Showing posts with label Freelands of Mirrym. Show all posts
Showing posts with label Freelands of Mirrym. Show all posts

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.

Sunday, August 19, 2012

Freelands of Mirrym: Samuel Keller's Warehouse

Keller’s Warehouse exploring the freelands of mirrym concept by ian thompson Small by the standards of most warehouses, Samuel Keller’s business also differs in the type of items stored. Where most warehouses store large amounts of bulk goods relatively low in value on a per item basis, Samuel Keller (Ftr 5) offers customers a place to store their smaller, yet highly valuable goods. His reputation in the Freecity of Mirrym brings him both return business and new clients on a regular basis.

Building Overview 
     Keller’s warehouse was built with security in mind. The walls are constructed with 1’ thick stone, while heavy wooden beams support the roof. A set of double doors provides access to the warehouse. At night the doors are secured with a length of chain and a padlock. A wooden bar on the inside of the doors can be slid into place as well. This wooden bar cannot be displaced from the outside, forcing would-be intruders to batter down the doors if they wished to gain access through the front.

     Lanterns flank the double doors to keep the front of the warehouse brightly lit as a deterrent to loiterers. There is a back door that can be used as an alternate entrance/exit for Keller and his guards. Like the double doors, the back door is secured at night with a wooden bar. Although there are windows in the warehouse, thieves would be unable to climb in due to the iron bars that cover them. The warehouse also features a small cellar that can only be accessed through Keller’s office. It is used for storing small, high value items.

     Keller personally oversees the warehouse during the day with the help one guard (war2), who doubles as a laborer. At night a second guard (War3) remains within the warehouse. A wood-burning stove, table and chairs provide the night watchman some comforts of home. Fees and Services Although the main storage area is only 30’ x 25’, the space generates a fair amount of income since Keller charges 1 gp per month for 5 square feet of storage space.

     Crates of elven wine, small chests filled with coins and other valuables, bolts of silk, tapestries and casks of halfling ale are stacked neatly. Currently, Keller is renting space to 15 customers. The cellar beneath Keller’s office is extremely secure. Keller charges 10 gp per month to store items here. A cell in the corner can be used to store live commodities.

The Warehouse in Play 
     PCs can use the warehouse to stash treasure from a recent adventure. The DM could also place items here that rogue characters might like to steal. The DM should be creative when deciding what wondrous items are secured in the cellar. Perhaps a rare monster, prized for its potential use in a wizard’s potion, is locked away?

Samuel Keller
     Samuel Keller is a veteran adventurer who appreciates honest, open dealings in all aspects of his life. Samuel is even-tempered and a very good judge of character. He will, under no circumstances, store goods that he believes may have been stolen or otherwise ill-gotten. A fighter by training, he carries himself with confidence and works hard. Although he looks back fondly on his adventuring, he is very proud of the business he has founded and the service he provides. Characters looking for safe storage may find an eager listener in Keller. Mind you, the players should be ready to listen to a few of Keller’s own stories!

Samuel Keller, male human Ftr5; Medium humanoid (5’ 10”, 170 lbs); CR 5; HD 5d10+10; hp 40; Init +1; Spd 30 ft; AL LG; 

     Armor: AC 15 (+1 dex, +4 mithril shirt), touch 11, flat-footed 14. 

     Attacks: Base Atk +5, Grp +6; Melee: Longsword +10 (+5 BAB, +3 str, +1 weapon focus, +1 mw longsword) (d8+5, 19-20/x2). 

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

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

     Languages: Common. 

     Skills and Feats: Intimidate +5, Listen +3, Profession (warehouse owner) +6, Ride +5, Spot +3, Swim +6; Cleave, Mounted Combat, Power Attack, Weapon Finesse (longsword), Weapon Specialization (longsword). 

     Possessions: Mithril shirt, masterwork longsword, keys to warehouse, 3 x 50 gp gems, 25 gp gem, 10 gp.

Keller’s Warehouse 
Superior Masonry Walls: 1’ thick, Break DC 35, Hardness 8, Hit Points 180 (per 10x10 section); 

Front Double Doors (good wooden doors): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18/Barred 25. At night the doors are secured from within with a wooden bar. Therefore, they must be battered down even if the padlock is picked; 

Padlock on Front Double Doors: Hardness 15, Hit Points 30, Open Lock DC 20. A length of chain and a padlock secure the doors at night; 

Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18/Barred 25, Open Lock DC 20. At night the door is secured from the inside with a wooden bar. Therefore, it must be battered down even if the door’s lock is picked; 

Windows: All of the windows are covered with iron bars. Hardness 15, Hit Points 30, Break DC 30; 

Door to Samuel’s Office (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18, Open Lock DC 20; 

Trapdoor: The trapdoor in Samuel’s office is secured with a padlock. Hardness 15, Hit Points 30, Open Lock DC 25.

