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1 Krigat Manor & Afairen Keep Written By Anna M. Dobritt Edited By: Anna M. Dobritt Layout: Anna M. Dobritt Cartography: Anna M. Dobritt Additional Graphics: Anna M. Dobritt Artwork: V. Shane APE #1, APE #2, APE #3, APE #4, APE #7 Publisher’s Assistant Clipart © 2003 Stephen Cook Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved The Forge Studios - Med 3, Copyright 2007, Pawet Dobosz This edition of the Krigat Manor & Afairen Keep is published under version 1.0a of the Open Game License, version 6.0 of the d20 System Trademark License and version 6.0 of the d20 System Trademark Guide, by permission from Wizards of the Coast. Designation of Product Identity: the following items are hereby designated as product identity in accordiance with section 1 (e) of the open game license, version 1.0a: proper names; Krigat; Afairen; Tortak Skullcrusher; Viela Krigat; Erik Langstron Krigat; Durlin One-Leg; Traold Goldbeard; Remdon; Marlin Gelling; Umberham; all Cartography Unlimited for RPGs trademarks, logos and identifying marks and trade dress, including all product and product line names including but not limited to the Cartography Unlimited for RPGs, Pick A Place, The Town of Umberham; all artwork, symbols, designs, depictions, illustrations, likenesses, poses, logos, graphic designs except such elements that already appear in the d20 system reference document and are already Open Game Content by virtue of appearing there. The above product identity is not Open Game Content. Some of the portions of this product which are delineated as OGC originate from other sources of Open Game Content, as credited in Section 15 of the Open Game License in this product. All contents of this publication, regardless of designation, are copyrighted year 2008, Cartography Unlimited for RPGs, all rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden except for the purpose of review or in accordance with the Open Game License. The mention of or reference to any company or product in this product is not a challenge to the trademark or copyright concerned. “d20 system” and the “d20 system logo” are trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 5.0. A copy of this license can be found at http://www.wizards.com/d20 “Dungeons & Dragons” and “Wizards of the Coast” are registered trademarks of Wizards of the Coast, and are used with permission. © Copyright 2008, Cartography Unlimited for RPGs OPEN GAME CONTENT DECLARATION: All stat blocks are open game content, including names except proper names in bold italics. In addition, all text except description and background is entirely open content, as is any material inside a table. Sample file

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    Krigat Manor&

    Afairen KeepWritten By Anna M. DobrittEdited By: Anna M. Dobritt

    Layout: Anna M. DobrittCartography: Anna M. Dobritt

    Additional Graphics: Anna M. DobrittArtwork: V. Shane APE #1, APE #2, APE #3, APE #4,

    APE #7Publisher’s Assistant Clipart © 2003 Stephen Cook

    Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved

    The Forge Studios - Med 3, Copyright 2007, Pawet Dobosz

    This edition of the Krigat Manor & Afairen Keep is published under version 1.0a of the Open Game License, version 6.0 of the d20 System Trademark License and version 6.0 of the d20 System Trademark Guide, by permission from Wizards of the Coast.

    Designation of Product Identity: the following items are hereby designated as product identity in accordiance with section 1 (e) of the open game license, version 1.0a: proper names; Krigat; Afairen; Tortak Skullcrusher; Viela Krigat; Erik Langstron Krigat; Durlin One-Leg; Traold Goldbeard; Remdon; Marlin Gelling; Umberham; all Cartography Unlimited for RPGs trademarks, logos and identifying marks and trade dress, including all product and product line names including but not limited to the Cartography Unlimited for RPGs, Pick A Place, The Town of Umberham; all artwork, symbols, designs, depictions, illustrations, likenesses, poses, logos, graphic designs except such elements that already appear in the d20 system reference document and are already

    Open Game Content by virtue of appearing there. The above product identity is not Open Game Content.

    Some of the portions of this product which are delineated as OGC originate from other sources of Open Game Content, as credited in Section 15 of the Open Game License in this product.

    All contents of this publication, regardless of designation, are copyrighted year 2008, Cartography Unlimited for RPGs, all rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden except for the purpose of review or in accordance with the Open Game License.

    The mention of or reference to any company or product in this product is not a challenge to the trademark or copyright concerned.

