Longsaddle

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Эта сонная маленькая пограничная деревенька и член Альянса Лордов расположена прямо на Долгом Пути, с рядами домов и магазинчиков по обеим сторонам дороги. Деревушка Длинное Седло - не более чем ряд домов по обеим сторонам Долгого Пути, находяща¬яся на полдороги из Трибоара в Мирабар. Здесь от дороги отходит тропа, ведущая в Особняк Плюща, большой дом волшебников из семьи Харпелл. С того момента, как Харпеллы основали поселение около четырех веков назад, они не терпели всякого вздора или беспорядков в поселке. Их собственное поведение при этом граничит со странностью и может даже быть пугающим - как, например, когда они превратили две враждующие секты Малари- тов в кроликов за то, что те потревожили Длинное Седло своими разборками, и так и оставили этих культистов в такой форме на съедение хищников, которым те поклонялись до этого. При этом нельзя не признать, что Харпеллы - одно из самых сильных собраний магов на Севере. Харпеллы обычно веселые, но при этом несколько необщительные. Все они - волшебники, и в основ¬ном женятся на представителях той же профессии. Старшая женщина, принадлежащая к семейству (по крови или по браку) полностью управляет всеми де¬лами в Особняке. Семейство также принимает вол¬шебников в ученики, используя их для разного рода мелких заданий и базовой защиты Длинного Седла. Некоторые из подмастерьев иногда сами того не желая становятся подопытными при проведении экспериментов с заклинаниями, но таков уж удел подмастерья Харпеллов. Скорее всего, этот дух экс¬периментаторства заставил Харпеллов основать их городок так далеко от других поселений. Молодые волшебники с конечностями странного размера и формы, волосами необычного цвета, или меняющие обличье на ходу - обычное дело в Длинном Седле, и местные жители уже привыкли к такому зрелищу хотя чужеземца оно может сильно удивить. Харпеллы заработали репутацию могуществен¬ных волшебников, и, учитывая само их количество, в Длинном Седле и его окрестностях ошивается много желающих найти заначку волшебников, спря¬танную, как игрушки в детском тайничке. Конечно, таких тайников очень немного, если они вообще су-ществуют, но местные жители не устают потешать¬ся над горе-кладоискателями и ворами, отправляя их в погоню за кольцами, волшебными палочками, и прочими магическими предметами, по поводу кото¬рых любому разумному человеку было бы ясно, что их просто не существует. В конце концов, если бы среднестатистический житель Длинного Седла знал, где зарыт такой клад, то, вероятнее всего, он бы за все эти годы удосужился сам его добыть. Основное занятие жителей Длинного Седла - животноводство, и окрестности деревни в основ¬ном заняты сотнями ранчо и ферм разного типа и размера, от крошечных конных ферм до огромных пастбищ крупного рогатого скота. В дни, когда жи¬вотных приводят в деревню для продажи, Длинное Седло становится пыльным и шумным из-за голо¬сов торговцев, старающихся перекричать мычание коров в попытке продать свой товар. В остальное время это тихий, практически сон¬ный поселок, за исключением моментов, когда грохот одного из заклинаний Харпеллов сотрясает воздух. Семейство постоянно исследует магические заклинания, как новые, так и старые, и всячески модифицирует заклинания и ритуалы в поисках ин-тересных (по их мнению) инноваций. Этот интерес заставил их установить вокруг Особняка Плюща столько защитных заклинаний, сколько они могли, чтобы защитить местное население от случайного взрыва, ужасной иллюзии или проносящихся мимо странных электрических коней. Несколько заведений в поселке привлекают путников остановиться в Длинном Седле, хотя бы потому, что путешествие по удачно названному Долгому Пути может быть изнурительным. Одно из них - Золоченая Подкова, старая гостиница на западной стороне дороги, в которой подают хоро¬шую еду и напитки, предлагают удобные кровати, и которая расположена достаточно близко к Особняку Плюща, чтобы особо не было желающих беспокоить постояльцев. Владельцы гостиницы закупают отбор-нейшее мясо в городе, поэтому подаваемые здесь стейки и жаркое восхитительны. Через дорогу находится мясницкая лавка се¬мейства Остевер, которая предлагает свой товар путешественникам, предпочитающим увезти из Длинного Седла мясо, а не живую скотину. По слу¬хам с годами их сосиски стали значительно лучше, но путешественникам местные жители по-прежнему советуют «беречься бивней» - отсылка к старой шут¬ке которую уже никто и не помнит. Если вы никуда не спешите, Остеверы могут за вас завалить, освежевать, разделать и упаковать тушу купленного вами в городе животного, однако время, требующееся для этого, путешественники обычно не могут себе позволить провести в ожида¬нии завершения этого процесса. Развлечься можно в Азартном Големе, откуда шулеров в карточные игры или в игры с костями вышвыривают на улицу, и где популярна местная игра в шарики под названием «разброс щитов». В магазинах можно купить бакалею, свечи, фонари, сёдла, веревки, колеса для телег и так далее. Нельзя не подчеркнуть еще раз, что, хотя Хар¬пеллы проявляют мало интереса к повседневным делам Длинного Седла, нет сомнений, что это на самом деле их город. Они редко сносят оскорбления, и никогда не терпят насилия против них, их семьи или местных жителей. Если в конфликт вовлека¬   ются Харпеллы, то он обычно кончается быстро и кроваво, и (если только виновник не раскаивается особо убедительно, находится без сознания, мертв, или прощен за проступок) привлечет других членов семьи Харпелл на помощь вовлеченному в кон¬фликт родственнику. Один Харпелл всегда поддер¬жит другого Харпелла в публичных делах, и никто не будет считать или запоминать тех, кто забыл об этом факте. Кроме Харпеллов есть и другие семейства, имею¬щие определенную власть в Длинном Седле - это семейства скотоводов: Кадраш, Эммерт, Кромлор, Маммлар, Шарншилд, Салдиввер, Зеллоргош. Эти се¬мьи разводят скот в окрестностях Длинного Седла уже многие поколения, и имеют влияние на повсед¬невные дела в нем. Они организуют ярмарки, помо¬гают разрешать споры между семьями, и управляют аукционами, когда фермер или бизнесмен умирает, не оставив наследника. Они решают мелкие вопро¬сы и поддерживают мир в городе как могут, четко зная, что, если придется вовлечь в решение про¬блемы Харпеллов, всегда есть вероятность, что от виновника ее возникновения заклинанием не будет оставлено и мокрого места. Как раз эти семьи с наибольшей вероятностью будут искать помощи приключенцев в решении какой-нибудь проблемы в городе или на фермах, будь то нападение орков или появление оборотней в окрестностях (относительно последних ходит слух, что они - потомки одного из Харпеллов). Эти семей¬ства могут нанять приключенцев не только для решения подобных задач, но и чтобы помешать или нанести имущественный ущерб конкурирующему семейству. Если в ходе такой миссии приключен- цы зайдут слишком далеко, всегда можно списать такое поведение на глупость чужеземцев, и, если приключенцы станут докучать Харпеллам и будут взорваны посреди дороги, ведущей в Особняк Плюща, вряд ли кто-то станет задавать вопросы. Мой совет - всегда чуять запах магии в воздухе и действовать соответственно.       В список примечательных заведений входят сельская таверна и Золотая Подкова и дружелюбный зал под названием Азартный Голем, где популярны карточные игры и местная игра в камни под названием разбитые щиты. Вдали можно увидеть лошадей и стада крупного рогатого скота на ранчо.   