to this damage. The groaning and creaking of the house should hint at the looming disaster.

     Below are a few guidelines that might be helpful.

Listen (DC 15)
     This is a free action that should be taken when the PCs arrive on the scene. Success indicates that the listener hears the muffled cries of Clara Marshall in the cellar.

The Cellar
     The door to the cellar is buried under fallen wood and stone. It will take five rounds for one man (three if he receives assistance) to clear the rubble, one round to enter the cellar and another round to emerge with a half-conscious Clara. (Five to seven rounds total.)

Marshall  
     Marshall is barely conscious on the second floor. He is bleeding profusely from a head wound. Technically speaking, he is at -1 hit points and will lose 1 hit point per round until stabilized. (DC 15 Heal check) It will take one round to stabilize Marshall. If a PC stabilizes Marshall, he will manage to utter, "Clara....cellar..." before passing out.
     If the Climb (see below) and Heal checks are successful, it will require a total of four rounds to ascend the stairs, stabilize Marshall and descend the stairs.

The Stairs
     The stairs are the most direct way to reach Marshall. They are unstable and require a DC 12 Climb check to ascend. If the Climb check is successful, it will take one round to reach the second floor. A failure means the PC had to stop as the stairs began to shift and sway. Descending the stairs with Marshall is a DC 15 Climb check and requires two rounds. Again, failure means a round is spent regaining one's balance as the stairs sway and shift.

Implications
     It may not be possible for one PC to save Marshall and Clara in the 10 rounds allotted. Therefore, the PCs may have to split up. Also, the DM should keep track of each round, noting the loss of Marshall's hit points and how long each action takes. Try to build a sense of urgency so that the PCs know that a bad situation can - and will - get much worse through delay!

XP Award
     The PCs should receive 25 xp each for saving Clara and 25 xp for Marshall.

Monday, December 17, 2012

Navigating the River Mouth


The river mouth is difficult to navigate. It is shallow and has shifting sandbars that make sailing across it challenging at best, perilous at worse. Making the passage is worth it, though. The extensive waterways beyond are pregnant with opportunities for trade and adventure. Unfortunately, the wreckage of shattered vessels on the beach stand as mute testimony to the challenge at hand.

     The base chance for sailing across the river mouth is DC 15 Profession (sailor). It is permissible to Take 10 on this check. It can be quite helpful for the helmsman to have a spotter on the bow, so Aid Another is an option as well.

     Modify the DC using the conditions below. To randomly determine the tide, wave height and light, you will roll either a 1d6 or 1d8.

Tide, 1d6
1-2) High Tide (2.9' or higher): +0 to DC
3-4) Mid Tide (0.1' to 2.9'): +5 to DC
5-6) Low Tide (0.1' or lower): +10 to DC

     If the crew of the ship finds the tide too low for a safe transit, they can simply wait six hours for the tide to rise.

Wave Height, 1d8
1-5) 2' or less: +0 to DC
6-7) 2.1' to 4': +5 to DC
8) 4' or higher: +10 to DC

     If the swell is too challenging for the crew to navigate, the vessel can wait 1d4 days for the swell to wane and for the seas to calm to a wave height less than 2'.

Light, 1d6
1-3) Day: +0 to DC
4-6) Night: +10 to DC

Other Conditions
     Light rain will add a +1 to the DC while heavy rain will add +3. Fog will result in a +5 DC penalty.

Failure  
     The penalty for failure is dependent upon the conditions.

     Failure on the sailing check during a low tide passage results in the vessel becoming grounded on a sandbar. Provided the wave height is 2' or smaller, the crew simply has to wait 1d4+2 hours for the tide to rise so that the ship can proceed. The grounding will result in 5d10 gp worth of damage to the ship.

     Failure on the sailing check during a mid tide passage results in the vessel brushing a sand bar. The crew will received quite a scare, but will be able to continue without worry.

     Failure during wave heights of 4' or higher mean that the ship has been swamped. An immediate DC 15 Sailing check must be made or the ship will be hit by another wave and will be tipped on its side. This check cannot be made by Taking 10.

     The most dangerous situation is for the sailing check to be failed during low tide while wave heights are 4' or greater. The ship will become grounded on a sandbar and will soon capsize and break apart.

Implications
     Sailing across the river mouth in favorable conditions is a rather routine task. However, doing so at other times is perilous. There may be occasions when the ship's crew will have no choice but to attempt the passage in a less than ideal circumstance. Perhaps the ship is being pursued by a superior opponent during a storm and risking the passage is preferable to a fight.

XP Award
     Succesfully navigating the passage will earn the helmsman and crew 50 xp.

Friday, November 23, 2012

On the Shores of Lake Quag: Marauders

“I’m tired of runnin’! It’s time ta stand and fight!” 
     -Rugorim, orc warrior

In the Vesve Forest, skirmishes are frequent. Humanoids from Iuz constantly raid the woodsmen and olve (elves), who refuse to yield. As a result, the north-eastern section of the Vesve Forest has been described as a “heavily wooded killing field.”

     One group of humanoid raiders are lead by Rugorim, a euroz (orc) warrior with dreams of creating his own kingdom within the forest. Unfortunately for him, his bold plans have derailed. Three weeks ago, Rugorim set out with a mixed group of euroz, jebli (goblins) and a few ogres. En route to a small hamlet Rugorim wanted to plunder, the band was attacked by wood elves and several human rangers. The ensuing battle claimed most of Rugorim’s warband.

     Pursued west for several days, the ragged band of humanoids sought refuge in the Sepia Uplands, which lay along the Perrenland border. Rugorim and the remnants of his band eventually found a cave to hide in. For the past week, they have been licking their wounds and planning their next move.

     Fearful that a return trip through the Vesve will result in their deaths, Rugorim is considering attacks on the noniz (gnomes) who live in the area. He hopes to find treasure, food and better shelter within their tunnels. Even as Rugorim plans, a noniz prospector named Schepni has spied the humanoids and is reporting their presence to the authorities in nearby Traft.

     Traft is the location of a warehouse that was detailed prior. Word of Rugorim and his band will come from Schepni, who knows Matthias Vinder, the guardsman who watches the warehouse. (Matthias met Schepni years ago when Matthias was still a mercenary.) Schepni is terribly bothered by the humanoids and is fearful that they are advanced scouts for a much larger invasion force. (This is not true.)

     Schepni has collected a monetary reward from other noniz and would be willing to pay 25 marks (gold pieces) to each party member for driving off the humanoids. Although he’s not a warrior, Schepni (Exp3) would be willing to lead the party to Rugorim’s cave, which lays two days to the east along seldom-used cart paths.

The Cave 
     Rugorim and his band are resting in a cave at the base of a hill. The ogre, Grabbock, is only able to fit within the first chamber due to a low ceiling in the back of the cave. The rest of the humanoids will be found in the chamber beyond. At night, the goblins stand guard in front of the cave, while Grabbock keeps watch during the day. Having been pursued this far by enemies, the marauders are tired of running and will stand and fight if attacked.

      An online calculator suggested that the humanoids have an Encounter Level of six. This seems reasonable, although the humanoids are all wounded, so perhaps five might be more fair. In the stat blocks below, there are two values for hit points. The first number is the creature’s regular hit points. The number in parenthesis represents the current amount.

Rugorim, male orc War3; Medium humanoid; CR 2; HD 3d8+3; hp 15 (9); Init +0; Spd 30 ft; AL CE; 
     Armor: AC 13 (+3 studded leather), touch 10, flat-footed 13. 
     Attacks: Base Atk +3, Grp +6; 
     Melee: Falchion +7 (+3 BAB, +3 str, +1 weapon focus) (2d4+4/18-20).  
     Special Qualities: Darkvision 60’, light sensitivity. 
     Saves: Fort +4, Ref +1, Will -1. 
     Abilities: Str 17 (+3), Dex 11, Con 12 (+1), Int 8 (-1), Wis 7 (-2), Cha 6 (-2). 
     Languages: Common, orc.
     Skills and Feats: Listen +1, Spot +2; Alertness, Weapon Focus (falchion). 
     Possessions: Falchion, maggoty biscuits, wineskin.