    “d20 system” and the “d20 system logo” are trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 5.0. A copy of this license can be found at http://www.wizards.com/d20 “Dungeons & Dragons” and “Wizards of the Coast” are registered trademarks of Wizards of the Coast, and are used with permission.

    © Copyright 2008, Cartography Unlimited for RPGs

    OPEN GAME CONTENT DECLARATION: All stat blocks are open game content, including names except proper names in bold italics. In addition, all text except description and background is entirely open content, as is any material inside a table.

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    Krigat ManorSize: Large VillagePopulation: 870 (49% dwarves, 44% humans, 3% half-elf, 2% gnome, 1% elf, 1% half-orc)Importan NPCs: Viela Krigat human female Ftr 10/Ari 2 (noble); Tyles Terrenly human male Ftr 9 (captain of guard for village and manor), Traold Goldbeard dwarf male Ftr 9/Exp 4 (quarrymaster). I. Krigat Manor Located on the western side of the mountains, Krigat Manor is well-known for its quarry and stoneworks. Nearly all the workers in the quarry are dwarves, who don’t mind having a human as their ruler. As long has they have plenty of ale and food, they’re a content lot.

    Lately things haven’t been very peaceful around Krigat. The Skullbreaker orc tribe has been attempting to raid the village. The continued attacks are disrupting the work in the quarry and they are beginning to fall behind in amount quarried. Viela Krigat would happily reward anyone that gets rid of that orc tribe. Those interested may inquire at the manor house.

    1) Krigat Manor2) Durlin’s Inn & Bathhouse3) Hammerhead Tavern

    Durlin’s Inn and BathhouseDurlin’s Inn is a popular stop for the teamsters and caravan masters who journey to Krigat Manor. The food is great, the ale plentiful and refreshing. Nightly music is provided by Marlin Gelling, a half-elf bard of some talent.

    Durlin “One-Leg” Rockcrusher is the owner of the inn. He used to work in the quarry until an accident cost him his left leg. He now stumps around on a peg leg crafted by a master woodworker who lives in the village.

    When Durlin bought the building that houses the inn, he had an addition put on – a bath house. This is much appreciated by the travelers that stay at the inn, since the road can be very dusty or muddy, depending on the weather. The water for the baths are heated in metal tanks behind the bathhouse. Fires beneath the tanks are kept constantly burning so hot water is always available. By the clever use of pumps, the water tanks are kept filled from an underground stream. Levers are used to add water to the tubs and there’s a drain plug in the bottom of each tub. The water drains out through ceramic pipes, into a sand pit behind the bathhouse.

    Durlin’s wife, Dagna, runs the kitchen and is responsible for the mouth-watering stews and soups. Dagna grows her own vegetables and herbs that are used in the kitchen.

    MenuItem Cost Item Cost

    Beef, Lamb, Venison Stew

    3 sp/bowl Rolls 1 cp each

    Beef Soup 5 cp/bowl Bread (whole loaf) comes with butter and jam

    3 cp

    Vegetable Soup 5 cp/bowl Cheese 3 cpBeef 4 sp Fruit – Apples,

    Pears, Peaches, Strawberries, Blueberries, Blackberries, Raspberries

    2 cp each3 cp/bowl

    Venison 4 sp Tarts 5 cp each

    Pork 4 sp Pies 6 cp/slice

    Chicken (whole)

    7 sp Ale 5 cp/mug

    Ham 4 sp Beer 3 cp/mug

    Cooked Vegetables

    1 sp Wine 1 sp/goblet

    Bacon Rashers 3 cp for 4 rashers

    Milk 1 cp/mug

    Eggs 5 cp Tea 2 cp/mug

    Griddle Cakes 7 cp/stack of 5

    Hot Spiced Cider 4 cp/mug

    Porridge 3 cp/bowl Hot Spiced Wine 3 sp/mug

    Eggs, hardboiled

    3 cp/2 Cider 2 cp/mug

    RoomsItem Cost

    Suite 2 gp/nightBed 5 sp/night

    StableItem Cost

    Feed 5 cp/dayGrooming 2 cp/dayStall 5 sp/day

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    Durlin’s Inn – 1st Floor1) Inn yard2) Common Room3) Kitchen4) Storage with trapdoor leading to cellar5) Dining Room6) Stairs to 2nd Floor