Saturday, August 18, 2012

Freelands of Mirrym: Market Street Station

The Market Street station can be found on the northern edge of the bustling central market in Venable. Its simple stone construction conveys order and strength. It is open all day and night, with watchmen and citizens coming and going in a steady stream.

     The keyed entries are described below.

a) Entry
     Throughout the day and long into the evening, citizens clog this room in order to air all manner of grievances. A weary sergeant or corporal mans the desk, doing his best to keep the crowd calm.

b) Captain’s Office
     Captain Soren (Human, Ftr 6) works from this office. Much to his dismay, he doesn’t get out into the field as often as he’d like. Endless meetings and paperwork seem to have him permanently pinned down.

c) Cells
     Four cells house drunks and minor criminals. Anyone sentenced to a stay longer than a week are sent to the town’s jail, which is located elsewhere. The heavy oak doors are secured with an iron bar. The cells are windowless and therefore stuffy. A chamber pot and straw mats are the only amenities.

d) Ready Room
     Patrols use this room to put on armor, check their gear and receive final instructions. A trapdoor in the floor leads to a small cellar that’s used for storage.

e) Meeting Room
     This area is used for private meetings and interrogations.

f) Kitchen
     Well-fed watchmen are happy watchmen. At any hour of the day or night, a warm meal and a pint of ale can be had free of charge.

g) Staff Room
     This room is used as a dining area and lounge. Staff meetings are held here as well.

h) Sleeping Quarters
     Watchmen who work the graveyard shift often sleep here before or after their shifts. The bunks are also used by members of the watch who are down on their luck and need a place to stay. More than a few watchmen have had to move into the station after an angry spouse locked them out.

i) Storage
     The maids that attend to the housekeeping store their cleaning supplies here. From time to time, the maids find a bottle of hooch stashed under the cleaning rags.

j) Cellar
     As mentioned above, the cellar is used for storage. However, if the cells overflow, prisoners are sometimes stowed here.

The Market Street Station 
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; 

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

Cell Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Open Lock DC 20, Break DC 25 (when locked and barred)

Friday, August 17, 2012

Freelands of Mirrym: On Patrol in Venable

Jason Fletcher illo
Venable’s town watch is tasked with investigating crimes, apprehending criminals and generally keeping the peace. There are 41 full-time members of the watch serving a population of 4,000 citizens. Because Venable is situated along an important trade route, the population often swells as large caravans pass through. This only adds to the duties placed upon the shoulders of Venable’s harried, yet capable, watchmen. 

     The basic unit of the town watch is the patrol, which consists of four members. The leader of the patrol is called the Watch Leader. She chooses the streets to be patrolled, coordinates the group in combat and makes the most important decisions. The second and third members of the patrol are called Watchmen.

     In their primary role as fighters, they generally employ at least one ranged weapon, pole arm or spear. The fourth member of the team is the Lantern Man. He manages the patrol’s light source and often walks point down alleys and other dark places. During the day, the Lantern Man assumes the role of Watchman. The patrols rely upon their authority and presence to coerce most ne’er-do-wells. Brute force is not their forte. If a patrol is faced with an overwhelming challenge, they will retreat. After doing so, the patrol will either seek assistance from other members of the town watch or will appeal to the town garrison for aid. 
Venable Town Watch Chain of Command

     Watchmen earn 10 gp each month. Their training and equipment are provided at no cost and they can eat free meals at their headquarters. Wounded watchmen continue to draw their pay while recovering from wounds. If a watchman is killed while on duty, his/her spouse is paid a death benefit of 75 gp.


Patrol Leader, female human War2/Ftr1; Medium humanoid (5’ 7”, 135 lbs); CR 2; HD 2d8+2/1d10+1; hp 20; Init +2; Spd 20 ft; AL LG; 

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

     Attacks: Base Atk +3, Grp +4; Melee: Longsword +5 (+3 BAB, +1 str, +1 weapon focus) (d8+1, 19-20/x2). 