Orc (6), male War1; Medium humanoid; CR 1/2; HD 1d8+1; hp 5 (3); Init +0; Spd 30 ft; AL CE; 
     Armor: AC 13 (+3 studded leather), touch 10, flat-footed 13. 
     Attacks: Base Atk +1, Grp +4; Melee: Falchion +4 (+1 BAB, +3 str) (2d4+4/18-20). 
     Special Qualities: Darkvision 60’, light sensitivity. 
     Saves: Fort +3, Ref +0, Will -2. 
     Abilities: Str 17 (+3), Dex 11, Con 12 (+1), Int 8 (-1), Wis 7 (-2), Cha 6 (-2). 
     Languages: Common, orc. 
     Skills and Feats: Listen +1, Spot +1; Alertness. 
     Possessions: Falchion, maggoty biscuits, wineskin.

Grabbock, male ogre; Large giant; CR 3; HD 4d8+11; hp 29 (15); Init -1; Spd 30 ft; AL CE; 
     Armor: AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16. 
     Attacks: Base Atk +3, Grp +12; Melee: Great club +8 (2d8+7); Ranged: Javelin +1 (1d8+5). 
     Space/Reach: 10 ft./10 ft. 
     Special Qualities: Darkvision 60ft., low-light vision. 
     Saves: Fort +6, Ref +0, Will +1. 
     Abilities: Str 21 (+5), Dex 8 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 7 (-2). 
     Languages: Common, ogre. 
     Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (club).       
     Possessions: Belt pouch with 4 gp, 15 sp.

Goblin (2), male War1; Small humanoid (Goblinoid); CR 1/3; HD 1d8+1; hp 5 (3); Init +1; Spd 30 ft; AL NE;
     Armor: AC 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14.
     Attacks: Base Atk +1, Grp -3; Melee: Morningstar +2 (1d6); Ranged: Javelin +3 (1d4).
     Special Qualities: Darkvision 60’.
     Saves: Fort +3, Ref +1, Will -1.
     Abilities: Str 11, Dex 13 (+1), Con 12 (+1), Int 10, Wis 9 (-1), Cha 6 (-2).
     Languages: Goblin, orc.
     Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.
     Possessions: Rat jerky, wineskin.

Thursday, November 22, 2012

On the Shores of Lake Quag: Gaunt Willow

“Get out of my woods, all of you!” 
     -Gaunt Willow

Tired of the savage warfare that has spoiled his home, Gaunt Willow has claimed a section of the Vesve as his own and allows no one to enter. Those who do intrude are either asked to leave, subdued with magic, or driven into the ground like a stake. Gaunt Willow simply wants to be left alone so that he can tend to the trees and vegetation that have been savaged by years of war.

Jay Penn illustration
     Gaunt Willow is unique among his kind in that he is able to cast wizard spells. One day while patrolling his grove, Gaunt Willow discovered the body of an elf. He searched the body and soon discovered a spell book. Because of his own magical nature, Gaunt Willow was able to make sense of the arcane writing. He studied the spell book for months and was eventually able to cast a few of the spells. After thoughtful consideration, Gaunt Willow decided to summon a familiar, a large owl that roosts in his branches. 

     Gaunt Willow’s domain is 5 square miles. Any humanoids found within his territory will be destroyed without hesitation. (See the next paragraph for tactics.) If Gaunt Willow encounters humans, he will often cast Sleep or misleading illusion spells to peacefully remove them from his woods. (Sleeping victims will awake unharmed a few miles away.) Elves are politely, yet firmly, asked to leave the area. It’s not that he dislikes humans and elves, it’s just that he refuses to allow any more battles to take place in his home.

     Gaunt Willow cannot be enlisted to fight against Iuz. If pressed, he will grow irritable. As Gaunt Willow gets more upset, the fireflies that nest within his eyes and mouth will take flight. This spectacle looks for all the world like a shower of sparks and is quite an unsettling sight.

     In combat, Gaunt Willow is fond of ambush tactics. After his owl familiar informs Gaunt Willow of where hostile intruders are, the treant will animate two trees. These two trees are then placed in an optimal position for a surprise attack. After the animated trees complete their attacks, Gaunt Willow will then pound any survivors.

     In a role-playing encounter, a DM could use Gaunt Willow to show how some forest creatures are tired of war and want nothing to do with it any longer. Even though characters might try to persuade Gaunt Willow to leave his grove to fight humanoids, the treant will not leave under any circumstance. Instead, PCs might use Gaunt Willow’s xenophobia for their own benefit by leading a group of humanoids into his domain. This cynical manipulation of a treant might bother some, but it could also be a good way to demonstrate the tough choices that must be made in war.

     See Monster Manual pages 244-245 for more information on the treant. I suggest that an encounter with Gaunt Willow, two animated trees and his familiar would have an EL of 13.

Gaunt Willow, treant Wiz3 
Huge Plant 
HD: 7d8+35 (treant) + 3d4 (wizard)
Hit Points: 72
Initiative: -1
Speed: 30 ft.
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat footed 20
Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
     Full Attack: 2 slams +12 melee (2d6+9)
Space Reach: 15 ft/15 ft
Special Attacks: Animate trees, double damage against objects, spells (see below), trample 2d6+3 Spells (4/3/1; save DC 11 + spell level, 0% arcane spell failure chance): 0-Dancing Lights x2, Ghost Sounds, Message; 1-Silent Image, Sleep x2; 2-Summon Swarm
Special Qualities: Damage Reduction 10/slashing, low-light vision, plant traits, vulnerability to fire Saves: Fort +11, Ref +2, Will +10
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 12 (+1), Wis 16 (+3), Cha 12 (+1)
Skills: Concentration +8, Diplomacy +3, Hide -9 (+16 in forest), Intimidate +6, Knowledge (arcane) +4, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spellcraft +4, Spot +8 (+11 in shadows), Survival +8 (+10 above ground)
Feats: Eschew Materials, Improved Sunder, Iron Will, Power Attack, Scribe Scroll
CR: 11
Alignment: N
ECL: 15

Owl Familiar 
Magical Beast 
Hit Dice: 1d8 
Hit Points: 36 
Initiative: +3 
Speed: 10 ft., fly 40 ft. (average) 
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-11 
Attack: Talons +10 melee (1d4-3) 
Space/Reach: 2 1/2 ft./0 ft. 
Special Qualities: Low-light Vision, Familiar Abilities, Improved Evasion, Share Spells, Empathetic Link, Deliver Touch Spells 
Saves: Fort +11, Ref +5, Will +10 
Abilities: Str 4 (-3), Dex 17 (+3), Con 10, Int 7 (-2), Wis 14 (+2), Cha 4 (-3) 
Skills: Listen +14, Move Silently +17, Spot +6 (+8 in shadow) 
Feats: Weapon Finesse 
CR:
Alignment: N

Animated Tree 
Huge Plant 
HD: 7d8+35 
Hit Points: 66 
Initiative: -1 
Speed: 10 ft. 
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat footed 20 
Base Attack/Grapple: +5/+22 
Attack: Slam +12 melee (2d6+9) 
     Full Attack: 2 slams +12 melee (2d6+9) 
Reach: 15 ft/15 ft 
Special Attacks: Double damage against objects, trample 2d6+3 
Special Qualities: Damage Reduction 10/slashing, low-light vision, plant traits, vulnerability to fire 
Saves: Fort +11, Ref +2, Will +8 
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 12 (+1), Wis 16 (+3), Cha 12 (+1) 
Skills: Hide -9 (+16 in forest), Listen +8, Spot +8 
Feats: Improved Sunder, Power Attack 
CR:
Alignment:

Wednesday, November 21, 2012

On the Shores of Lake Quag: The Pirates of Fressa Cove

Spring on Lake Quag heralds a flurry of activity. Ports that held their vessels captive in frozen waters all winter now let loose their icy grip. Also unleashed are raiders who are desperate for spoils after months of confinement due to inclement weather. One such group consists of sixteen men who are plundering traffic near Traft. The buccaneers have experience as fishermen and mercenary archers, so they are well-suited for the task. 