Джерело: <http://notabenoid.org/book/65559/332585?Orig_page=18>   В список примечательных заведений входят сельская таверна и Золотая Подкова и дружелюбный зал под названием Азартный Голем, где популярны карточные игры и местная игра в камни под названием разбитые щиты. Вдали можно увидеть лошадей и стада крупного рогатого скота на ранчо. Семья Харпеллов основала деревню, но участвует в ее управлении, предпочитая жить тихой жизнью в свое особняке. Магические стражи размещены по всему Длинному Седлу и Особняку Плюща, и они предупредят Харпеллов о надвигающейся опасности. "Да свершится правосудие! Марчион Мирабара предлагает награду в 5000 зм за поимку разбойника Уорвила Форкберда, известного от Лускана до Мирабара как Долгоносик. В последний раз его видели около Шахт Мирабара, Долгоносик разыскивается за грабежи и убийства. Он вооружен и очень опасен. "Да свершится правосудие! Марчион Мирабара предлагает награду в 5000 зм за поимку разбойника Уорвила Форкберда, известного от Лускана до Мирабара как Долгоносик. В последний раз его видели около Шахт Мирабара, Долгоносик разыскивается за грабежи и убийства. Он вооружен и очень опасен. This sleepy little frontier village and member of the Lords’ Alliance straddles the Long Road, with rows of homes and businesses on either side of the trade route. Noteworthy establishments include a rustic inn called the Gilded Horseshoe and a friendly festhall called the Gambling Golem, where card games and a local mar¬bles game known as scattershields are popular. Off in the distance, one can see horses and herds of cattle on sprawling ranches. Monsters or brigands sometimes mistake Longsaddle for easy pickings-unaware that a family of powerful human wizards, the Harpells, lives nearby. Their grand house, Ivy Mansion, lies west of Longsaddle at the end of a long, winding path. The Harpells founded the vil¬lage but take no part in its government, preferring to live quietly on their estate. Magical wards placed throughout Longsaddle and the Ivy Mansion warn the Harpells when trouble’s afoot. As the characters pass through Longsaddle, they see a wanted poster bearing a charcoal sketch of a dwarf with dark hair and a mad gaze, under which are written words in Common: “Let justice be done! The Marchion of Mirabar hereby offers 5,000 gold pieces for the capture of the brigand Worvil Forkbeard, known from Luskan to Mirabar as the Weevil. Last seen around the Mines of Mirabar, the Weevil is wanted for theft and murder. He is armed and dangerous. Deliver him to the Axe of Mirabar to receive payment.” Characters who make inquiries in Longsaddle find no leads, but they might find the brigand in Xantharl's Keep to the north if they visit it (see the “Xantharl’s Keep” section).  
  Description: Located on the Long Road between Triboar and Mirabar, the village of Longsaddle is home to about 760 people. Outlying farms and small communities (Kjorvelstead to the south, and Nine-Oaks to the north) raise the local population to over 1,000.   Most of the villagers make their living by farming or raising livestock. In late summer the town becomes a central market for livestock buyers. Local herders bring their stock to the village to be bid on by buyers from Mirabar, Nesme and Triboar. Paddocks south of the village keep the herds from straying. The animals are then driven to north to Mirabar, south to Triboar, or east to Nesme on the newly completed Surbrin Road. Construction of the road and its bridge over the River Surbrin was a joint project between Longsaddle's Mage-Lord, Ardanac Harpell, and the rulers of Nesme.   Being governed by a mage doesn't faze the villagers of Longsaddle. Ardanac's father was a mage, and the talent seems to run in the family. The villagers have found it a source of amusement, though, to fill the minds of strangers with all sorts of crazy notions about the Harpell family. Stories about breeding miniature livestock, and tales about the Horn Stream flowing uphill are just two examples of the colorful yarns told by locals to gullible visitors. These stories have spread, however, and they've taken on a life of their own, so much so that the Harpell family has become synonymous throughout the North with eccentricity and the capricious use of magic. Those who meet the Mage-Lord are often surprised to discover that he's as sober-minded and down-to-earth as he is intelligent.   Mage-Lord Harpell has a fortified manor house on a hill above the village. The village itself is scantily protected. There's a low stone fence with three gates that encloses the central portion of the village, including all of the shops and a few of the farmsteads. A good horse could clear the fence without much trouble. The village is bordered on the south, though, by tree-lined Horn Stream. The only good crossing for five miles in either direction is the sturdy wooden bridge on the Long Road.   There are a few places for the intrepid adventurer to spend money in Longsaddle. There's an inn, a blacksmith shop, a horse trader and a trading post. The latter deals extensively with the Uthgardt tribes in the area. There's also a temple of Lathander called the Rising Sun, for those in need of healing, spiritual or otherwise; and an outcast Uthgardt woman named Nyvyan, can also provide healing, sexual or otherwise, for those on a budget. All of these places and more are covered in greater detail below.   [Back to Contents]   Village Map: Download CC2 Map       [Back to Contents]   Harpell Manor: Harpell Manor sits on a hill on the west side of the village. The stout wooden building is built in the shape of a cross with a square tower on each point, and a circular tower in the center. It is surrounded by a deep ditch with a drawbridge.   Ardanac Harpell is a widower with two grown daughters. Like their father, both girls have a talent for wizardry. Ardanac is an intelligent, learned man, a rarity in the outlands of the Savage Frontier. Unfortunately, he must divide his time between his pursuit of magic and his duties as Mage-Lord of Longsaddle, so that he has not advanced as far in magic as he would've liked. He has a younger brother, Malchor, who took up the adventuring life and acquired a great deal of arcane knowledge. Malchor has a home three days west of Longsaddle in the Tower of Twilight, but he is seldom there.   Mage-Lord Ardanac male human Ari3/Wiz5: CR 7; Size M (5'-10" HD 3d8 + 5d4 + 8; hp 38; Init +2 (+2 Dex Spd 30 ft.; AC 15 (+2 Dex, +3 bracers Attack +5 melee (longsword, 1d8, 19-20/x2) or +7 ranged (dagger, ld4+1, 19-20/x2 SV Fort +3, Ref +4, Will +7; AL LG; Str 9, Dex 15, Con 12, Int 17, Wis 11, Cha 16. Skills: Alchemy +10, Concentration +9, Diplomacy +9, Gather Information +9, Hide +2, Knowledge (nobility) +9, Knowledge (arcana) +11, Knowledge (local) +9, Knowledge (history) +9, Listen +2, Move silently +2, Ride +8, Scry +10, Sense motive +6, Spellcraft +11, Spot +2 Feats: Brew potion, Craft wondrous item, Enlarge spell, Quicken spell, [Scribe scroll], Alertness, Skill focus (knowledge (arcana)), Weapon finesse (longsword) Possessions: Bracers of defense +3, longsword (MW), dagger +1, wand of hold person, wand of invisibility, potion of cure serious wounds, potion of spider climb Wizard Spells Known: (4/4/3/2): 0th—Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st—Change Self, Feather Fall, Identify, Nystul's Magic Aura, Spider Climb, Summon Monster I. 2nd—Blur, Ghoul Touch, Invisibility, Melf’s Acid Arrow, Protection from Arrows, Web. 3rd—Dispel Magic, Flame Arrow, Hold Person, Magic Circle. Description: 48 years old, 5'-10", 177 lbs, black wavy hair sprinkled with gray.     