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

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

     Languages: Common. 

     Skills and Feats: Diplomacy +5, Gather Information +3, Intimidate +3, Listen +5, Sense Motive +5, Spot +5; Alertness, Iron Will, Negotiator, Weapon Focus (longsword). 

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

Watchman with Spear and Shield, male human War2; Medium humanoid (5’ 10”, 170 lbs); CR 1; HD 2d8+7; hp 19; Init +2; Spd 30 ft; AL LG; 

     Armor: AC 17 (+3 studded leather, +2 heavy wooden shield, +2 dex), touch 12, flat-footed 15. 

     Attacks: Base Atk +2, Grp +5; Melee: Shortspear +6 (+2 BAB, +3 str, +1 weapon focus) (d6+3, x2); Ranged: Shortspear +5 (+2 BAB, +2 dex, +1 weapon focus) (d6+3, 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 +4 (+3 in armor, +1 in armor and shield), Intimidate +5, Spot +2; Toughness, Weapon Focus (shortspear). 

     Possessions: Shortspear, heavy wooden shield, helmet, manacles, signal whistle, 3 sp.

Watchman with Crossbow, male human War1; Medium humanoid (5’ 8”, 155 lbs); CR 1/2; HD d8+1; hp 9; Init +3; Spd 30 ft; AL LG; 

     Armor: AC 16 (+3 studded leather, +3 dex), touch 13, flat-footed 13. 

     Attacks: Base Atk +1, Grp +2; Melee: Dagger +2 (+1 BAB, +1 str) (d4+1, 19-20/x2); Ranged: Light Crossbow +5* (+1 BAB, +3 dex, +1 weapon focus) (d8, 19-20/x2**). 

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

     Abilities: Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 10, Wis 12 (+1), Cha 10.      

     Languages: Common. 

     Skills and Feats: Climb +3 (+2 in armor), Hide +4 (+3 in armor), Listen +2, Spot +2; Point Blank Shot, Weapon Focus (light crossbow). 

     Possessions: Light crossbow, 20 bolts, dagger, helmet, manacles, signal whistle, 3 sp. 

*+6 to hit targets within 30 feet. 
**d8+1 damage to targets within 30 feet.

Lantern Man, 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, hooded lantern, sunrod, signal whistle, manacles, 3 sp.
   
     The watch patrol presented above is an EL 3 encounter.

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.

Wednesday, August 15, 2012

Freelands of Mirrym: Samuel Snells

     “Well aren’t you a pretty little thing. Why don’t you come over here and give Samuel a kiss?”
     -Samuel Snells

Samuel Snells is a disgusting pervert with a long list of revolting sexual pleasures he likes to indulge. When not satisfying his grotesque urges, Samuel works as a blackmailer and informant. He has managed to acquire dirt on many prominent citizens in the Freecity of Mirrym. Samuel parlays this information into gold he uses to fund week-long binges of alcohol and sex. 

Dan Smith illo
     There is considerable speculation as to how Samuel comes by such accurate – and scandalous – information. One theory is that Samuel encounters some of the same escorts that cater to wealthy clientele. It’s possible that he bribes them into sharing juicy gossip with him. Alternatively, Samuel may simply be a very good burglar who breaks into peoples’ homes in order to spy on them. Good-aligned characters might be looking to apprehend Samuel for a number of reasons. Since his sexual appetites often shock the conscience, Samuel might be wanted because his exploits are deemed criminal by city officials. The city’s elite might grow weary of Samuel’s blackmailing. They might hire the party to arrest Samuel so that he can be jailed.

     Criminal-minded characters might use Samuel as a contact. They could purchase information from Samuel that they could use in their own blackmailing schemes. Conversely, victims of Samuel’s smear campaigns might hire the party to kill him.

Samuel Snells, male human Rog3; Medium humanoid (5’ 6”, 155 lbs); CR 3; HD 3d6+3; hp 15; Init +2; Spd 30 ft; AL NE; 

     Armor: AC 14 (+2 padded armor +1, +2 dex), touch 12, flat-footed 12.      

     Attacks: Base Atk +2, Grp +3; Melee: Dagger +3 (+2 BAB, +1 str) (d4+1, 19-20/x2); Ranged: Dagger +4 (+2 BAB, +2 dex) (d4+1, 19-20/x2). 

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

     Abilities: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 15 (+2), Wis 13 (+1), Cha 8 (-1). 