    Bathhouse1) Sitting Room2) Changing Room3) Bathing Room

    Durlin’s Inn – 2nd Floor1) Stairs down to first floor2) Hall3) Dining room4) Suite5) Part of Suite6) Double beds (2)7) Bunkbeds (4)8) Bunkbeds (3)9) Bunkbeds (3)10) Bunkbeds (3)

    Durlin’s Inn - Cellar1) Stairs up to Kitchen Storage Room2) Storage3) Wine Cellar

    NPCsDurlin “One-Leg” Rockcrusher, Male Dwarf, Mountain Ftr 5/Exp 1: CR 6; Medium Humanoid; HD 5d10+10 (Fighter), 1d6+2 (Expert); hp 47; Init +1; Spd 20; AC: 20 (Flatfooted: 19 Touch: 12); Atk +9 base melee, +6 base ranged; +11 (1d10+5, +1 Waraxe, dwarven); +10 (1d4+5, +1 Dagger); +5 (1d10+3, +1 Crossbow, heavy); SQ: Light Sensitivity (Ex), +1 Attack vs. Orcs and Goblinoids, +3 Saves vs. Poison, Darkvision (Ex): 90 ft., Stability (Ex), Weapon Familiarity (Ex), +2 Craft (Stone and Metal Items), +3 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, +2 Appraise (Stone and Metal Items), Stonecunning (Ex); RF: +3 Fort save against poison, +3 Wil save against

    spells; AL LN; SV Fort +6, Ref +2, Will +5; STR 18, DEX 12, CON 14, INT 15, WIS 14, CHA 12.

    Skills: Appraise +3, Bluff +2, Climb +3, Craft (Stonemasonry) +9, Diplomacy +2, Gather Information +3, Handle Animal +5, Intimidate +10, Listen +4, Ride +3, Sense Motive +4, Speak Language +2, Spot +4, Swim +1, Use Rope +3.

    Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Rapid Reload: Crossbow, heavy, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Crossbow, heavy, Weapon Focus: Shield, heavy, Weapon Focus: Waraxe, dwarven, Weapon Specialization: Crossbow, heavy.

    Possessions Armor & Weapons: +1 Chain shirt; +1 Shield, heavy steel. +1 Waraxe, dwarven; +1 Crossbow, heavy; +1 Bolts, crossbow (50); +1 Dagger.

    Goods: Explorer’s outfit; Belt pouch; Candle (2); Chalk, 2 pieces; Fishhook (2); Flint & steel; Ink (2 vials); Inkpen; Map case; Paper (5 sheets); Sealing wax; Sewing needle; Signal whistle; Signet ring; Whetstone.

    Magic Items: Ring of Protection +1; Bracers of Armor +2. Coins: 961 gp; 3 sp; 4 cp.

    Durlin is four feet 3 inches tall with a stocky build. He has a dark brown beard, dark brown hair and brown eyes.

    Dagna Rockcrusher, Female Dwarf, Mountain Ftr 3/Exp 2: CR 4; Medium Humanoid; HD 3d10+9 (Fighter), 2d6+6 (Expert); hp 43; Init +2; Spd 20; AC:19 (Flatfooted:17 Touch:13); Atk +8 base melee, +6 base ranged; +10 (1d8+4, Battleaxe, Masterwork); +5 (1d10, Crossbow, heavy, Masterwork); +9 (1d4+4, Dagger, Masterwork); SQ: Light Sensitivity (Ex), +1 Attack vs. Orcs and Goblinoids, +3 Saves vs. Poison, Darkvision (Ex): 90 ft., Stability (Ex), Weapon Familiarity (Ex), +2 Craft (Stone and Metal Items), +3 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, +2 Appraise (Stone and Metal Items), Stonecunning (Ex); RF: +3 Fort save against poison, +3 Wil save against spells; AL LN; SV Fort +6, Ref +3, Will +7; STR 18, DEX 15, CON 16, INT 16, WIS 16, CHA 14.