Lady Rohanna female human Ari1/Wiz3: CR 3; Size M (5 ft., 8 in. tall HD 1d8 + 3d4; hp 13; Init +1 (+1 Dex Spd 30 ft.; AC 11 (+1 Dex Attack +1 melee, or +2 ranged; SV Fort +1, Ref +2, Will +8; AL LG; Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 14 Skills: Alchemy +8, Appraise +8, Concentration +4, Gather information +7, Hide +1, Innuendo +6, Knowledge (arcana) +11, Knowledge (nobility) +9, Knowledge (local) +8, Listen +3, Move silently +1, Scry +7, Spellcraft +8, Spot +3 Feats: Combat Casting, Iron will, Quicken spell, [Scribe scroll), Skill focus (knowledge (arcana)), Alertness Possessions: Equipment: Quarterstaff; Potion of Cure Light Wounds (x2 Scroll of Invisibility (arcane, caster level 5 Scroll of Protection from Arrows (arcane, caster level 3). Other Wealth: 53gp, 2 Gems [50gp Zircon; 30gp Citrine] Wizard Spells Known (4/3/2): 0th—Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st—Animate Rope, Jump, Magic Missile, Magic Weapon, Shield, Shocking Grasp. 2nd—Bull's Strength, Ghoul Touch, See Invisibility Description: 23 years old, 5'-8", 130 lbs, brown wavy hair   Lady Adewyn, female human Ari1/Wiz3: CR 3; Size M (5 ft., 5 in. tall HD ld8 + 3d4; hp 16; bit +3 (+3 Dex Spd 30 ft.; AC 13 (+3 Dex Attack +1 melee, or +2 ranged; SV Fort +1, Ref +4, Will +6; AL LG; Str 10, Dex 16, Con 10, Int 14, Wis 13, Cha 16 Skills: Alchemy +6, Appraising +7, Concentration +8, Diplomacy +8, Gather information +7, Hide +3 (+3 Dex), Knowledge (nobility) +7, Knowledge (arcana)+9, Knowledge (religion) +7, Listen +3, Move silently +3, Scry +5, Spellcraft +6, Spot +3 Feats: Alertness, Brew potion, Combat casting, [Scribe scroll], Skill focus (Knowledge (arcana)), Spell focus (abjuration) Possessions: Equipment: Quarterstaff, potion of cure light wounds (x2), scroll of hold person (caster level 5), scroll of dispel magic (caster level 5). Other Wealth: 50gp, 4 Gems[50gp Carnelian; 10gp Azurite; 7gp Blue Quartz; 11gp Banded Agate. Wizard Spells Known (4/3/1):0th—Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st—Burning Hands, Charm Person, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp. 2nd—Blindness/Deafness, See Invisibility Description: 21 years old, 5'-5", 115 lbs, black straight hair Servants of Harpell Manor: Yroc Male Human Exp1: CR 1; Size M (6 ft., 4 in. tall HD 1d6-2; hp 4; Init +3 (+3 Dex Spd 30 ft.; AC 13 (+3 Dex Attack -2 melee, or +3 ranged; SV Fort -2, Ref +5, Will +4; AL LG; Str 7, Dex 17, Con 7, Int 14, Wis 14, Cha 13 Skills: Appraise +6, Bluff +5, Hide +3, Knowledge (nobility) +6, Knowledge (religion) +6, Listen +4, Move silently +3, Profession (steward) +8, Ride +7, Sense Motive +6, Spot +4 Feats: Alertness, Skill focus (Profession (steward)) Description: male, 57 years old, 5'-8", 154 lbs, white curly hair. Yroc is the steward of Harpell Manor. He is married to Braevan, the cook   Braevan female human Coml: CR 1; Size M (5 ft., 3 in. tall HD 1d4+1; hp 5; Init +0; Spd 30 ft.; AC 10; Attack -2 melee, or +0 ranged; SV Fort +1, Ref +0, Will +3; AL LG; Str 7, Dex 11, Con 13, Int 13, Wis 17, Cha 13 Skills: Handle animal +5, Hide +0, Listen +5, Knowledge (local) +3, Move silently +0 Profession (cook) +9, Sense Motive +7, Spot +5 Feats: Alertness, Skill focus (Profession (cook)) Description: female, 52 years old, 5'-3", 112 lbs, graying brown wavy hair   Thjodhild, female human Com1: CR 1; Size M (5 ft., 1 in. tall HD 1d4+1; hp 5; Init +1 (+1 Dex Spd 30 ft.; AC 11 (+1 Dex Attack +1 melee, or +1 ranged; SV Fort +1, Ref +1, Will +1; AL LG; Str 11, Dex 13, Con 13, Int 13, Wis 12, Cha 14 Skills: Bluff +4, Craft (weaving) +7, Handle Animal +6, Hide +1, Listen +1, Move silently +1, Profession (maid) +7, Spot +1 Feats: Skill focus (Profession (maid)), Skill focus (Craft (weaving)) Description: female, 17 years old, 5'-5", 123 lbs, blonde straight hair. Thjodhild is Lady Rohanna's maidservant   Alybrylla, human Com1: CR 1; Size M (5 ft., 9 in. tall HD 1d4+1; hp 5; Init +0; Spd 30ft.; AC 10; Attack +1 melee, or +0 ranged; SV Fort + 1, Ref +0, Will +2; AL LG; Str 12, Dex 10, Con 12, Int 12, Wis 14, Cha 13 Skills: Craft (weaving) +7, Handle Animal +5, Bide +0, Listen +2, Move silently +0, Profession (maid) +8, Spot +2, Swim +5 Feats: Skill focus (Profession (maid)), Skill focus (Craft (weaving)) Description: female, 25 years old, 5’-9”, 150 lbs, brown straight hair. Alybrylla is Lady Adewyn's maidservant Men-at-Arms of Harpell Manor:   Captain Falroy Gludoc Male Human Pal2: CR 2; Size M (5 ft., 10 in. tall HD 2d10; hp 15; Init +0; Spd 20 ft.; AC 15 (+5 chain mail Attack +5 melee (longsword, 1d8+2, 19-20/x2), or +4 melee (light lance, 1d6+2, /x3 SV Fort +3, Ref +0, Will +1; AL LG; Str 14, Dex 10, Con 11, Int 11, Wis 12, Cha 14 Skills: Diplomacy +7, Heal +6, Hide -5, Listen +3, Move silently -5, Ride +5, Spot +3 Feats: Alertness, Weapon Focus (longsword) SA: Smite evil (su) - once per day may take his charisma modifier to attack roll and add damage equal to his level. Detect evil (sp) - as per the spell, divine grace (su) - charisma modifier to all saves. Lay on Hands (sp) - heal charisma bonus times level each day. Divine Health (su) - immune to all diseases. Aura of Courage (su) - immune to fear, allies within 10 ft gain +4 bonus to saves vs fear. Possessions: Chaimmil, longsword, light lance, light warhorse with tack. Description: male, 26 years old, 5'- 11", 185 lbs, and blonde straight hair Background: Captain Gludoc is in love with Lady Rohanna, but has forsworn marriage until he has distinguished himself in battle. He worships Torm, the god of paladins.   Kiran and Yreth Redhart Male Human Pal1: CR 1; Size M (5 ft., 8 in. tall HD 1d10+1; hp 11; Init +1 (+1 Dex Spd 30 ft.; AC 15 (+4 chain shirt, +1 Dex Attack +3 melee (longsword, 1d8+1, 19-20/x2), or +2 melee (light lance, 1d6+1, /x3 SV Fort +3, Ref + 1, Will + 1; AL LG; Str 13, Dex 12, Con 13, hit 13, Wis 12, Cha 13 Skills: Diplomacy +5, Heal +5, Hide -3, Knowledge (religion) +5, Listen +3, Move silently -3, Ride +5, Spot +3 Feats:Alertness, Weapon Focus (longsword) SA: Detect evil (sp) - as per the spell. Divine Grace (su) - charisma modifier to all saves. Lay on Hands (sp) - heal charisma bonus times level each day. Divine Health (su) - immune to all diseases. Possessions: Chain shirt, longsword, light lance, light warhorse with tack Descriptions: Kiran is male, 22 years old, 5'-8", 178 lbs and has brown wavy hair. His younger brother, Yreth, is 19 years old, 5'-9", 169 lbs, and has black straight hair. Background: Kiran and Yreth are both paladins of Lathander, and serve Mage-Lord Ardanac as personal retainers.   