Gabriel's Keelboat
     Their leader is Gabriel Karstula, a vicious criminal with a long, sordid past. He is shrewd enough to realize that it’s only a matter of time before they are driven off, killed, or captured. In preparation, he’s hidden their spoils within a cave overlooking the cove where their boat is anchored. If they are forced to flee the area, Gabriel plans on coming back to reclaim them at a later date. Moreover, Gabriel has procured a potion of water breathing. He keeps the existence of the potion a secret. If necessary, he will use it to fake his own death by pretending to drown.

Tactics
     The pirates’ vessel is manned by 15 buccaneers. Gabriel controls the rudder in the stern of the ship, while six men handle rigging. This leaves nine pirates free to employ missile weapons. On a day with no wind, all 15 crewmen must work the oars.

     The pirates’ preferred tactic is to close within 200 feet, then begin firing volleys of arrows. Keel boats have a very slow movement rate of 1 mile/hour, or 8’ per round. As a result, quite a few arrows can be loosed before the distance between vessels is closed. Once alongside another boat, the pirates will perform boarding actions.

     Because their boat is rather small and they only have 16 members, the pirates only attack vessels their size or smaller. This has resulted in meager gains because the smaller craft cannot carry large, valuable cargoes. After securing a prize’s cargo and killing its crew, the pirates use axes to hack through the hull of the vessel (hardness 5, 20 hit points) in order to sink it.

Using the Pirates in Play
     Matthias Vinder (the warehouse guard) will inform the party that a small pirate vessel is active in the area. A reward of 100 marks is being offered to anyone who kills or captures the raiders. Either the PCs can hire a boat to go searching for the raiders, or they can ride up and down the coast on horseback to look for the pirates’ anchorage. This last option is a suggestion from Matthias. He knows that a small craft like the one being used by the raiders will most likely be anchored nearby, since it lacks the ability to make a long range voyage.

     If the party hires a boat to search for the pirates, they will need to sail in the vicinity of Traft for 1d4 days before encountering the pirates. The party will be able to hire a keelboat like the one used by the pirates for 3 gp/day. The captain (Exp5) and eight crew (Exp1) of the keelboat will not fight the pirates unless it looks as if their vessel will be overrun.

     If the party travels by land to find the pirates’ anchorage, they will need to head south along the shore for 10 miles. The pirates are using a small cove to stow their goods and to rest between raids. The DM should decide if he wants the party to encounter the pirates during the day or night. During the day, the pirates will be absent, allowing the party to set up an ambush. At night, the pirates will be found sitting around a fire ring, eating, drinking or prepping their boat for the next raid. They have accumulated trade goods that can be sold for 300 marks.

     It’s important to note that the pirates’ keelboat is a prize in itself. A group of characters should be able to sell the vessel for 1,500 in coins and bartered goods, provided the ship was not damaged too seriously when it was seized. Enterprising characters might decide to lease the boat to an aspiring merchant. Doing so might earn them a monthly income of 10 marks/month. Then again, the players could keep the boat and start their own merchant (or pirate) careers.

Gabriel Karstula, male human Ftr4; Medium humanoid (5’ 9”, 165 lbs); CR 4; HD 4d10+8; hp 33; Init +6; Spd 30 ft; AL NE;

     Armor: AC 14 (+2 leather, +2 dex), touch 12, flat-footed 12.

    Attacks: Base Atk +4, Grp +6; Melee: Longsword +8 (+4 BAB, +2 str, +1 weapon focus, +1 masterwork longsword) (d8+4, 19-20/x2).

     Saves: Fort +6, Ref +3, Will +1.

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

     Languages: Common.

     Skills and Feats: Appraise +2, Climb +3, Intimidate +4, Jump +3, Knowledge (geography, Lake Quag) +4, Profession (sailor) +4, Swim +4; Dodge, Improved Initiative, Mobility, Spring Attack,
Weapon Focus (longsword).

     Possessions: Leather armor, longsword, potion of water breathing.

Pirate, male human War2; Medium humanoid (5’ 8”, 160 lbs); CR 1; HD 2d8+2; hp 12; Init +1; Spd 30 ft; AL NE;

     Armor: AC 13 (+2 leather, +1 dex), touch 11, flat-footed 12.

     Attacks: Base Atk +2, Grp +3; Melee: Longsword +3 (+2 BAB, +1 str) (d8+1, 19-20/x2); Ranged: Longbow +4 (+2 BAB, +1 weapon focus, +1 dex) (d8, x3).

     Saves: Fort +4, Ref +1, Will +0.

    Abilities: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 11, Wis 10, Cha 10.

     Languages: Common.

    Skills and Feats: Intimidate +1, Jump +2, Knowledge (geography, Lake Quag) +2, Profession (sailor) +6, Swim +3; Skill Focus (profession, sailor), Weapon Focus (longbow).

    Possessions: Leather armor, longsword, longbow, 20 arrows.

Tuesday, November 20, 2012

On the Shores of Lake Quag: Hilda Mogh and Sons

"I don't care if the townsfolk hate me. I hate them right back."
     -Hilda Mogh

Hilda Mogh scratches out a meager existence in the highlands above Traft. She has a reputation as a filthy, angry hag, but there are some who value her skills. Brigands and other dishonest folk know of Hilda’s healing abilities and often seek her out. Her payment varies, but it’s rumored that compensation is often sexual in nature. This might account for her three sons.

     There isn’t much that Hilda doesn’t hate. She loathes the marauding humanoids from Iuz, judgmental Perrenlanders and the annoying gnomes who eye her with suspicion. Hilda spends a lot of time meditating in her cave, channeling all of the dark, swirling energies of the region. She taps into the malevolence of Vecna, Iuz, Nerull, Hextor and others. Hilda uses all of that negative energy to fuel her spells. She has even gone so far as to tattoo her body with the unholy symbols of Oerth’s evil gods.

     In addition to her rat familiar, Hilda lives with her three sons—Jesper, Tage and Goran. The young men (all sired by different vagabonds) make a living by breeding, training and selling dogs. Their hounds are most often purchased for use as watchdogs in the warehouse district of Traft. The brothers’ ruthless training regimen results in animals that are vicious, yet respond well to commands.

          The Mogh family lives in a cramped cave that reeks of wet dog and urine. The area around the cave entrance is littered with trash. Several snarling dogs ensure that no intruder will be able to advance unnoticed.

     The ceilings of the cave are only 6’ high, so some medium humanoids will have to lean down when walking. Weapons like spiked chains and two handed swords should be unusable due to the low ceiling. The cave’s floor is even and does not impede movement.

     During the day, bright illumination from the sun will penetrate 40’ into the cave. Beyond that is shadowy illumination. At night, the fire pit will create bright illumination for 20’, then shadowy illumination for 20’, then darkness.

     Hilda, her familiar, her sons and 5 dogs are an EL 4 encounter. In battle the hounds will swarm characters, while Hilda casts spells (her familiar will deliver Touch of Fatigue) and her sons will attack with crossbows.