    Skills: Appraise +4, Bluff +3, Climb +3, Diplomacy +3, Gather Information +3, Handle Animal +3, Heal +6, Intimidate +10, Jump +4, Knowledge (Local) +4, Knowledge (Nature) +4, Profession (Brewer) +5, Profession (Cook) +14, Profession (Herbalist) +5, Ride +4, Speak Language +1, Swim +2.

    Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Rapid Reload: Crossbow, heavy, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Profession (Cook), Tower Shield Proficiency, Weapon Focus: Battleaxe, Weapon Focus: Crossbow, heavy.

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    Dagna is four feet tall, a bit slender for a female dwarf. She has long brown hair, a brown beard and brown eyes.

    Possessions Armor & Weapons: Chain shirt, Masterwork; Shield, heavy steel, Masterwork. Bolts, crossbow (50), Masterwork; Battleaxe, Masterwork; Dagger, Masterwork; Crossbow, heavy, Masterwork.

    Goods: Explorer’s outfit; Healer’s kit, Masterwork; Belt pouch; Candle (2); Chalk, 3 pieces; Flint & steel; Ink (3 vials); Inkpen; Map case; Paper (7 sheets); Sack; Sealing wax; Sewing needle; Signal whistle; Signet ring; Whetstone.

    Magic Items: Ring of Protection +1; Bag of Holding, type I; Bracers of Armor +1; Cure Moderate Wounds (4) (5 potions). Coins: 390 gp; 6 sp; 3 cp.

    Marlin Gelling, Male Half-Elf Brd 6: CR 6; Medium Humanoid (Elf); HD 6d6 (Bard); hp 24; Init +3; Spd 30; AC: 20 (Flatfooted: 17 Touch: 16); Atk +7 base melee, +7 base ranged; +9 (1d6+4, +1 Rapier); +8 (1d4+4, +1 Dagger); +10 (1d6+1, +1 Shortbow, composite); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL CG; SV Fort +2, Ref +8, Will +6; STR 17, DEX 17, CON 10, INT 14, WIS 12, CHA 18.

    Skills: Appraise +5, Balance +7, Bluff +8, Climb +6, Decipher Script +5, Diplomacy +9, Escape Artist +5, Gather Information +10, Hide +10, Jump +4, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nobility and Royalty) +3, Listen +2, Move Silently +8, Perform (Sing) +13, Perform (String Instruments, Lap harp) +13, Perform (Wind Instruments, Recorder) +13, Ride +6, Search +3, Sense Motive +10, Spot +2.

    Feats: Armor Proficiency: light, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Rapier, Weapon Focus: Shortbow.

    Spells Known (Brd 3/4/3): 0 -- Dancing Lights, Detect Magic, Mending, Message, Read Magic, Summon Instrument; 1st -- Alarm, Comprehend Languages, Cure Light Wounds, Sleep; 2nd -- Calm Emotions, Cure Moderate Wounds, Delay Poison.

    Possessions Armor & Weapons: Studded leather, Masterwork; Shield, light steel, Masterwork. +1 Rapier; +1 Shortbow, composite; +1 Arrows (50); +1 Dagger.

    Goods: Light horse; Saddlebags; Riding saddle; Bit & bridle; Explorer’s outfit; Musical instrument, Masterwork (Recorder, Lap harp); Belt pouch; Candle (2); Chalk, 2 pieces; Fishhook (2); Flint & steel; Ink (4 vials); Inkpen (3); Map case; Paper (10 sheets); Sack; Sealing wax; Sewing needle (2); Signal whistle; Signet ring; Soap (1 lb.); Spyglass; Whetstone.

    Magic Items: Bracers of Armor +2; Ring of Protection +2; Amulet of Natural Armor +1; Bag of Holding, type I; Boots of Elvenkind; Cloak of Elvenkind; Rope of Climbing. Coins: 451 gp; 7 sp; 4 cp.

    Marlin is five feet seven inches tall, slender, with short reddish brown hair, reddish brown goatee, and green eyes. Once every three months, Marlin travels for a while to gather new stories and songs.

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    II. Krigat Manor House Krigat Manor has been at its present location for the past two hundred years. A stone wall twenty feet high and eight feet thick surrounds the two-story manor house. Both the surrounding wall and manor house are built of stone from the local quarry. When the house and wall were built, the dwarves who constructed it stated both would stand for a thousand years. After two hundred there’s little wear from the weather or the attacks it has come under in the past.