     Languages: Common. 

     Skills and Feats: Appraise +7, Bluff +4, Disable Device +7, Forgery +8, Gather Information +10, Knowledge (freecity of mirrym) +8, Listen +9, Move Silently +7, Open Lock +7, Search +10, Spot +8; Alertness, Investigator, Skill Focus (gather information). 

     Special Abilities: Sneak Attack +2d6, Trap Sense +1, Evasion, Trapfinding. 

     Possessions: Padded armor +1, dagger, belt pouch x 2, scroll case, parchment, ink, quill, thieves’ tools, spyglass, thunderstone, anti-toxin, magnifying glass, 3 x 50 gp gems, 15 gp.

Tuesday, August 14, 2012

Freelands of Mirrym: Numrikan

“Letting people think I am weak is all part of my plan.” 
     -Kel Darbec

Numrikan is a +2 shortsword
Kel Darbec is not known for being a killer. His areas of expertise are burglary and blackmail. Nevertheless, Kel is capable of defending himself if need be. During a recent burglary, Kel was cornered by four members of the city watch. Kel produced a distinctive shortsword and managed to wound two of the watchmen before fleeing. After reading accounts of the fight, Ocindra Moreau, a noted expert on swords, believes the sword is called Numrikan.

     From her notes: “Crafted 100 years ago by the dwarven outcast Griokor Gravenshield for his own private, mischievous use, Numrikan has contributed to the brutal and sudden death of many innocent people. Griokor lost the sword to a better killer and it is now believed to be in the possession of Kel Darbec, a thief residing in the Freecity of Mirrym.”

Monday, August 13, 2012

Freelands of Mirrym: Daya

Mikhel Whelan illo
by James Stubbs

“Do you think you can handle me?” 
     -Daya

The bloated bastard had finally fallen asleep. Daya quietly untied her belled anklets and gently placed them on a cushion. Oh, he had been so very easy. She smirked at the recollection of the smoldering glance over the rim of her wineglass. The fat fool had already been unsteady and heavily into his cups when she plied him with more drink, teasing dances and songs. He had been generous in his drunken stupor so that it was only natural for a few more gold pieces to hire her proffered services for the night. Her whispered promises had been many, but the only thing that she had guaranteed to herself was that he was going to be much lighter of coin in the morning.

     The lump on the bed rolled over noisily. She remembered with distaste his pudgy fingers and their clumsy attempts to caress her. Fortunately, she had been nimble enough to keep up her fleeting teases long enough for him to take his besotted frustration and ardor out on a consoling bottle until sleep took him.

     Her bare feet padded across the cold floor to the leather satchel that she had been eyeing since she had entered his room. An official seal from the mayor of the Freecity glimmered dully at her in the moonlight seeping through the window. A quick look revealed no unfortunate surprises and she relieved it of its heavy sack of coins as well as a few rolled up sheaves of parchment. Official documents and secrets could always be sold to the correct interested party. It wasn’t a bad bonus for a night’s work. Seducing simpering diplomats was much easier than her work in the past.

     Her fingers toyed with the latch on the windowpanes until it quietly yielded. Her thin flowing dancer’s silks had been strategically wrapped around her body so that they wouldn’t hinder her. Modesty was discarded in favor of motion. It wouldn’t be the first time someone had seen a half-naked woman climbing out of a window. The Freecity was rife with tales and rumors of unfaithful noblemen and ribald merchants. The night was cold against her exposed skin as she made sure that the panes were angled so that an errant gust of wind wouldn’t wake the slumbering bulk.

     Getting a grip with her bare feet and hands wasn’t a problem for her trained limbs and soon Daya had disappeared into mystery, never to be seen again.

Daya, female human Exp3; Medium humanoid (5’ 5”, 105 lbs); CR 2; HD 3d6; hp 12; Init +6; Spd 30 ft; AL N; 

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

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

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

     Abilities: Str 10, Dex 14 (+2), Con 10, Int 13 (+1), Wis 11, Cha 16 (+3). 

     Languages: Common. 

     Skills and Feats: Appraise +5, Bluff +7, Diplomacy +9, Escape Artist +6, Gather Information +7, Knowledge (freecity of mirrym) +5, Listen +4, Move Silently +6, Sense Motive +6, Spot +4, Tumble +3; Dodge, Improved Initiative, Negotiator. 

     Possessions: Fine silks, 3 x 25 gp gems, 2 x 50 gp gems, Potion of Invisibility, dagger.