Guards (7) Male Human War1: CR 1; Size M (5'-9" HD 1d8+1; hp 5; Init +1 (+1 Dex Spd 30 ft.; AC 14 (+3 studded leather, +1 Dex Attack +3 melee (spear, 1d6+1, /x3), or +3 ranged (spear, 1d6, /x3) or +2 ranged (shortbow, 1d6, /x3 SV Fort +3, Ref +1, Will +3; AL NG; Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 10 Skills: Climb +4, Hide +0, Jump +4, Listen +3, Move silently +0, Ride +5, Spot +3 Feats: Alertness, Weapon Focus (spear) Possessions: Studded leather, spear, short bow, light warhorse w/tack, 2d10 sp, 1d20 cp Names: Suldyn, Rhaen, Vhydor, Owyn, Cron, Halek, and Grudor. [Back to Contents]   Armory: The armory is a 30’ x 30’, two-story stone building with a basement. It is situated at a fork in the road where a wagon track leads up to Harpell Manor. The main floor has three rooms: an office, storeroom and cell. The upstairs is a two-room guard barracks. The basement contains food stores. The storeroom on the main floor is always kept locked. It contains chests of weapons: short swords, spears, slings and arrows sufficient to arm the local militia of 38 individuals. These weapons are only taken out when the militia is mustered for defense or training. Training takes place in late winter   Sherrif Roland, Male Human Ftr3: CR 3; Size M (5'-7" HD 3d10+6; hp 21; Init +2 (+2 Dex Spd 30 ft.; AC 16 (+4 chain shirt, +2 Dex Attack +7 melee (spear, 1d6+3, /x3), or +6 melee (longsword, 1d8+3, 19-20/x2) or +6 ranged (spear, ld6+3, x3), or +5 ranged (shortbow, 1d6, /x3 SV Fort +5, Ref +3, Will + 1; AL CN; Str 16, Dex 15, Con 14, lnt 11, Wis 10, Cha 12 Skills: Hide +2 (+2 Dex), Jump +9, Listen +1 (+1 Wis), Ride +8 Spot +1, Swim +9 Feats: Alertness, Weapon focus (spear), Point blank shot, Power attack, Cleave, Great cleave Possessions: chain shirt, spear, longsword, short bow, 2d10 sp Description: 33 years old, 5’-8”, 185 lbs, black straight hair.   Gunnur Stoneaxe, male dwarf (hill) War3: CR 2; Size M (4'-1" HD 3d8+9; hp 24; Init +1 (+1 Dex Spd 20 ft.; AC 15 (+I Dex Attack +6 melee (battle axe, ld8+2, /x3), or +4 ranged (spear, ld6+2, /x3) +4 ranged Oight crossbow, I d8, 19-20/x2 SV Fort +6, Ref +2, Will +2; AL LG; Str 15, Dex 13, Con 16, Int 10, Wis 13, Cha 8 Skills: Appraise +3, Craft (blacksmithing) +4, Hide +1, Jump +6, Listen +3, Move silently +1, Ride +5, Spot +3 Feats: Alertness, Weapon focus (battleaxe) Possessions: Chain shirt, battleaxe, and spear. Description: 58 years old, 4'-1", 158 lbs, brown curly hair and beard.   Eldyn Zellerup, male halfling (lightfoot) Rog3: CR 3; Size S (3'-3" HD 3d6; hp 11; Init +2 (+2 Dex, +4 Improved initiative Spd 20 ft.; AC 15 (+2 leather, +2 Dex, +1 Size Attack +2 melee (short sword, ld6, 19-20/x2), or +5 ranged (sling, ld4, 19-20/x2 SV Fort +2, Ref +6, Will +5; AL CG; Str 10, Dex 14, Con 11, Int 13, Wis 16, Cha 10 Skills: Climb +8, Hide +16, Jump +2, Listen +11, Move silently +10, Profession (guide) +9, Ride +2, Spot +9, Wilderness lore +9 Feats: Tracking, Improved initiative Possessions: Leather armor, short sword, sling, war pony.   Town guards (5), Male Human Warl: CR 1; Size M (5'-9" HD ldg+2; hp 10; lnit +1 (+1 Dex Spd 30 ft.; AC 14 (+3 studded leather, +1 Dex Attack +3 melee (spear, ld6+1, /x3), or +3 ranged (spear, I d6+ 1, lx3 SV Fort +4, Ref +3, Will +2; AL LG; Str 12, Dex 13, Con 14, Int 11, Wis 10, Cha 11 Skills: Forgery +2 (+2 Rank), Hide +1 (+1 Dex), Intuit direction +2 (+2 Rank), Listen +0, Move Silently +1 (+1 Dex), Spot +0, Swim +4 (+4 Rank) Feats: Alertness, Weapon focus (spear) Possessions: Studded leather, spear.   [Back to Contents]   Burgen's Mill: The mill is owned by Burgen Stoneaxe, younger brother of Krom Stoneaxe the blacksmith. His older brother inherited the family business, now known as Krom’s Smithy. Burgen worked for his father many years before his death and inherited a small sum of money, which he used to purchase the mill. He feels a slight resentment toward his brother—not for inheriting the family business, which was only right—but because of the dwarfmaid, Ceryn. Both of the brothers were in love with her, but Krom won her hand. Burgen still carries a torch for her, although he masks it well. It has soured his relationship with Krom, but Krom, not knowing the true reason, just ascribes it to his brother having a contentious personality. He has volunteered on numerous occasions that Burgen should find a woman to mellow him out, a suggestion that only fuels Burgen’s resentment towards him.   Burgen Stoneaxe male dwarf Exp3; CR3; Medium-size humanoid (4’-5" HD 3d6 +3; hp 17; Init +0 (+0 Dex, Spd 20ft; AC 12 ( +0 Dex , +2 leather Atk +5 melee (club 1d6 +3, x2), +2 ranged (sling 1d4, x2 SA None; SQ ; AL LN; SV Fort +2 Ref +1 Will +1; Str 17, Dex 10, Con 13, Int 16, Wis 10, Cha 14. Skills: Appraise +9, Craft (blacksmithing) +11, Knowledge (local) +9, Knowledge (history) +9, Listen +8, Profession (Miller) +7, Search +9, Spot +8 Feats: Alertness, Improved Unarmed Strike Possesions: Mill, etc. [Back to Contents]   The Gilded Horseshoe: Price List The Gilded horseshoe is a fair-sized inn owned by a rock gnome named Zook. The inn is closed from mid-Nightal to mid-Ches. Zook locks up the inn and disappears for three months while travel through Longsaddle is at its lowest ebb. No one in the village knows this, but he goes back to what he considers his primary home, a gnomish village in the valley of the River Surbin south of Mornbryn’s Shield. He has a wife and several children there. He prefers to leave them with family in his village while he makes his fortune, rather than bring them into human lands. He’s looking for someone to purchase the inn from him, so that he can return home for good. He would be amenable to selling it, if someone offered him a good price for it.   Zook, male gnome(rock) Exp 1: CR 1; Size S (3'-3" HD 1d6+2; hp 8; Init +3 (+3 Dex Spd 20 ft.; AC 14 (+3 Dex, +1 Size Attack -1 melee, or +4 ranged SV Fort +2, Ref +3, Will +4; AL CG; Str 8, Dex 17, Con 14, Int 12, Wis 14, Cha 15 Skills: Craft (brewing) +5, Hide +7, Listen +2, Move silently +5, Perform (dance) +6, Profession (innkeeper) +8, Spot +6 Feats: Skill focus (profession (innkeeper)) Possessions: Inn, etc... [Back to Contents]   Griffonposts Trading Store: Inventory This is a fair sized trading post owned by the halfling, Torvan Zellerup. The Zellerups are a large clan who live in a burrow in the side of the hill below Harpell Manor. At any given time, it is not unusual for several of the younger family members to be working in the store for their grandfather. Torvan spent a period of his own youth gadding about the north country with different adventuring bands, amassing and spending a few small fortunes before meeting his wife, Belynda, and settling down. There are rumors of treasure hoards hidden in the walls of Zellerup Down, but most of Torvan’s wealth went into purchasing the Griffonpost and building Zellerup Down. The latter has required further investments as the family has grown. Though she started late, Belynda proved to be very fertile. Torvan often remarks that he only had to look at her to get her pregnant, to which she replies that he did a lot more than looking.   These days, Torvan leaves the running of the store to the skilled hands of his oldest son, Enry. Enry grew up in the store, and knows the business inside and out. He is a very sober-minded, serious person, in stark contrast to his jovial father. Torvan spends his time gossiping with customers while Enry handles the financial end of the business. For more on Torvan's family, see below.   