Hilda Mogh, female human Adp3; Medium humanoid (5’ 6”, 130 lbs); CR 2; HD 3d6+6; hp 18; Init +5; Spd 30 ft; AL NE;

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

     Attacks: Base Atk +1, Grp +1; Melee: Dagger +1 (+1 BAB) (d4, 19-20/x2).

     Saves: Fort +4, Ref +1, Will +7.

     Abilities: Str 10, Dex 11, Con 11 (+1), Int 13 (+1), Wis 14 (+2), Cha 9 (-1).

     Languages: Common, gnome.

     Skills and Feats: Concentration +4, Heal +5, Hide +1, Knowledge (nature) +4, Listen +3, Search +2, Spot +3, Spellcraft +3, Survival +5; Improved Initiative, Iron Will, Toughness.

     Spells (3/3; save DC 12 + spell level, 0% divine spell failure chance): 0-Mending, Purify Food and Drink, Touch of Fatigue; 1-Burning Hands, Cause Fear, Cure Light Wounds.

     Possessions: Dagger, filthy clothing, Hand of the Mage, holy symbols, 10 gp.

Scrum the Rat; Tiny animal (1’, 2 lbs); CR 1/2; HD 3; hp 7; Init +6; Spd 15 ft; AL NE;

     Armor: AC 16 (+2 natural, +2 size, +2 dex), touch 14, flat-footed 14.

     Attacks: Base Atk +1, Grp -11; Melee: Bite +5 (d4-3).

     Space/Reach: 2 1/2 ft/ 0 ft.

     Saves: Fort +2, Reflex +4, Will +4.

     Abilities: Str 2 (-4), Dex 15 (+2), Con 10, Int 2 (-4), Wis 12 (+1), Cha 2 (-4).

     Languages: None.

     Special Qualities: Alertness, Deliver Touch Spells, Empathetic Link, Improved Evasion, Low-light Vision, Scent, Share Spells.

     Skills and Feats: Balance +10, Climb +12, Concentration +2, Heal +3, Hide +14, Move Silently +10, Survival +3, Swim +10; Weapon Finesse.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.

Jesper, Tage or Goran, male human Com2; Medium humanoid (5’ 8”, 175 lbs); CR 1/2; HD 2d4+2; hp 8; Init +1; Spd 30 ft; AL NE;

     Armor: AC 11 (+1 dex), touch 11, flat-footed 10.

     Attacks: Base Atk +1, Grp +2; Ranged: Light crossbow +2 (+1 BAB, +1 dex) (d8, 19-20/x2).

     Saves: Fort +1, Ref +1, Will -1.

     Abilities: Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 9 (-1), Cha 9 (-1).

     Languages: Common.

     Skills and Feats: Handle Animal +9, Listen +1, Spot +2; Animal Affinity, Skill Focus (handle animal).

     Possessions: Belt pouch with 1 gp, 6 sp.

Dog; Small animal (3’, 50 lbs); CR 1/3; HD 1d8+2; hp 6; Init +3; Spd 40 ft; AL N;

     Armor: AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12.

     Attacks: Base Atk +0, Grp -3;

     Melee: Bite +2 (d4+1).

     Space/Reach: 5 ft/ 5 ft.

     Saves: Fort +4, Reflex +5, Will +1.

     Abilities: Str 13 (+1), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2).

     Languages: None.

     Special Qualities: Low-Light Vision, Scent.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.

Monday, November 19, 2012

On the Shores of Lake Quag; Schepni Brindleton

Schnepni's Burrow
“I may be short, but you smell terrible. And you’re real ugly.” 
     -Schepni Brindleton

Schepni lives in the Sepia Uplands, where he works as a miner. He sells the precious metals he finds in nearby Traft, even though he’d rather avoid the hustle and bustle of human communities. Schepni also works as a guide from time to time, leading travelers between Perrenland and the Vesve Forest.

     Because he wanders so frequently, Schepni is a very good source of information about the highlands. Whenever he encounters marauding bands of humanoids, he is sure to spread the news. Schepni enjoys leisurely talks and a good joke. He has little patience for rudeness and will give as good as he gets despite his modest stature.

Schepni Brindleton, male gnome Exp3; Small humanoid (Gnome)(3’ 11”, 75 lbs); CR 2; HD 3d6+6; hp 18; Init +5; Spd 20 ft; AL NG;

     Armor: AC 13 (+1 padded, +1 dex, +1 size), touch 12, flat-footed 11.

     Attacks: Base Atk +2, Grp +1; Melee: Dagger +5 (+2 BAB, +1 size, +1 weapon finesse, +1 masterwork dagger) (d3, 19-20/x2).

     Saves: Fort +3, Ref +2, Wil +3.
 
     Abilities: Str 9 (-1), Dex 13 (+1), Con 14 (+2), Int 11, Wis 11, Cha 10.

     Languages: Common, Gnome.

     Skills and Feats: Appraise +4, Hide +9, Knowledge (architecture and engineering) +4, Knowledge (geography - sepia uplands) +4, Listen +6, Move Silently +5, Search +4, Spot +4, Use Rope +5; Improved Initiative, Weapon Finesse (dagger).

     Special Abilities: Gnome traits.

     Spell-Like Abilities: 1/day—Speak With Animals (burrowing mammal only, 1 minute duration), Dancing Lights, Ghost Sound, Prestidigitation. Caster Level 1st; Save DC 10 + spell level.

     Possessions: Masterwork dagger, padded armor, Quall’s Feather Token (bird), Potion of Cure Light Wounds, 25 gp gem, 15 gp.

Sunday, November 18, 2012

On the Shores of Lake Quag; The Warehouse at Piketon Way

In the 1980's my imagination wandered the shores of Perrenland's Lake Quag, a watery expanse in the northwestern portion of Greyhawk. I revisited the area for a brief time ten years ago when I ran a short-lived campaign called "On the Shores of Lake Quag" that resulted in a TPK.

     The campaign began with the player characters being given the deed to a warehouse, a boon from a recently retired relative. My goal was to begin play with the PCs having a base of operations and a bit of economic good fortune. The warehouse, its contents, layout and single employee are presented below.

---

     The warehouse, located in Traft, is modest in size. It is 40' in length, 25' wide and the walls are 10' high. Constructed entirely of wood, it is accessible via double doors in the front and a service door in the back. There are no windows. Illumination is provided either by leaving the doors open during the day or with lamps at night. The back door does not have a lock, but it can be secured with a sliding bar. The front doors can be locked with a length of chain and a sturdy padlock.

     The warehouse was originally owned by Dellor Flynnex, a mercenary captain. Dellor used the building to store arms and supplies for his small warband. From Traft, Dellor and his men made frequent forays into the surrounding lands. The warehouse is stocked with arms and armor useful to longbowmen and bow-armed cavalry.

     The inventory includes:

     Armor: 2 chain shirts, 2 suits of studded leather, 3 suits of leather and 5 suits of padded;

     Weapons: 4 longbows, 80 longbow arrows, 5 short bows, 100 shortbow arrows and 5 longswords;

     Riding Gear: 3 riding saddles, 2 military saddles, 5 bits with bridles and 5 saddle bags; 

     Adventuring Gear: 3 backpacks, 5 winter blankets, 2 bullseye lamps, 3 common lamps, a 50' hemp rope, 2 tents, 5 waterskins and 3 map cases. Each map case contains a map of the northwestern Vesve, the Sepia Uplands, and the Canton of Traft;

     Transport: 1 wagon. A draft horse is stabled just outside the town walls at a cost of 1sp/day;

     Coin: In a small wooden box on the table are 10 gold marks, 25 silver hafmarks and 50 copper pfennigs.