Sunday, August 12, 2012

Freelands of Mirrym: Fletcher

“The master bow maker’s favorite form of punishment was push-ups. He said that either I’d be very good at making bows or very strong. Either way, he’d be happy. Fortunately for me, I turned out to be a little bit of both.” 
     -Fletcher

Fletcher grew up in the quiet village of Camber Mill. At an early age he demonstrated remarkable proficiency with the bow. He had hoped to become a master bow maker, but his apprenticeship ended prematurely and this causes him a great deal of anxiety.

     The master bow maker’s son resented Fletcher’s skill and delighted in making his father’s apprentice suffer. Eventually, Fletcher lost his temper and clobbered his master’s son. While the master bow maker realized his son was a spoiled lay about, he had no choice but to eject Fletcher from his tutelage.

     Fletcher is truly between a rock and a hard place. He must either find a new master and resume his training or be unable to ply his trade in any major town or city due to the exclusivity of the trade guilds. Barring that, he will have to work as a common laborer or enlist in a mercenary force as an archer. For the time being, he lives with his sister, Marilyn, and their ailing mother.

     Fletcher would make an excellent hireling for a group of adventurers looking for additional missile support. Perhaps a ranger in the party could take Fletcher under his wing and provide the young man with valuable training. PCs who befriend Fletcher will find that he is modest, loyal and rather intolerant of bullies.

Fletcher, male human War1; Medium humanoid (5’ 9”, 155 lbs); CR 1/2; HD 1d8+1; hp 9; Init +3; Spd 30 ft; AL LG; 

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

     Attacks: Base Atk +1, Grp +3; Melee: Dagger +3 (+1 BAB, +2 str) (d4+2, 19-20/x2); Ranged: Short bow +5 (+1 BAB, +1 weapon focus, +3 dex) (d6, x3) [Add +1 to hit and damage on all attacks within 30 ft. due to Point Blank Shot]. 

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

     Abilities: Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 13 (+1), Wis 9 (-1), Cha 13 (+1). 

     Languages: Common. 

     Skills and Feats: Climb +2, Craft (bow making) +3, Hide +4, Listen +1, Spot +1, Swim +2; Point Blank Shot, Weapon Focus (short bow). 

     Possessions: Leather armor, dagger, short bow, 24 arrows, 7 sp.

Saturday, August 11, 2012

Freelands of Mirrym: Kel Darbec

by John Toppe

“You’ll never catch me if you insist on remaining two steps behind.” 
     -Kel Darbec

Kel’s life began in the town of Holsinger on Streele. When Kel was still a young boy, his father was killed by passing bandits. A few years after that, Kel’s mother and both his brothers died when a plague swept through the town, leaving Kel in the care of an overcrowded orphanage. The orphanage was run by well-meaning clerics, but the numerous conflicts in the area and periodic waves of contagion overwhelmed their capacity to offer proper care to the young children there. Because he was smaller than the other children his age, Kel was often picked on and suffered beatings at the hands of the bigger boys.

     This slowly came to an end as Kel began stealing things from the orphanage and framing the bullies for the crimes. Soon Kel’s tormentors were gone, and Kel had learned that he had a great talent for stealing. Any one could take things by brute force; only a truly clever man could take something without its owner knowing for hours or even days. And that meant a much smaller chance of being caught.

     By age 14, Kel left the orphanage (with a few choice items stolen from the clerics) to see the world, and find where the real money was - the big city. He headed to the Freecity of Mirrym and discovered what it meant to be a small fish in a very large pond. Not only did he need to watch out for the city guard, but there were numerous other thieves already established there, and they were not looking for competition. After a number of attempts on his life from rivals in the city, Kel went back to an old trick; he started framing others for his own crimes. Through careful bribes Kel made sure that several of his adversaries met with “accidents” while in jail, so allowing Kel’s power to grow.

     A ruthless man with many schemes for his own enrichment and the downfall of his rivals, Kel has quietly worked Mirrym for many years. His success is due to recognizing the right kinds of things to steal. The mayor was not going to report that his bribe money was suddenly gone. His fellow thieves also make for excellent targets, as well as wonderful challenges for his crafty mind. Though growing older, Kel is still as clever and ruthless as ever.