Torvan, male halfling (lightfoot) Rog6; CR 6; Size S (3 ft., 2 in. tall HD 6d6; hp 23; Init +7 (+3 Dex, +4 Improved initiative Spd 20 ft.; AC 14 (+3 Dex, +1 Size Attack +3 melee, or +8 ranged; SV Fort +3, Ref +9, Will +5; AL LG; Str 7, Dex 17, Con 11, Int 11, Wis 14, Cha 11 Languages: Chondathan, Dwarven, Halfling Skills: Appraise +9, Climb +8, Decipher script +9, Forgery +2, Hide +11, Innuendo +11, Jump +0, Knowledge (arcana) +1, Knowledge (religion) +1, Listen +4, Move silently +5, Search +7, Sense motive +9, Speak language +1, Spot +9, Tumble +12 Feats: Improved initiative, Improved unarmed strike, Point blank shot Possessions: 5,600 gp in gear. Enry Zellerup: Male Halfling(Lightfoot) Exp3; Small Humanoid; CR 3; HD 3d6+3; hp 17; Init +2; Spd 20 ft/x4; AC 13 (+2 dex, +1 size), touch 13, flat-footed 11; Base Atk/Grapple +2/-3; Full Atk +2 One-handed (1d4-1;20/x2, Club AL LG; SV Fort +3, Ref +4, Will +5; Str 9(-1), Dex 14(+2), Con 12(+1), Int 16(+3), Wis 13(+1), Cha 12(+1). Skills: Appraise +9, Bluff +7, Diplomacy +13, Gather Information +9, Knowledge (geography) +9, Knowledge (local) +9, Perform (Fiddle) +6, Perform (Sing) +4, Profession (Merchant) +10, Sense Motive +9. Feats: Negotiator, Skill Focus(Profession (Merchant)) Languages: Halfling, Chondathan, Illuskan, Dwarven, and Elven. Possessions: Masterwork Fiddle, etc. [Back to Contents]   Krom's Smithy: Inventory The smithy is run by Krom Stoneaxe, brother of the miller, Burgen Stoneaxe. He’s an experienced blacksmith, having worked as an apprentice to his father many years before inheriting the family business. He is curt, and professional in his business dealings, not overly friendly but not deliberately offensive either.   He is married to Ceryn Hammersmith, and they have two children, Gunnar and Bram. Both he and Burgen courted Ceryn, but Krom won her heart (see Burgen’s description for more details). She is a quiet woman, who stays in her husband’s shadow and keeps the household running while he tends his shop. Though not so clever as him, she has a deeper understanding of people and in private he often benefits from her advice. She is aware of Burgen’s feelings towards her, but has never broached the subject with her husband, not wanting to cause a rift between the two brothers.   Krom Stoneaxe male dwarf Exp6; CR6; Medium-size humanoid (4'-6" HD 6d6 +18; hp 43; Init +5 (+1 Dex, +4 Imp Init Spd 20ft; AC 14 (+1 Dex , +3 studded leather Atk +6 melee (mace, heavy 1d8 +2, x2), +5 ranged (sling 1d4, x2 SA None; SQ ; AL LG; SV Fort +5 Ref +3 Will +5; Str 14, Dex 12, Con 16, Int 17, Wis 10, Cha 9.   Languages: Dwarven, Chondathan Skills: Alchemy +12, Appraise +12, Craft (blacksmith) +16, Craft (weaponsmith) +14, Handle Animal +8, Jump +10, Knowledge (dwarven religion) +12, Knowledge (local) +12, Profession (shop owner) +9 Feats: Toughness, Improved Initiative, Skill Focus (Craft (blacksmith)) Possessions: Smithy, etc.   Ceryn Stoneaxe female dwarf Com2; CR2; Medium-size humanoid (3’ - 11" HD 2d4 +0; hp 7; Init +1 (+1 Dex Spd 20ft; AC 11 (+1 Dex Atk +1 melee (sickle 1d6, x2), +2 ranged (sling 1d4, x2 SA None; SQ None; AL LG; SV Fort +0 Ref +1 Will +2; Str 11, Dex 13, Con 10, Int 10, Wis 15, Cha 12. Languages: Dwarven, Chondathan Skills: Profession (housekeeper) +7, Craft +7 Feats: Skill Focus (Craft (weaving)) [Back to Contents]   Leaping Hooves Trade Stable: The Leaping Hooves Trade Stable is owned by an older couple, Tod and Jana Derydd. They have been married for 20 years, and have lived in Longsaddle all their lives. They stable horses, and will trade out horses with travelers in need of fresh mounts*. Tod and Jana also raise and train their own stock. They enjoy their work, but have one sadness in their lives: that they never had any children. Jana feels this most deeply and she’s at an age when she’s beginning to think about it more and more. If presented with an opportunity, she would jump at the chance to adopt a small child, perhaps even a teenager.   *DM's Note: The DM should use his discretion in determining the details of these trades. The owners will always charge something for the service, even if the mounts are of equal value.   Tod Derydd: Male Human(Chondathan) Com3; Medium Humanoid (5'-7" CR 3; HD 3d4+3; hp 13; Init +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +1/+3; Full Atk +3 One-handed (1d3+2;20/x2, Whip AL LG; SV Fort +2, Ref +2, Will +3; Str 14(+2), Dex 13(+1), Con 12(+1), Int 14(+2), Wis 15(+2), Cha 14(+2). Skills: Appraise +8, Handle Animal +10, Knowledge (local) +3, Profession (Merchant) +8, Ride +9, Sense Motive +4. Feats: Exotic Weapon Proficiency(Whip), Skill Focus(Appraise), Skill Focus(Handle Animal) Languages: Chondathan, Illuskan, Dwarven. Possessions: Whip, Leaping Hooves Stable with attendant gear and stock.   Jana Derydd: Female Human(Chondathan) Com1; Medium Humanoid; CR 1; HD 1d4+1; hp 5; Init +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +0/-1; Full Atk -5 One-handed (1d3-1;20/x2, Whip AL NG; SV Fort +1, Ref +1, Will +2; Str 9(-1), Dex 13(+1), Con 13(+1), Int 11(+0), Wis 14(+2), Cha 11(+0). Skills: Appraise +5, Handle Animal +7, Profession (Merchant) +6. Feats: Skill Focus(Handle Animal), Skill Focus(Appraise) Languages: Chondathan Possessions: Whip, Leaping Hooves Stable with attendant gear and stock. [Back to Contents]   The Rolling Wheel: The Rolling Wheel is a wagon building and repair shop run by Berend Wainwright. Berend Wainwright is not his birth name. He was originally from the city of Luskan, and moved to Longsaddle by way of Mirabar. In Luskan, he beat a city guard to death in a tavern brawl, and fled the city in a hurry. The man’s family sent a bounty hunter after him. Warned by friends, he fled again, and made it to Longsaddle. He worked as an apprentice for the previous wainwright for about ten years before taking over the business himself. During that time he married and had a couple of children. Five years ago, his wife took the children on a trip to Triboar, to visit her family. The caravan they traveled with was attacked by orcs during the horde invasion of 330NR, and it is thought that everyone was slain. (In fact, his son was taken captive and is being held as a slave by the orcs.) Berend spent a year being drunk, but slowly pulled himself back together. He has taken on Bram Stoneaxe, son of the blacksmith, Krom Stoneaxe, as an apprentice and is doing a booming business. Longsaddle is ideally located for a wainwright with all the caravans passing through during the summer months. Winters are spent in the shop fashioning wagon wheels and filling orders for wagons from local merchantmen. With no heirs (that he knows of), Berend intends to leave the shop to Bram when he dies. His relationship with the Stoneaxe clan gives him a discount on iron parts and nails for his wagons.   