    1st Floor 1)Entry Hall – Portraits of past nobles of Krigat hang on

    the walls. 2) Sitting Room – The furniture in this room is finely

    made and very comfortable. The will often meet with visitors here. She like informal settings when it’s possible.

    3) Steward’s Office – The manor’s steward, Akrin Feldon occupies this room. He handles the manors accounts and oversees the day-to-day operation of the manor and its staff. The servants know to get on his bad side means having to scrub the bathing rooms and privies whether they need it or not and running messages to the quarry at any time of the day or night.

    4) Servants’ Sitting Room – This sitting room is used by the servants when their work is completed.

    5) Armory – This is the armory for the manor. A number of crossbows are here with several crates of bolts under the tables. The door is always locked when things are peaceful and the steward and are the only two that have the keys. One of the crossbows is a heavy repeating crossbow.

    6) Furniture Storage – Extra furniture is kept in here. 7) Dining Room – This is the formal dining room of the

    manor, only used for dinner parties and entertaining visiting nobles and merchant princes.

    8) Hall9) Bathing Room & Privy – This room is used by the

    servants living in the manor. 10) Kitchen – All the food for the manor is made here, but

    there is an outdoor cooking area for the hotter days of the year or when extra cooking space is needed for large gatherings

    or celebrations. 11) Servants’ Dining Room – The servants usually eat

    here and they receive their daily briefing from Akrin as well. Viela will sometimes eat here, especially if she has just returned from the quarry. The servants appreciate it when the eats with them, but Akrin doesn’t think this is proper behavior for a noble.

    12) Pantry – Foodstuff for immediate use is kept here, along with eating utensils, extra plates and platters. In the floor near the north wall is a trapdoor that leads to the cellar.

    13) Bedroom – This bedroom belongs to Akrin Feldon and his wife Lynn who runs the kitchen.

    14) Bedroom – Belgrin, Seth, Arton and Farin are the occupants of this room. All four are orphans and were involved in petty theft before becoming servants. When they were brought before the for judgment, they were given a choice – working in the quarry for three years or receive training as servants. Since none of them fancied the idea of working in such a dangerous place as the quarry, they selected their first option. With Akrin and Lynn acting as their parents and teachers, the four soon settled down in their new life and actually enjoy the work.

    15) Stairs to second floor.16) Door to Manor Yard – These doors lead to the large

    yard behind the manor. Along the north wall is the stable and the northwest corner has a shed which holds various tools used to maintain the grounds.

    2nd Floor 1) Stairs to the 1st Floor2) Storage – Cleanings supplies, extra linens, blankets

    and sheets.3) Hall4) Bedroom – This room is occupied by Sherriel Krigat

    Alton, Viela’s younger sister and her infant daughter Elissa. Sherriel’s husband was killed by orcs when they were attacked on the road. Her husband sacrificed his life so his wife and daughter could escape.

    5) Bedroom – Jason and Brandon Krigat share this room. A year apart in age, the two are constantly competing against each other. More often than not, a day doesn’t go by when Akrin has to report the latest stunt pulled by the boys.

    6) Library – This room is used as a school room for the Krigat children and the four male servants.

    7) Hall8) Bathing Room 9) Privy 10) Bedroom – Vivian and Alyce Krigat occupy this

    room. The two daughters (twins) have reached the age where they are finding boys a bit more interesting.

    11) Master Bedroom – The bedroom used by Viela and Erik

    12) Closet – Clothing and weapons owned by the and

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    Erik are in here. 13) Hall14) Sitting Room – This room is usually used by Viela’s

    husband Erik, when he and his closest friends get together. 15) Sitting Room – A room often used by the and her

    family.

    Cellar 1) Stairs to trapdoor in ceiling that leads to the Pantry.2) Storage – Foodstuff is kept here.3) General Storage – Trunks and crates hold old clothes

    and other household items not currently needed.

    4) Wine Cellar – Bottles of wine and kegs of ale and mead are stored here. The steward has one of the keys and Erik has the other. 5) Krigat Prison – Prisoners sleep here when they are not working in the quarry.

    Two guards are always on duty when there are prisoners.