     The warehouse is guarded by Matthias Vinder, a former soldier once employed by Dellor. After being badly wounded by euroz (orcs) in the Vesve, Mathias decided to stay at home. (Mathias was a mounted bowman at the time and was skewered by a spear-wielding euroz of the Vile Rune tribe.) He lives just around the corner from the warehouse, which enables him to keep an eye on things seven days a week. Mathias is usually present for two hours in the morning, two hours in the afternoon, and for four hours at night. While on duty, Mathias tends to sit inside the warehouse sipping ale and mending his fishing nets.

     Mathias is an avid fisherman, able to supplement his income by selling fish to his neighbors. When not performing his guard duties, Mathias will be on Lake Quag, casting nets from his small boat. Mathias is married to a kindly woman named Ava, who brings him brandy and hot soup on cold nights. Ava barely - just barely - tolerates Mathias' fishing, but she's happy to have him home after that nasty incident in the forest. If Matthias is paid on time and treated with respect, he'll be loyal to a fault. Under no circumstance will Mathias compromise the warehouse's security.

The Warehouse
     Wooden Walls: 6” thick, Break DC 20, Hardness 5, Hit Points 60 (per 10x10 section);

     Front Double Doors (good wooden doors): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18;

     Padlock on Front Double Doors: Hardness 15, Hit Points 30, Open Lock DC 20;

     Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Barred 25. At night, the door is secured with a wooden bar.


Mathias Vinder, male human War3; Medium humanoid (5’ 11”, 185lbs); CR 2; HD 3d8; hp 16; Init +2; Spd 30 ft.; AL LG; 

     Armor: AC 16 (+4 chain shirt, +2 dex), touch 12, flat-footed 14.

     Attacks: Base Atk +3, Grp +4; Melee: Longsword +4 (+3 BAB, +1 str) (d8+1, 19-20/x2); Ranged: Shortbow +5 (+3 BAB, +2 dex) (d6, x3).

     Saves: Fort +3, Ref +2, Will +1.

     Abilities: Str 12 (+1), Dex 14 (+2), Con 11, Int 10, Wis 11, Cha 10.

     Languages: Common.

     Skills and Feats: Handle Animal +2, Intimidate +4, Profession (fisher) +2, Ride +5, Spot +1, Swim +4; Mounted Archery, Mounted Combat, Point Blank Shot.

     Possessions: Chain shirt, short bow, 20 arrows, long sword, common lantern, whistle, keys to warehouse, flask of brandy, 3 sp.


     Below is a copy of the letter the PCs in my campaign received.

     Lads, I am taking my leave of the soldier’s life, having grown weary of sleeping in the rain and risking my life for a few gold marks. I leave it to you, a younger, more durable generation, to carry on the family trade. To help, I am giving you my warehouse at Piketon Way in Traft. Present this letter to the guardsman – Mathias – so that he knows you are kin. Mathias is a good man, so pay him his 5 mark salary on time, every time. When you need the wagon, you can fetch Greta. She is stabled at a nearby farm. The warehouse is in good repair and can also provide shelter if need be. The annual property tax is 12 marks, so make a note of it.

     May Zilchus bless all of your ventures.
     +Dellor Flynnex, captain of mercenaries (ret.)

Friday, September 7, 2012

The Winter War: Sir Andrew

“I will sing of Iridia’s glory with my dying breath.” 
     -Sir Andrew, Knight of Iridia and Defender of Brin

Blessed with good looks and a captivating voice, Sir Andrew has always been popular among his fellow soldiers. When he was young, his mother hoped that he would become a cleric. As Andrew developed into a strong, charismatic adolescent, his mother realized that her son would serve Iridia in a more martial capacity. While her heart ached at the thought of what could happen to him in battle, it also swelled with pride. To serve Iridia in war ensured a warrior a place of honor upon Mount Celestia after death.

     Eventually war did come, brought by the Necromancer Lords, who carry the battle standard of Veoden, a dark god of death and decay. Despite an arduous campaign, Sir Andrew was one of the selfless knights who volunteered to serve as a rearguard while the armies of the Northern Kingdom retreated for the winter. Along with his fellow defenders, he holds a ruined village named Brin, which lays at the edge of the Necromancer Lords’ holdings. The village is now under constant assault from a formidable Wizard/Fighter named Lord Crase.

     Sir Andrew worries that he is fighting a losing battle. He and his comrades hold the village only to distract Lord Crase from driving north into their homeland. Maybe, just maybe, he and the other defenders can hold on until spring.

     In the meantime, Sir Andrew raises his voice in song. His battle hymns never fail to inspire his comrades or to soothe their nerves after a nasty fight. Even in the midst of combat, his clear, resonant voice echoes above the battlefield, urging his brother knights to victory.

Sir Andrew, male human Ftr5; Medium humanoid (5’ 11”, 190 lbs); CR 5; HD 5d10+10; hp 40; Init +1; Spd 20 ft; AL LG; 

     Armor: AC 20 (+8 half-plate +1, +2 heavy steel shield), touch 10, flat-footed 20. 

     Attacks: Base Atk +5, Grp +7; Melee: Longsword +9 (+5 BAB, +2 str, +1 weapon focus, +1 longsword) (d8+5, 19-20/x2). 

     Saves: Fort +6, Ref +2, Will +3. 

     Abilities: Str 15 (+2), Dex 12 (+1), Con 14 (+2), Int 11, Wis 15 (+2), Cha 16 (+3). 

     Languages: Common. 

     Skills and Feats: Intimidate +7, Knowledge (religion) +3, Ride +9, Perform (sing) +8, Spot +4; Mounted Combat, Ride-By Attack, Skill Focus (perform), Weapon Focus (longsword), Weapon Specialization (longsword). 

     Possessions: +1 half-plate, heavy steel shield, +1 longsword.

Thursday, September 6, 2012

The Winter War: Sir Loren

“I am not ashamed to cry for the friends I have lost. My tears do not diminish my strength.” 
     -Sir Loren, Knight of Iridia and Defender of Brin

Loren knows that when he dies the paradise of Mount Celestia awaits. He will be reunited with his slain brother knights and he will no longer have to battle a relentless, undead foe night after night. Nevertheless, death is something not to be taken lightly.

     Loren worries about the time of his passing. Will he die valiantly or will he be killed while groveling in the mud, pitiful and weak? How will his death effect his family? Even though he will have ascended to the heavens, his loved ones will grieve. And what of the young men he is training? Who will protect them while they hone their skills? Who will eventually lead them into battle?

     Even though death brings certain benefits, Loren would rather win the war against the Necromancer Lords, return home and marry. Surely his fallen comrades on Mount Celestia can wait a little longer for him to join them.

Sir Loren, male human Ftr7; Medium humanoid (5’ 11”, 200 lbs); CR 7; HD 7d10+21; hp 61; Init +1; Spd 20 ft; AL LG; 

     Armor: AC 21 (+9 half plate +2, +2 heavy steel shield), touch 10, flat-footed 21. 

     Attacks: Base Atk +7/+2, Grp +10; Melee: Longsword +12 (+7 BAB, +3 str, +1 weapon focus, +1 longsword +1) (d8+6, 19-20/x2); 
       Full Round: 2 attacks with longsword as follows: Longsword +12 (+7 BAB, +3 str, +1 weapon focus, +1 longsword +1) (d8+6, 19-20/x2) and Longsword +7 (+2 BAB, +3 str, +1 weapon focus, +1 longsword +1) (d8+6, 19-20/x2). 

     Saves: Fort +8, Ref +3, Will +5. 

     Abilities: Str 17 (+3), Dex 12 (+1), Con 16 (+3), Int 11, Wis 13 (+1), Cha 14 (+2). 