Berend Wainwright Male Human Exp6; CR6; Medium-size humanoid (6’-2" HD 6d6 +0; hp 28; Init +3 (-1 Dex, +4 Imp Init Spd 30ft; AC 11 (-1 Dex , +2 leather Atk +6 melee (club 1d6 +0, x2), +3 ranged (sling 1d4, x2 SA None; SQ ; AL N; SV Fort +2 Ref +1 Will +4; Str 14, Dex 9, Con 10, Int 15, Wis 9, Cha 10 Languages: Illuskan, Chondathan Skills: Appraise +11, Craft (carpentry) +11, Hide +8, Knowledge (local) +11, Knowledge (nature) +11, Listen +10, Move Silently +8, Profession (shop owner) +8, Spot +10,   Feats: Improved Unarmed Strike, Improved Initiative, Skill Focus (Craft (carpentry)) Alertness   Bram Stoneaxe male dwarf Exp1; CR1; Medium-size humanoid (4'-9" HD 1d6 +1; hp 7; Init +2 (+2 Dex, Spd 20ft; AC 14 ( +2 Dex , +2 leather Atk +3 melee (mace, light 1d6 +3, x2), +2 ranged (sling 1d4, x2 SA None; SQ ; AL LG; SV Fort +1 Ref +2 Will +3; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 11 Languages: Dwarven, Chondathan Skills: Craft (blacksmith) +7, Craft (carpentry) +7, Knowledge (history) +5, Knowledge (local) +5, Listen +5, Profession (shop owner) +5, Spot +5, Ride +6, Feats: Skill Focus (Craft (carpentry)) [Back to Contents]   Sixhorns Leather Goods: Sixhorns is a saddle and leather goods store owned by Raelonna "Rae" Kaerk. Raelonna is a young widow whose husband died fighting orcs during the last war. She had learned enough about the business to take over running the shop. She has one apprentice to help her with the work: Eleana, the youngest daughter of Eldyn and Lylla Zellerup. Raelonna makes saddles, harnesses, boots, belts and pouches. She can repair and make padded, leather or studded leather armor, but doesn’t keep those items in stock.   Still in her mid-twenties and slender with copper-red hair, Rae attracts a good deal of attention from the single men of Longsaddle, not to mention the male travelers on the Long Road. She would like to get married, but she has grown to like her independence and does not want a man who will try to assume the role of lord and master over her. Kiran Redhart, one of the Mage-lord's men-at-arms, has grown especially attentive of late.   Raelonna Kaerk: Female Human(Chondathan) Exp1; Medium Humanoid; CR 1; HD 1d6+1; hp 7; Init +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk +0 One-handed (1d4;19-20/x2, Dagger AL NG; SV Fort +1, Ref +1, Will +3; Str 10(+0), Dex 13(+1), Con 12(+1), Int 14(+2), Wis 13(+1), Cha 12(+1). Skills: Appraise +6, Craft (Leatherworking) +9, Diplomacy +5, Gather Information +5, Handle Animal +5, Knowledge (local) +6, Perform (Sing) +5, Profession (Merchant) +8, Sense Motive +5. Feats: Skill Focus(Craft (Leatherworking)), Skill Focus(Profession (Merchant)) Languages: Chondathan, Illuskan, Halfling. Possessions: The Sixhorns Leather Goods shop with attendant equipment and stock. Description: Raelonna is 24 years old. She has red wavy hair, stands 5'-7" tall and weighs 111 lbs. [Back to Contents]   Temple of the Rising Sun: Price List The Rising Sun is a temple to Lathander, but it also maintains shrines to some of the other gods of the Faerûnian pantheon: one for Chauntea, Eldath and Meilikki; one for Oghma, Deneir and Milil; and one for Torm, Tyr and Ilmater. The first is outside in a copse of trees beside a small pool, and the latter two are in alcoves on either side of the hall of worship. Visiting priests are encouraged to hold services at the shrines, as long as they don't conflict with the dawn services of the priests of Lathander.   The temple stands on a site sacred to the faith of Lathander. During the plague years of the mid-1100s, so many died that corpses often went unburied. Undead walked the land, seeking vengeance on the living. When Longsaddle was assaulted by a horde of zombies, a lone cleric of Lathander stood off the fell creatures and preserved the village from destruction at the cost of his own life. A shrine was erected on the spot to commemorate his devotion. When the most recent caretaker of the shrine died fifteen years ago, Vartha Mhaeraun was tasked with the job of raising a church on the site. She was sent to Longsaddle by Sunrise Lord Ghentilara, High Radiance of the Church of Lathander in Waterdeep.   The first five years of Vartha's tenure were a period of excitement and furious activity building the new temple and preaching the faith to the locals. The next five years were less exciting, but there was still much to do getting the finances of the fledgling church in order, and making it self-supporting. The past five years have dragged by, however, and Vartha has been growing more and more restless.   She is very fortunate to have recently acquired two very able assistants. Unfortunately, she has begun to feel envious of their superior talents. They promise to rise high in the church hierarchy, while she has begun to stagnate out on the edge of nowhere. She has been feeling depressed and resentful towards them. Although she is fighting against such discreditable emotions, the struggle is taking its toll on her.   Priests of the Temple of the Rising Sun Vartha Mheraun Female Human Clr7; CR7; Medium Humanoid; HD 7d8 +14; hp 54; Init +1 (+1 Dex Spd 30ft; AC 19 (+1 Dex , +6 chainmail +1 , +2 large wooden shield Atk +7 melee (morningstar +2, 1d8 +2, 19-20/x2), +6 ranged (crossbow, light 1d6, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL N; SV Fort +7 Ref +3 Will +7; Str 11, Dex 12, Con 15, Int 16, Wis 14, Cha 12. Skills: Concentration +12, Craft (weapons) +13, Heal +12, Knowledge (religion) +13, Scry +13, Sense Motive +12. Feats: Heighten Spell, Improved Critical, Craft Magic Arms and Armor, Enlarge Spell Possessions: Chainmail +1, large wooden shield, morningstar +2, light crossbow, silver bolts (20), potions of cure serious wounds (x2) SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 12]: cure minor wounds, detect magic, detect poison, guidance, light, read magic, resistance, virtue. 1st-level [4+1, DC 13]: bless, command, cure light wounds, magic weapon, remove fear, shield of faith, protection from evil (domain). 2nd-level [3+1, DC 14]: bull's strength, cure moderate wounds, hold person, lesser restoration, silence, aid (domain). 3rd-level [2+1, DC 15]: continual flame, daylight, prayer, remove disease, magic circle against evil (domain). 4th-level [1+1, DC 16]: discern lies, neutralize poison, restoration, holy smite (domain). Description: Vartha has straight dark hair streaked with gray. She stands 5'-7" and weighs 136 lbs.   Loshiri Female Human Clr3; CR3; Medium Humanoid; HD 3d8 +9; hp 22; Init +1 (+1 Dex, Spd 30ft; AC 17 (+1 Dex , +5 breastplate , +1 small, steel shield Atk +4 melee (light mace +1, 1d6 +2, x2), +3 ranged (crossbow, light 1d6, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL CG; SV Fort +6 Ref +2 Will +6; Str 13, Dex 12, Con 17, Int 15, Wis 17, Cha 14. Skills: Concentration +9, Craft +8, Heal +9, Knowledge (religion) +8, Spellcraft +8 Feats: Silent Spell, Craft Wondrous Item, Enlarge Spell Possessions: Breastplate, small steel shield, light mace +1, light crossbow, silver bolts (20), potions of cure light wounds (x2) SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 13]: cure minor wounds, detect magic, detect poison, guidance, light, resistance, virtue. 1st-level [4+1, DC 14]: bless, command, magic weapon, remove fear, shield of faith, protection from evil (domain). 2nd-level [3+1, DC 15]: bull's strength, hold person, lesser restoration, silence, aid (domain). Description: Loshiri has wavy brown hair. She stands 5'-5" and weighs 123 lbs. She is a very sympathetic person, but doesn't have Vartha's ambition. She can see that Vartha is unhappy, and secretly wishes that her superior would be called to another task. She would be very happy running a small temple in a backwater town. The decision isn't up to her, though, and she is afraid to say something lest Vartha get the impression that she covets her job.   