    6) Cell – Can hold three people. 7) Cell – Used for violent prisoners who need to be

    chained. 8) Cell – Can hold two prisoners. 9) Cell – Holds one prisoner usually sentenced to seven

    years imprisonment.

    NPCs Authority Figures Viela Krigat, Female Human Ftr 10/Ari 2: CR 11; Medium Humanoid; HD 10d10+20 (Fighter), 2d8+4 (Aristocrat); hp 93; Init +3; Spd 30; AC: 25 (Flatfooted: 22 Touch: 17); Atk +15/10/5 base melee, +14/9/4 base ranged; +20/15/10 (1d6+9, +3 Keen Scimitar (Scimitar of Krigat)); +19/14/9 (1d6+8, +2 Scimitar); +16/11/6 (1d4+4, Dagger, Adamantine, Masterwork); +20/15/10 (1d6+6, +2 Shortbow, composite (+2 Str Bonus)); AL LN; SV Fort +9, Ref +6, Will +7; STR 18, DEX 17, CON 15, INT 14, WIS 13, CHA 15.

    Skills: Climb +9, Diplomacy +7, Gather Information +5, Handle Animal +17, Heal +4, Intimidate +10, Knowledge (Geography) +4, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nobility and Royalty) +5, Ride +20, Swim +7.

    Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Greater Weapon Focus: Scimitar, Greater Weapon Focus: Shield, light, Greater Weapon Focus: Shortbow, Leadership, Mounted Archery, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Scimitar, Weapon Focus: Shield, light, Weapon Focus: Shortbow, Weapon Specialization: Scimitar, Weapon Specialization: Shield, light, Weapon Specialization: Shortbow.

    Possessions Armor & Weapons: +2 Chain shirt; +1 Shield, light steel. +3 Keen Scimitar (see new magic weapon); +2 Arrows

    (50); +2 Shortbow, composite (+2 Str Bonus); +2 Scimitar; Dagger, Adamantine, Masterwork.Goods: Light warhorse; Saddlebags; Military saddle; Bit & bridle; Explorer’s outfit; Noble’s outfit; Belt pouch; Chalk, 2 pieces; Fishhook; Flint & steel; Ink (3 vial); Inkpen (2); Map case; Paper (6 sheets); Parchment (2 sheets); Sealing wax; Sewing needle; Signal whistle; Signet ring; Spyglass; Whetstone.Magic Items: Ring of Protection +2; Ring of Force Shield; Bracers of Armor +3. Coins: 15,105 gp; 5 sp; 6 cp.

    Viela Krigat is two inches short of six feet, with a slender build that hides strength. She has shoulder-length silver hair that appears to glow in moonlight and forest green eyes. There are rumors that there is an elf ancestor, but she has yet to find any information about who it is. Viela became of Krigat when her father died 5 years ago. Her mother is still alive, living with her younger brother and his family in Remdon.

    Her attitude is humorous and she enjoys spending time in the quarry, sometimes helping to load the cut stone onto the wagons. This causes the Quarrymaster no end of worries and he lets her know how he feels about this whenever she shows up.

    New Magic Weapon

    Walthrin, Scimitar of Krigat, +3 keen scimitar; AL LN; Int 14, Wis 14, Cha 14; Speech, telepathy, 120’ darkvision and hearing; Ego score 17.

    Lesser Powers: Cure Moderate Wounds 3/day; detect magic at will.

    Special Purpose: Defeat/slay orcsDedicated Power: Item can use True Resurrection of

    wielder 1/month.Personality: This scimitar was forged by the renowned

    Weaponsmith Kromwold Coalheart for Jendan Krigat the first ruler of Krigat. Kromwold made the scimitar as a thank you for Jendan’s help when the dwarves working the quarry were attacked by orcs from the mountains.

    Walthrin enjoys a good conversation with its owner and is not above giving unsought for advice. All that he asks is that he be allowed to slay orcs and he’s happy.

    Strong conjuration; CL 17th; Craft Magic Arms and Armor; keen edge, cure moderate wounds; Price 32, 315 gp.