     Languages: Common. 

     Skills and Feats: Handle Animal +5, Intimidate +7, Jump +6 (-2 in armor and shield), Ride +11, Swim +6 (-2 in armor and shield); Cleave, Great Cleave, Iron Will, Mounted Combat, Power Attack, Ride By Attack, Weapon Focus (long sword), Weapon Specialization (long sword). 

     Possessions: +2 half-plate, heavy steel shield, +1 longsword, medium warhorse, 20 gp.

Wednesday, September 5, 2012

The Winter War: Command House


Brother Joseph knew in his heart that he was going to die in Brin.

First Floor
     Not only would he be killed, but so would all of the brave soldiers under his command. The undead would eventually overrun the village and their corpses would be animated to serve the Necromancer Lords.

     Consumed with grief, Joseph kneeled at the foot of his bed and prayed. As he did so, tears streamed down his face. “Iridia, I don’t want to die in this cold, miserable village. I don’t want to bury any more of my men. I just want to go home. I miss my family so badly. Please, deliver us from our enemy. I am just so tired, so very tired…”


Second Floor
     The Command House The defenders of Brin use the only intact residence in the village as a command house. Within the cold, drafty home they pray, rest and desperately try to figure out better ways to hold their position. With all twelve defenders using the home as a living space, quarters are quite cramped.

     The first floor is sparsely furnished with a table, four chairs and a wood-burning stove. At night, blankets are rolled out for the footmen and squires to sleep on. A trapdoor in the floor leads to a cellar where the arms, armor and personal effects of their slain comrades are stored. Three bunk beds can be found on the second floor. Because they do the bulk of the fighting,
Cellar

     Brothers Andrew, Loren and Joseph are afforded bed space. The other three bunks are used by wounded soldiers.

The Command House 
Wooden Walls: 6” thick, Break DC 20, Hardness 5, Hit Points 60 (per 10x10 section); 

Front Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18/Barred 25. The door has no lock, but can be secured from within with a sliding wooden bar.

Tuesday, September 4, 2012

The Winter War: Ruins of Brin


Bondsman Keller sat huddled amid the ruins or Brin, a cold rain chilling him to the bone. He was so exhausted he could barely keep his eyes open. He swayed back and forth, his head jerking as he caught himself from slipping into a much-needed slumber. Near him slept the other defenders of the ruined village.

     Lord Crase, their hated foe, was relentless. He attacked their position every night with skeletal infantry, then harassed them during the day with wolves. There was simply no way to rest and recover from wounds.

     Keller had to stay awake on his watch. Since he was from the Fallen South, home of the Necromancer Lords, he had to fight twice as hard as anyone else to prove his value. The other defenders were all from the Northern Kingdom. In their eyes he was an expendable sell-sword. Still, the two silvers he earned each day were worth it. After a year or so he might have enough saved to free his soul from a necromancer’s curse. If he failed, well, his corpse might very well be one of the shambling forms sent against Brin.

     As these thoughts ran through Keller’s troubled and weary mind, the shadows of the day grew long. Soon, the undead would come.

Sunday, September 2, 2012

The Winter War: Ruined Cottage

The Necromancer Lords used their undead legions expertly during the Winter War. Impervious to the cold, skeletons marched into enemy villages, setting fire to the dry, thatched roofs. When the inhabitants fled the conflagration, they faced snow, ice and being chased by skeletal wolves. The wolves hunted without mercy, nor fatigue.

     In the spring the humans rallied, driving south and smashing the skeleton forces with their heavy cavalry. Not all the skeletons were trampled, however. Some Necromancer Lords withdrew their forces into the ruined villages, forcing their enemy to dismount and fight house to house.

     Accompanying this post is a rough map typical of the ruined cottages littering the border between the Necromancer Lords’ territory and the Northern Kingdom. The cottage is a simple structure, some 25’ long by 15’ wide. It features two rooms, a main room for cooking and socializing and a small bed chamber. Any undead lurking in the cottage will usually be in the bedchamber and will attack anyone who enters the building.

Human Warrior Skeleton; Medium undead; CR 1/3; HD d12; hp 6; Init +5; Spd 30 ft.; AL NE;

     Armor: AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14. 

     Attacks: Base Atk +0, Grp +1; Melee: Longsword +1 (+1 str) (d8+1, 19-20/x2) or claw +1 (d4+1); 

     Saves: Fort +0, Ref +1, Will +2. 

     Abilities: Str 13 (+1), Dex 13 (+1), Con - , Int - , Wis 10, Cha 1 (-5). 

     Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits. 

     Feats: Improved Initiative.

Saturday, September 1, 2012

The Winter War: Bondsman Keller

“I want to be free, both in the flesh and in spirit.”
     -Bondsman Keller

Bondsman Keller wants to be free. He dreams of owning a farm, marrying, fathering children and being assured of a peaceful slumber after death. Until then, he has quite a bit of work to do.

     Throughout the Fallen South, where Keller grew up, common citizens are bound to a particular Necromancer Lord. In turn, these Necromancer Lords serve Veoden, a dark god of death and decay. When a commoner reaches adulthood, he or she is usually cursed by the regional Necromancer Lord. This curse ensures that after death the body can be animated to do that wizard’s bidding. No other wizard can animate the corpse. It’s not so different from being branded like cattle.

     The thought of his corpse being turned into a zombie, teeming with worms and maggots, turns Keller’s stomach. To avoid such a fate he must seek out and pay a wizard to dispel the curse. Perhaps a wizard can even weave a spell to ensure that no wizard is able to animate his body after death. Sadly, Keller has never heard of a wizard who wasn’t a necromancer, so there are doubts he will ever be successful. Nevertheless, Keller is hopeful. Perhaps his fate lays with the Northern Kingdom, a free land where brave soldiers battle the Necromancer Lords in the name of their gods, Iridia and Elyswen.

     As Keller advances, he will most likely transition into the fighter class. Keller will try to improve his Strength and Constitution, as well as invest in feats to improve his ability as a swordsman. Heavier shield and armor are a must!

Bondsman Keller, male human War1; Medium humanoid (5’ 9”, 165lbs); CR ½; HD d8+1; hp 9; Init +0; Spd 30 ft; AL N; 

     Armor: AC 13 (+2 leather, +1 light wooden shield), touch 10, flat-footed 13. 

     Attacks: Base Atk +1, Grp +2; Melee: Longsword +3 (+1 BAB, +1 str, +1 weapon focus) (d8+1, 19-20/x2). 

     Saves: Fort +3, Ref +0, Will +3. Abilities: Str 13 (+1), Dex 11, Con 13 (+1), Int 10, Wis 12 (+1), Cha 11. 

     Languages: Common. 

     Skills and Feats: Intimidate +2, Listen +3, Spot +3, Swim +3; Iron Will, 
Weapon Focus (longsword). 

     Possessions: Leather armor, small wooden shield, long sword, backpack, blanket, water skin, three torches, 50’ rope, 2 sp, 5 cp.

Tuesday, August 21, 2012

Freelands of Mirrym: Venable Jail

     Sutter didn’t consider himself to be a bad person; he simply lacked the good upbringing and job skills that would allow him to make a respectable living. At least that’s what he told himself as the judge berated him.

     “For the crime of pick pocketing and resisting arrest, you are sentenced to 30 days in jail.” “30 days? But your honor, I only stole 5 silvers. Surely that sentence is a bit…harsh?” As soon as the words escaped his mouth, Sutter regretted them.

     The judge’s face grew red as he bellowed, “You’re right, young man, perhaps the sentence is inappropriate! Make it 60 days and count yourself lucky that we don’t chop off the hands of thieves in this town!”

     Sutter could only whimper as he was led away. Sixty days? Well, at least he got to keep his hands.