Keli female human Clr3; CR3; Medium-size humanoid ( 5' - 2" HD 3d8 +6; hp 10; Init +2 (+2 Dex, Spd 30ft; AC 19 (+2 Dex , +5 chainmail , +2 large, wooden shield Atk +1 melee (mace, light 1d6-1, x2), +5 ranged (light crossbow +1, 1d6, x2 SA Turn or Command Undead, Divine Spells; SQ ; AL LG; SV Fort +5 Ref +3 Will +5; Str 9, Dex 15, Con 14, Int 8, Wis 15, Cha 13. Skills: Concentration +8, Heal +8, Knowledge (religion) +5 Feats: Enlarge Spell, Heighten Spell, Silent Spell Possessions: Chainmail, large wooden shield, light mace, light crossbow +1, silver bolts (20), potions of cure light wounds (x2). SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 12]: detect magic, detect poison, light, read magic, resistance, virtue. 1st-level [4+1, DC 13]: bless, command, magic weapon, remove fear, protection from evil (domain). 2nd-level [3+1, DC 14]: bull's strength, hold person, lesser restoration, aid (domain). Description: Keli has straight, shoulder length blonde hair. She stands 5'-2" and weighs 112 lbs. Perky doesn't begin to describe her. As Vartha has sarcastically remarked, "Keli's cheerfulness could kill small puppies." Her lack of booksmarts and bubbly character causes many people to dismiss Keli as a simpleton. In truth, though, the girl has seen a great deal of tragedy in her young life. Yet, few people know what she went through, because she refuses to talk about it. All that's known for certain is that she was rescued from an orc village when she was about 15. She either cannot or will not tell what happened to the rest of her family, nor how many years she lived as a slave with the orcs, nor will she talk about how she was treated by the orcs. As far as she is concerned, her life began the day she was rescued, and that is all she will say on the subject. Loshiri has come to believe that Keli's cheerful spirit is the result of a profound appreciation for the fragility of happiness, and a deeply held belief that to be happy requires a constant act of the will. She believes that Keli has so much to be unhappy about that if she gave in to it, it would swallow her up. Instead, she has single-mindedly devoted herself to creating the conditions every day for living a happy life.     Acolytes: Kardak Male Human Clr1; CR1; Medium Humanoid (6'-5" HD 1d8 +2; hp 12; Init +1 (+1 Dex, Spd 30ft; AC 17 (+1 Dex , +5 chainmail , +1 small, wooden shield Atk +3 melee (shortspear 1d8 +3, 19-20/x3), +1 ranged (crossbow, light 1d6, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL CE; SV Fort +4 Ref +1 Will +5; Str 16, Dex 12, Con 15, Int 10, Wis 17, Cha 16. Skills: Concentration +2, Heal +5, Knowledge (religion) +5, Feats: Improved Critical, Toughness Possessions: Chainmail, small wooden shield, short spear, light crossbow, silver bolts (20), potion of cure light wounds SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 13]: detect magic, detect poison, light, read magic, resistance, virtue. 1st-level [4+1, DC 14]: bless, command, magic weapon, remove fear, protection from evil (domain). Description:   Anse Male Human Clr1; CR1; Medium humanoid (5'-11" HD 1d8 +1; hp 3; Init +0 (+0 Dex, Spd 30ft; AC 16 ( +0 Dex , +5 chainmail , +1 small, steel shield Atk -1 melee (mace, light 1d6-1, x2), +0 ranged (crossbow, light 1d6, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL N; SV Fort +3 Ref +0 Will +3; Str 8, Dex 11, Con 12, Int 12, Wis 13, Cha 9. Skills: Concentration +5, Heal +5, Knowledge (religion) +5, Sense Motive +5, Feats: Scribe Scroll, Quicken Spell Possessions: Chainmail, small steel shield, light mace, light crossbow, silver bolts (20), potion of cure light wounds SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 12]: detect magic, light, resistance, virtue. 1st-level [4+1, DC 13]: bless, magic weapon, protection from evil (domain).   Eänèd Male Human Clr1; CR1; Medium humanoid (5'-5" HD 1d8 +1; hp 8; Init +2 (+2 Dex, Spd 30ft; AC 18 (+2 Dex , +4 chain shirt , +2 large, steel shield Atk +1 melee (shortspear 1d8 +1, x3), +2 ranged (crossbow, heavy 1d8, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL CN; SV Fort +3 Ref +2 Will +4; Str 12, Dex 15, Con 13, Int 14, Wis 15, Cha 13. Skills: Concentration +2, Heal +5, Knowledge (religion) +5, Sense Motive +5 Feats: Extend Spell, Scribe Scroll Possessions: Chain shirt, large steel shield, short spear, heavy crossbow, silver bolts (20), potion of cure light wounds SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 12]: detect magic, light, read magic, resistance, virtue. 1st-level [4+1, DC 13]: bless, magic weapon, remove fear, protection from evil (domain).   Sidrek Male Human Clr1; CR1; Medium humanoid (5'-5" HD 1d8-2; hp 5; Init +1 (+1 Dex, Spd 30ft; AC 17 (+1 Dex , +4 chain shirt , +2 large, steel shield Atk +0 melee (short spear 1d6 +0, x3), +1 ranged (crossbow, heavy 1d8, 19-20/x2 SA Turn or Command Undead, Divine Spells; SQ ; AL NE; SV Fort +0 Ref +1 Will +3; Str 11, Dex 13, Con 6, Int 12, Wis 13, Cha 11. Skills: Heal +5, Knowledge (religion) +5, Knowledge (arcana) +5, Scry +5 Feats: Empower Spell, Scribe Scroll Possessions: Chain shirt, large steel shield, short spear, heavy crossbow, silver bolts (20), potion of cure light wounds SA: Turn undead, greater turning 1/day (domain power) Domains: Good, Sun Spells: 0th-level [6, DC 12]: detect magic, light, resistance, virtue. 1st-level [4+1, DC 13]: bless, magic weapon, protection from evil (domain). [Back to Contents]   Zellerup Down: The Family of Torvan Zellerup The Zellerups are a clan of lightfoot halflings, the offspring of Torvan and Belynda Zellerup. Four generations of the Zellerup family live together in the halls of Zellerup Down, a halfling burrow in a hill on the west edge of the village. Torvan and Belynda are in their late eighties. They have three sons: Enry, Eldyn and Saroc; and one daughter: Alwylla.   The eldest son, Enry, has the largest family. He is married to Loronna Goldmeadow, and they have three children: Bradda, Yvanna and Gwydoc. Though seemingly settled and sedate, Enry does have a romantic streak in him that few people ever see. It's only evident to his family when he plays his fiddle and sings for them, which he does occasionally. Sometimes he becomes a little distant and wistful, and Loronna worries that one day he might do like his father and run off on an adventure. His devotion to his family makes it pretty unlikely though.   His oldest daughter, Bradda, is married to Blanyc Goodmead, a distant cousin on her mother's side, and they have a 2 yr old daughter, Revyan. Bradda keeps house with her mother at the Down. Blanyc is a bit of a loafer, and Torvan has a hard time getting any work out of him either at home or the store. He's never hard to find at dinner time, though, being the first one at table.   Enry's second child, Yvanna, is unmarried and works as a barmaid in the Gilded Horseshoe during the trade season, as well as putting in regular hours at the family store. She is saving her money for something, but won't say what.   Gwydoc, Enry's last child and only son, has a wife named Lyssa Dunburrow and a daughter named Nebrylla, born just last year. He is learning the family business from his father, and seems set to follow in his footsteps.   