    Tyles Terrenly, Male Human Ftr 9: CR 9; Medium Humanoid; HD 9d10+18 (Fighter); hp 72; Init +3; Spd 20; AC: 25 (Flatfooted: 24 Touch: 13); Atk +13/8 base melee,

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    +12/7 base ranged; +12/7 (1d10+7, +1 Sword, bastard); +12/7 (1d10+3, +1 Crossbow, heavy); +14/9 (1d4+4, Dagger, Masterwork); AL LN; SV Fort +8, Ref +6, Will +5; STR 19, DEX 16, CON 14, INT 15, WIS 15, CHA 16.

    Skills: Climb +4, Craft (Trapmaking) +10, Diplomacy +5, Handle Animal +14, Heal +5, Intimidate +12, Jump -6, Knowledge (Local) +6, Ride +9.

    Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Greater Weapon Focus: Crossbow, heavy, Greater Weapon Focus: Shield, heavy, Greater Weapon Focus: Sword, bastard, Leadership, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Crossbow, heavy, Weapon Focus: Shield, heavy, Weapon Focus: Sword, bastard, Weapon Specialization: Crossbow, heavy, Weapon Specialization: Shield, heavy, Weapon Specialization: Sword, bastard.

    Possessions Armor & Weapons: +1 Full plate; +1 Shield, heavy steel. +1 Bolts, crossbow (50); +1 Crossbow, heavy; +1 Sword, bastard; Dagger, Masterwork (302 gp).

    Goods: Heavy warhorse; Saddlebags; Military saddle; Bit & bridle; Explorer’s outfit; Trapmaker’s tools, Masterwork; Belt pouch; Chalk, 2 pieces; Fishhook (2); Flint & steel; Ink (2 vials); Inkpen (2); Map case; Paper (10 sheets); Sealing wax; Sewing needle; Signal whistle; Signet ring; Spyglass; Whetstone.

    Magic Items: Ring of Protection +1; Amulet of Natural Armor +1; Bracers of Armor +2. Coins: 2,176 gp; 2 sp; 6 cp.

    Tyles is six feet tall with blondish brown hair and brown eyes. For the past three years he’s been in command of the Krigat guards. Up until a year ago, the worst problems for the guards have been dwarves who had a wee bit too much to drink. Now a major problem has arisen with the raid attempts by the orcs from Afairen Keep.

    Other Important People Traold Goldbeard, Male Dwarf, Mountain Ftr 9/Exp 4: CR 12; Medium Humanoid; HD 9d10+9 (Fighter), 4d6+4 (Expert); hp 81; Init +4; Spd 20; AC: 26 (Flatfooted: 25 Touch: 13); Atk +19/14/9 base melee, +16/11/6 base ranged; +23/18/13 (1d8+11, +2 Warhammer); +20/15/10 (1d4+7, Dagger, Adamantine, Masterwork); +16/11/6 (1d10+1, +1 Crossbow, heavy); SQ: Light Sensitivity (Ex), +1 Attack vs. Orcs and Goblinoids, +3 Saves vs. Poison, Darkvision (Ex): 90 ft., Stability (Ex), Weapon Familiarity (Ex), +2 Craft (Stone and Metal Items), +3 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, +2 Appraise (Stone and Metal Items), Stonecunning (Ex); RF: +3 Fort save against poison, +3 Wil save against spells; AL LN; SV Fort +8, Ref +8, Will +9; STR 24, DEX 18, CON 13, INT 14, WIS 14, CHA 12.

    Skills: Climb +6, Craft (Stonemasonry) +14, Diplomacy +3, Gather Information +5, Handle Animal +10, Heal +8, Intimidate +7, Jump +7, Knowledge (Architecture and Engineering) +5, Knowledge (Geography) +7, Knowledge (History) +5, Knowledge (Local) +6, Ride +7, Speak Language +1, Tumble +3.

    Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Endurance, Greater Weapon Focus: Crossbow, heavy, Greater Weapon Focus: Shield, heavy, Greater Weapon Focus: Warhammer, Leadership, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Crossbow, heavy, Weapon Focus: Shield, heavy, Weapon Focus: Warhammer, Weapon Specialization: Shield, heavy, Weapon Specialization: Warhammer.

    Possessions Armor & Weapons: +2 Dwarven Plate; +1 Shield, heavy steel. +2 Warhammer; +1 Bolts, crossbow (50); +1 Crossbow, heavy; Dagger, Adamantine, Masterwork.