Venable is a bustling trade center that sits at the intersection of two major caravan routes. Merchants clog the town’s streets daily, impatiently loading or unloading their caravans, loudly negotiating deals, and exchanging rumors and news. Accompanying the merchants is an army of porters, teamsters, guards and drovers. With all the money exchanging hands, it’s no wonder that a fair number of pickpockets and thieves are present.

     Since the town watch was arresting more and more miscreants, Venable’s leadership was forced to build a facility to house them. With urging from the church of Pelor, the town leaders decided that rehabilitation would also be a function of the new jail. The two-story, stone building that was eventually constructed is simple, yet functional.

Overview
     The jail houses up to sixty prisoners, who serve sentences ranging from a few weeks to a few years. The town leadership sees little point in spending time and effort incarcerating offenders for truly long periods of time. If a crime is quite serious, a death sentence is handed down rather than sticking the offender in a cell for a few decades.

    Most of the prisoners tend to be minor offenders, convicted of crimes such as burglary, pick pocketing, brawling, and so on. Furthermore, most convicts are first-time offenders. Habitual criminals are only given so many chances to reform before a permanent, life-ending sentence is handed down.

     It is important to note that the jail is not equipped to handle powerful NPCs and/or spellcasters; criminals capable of casting spells are incarcerated elsewhere. Furthermore, formidable warriors are more likely to be fined or exiled because of the threat they pose to the guards.

     The jail offers a few programs that aim to rehabilitate the inmates. Most popular is a trade-skill training regimen that teaches the prisoners basic work skills. The idea is that after their jail term is over, the inmates will be able to seek out honest employment. For example, a small group of prisoners will form work groups to repair Venable’s cobbled streets. The inmates learn to cut, fit, then mortar into place replacement cobbles. While this type of work does not pay exceptionally well, it would be an excellent way to begin a humble masonry career.

     Eight guards and a supervisor are present in the jail at all times to quell any uprisings that might occur. Fortunately, most disturbances are in the form of an unruly prisoner who refuses to roll out for work detail. A few swift kicks and a pounding with a truncheon are about all the coercion needed. Unfortunately, every once in a while, the prisoners riot. This is much more of a serious threat to the guards, so outside help is needed. Duncan Faulk, a local wizard, is always willing to lend a Sleep spell or two to if needed.

     The guards work in eight-hour shifts, with an additional five guards present during the day. The extra five guards escort the work teams who perform work release duties.

Room Descriptions

a) Entrance
     This is the only way in or out of the jail. A sturdy door is set at the top of a stairway. It is built of iron and secured from the inside with a heavy steel bar. There is a peephole the guards use to inspect individuals on the stoop.

b) Entry
     There is always one guard on duty here at all times. This room features stairs leading down into the cells, as well as doors to the pantry and guards’ living area. c) Guards’ Living Area: When not tending to the needs of the prisoners or those of their fellow guards, the men who staff the jail will be found resting in this room. There is a fireplace in the west wall, and a few tables and chairs occupy the space where the guards enjoy their meals or pass the time with games of chance.

d) Kitchen
     The jail’s cook, Mrs. Croft, provides the guards and prisoners with decent fare. The guards eat better than the prisoners, to be sure, but Mrs. Croft ensures that the prisoners’ food is fresh and edible. Soup, bread, and water with lemon or mint are the standard fare.

e) Pantry/Storage
     In this small room, Mrs. Croft stores dry goods, and the guards keep blankets, manacles, and cleaning supplies.

f) Office
     This room used as an office for Sergeant Crayne (the jail’s warden) and his two corporals. A bunk is also present for late-night catnaps. A ledger in a desk provides detailed notes on the prisoners, their offences, dates of incarceration, and so on.

g) Guards’ Quarters
     A few down-on-their-luck guards live at the station. When not on duty, they might be found here. The room features a few bunks, a table and chairs, and some footlockers for storing personal belongings.

h) Guard Station
     Four guards are always present in this location, alert for any activity that might indicate a fight among the inmates or an escape attempt. A brazier keeps the area warm in winter, although the cells do not benefit from the heat. A sturdy table provides an eating surface for the guards, as well as a place to play cards during long shifts. A weapons rack containing 6 light crossbows, 60 bolts, 6 halberds, 6 large shields, and 6 clubs is present should an uprising take place.

i) Cells
     Each cell houses up to six prisoners, although the number of occupants normally hovers around two or three. (The larger cells would obviously house more prisoners than the smaller ones.) The cells feature crude wooden cots, a chamber pot, and a tin cup for each prisoner’s food and water. The prisoners are given three cups of water a day and fed twice: once in the morning and again at night.

     The prisoners are released from their cells only if they have demonstrated themselves to be promising candidates for rehabilitation. If this is the case, the fortunate individual will be absent from his cell for eight hours during the day while he or she works with several other prisoners under the supervision of five guards.

     The cell doors are made with reinforced wood. An iron bar is slid into place from the outside, then secured with a modest lock.

Jail Personnel and Inmates 
     Below are descriptions and stat blocks for the jail’s staff and prisoners. Stat blocks for the sergeant, corporals, guards and inmates can be found below. A jail organization diagram appears at right. It illustrates the shifts, number of guards on duty and officer in charge.

Sergeant Crayne 
      Sergeant Crayne is a seasoned veteran of the town watch. Crayne was chosen for the job because of his high ethical standards, good standing in the community and his commitment to seeing that criminals receive their due punishment. Crayne is skeptical about the jail’s ability to rehabilitate inmates via the work program. He has a rather cynical view of criminals, feeling that most should be exiled, executed, or locked away forever.

Guards 
     The guards work in eight-hour shifts, with eight men to a shift. The jail is small enough that a larger contingent is not needed. In addition to the eight men on duty, Crayne or one of his two corporals is always present.

     The guards earn 10 gp per month and are willing to augment that income in creative ways. While no guard would accept a bribe to help a prisoner escape, he might pass along a letter, smuggle in some wine, or arrange for a visit with a loved one. These acts are generally accomplished at night for a bribe of 3-5 sp. If a guard were caught, the punishment for a first offense might be a simple talking to, while dismissal from service would be the penalty for a second infraction.

Corporals 
     Two corporals are present at the jail during the night and graveyard shifts. The men are both competent, although rumor has it that they tend to look the other way when the guards smuggle in wine, letters and loved ones into the jail at night.

Inmates 
     The criminals incarcerated at the jail are minor offenders and not very skilled. If they were accomplished rogues or brigands, they would have eluded capture and would still be on the streets. Furthermore, if the inmates were truly dangerous, they would have been hung by now. Most inmates simply want to do their time and get out. Many realize that the conditions at the jail are far superior to those found elsewhere, so they accept their lot with a small degree of humility and gratitude.

     At any given time there are 20+2d20 prisoners locked up.

Using the Jail in Play
     Law-abiding characters might play a role in putting a criminal into jail. If the party apprehends a minor criminal (level 1 or 2 NPC) who is guilty of a modest offence, the Venable jail is the most likely destination for the miscreant. If the party intervenes on behalf of a more serious offender, then perhaps the criminal could be spared the gallows and instead be sentenced to a lengthy sentence in the jail. This might be the case if good-aligned PCs are aware of the jail’s rather successful rehabilitation program.

     In the event of a riot, the party might be called upon to quell the disturbance if the guards are subdued.

     Finally, the party could foil an escape attempt. Perhaps the nephew of a powerful criminal has been incarcerated. Determined that no relative of his will rot in a cell, the crime boss will arrange a jailbreak. The party could get wind of the plan and lay in wait for the rescuers.