Kel Darbec, male human Rog6; Medium humanoid (5’ 7”, 140 lbs); CR 6; HD 6d6; hp 21; Init +2; Spd 30 ft; AL NE; 

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

     Attacks: Base Atk +4, Grp +4; Melee: Shortsword +6 (+4 BAB, +2 dex) (d6, x2/19-20). 

     Saves: Fort +2, Ref +7, Will +4. 

     Abilities: Str 10, Dex 15 (+2), Con 11, Int 16 (+3), Wis 15 (+2), Cha 9 (-1). 

     Languages: Common. 

     Skills and Feats: Appraise +11, Disable Device +11, Escape Artist +10, Forgery +12, Gather Information +10, Hide +12, Knowledge (local - freecity of mirrym) +12, Listen +11, Move Silently +13, Open Lock +11, Search +11, Spot +11; Blind Fight, Combat Expertise, Stealthy, Weapon Finesse. 

     Special Abilities: Sneak Attack +3d6, Trap Sense +2, Evasion, Trapfinding, Uncanny Dodge. 

     Possessions: Masterwork shortsword, leather armor +2, potion of invisibility, potion of spider climb, potion of cure light wounds, potion of darkness, 5 x 20 gp gems, 80 gp.

Friday, August 10, 2012

Freelands of Mirrym: The Bone Saw

“It’s time for the big dog to eat.”
     -Lazarus Ewell as he unsheathes the Bone Saw

Stalking the Freelands with a band of soldiers in tow is a nasty mercenary by the name of Lazarus Ewell. Lazarus is a formidable fighter in his own right, but his infamous bastard sword strikes fear in the hearts of his enemies. Lazarus claims the sword was revealed to him in a vision as he prayed to an obscure war god. (Some have suggested the deity is actually a demonic patron.) Whatever the blade’s origins, its presence on the battlefield has caused many good-aligned warriors to flee before it.

The Bone Saw, +3 Unholy Bastard Sword of Wounding 
Moderate Evocation [evil]; 
Caster Level: 21st; 
Prerequisites: Craft Magic Arms and Armor, Unholy Blight, Mordenkainen’s Sword, creator must be evil; 
Market Price: 98,335 gp; 
Cost to Create: 49,168 gp + 3,934 xp; 
Time to Create: 99 days. 

     Weapon Notes: 
       Unholy: The sword inflicts +2d6 points of bonus unholy (evil) damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it, although the loss is recovered as soon as the weapon is relinquished. (See DMG page 226 for more information.) 
       Wounding: A wound inflicted by the Bone Saw deals 1 point of Constitution damage from blood loss. A critical hit does not multiply Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. (See DMG page 226 for more information.)

Thursday, August 9, 2012

Freelands of Mirrym: Micah

"Follow my rules and nothing bad will happen to you...maybe.”
     -Micah, road warden

Micah lives just outside the thriving town of Holsinger on Streele, where he works as Captain of the Road Wardens. As a road warden, it is his job to ensure the roads in and around the town are kept clear of bandits and beasties. He coordinates the activities of 20 other warriors, who do their best to control the chaotic caravan traffic that flows in and out of the Dragon Run Mountains.

     Holsinger on Streele is a wealthy community due to the lucrative trade it controls with the numerous dwarven forges located in the mountains. In exchange for dwarven gold, silver and iron ore, the humans trade meat, timber and other agricultural goods not found within the mountains. That kind of trade attracts all sorts of bandits, so Micah and his wardens are always busy.

     Micah is generous to a fault and always gives quarter to enemies who ask for it. He trains his men well, aware that they have families at home who depend upon them. In the past, Micah has engaged in heated debates with corrupt town officials. This is the main reason Micah lives outside of Holsinger’s walls. He wants nothing to do with political scheming. In fact, Micah assumed control of the road wardens after he ousted the previous captain, who had grown complacent and morally bankrupt.

     Micah is always looking for decent, hard-fighting men to join the ranks of the wardens. The pay is not great, but there is a pension and salaries are often supplemented by selling the arms and armor of vanquished foes.

Micah, male human Rgr6; Medium humanoid (5’ 10”, 180 lbs); CR 6; HD 6d8+12; hp 40; Init +3; Spd 30 ft; AL CG; 
     
     Armor: AC 17 (+3 dex, +4 chain shirt), touch 13, flat-footed 14. 