Torvan's second oldest child, Alwylla, was married at the age of 26 to a cattle drover from Triboar named Corwyn Highdown. He was killed by orcs on a trip to Mirabar less than a year after their marriage. Twenty-eight years later, she still mourns him, and has not remarried. Her family is becoming impatient with her bereavement. She keeps house with her mother at the Down.   Eldyn, the third of Torvan's children, is married to Lylla Highdown, Corwyn’s younger sister. Eldyn serves as a town guard. He has little interest in the store, and only goes in when they need extra help shifting inventory. He and Lylla have two daughters of marriageable age, Yvyan and Eleana. Eleana works at Sixhorns Leather Goods, and Yvyan helps out at the Down. There’s a shortage of bachelors in the area, so the family is always on the lookout for halfling males passing through who appear to be good husband material. In the meantime, they have their hands full keeping the girls out of trouble. During the trade season the two can often be found in the evening, kicking up their heels at the Gilded Horseshoe   Torvan’s youngest son, Saroc, has never married. He works as a guide for the summer trade caravans and often winters over in the larger towns of the North. He stays with the family when passing through town on his treks, and will on occasion lay over for as much as a month. He always seems eager to be on his way after that much time with the family, though.   Torvan's and Enry's stats can be found above, as can Eldyn's. I haven't bothered to stat the others, except for Saroc, since they would not likely come into contact with your PCs. They would be first or second level Commoners.   Saroc Zellerup: Male Halfling(Lightfoot) Rgr2/Rog3; Small Humanoid; CR 5; HD 3d6+2d8+5; hp 31; Init +7; Spd 20 ft/x4; AC 17 (+3 armor, +3 dex, +1 size), touch 14, flat-footed 14; Base Atk/Grapple +4/+1; Full Atk +7 One-handed (1d6+1;19-20/x2, Masterwork longsword), +7 One-handed (1d3+1;19-20/x2, Masterwork dagger), +5 Two-Weapon (primary) (1d6+1;19-20/x2, Masterwork longsword), +5 Two-Weapon (secondary) (1d3;19-20/x2, Masterwork dagger), +10 Two-handed (1d6+1;20/x3, Masterwork composite longbow (+1 Str) AL NG; SV Fort +6, Ref +10, Will +4; Str 12(+1), Dex 16(+3), Con 12(+1), Int 16(+3), Wis 14(+2), Cha 12(+1). Skills: Appraise +5, Climb +11, Gather Information +9, Handle Animal +3, Hide +15, Jump +3, Knowledge (geography) +5, Knowledge (local) +9, Knowledge (nature) +5, Listen +10, Move Silently +13, Ride +5, Search +9, Spot +8, Survival +6, Swim +7, Use Rope +5. Feats: Improved Initiative, Weapon Focus(Composite Longbow) Languages: Halfling, Chondathan, Illuskan, Dwarven, Orc. Possessions: Masterwork Studded Leather Armor, Small Masterwork Longsword, Small Masterwork Dagger, Small Mighty Composite Longbow (Str 12, +1), Quiver with 40 Masterwork Arrows; standard adventuring equipment for a Ranger working as a guide. [Back to Contents]   Nyvyan's House This is the home of Nyvyan, her two daughters, Kharlena and Melursa, and her half-orc son, Rhydyc. Nyvyan is the town healer for those who can't afford the prices at the temple. She is also the town whore. She and her daughters do a brisk business during the trade season with the caravan guards, drovers and merchants who pass through town.   The house itself is small and rundown. There are only three rooms: a common room where the family cooks, eats, and sits, and two bedrooms. One of the bedrooms belongs to Nyvyan, and the other is shared by her daughters. Rhydyc sleeps in a shed behind the house.   A rock wall adjoined to the house encloses a small paddock with a few goats. There's also a small herb garden by the front door where Nyvyan grows a few healing herbs.   Nyvyan came to Longsaddle twenty years ago, carrying a small boy-child with orcish blood. It is known that she is an outcast of one of the Uthgardt tribes, but the reason for her exile can only be guessed at. The villagers of Longsaddle have amused themselves by doing just that over the years. Most believe it has to do with the child, who she named Rhydyc. It's possible that the tribe insisted that he be killed because of his blood, and she refused. Others point out that half-orcs are not unheard of among the Uthgardt, though, so it may have been something else. Such half-breeds are usually the product of rape, a side-effect of the ongoing war between the Uthgardt and the orcs. The exact circumstances of Rhydyc's conception are unknown, though, and some speculate that Nyvyan took an orc to bed willingly. That would certainly explain her exile, but whether it is the truth is her secret.   Her occupation is well known, though, and while respectable folk will not associate with her publicly, they mostly tolerate her presence. Poor folk, who lack the money to go to the temple, come to her for healing. Even they will avoid her house at night, though, unless an emergency demands it.   Nyvyan's two daughters were born within a few years after she arrived in Longsaddle. It is not known who sired them, but it is very doubtful that they have the same father. Both are tall, like their mother, but Kharlena has the dark hair and gray eyes of the Uthgardt, while Mhelursa has olive skin and brown eyes.   Nyvyan: Female Human (Chondathan) Adp3; Medium Humanoid; CR 3; HD 3d6; hp 14; Init +2; Spd 30 ft/x4; AC 12 (+2 dex), touch 12, flat-footed 10; Base Atk/Grapple +1/+2; Full Atk +2 One-handed (1d4+1;19-20/x2, Dagger AL N; SV Fort +1, Ref +3, Will +5; Str 12(+1), Dex 14(+2), Con 11(+0), Int 12(+1), Wis 15(+2), Cha 12(+1). Skills: Craft (Alchemy) +6, Heal +7, Knowledge (arcana) +6, Knowledge (nature) +8, Spellcraft +8. Feats: Skill Focus(Knowledge (nature)) , Brew Potion , Shadow Weave Magic Spells: Level-0: Detect Magic, Light, Mending; Level-1: Burning Hands, Cause Fear, Cure Light Wounds.   Kharlena Female Human (Illuskan) Adp1; Medium Humanoid; CR 1; HD 1d6+1; hp 7; Init -1; Spd 30 ft/x4; AC 9 (-1 dex), touch 9, flat-footed 9; Base Atk/Grapple +0/-1; Full Atk -1 One-handed (1d4-1;19-20/x2, Dagger AL N; SV Fort +1, Ref -1, Will +4; Str 9(-1), Dex 8(-1), Con 13(+1), Int 12(+1), Wis 14(+2), Cha 13(+1). Skills: Craft (Alchemy) +5, Heal +9, Knowledge (arcana) +5, Knowledge (nature) +5, Spellcraft +5. Feats: Skill Focus(Heal) , Shadow Weave Magic Spells: Level-0: Detect Magic, Light, Mending; Level-1: Burning Hands, Cause Fear, Cure Light Wounds.   Mhelursa Female Human (Illuskan) Adp1; Medium Humanoid; CR 1; HD 1d6; hp 6; Init -1; Spd 30 ft/x4; AC 9 (-1 dex), touch 9, flat-footed 9; Base Atk/Grapple +0/-2; Full Atk -2 One-handed (1d4-2;19-20/x2, Dagger AL N; SV Fort +0, Ref -1, Will +3; Str 7(-2), Dex 8(-1), Con 11(+0), Int 17(+3), Wis 12(+1), Cha 11(+0). Skills: Craft (Alchemy) +7, Heal +5, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Spellcraft +10. Feats: Skill Focus(Spellcraft), Shadow Weave Magic Spells: Level-0: Detect Magic, Light, Mending; Level-1: Burning Hands, Cure Light Wounds.   Rhydyc, Male Half-orc Bbn1; Medium Humanoid; CR 1; HD 1d12+1; hp 13; Init +0; Spd 40 ft/x4; AC 13 (+3 armor), touch 10, flat-footed 13; Base Atk/Grapple +1/+5; Full Atk +6 Two-handed (1d12+6;20/x3, Greataxe AL N; SV Fort +3, Ref +0, Will +0; Str 19(+4), Dex 11(+0), Con 13(+1), Int 10(+0), Wis 11(+0), Cha 11(+0). Skills: Climb +5, Intimidate +3, Listen +3, Ride +3, Survival +3, Swim +4. Feats: Weapon Focus(Greataxe)

 
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