     Criminal-minded characters may find themselves guests of the jail if they are convicted of a relatively minor crime, such as pick pocketing. Should characters actually kill or seriously hurt someone while committing a crime, death may be the more likely punishment. Violent criminals have a limited shelf life in Venable.

     While the options for role-playing in jail are limited, characters doing time might plan an escape. Weapons could be improvised from the wooden bunks or tin mess cups. Alternatively, a character might try to get placed on the jail’s work detail program so that he could escape more easily. Referencing a scenario seed for law-abiding characters, rogue PCs might plan and execute a jailbreak for one of their inmate friends. Such an operation would require a great deal of planning and daring!

Sergeant Crayne, male human War2/Ftr2; Medium humanoid (5' 8", 165 lbs); CR 3; HD 2d8+2/2d10+1; hp 28; Init +2; Spd 20 ft; AL LG; 

     Armor: AC 16 (+4 scale mail, +2 dex), touch 12, flat-footed 14. 

     Attacks: Base Atk +4, Grp +5; Melee: Longsword +7 (+4 BAB, +2 str, +1 weapon focus) (d8+2, 19-20/x2). 

     Saves: Fort +4, Ref +2, Will +3. 

     Abilities: Str 15 (+2), Dex 15 (+2), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 13 (+1). 

     Languages: Common. 

     Skills and Feats: Diplomacy +5, Gather Information +4, Intimidate +4, Listen +5, Sense Motive +5, Spot +5; Alertness, Iron Will, Negotiator, Toughness, Weapon Focus (longsword). 

     Possessions: Longsword, manacles, signal whistle, 5 sp.

Corporal, male human War3; Medium humanoid (5' 10", 170 lbs); CR 2; HD 3d8+7; hp 23; Init +6; Spd 30 ft; AL LG; 

     Armor: AC 15 (+3 studded leather, +2 dex), touch 12, flat-footed 13. 

     Attacks: Base Atk +3, Grp +6; Melee: Longsword +7 (+3 BAB, +3 str, +1 weapon focus) (d8+3, 19-20/x2). 

     Saves: Fort +5, Ref +2, Will +0. 

     Abilities: Str 16 (+3), Dex 13 (+2), Con 14 (+2), Int 10, Wis 10, Cha 10. 

     Languages: Common. 

     Skills and Feats: Climb +2 (+1 in armor), Intimidate +5, Listen +3, Spot +3; Alertness, Toughness, Weapon Focus (longsword). 

     Possessions: Longsword, manacles, signal whistle, 5 sp.

Guard, male human War1; Medium humanoid (5' 7", 170 lbs); CR 1/2; HD d8+1; hp 9; Init +1; Spd 30 ft; AL LG; 

     Armor: AC 14 (+3 studded leather, +1 dex), touch 11, flat-footed 13. 

     Attacks: Base Atk +1, Grp +2; Melee: Shortspear +2 (+1 BAB, +1 str) (d6+1, x2); Ranged: Shortspear +2 (+1 BAB, +1 dex) (d6+1, x2). 

     Saves: Fort +3, Ref +1, Will +2. 

     Abilities: Str 13 (+1), Dex 13 (+1), Con 13 (+1), Int 14 (+2), Wis 14 (+2), Cha 11. 

     Languages: Common. 

     Skills and Feats: Gather Information +6, Listen +6, Search +6, Spot +6; Alertness, Investigator. 

     Possessions: Shortspear, manacles, signal whistle, 3 s

Inmate, male human Com1; Medium humanoid (5’ 8”, 155 lbs); CR 1/4; HD 1d4+1; hp 5; Init +5; Spd 30 ft; AL CE; 

     Armor: AC 11 (+1 dex), touch 11, flat-footed 10. 

     Attacks: Base Atk +0, Grp +0. 

     Saves: Fort +1, Ref +1, Will +3. 

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

     Languages: Common. 

     Skills and Feats: Hide +2, Listen +3, Move Silently +2, Spot +3; Alertness, Improved Initiative. 

     Possessions: Tin cup.

The Venable Jail
Superior Masonry Walls: 3’ thick, Break DC 50, Hardness 8, Hit Points 540 (per 10x10 section);

Front Door (iron door): Hardness 10, hp 60, Break DC 28. There is no exterior lock;

Cell Doors, strong wooden: 2” thick, hardness 5, hp 20, Break DC 25, Open Lock DC 25.

Monday, August 20, 2012

Freelands of Mirrym: Margaret Thorne

by Patrick Lawinger

"Ooh! A book! I haven't read this one yet!"
     -Margaret Thorne

Margaret began life as the daughter of acrobats in a travelling circus, but her life was changed after a small carnival in Holsinger on Streele. At 10 years of age she was already beginning performances on the tight rope; however, it was her demonstration of a sharp mind and calm nature that impressed Warrick Light, a wizard living nearby.

Renee Brandt illo
     She was able to quench a fire started by a panicked monkey by “copying what I’d seen a wizard do.” Her utter calm while others panicked, and her ability to create a complex spell simply from having watched someone else cast it several times, convinced Warrick of her incredible potential. He convinced her parents that Margaret should remain behind as his apprentice and her life has been forever changed.

     Always curious, Margaret revels in the many books in Warrick’s library and is thrilled by her magical abilities. As Warrick’s first apprentice, Margaret has received careful, individual training that few budding wizards could hope to obtain. At a mere 16 years old, Margaret is destined to become a powerful wizard.

     Margaret keeps her pale blond hair tied in braids with bows or hair clips of some sort. She is thin, yet muscular, and her robes hang from her shoulders to brush against her legs as she walks, making Margaret look more like a child than a budding wizard of great power.

     While few would call her beautiful, she has a winning smile and wonderful personality that attracts people to her. Her childhood as a performer has eliminated any fear she might have of rejection. Margaret’s life so far has been devoted to knowledge; she takes a child-like delight in learning new facts, reading new books and casting a spell for the first time. Her enthusiasm for the study of magic is infectious; people walk away from conversations with her wondering why they never started studying magic themselves.

     While most fledgling mages start out as hard-worked apprentices or pay huge sums of money to their mentors, Margaret has benefited from Warrick’s incredible generosity and encouragement. Even though Margaret’s enthusiasm has brought new life to Warrick’s own magical studies, both of them know that it is time for her to move on. Warrick feels she needs to see the world and understand that knowledge gained from books must be tempered with the experience obtained from travel.

     Margaret, on the other hand, is eager to explore and learn new things, something she knows she can’t do studying in a tower. With the supplies and spells Warrick has given her, Margaret is ready for adventure and exploration.

Margaret Thorne, female human Wiz3; Medium humanoid (5’ 6”, 110 lbs); CR 3; HD 3d4+3; hp 11; Init +6; Spd 30 ft; AL LG; 

     Armor: AC 12 (+2 dex), touch 12, flat-footed 10. 

     Attacks: Base Atk +1, Grp +2; Melee: Dagger +2 (+1 BAB, +1 str) (d4+1, 19-20/x2). 

     Saves: Fort +2, Ref +3, Will +5. 

     Abilities: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2). 

     Languages: Common. 

     Skills and Feats: Concentration +6, Knowledge (arcane) +7, Listen +5, Spellcraft +8, Spot +5, Tumble +3; Alertness, Brew Potion, Improved Initiative, Scribe Scroll. 

     Spells (4/3/2; save DC 13 + spell level, 0% arcane spell failure chance): 0-Acid Splash, Detect Magic, Light, Mage Hand; 1-Mage Armor, Magic Missile, Sleep; 2-Tasha’s Hideous Laughter, Web

     Possessions: Elixir of hiding, Heward’s handy haversack, blanket, wine skin, bullseye lantern, 2 flasks of oil, 50 ft. of silk rope, 3 days of trail rations, bar of soap, 10 gp, 50 gp gem.