     Attacks: Base Atk +6/+1, Grp +9; Melee: Longsword +11 (+6 BAB, +3 str, +1 weapon focus, +1 longsword) (d8+4, 19-20/x2); 
     Full Round: 4 attacks as follows: 
       Primary hand: 
         Longsword +9 (+6 BAB, +3 str, +1 weapon focus, +1 longsword, -2 two weapon penalty) (d8+4, 19-20/x2); 
         Longsword +4 (+1 BAB, +3 str, +1 weapon focus, +1 longsword, -2 two weapon penalty) (d8+4, 19-20/x2); 
       Off hand:         
         Shortsword +9 (+6 BAB, +3 str, +1 weapon focus, +1 short sword, -2 two weapon penalty) (d6+2, 19-20/x2); 
         Shortsword +6 (+6 BAB, +3 str, +1 weapon focus, +1 short sword, -5 for second off hand attack) (d6+2, 19-20/x2); 
     Ranged: Longbow +10 (+6 BAB, +3 dex, +1 mw longbow) (d8, x3); 
       Full Round: +10/+5 longbow (+6/+1 BAB, +3 dex, +1 mw longbow) (d8, x3). 

     Saves: Fort +7, Ref +8, Will +3. 

     Abilities: Str 16 (+3), Dex 16 (+3), Con 15 (+2), Int 12 (+1), Wis 13 (+1), Cha 13 (+1). 

     Languages: Common. 

     Skills and Feats: Handle Animal +6, Heal +6, Hide +6*, Knowledge (geography) +6, Knowledge (nature) +6, Listen +6, Move Silently +6*, Ride +9, Search +6, Spot +7, Survival +7, Swim +6*; Cleave, Endurance, Improved Two Weapon Fighting, Mounted Combat, Track, Two Weapon Fighting, Weapon Focus (longsword), Weapon Focus (Shortsword).  * apply a -2 penalty due to armor 

     Spells (0/2; save DC 11 + spell level): 1-Endure Elements, Entangle

     Ranger Abilities: Favored Enemies (Ex): Humanoid (human) (+4 to damage rolls) and Dragon (+2 to damage rolls), Wild Empathy (Ex), Animal Companion (Ex). 

     Possessions: +1 longsword, +1 shortsword, masterwork chain shirt, masterwork longbow, potion of cure moderate wounds, 50 gp.

Micah’s Cottage 
Wood 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, Open Lock DC 20, Break DC Stuck16/Locked18; 

Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Open Lock DC 20, Break DC Stuck16/Locked18.  


     Additional Notes Micah was a character played by my friend, Todd M., during my Freelands of Mirrym campaign. This campaign was run several years ago - in 2003, I think. During the course of the campaign, he crossed paths with Madelyn. I don’t recall the specifics, but I think she was linked to a thieves’ guild that had orchestrated multiple caravan raids. Micah and the fellow party members had raided Madelyn’s home, but she managed to escape. Eventually, though, Micah cornered her as she was skulking around his cottage and cut her down. It was a rather anti-climatic end to a hated villain, but at least she was finally brought to justice.

     Eventually, Micah took a young warrior under his wing. The exact details escape me, but I believe his name was Gage and he was most likely from the town of Holsinger. In the campaign the PCs trained quite a few NPCs. I kind of liked casting the characters in the role of seasoned veterans who led less experienced warriors into battle.

     Micah’s stat block appears above. I get terribly confused when running NPCs with multiple attacks, so I’ve expanded the attacks section to detail each weapon.

Wednesday, August 8, 2012

Freelands of Mirrym: Hildebrand's Tome

by Liz Rich

Written by the mad wizard Hildebrand five years after the founding of the Freecity of Mirrym, Hildebrand’s Tome has appeared several times in the decades since. Containing relatively low-powered spells, it is the rumor surrounding its creation that makes this book so fascinating.

     It is bound with the brightly colored feathers of a rare bird which is said to cause madness with the spreading of its wings. Furthermore, the tome’s pages were made from the fibers of the bird’s feathers. Not only containing spells, there are several pages of intricate lattice work designs and three blank pages. At one time there were four, but a previous owner scribbled in a dubious recipe of arcane origin and unknown purpose.

     It is thought by a few scholars who have studied the tome (and retained their composure) that the lattice work designs on the book are really maps to the lost library of Hildebrand the Mad, which vanished shortly before his death. Researchers would eagerly pay to possess this book, which was last seen in the hands of an infamous sorceress by the name of Madelyn. It disappeared shortly before she began her quest for the Hope Chest, and no one has managed to locate it again.

     The feathers adorning the cover of the book are arranged in such a way that they retain a vestige of their former power to addle minds. When the book is viewed, a DC 10 Will check is required. If the check fails, roll a d4 and consult the results below.

1. Subject stares into space for d10 rounds, mesmerized. They will mumble to themselves and drool a bit.
2. Everything around the subject is gut-busting hilarious. The victim will laugh themselves sick for d6 rounds. (Great fun in a serious wizards’ library.)
3. Inspired by the pretty feathers, the reader begins flapping their arms and running around the room in an attempt to take flight. This spectacle will go on for d6 rounds.
4. Convinced that everyone is “out to get them,” the subject flees at their maximum move, then hides. This effect will last for d10 rounds.
    
     Hildebrand’s Tome will contain five 1st level spells, two 2nd level spells and one 3rd level spell.

Tuesday, August 7, 2012

Freelands of Mirrym: The Hope Chest

by Liz Rich
 
Hidden in the back room of a tiny store cramped with curios, sits a chest. Plain, and unadorned, it could be one of a hundred such chests. There is something familiar about it, however, as though if you closed your eyes and remembered, it would be sitting in the corner of grandmother’s cottage, or at the foot of your childhood bed.

     When opened, the Hope Chest reveals a long lost memento of great emotional worth. Perhaps a jaded princess would find the dress she wore to her first ball, while a knight might find the scarf given to him at his first tournament by a young maiden whose face was flushed with excitement. A young boy missing his home may find the blanket his mother used to tuck him in with, or the knife his father gave him on his tenth birthday.

     Other than returning these lost mementos, the Hope Chest is non-magical. It does not radiate magic, nor will it ever reveal a magic item to the person who opens it, no matter how sentimental he may feel about that Vorpal Sword that was lost long ago. There are those who claim that the chest is magic of the very best kind. They say the happy tears that accompany long lost memories are worth any price, certainly more than the chest’s weight in gold or powerful magic.

     People who have encountered the chest tell of Madelyn, a sorceress so cold she would sell her friends’ souls if the price were right. Determined to find the chest that always produced what the opener valued most, Madelyn stalked knowledge of it across miles and years. Finally tracking it to an old, friendly shopkeeper, she was puzzled and wary when he merely chuckled at her threats of magical doom and led her to a plain wooden chest in the back room of his shop. Reassuring herself that there were no traps, she gleefully opened the chest and pulled out a bouquet of dried wildflowers wrapped in a faded piece of blue linen.

     Speechless, she stared at the bouquet before rushing teary-eyed out of the shop, leaving the shopkeeper shaking his head as he closed the chest.

Monday, August 6, 2012

Freelands of Mirrym: Madelyn's House

On the corner of Wagon Street and Lamplighter Way stands a modest, single story home. The faded paint and always-closed shutters do not give the home an inviting exterior, which is exactly the way the occupant likes it.

a) Living Room
     The living area is rather spartan, containing a table, a few chairs and a fireplace. Because Madelyn is affiliated with the local thieves’ guild, a few rogues can occasionally be found lounging here. Madelyn flirts with them all equally, leading them on, hoping to use their affection for her own gain.

b) Office 
     Madelyn keeps her personal papers and books here. A quick search will yield her spellbook, a stolen spellbook (Hildebrand's Tome) and two books on the creation and use of poisons. (Each is worth 50 gp.) Madelyn is interested in the subject and is considering using poisons against her enemies. The room is furnished with a desk, bookshelf and padded chair.

c) Bedroom 
     Fine black linens on a large, four poster bed, candles and slinky garments left on the floor catch the viewer’s eye. In the top drawer of her bureau, which is locked (Open Lock DC 20), Madelyn has hidden a ledger that contains a detailed roster of the local thieves’ guild. It includes membership, safe houses and a list of bribed officials. Madelyn hopes to sell it some day to the highest bidder.

d) Kitchen 
     The kitchen is seldom used, although Madelyn is thinking about using it to practice brewing poisons. The house’s latrine is accessed via a curtain near the pantry.

Madelyn’s House 
Wood 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, Open Lock DC 20, Break DC Stuck 16/Locked 18; 

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

     In my own campaign, the party stormed Madelyn’s home in an attempt to bring her to justice for some burglaries she was involved in. The group met stiff resistance from 3 rogues lounging in her living room. Madelyn was also present, but managed to escape out the back. At right is a photo of the battle mat.