    Goods: Warpony; Saddlebags; Military saddle; Bit & bridle; Explorer’s outfit; Healer’s kit, Masterwork; Stonemason’s tools, Masterwork; Belt pouch; Candle (2); Chalk, 3 pieces; Crowbar; Fishhook (3); Flint & steel; Grappling hook; Hammer; Ink (2 vials); Inkpen (2); Map case; Miner’s pick; Paper (8 sheets); Sealing wax; Sewing needle; Shovel; Signal whistle; Signet ring; Silk rope 50’; Sledge; Spyglass; Waterskin (full); Whetstone.

    Magic Items: Ring of Protection +2; Ring of Feather Falling; Belt of Giant Strength +4; Bracers of Armor +2; Boat, Folding; Dust of Tracelessness (3); Figurine of Wondrous Power, Silver Raven; Bag of Holding, type II. Coins: 2,008 gp; 4 sp; 3 cp;

    Traold Goldbeard is the quarrymaster for the Krigat Quarry and has been for the past 50 years. Like his sire and grandsire, he’s 4’ 2” tall, stocky, but muscular with golden blond hair and beard and blue eyes. He enjoys good ale and a big bowl of stew after a long day’s work and for fun Traold likes to go goblin hunting. What he doesn’t like is when Viela comes to the quarry to help out. Traold is always afraid something will happen and he swears he loses ten years off his life span each time she appears, wearing heavy boots and carrying a pair of thick gloves.

    Erik Langstron Krigat, Male Human Ftr 11/Ari 2: CR 12; Medium Humanoid; HD 11d10+11 (Fighter), 2d8+2 (Aristocrat); hp 87; Init +3; Spd 30; AC: 25 (Flatfooted: 22 Touch: 17); Atk +16/11/6 base melee, +15/10/5 base ranged; +20/15/10 (1d8+8, +2 Keen Longsword); +17/12/7 (1d4+5, +1 Dagger); +18/13/8 (1d8+3, +1 Longbow, composite (+2 Str Bonus)); +18/13/8 (1d6+3, +1 Shortbow, composite (+2 Str Bonus)); AL LN; SV Fort +8, Ref +6, Will +8; STR 19, DEX 17, CON 13, INT 14, WIS 14, CHA 17.

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    Skills: Appraise +3, Bluff +4, Climb +11, Diplomacy +4, Gather Information +6, Handle Animal +10, Intimidate +13, Knowledge (Geography) +6, Knowledge (History) +5, Knowledge (Local) +6, Knowledge (Nobility and Royalty) +6, Ride +16, Sense Motive +6, Speak Language +3, Spot +3, Swim +6.

    Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Greater Weapon Focus: Longsword, Greater Weapon Focus: Shield, light, Leadership, Mounted Archery, Mounted Combat, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Longbow, Weapon Focus: Longsword, Weapon Focus: Shield, light, Weapon Focus: Shortbow, Weapon Specialization: Longsword, Weapon Specialization: Shield, light.

    Possessions Armor & Weapons: +2 Chain shirt; +1 Shield, light steel. +2 Keen Longsword; +1 Longbow, composite (+2 Str Bonus); +1 Shortbow, composite (+2 Str Bonus); +1 Arrows (50); +1 Dagger.

    Goods: Light warhorse; Saddlebags; Military saddle; Bit & bridle; Explorer’s outfit; Noble’s outfit; Belt pouch; Candle (2); Chalk, 3 pieces; Fishhook (2); Flint & steel; Ink (2 vials); Inkpen (2); Map case; Paper (6 sheets) Sealing wax; Sewing needle; Signal whistle; Signet ring ; Spyglass; Whetstone.

    Magic Items: Ring of Protection +2; Ring of Force Shield; Bag of Holding, type I; Bracers of Armor +2; Brooch of Shielding. Coins: 2,985 gp; 8 sp; 3 cp.

    Erik is nearly six feet tall with a muscular build. He keeps his blondish brown hair cut short and has a goatee that he keeps neatly trimmed. His blue eyes are quite sharp, allowing him to be very accurate with a bow. He married Viela ten years ago, three months after his brother introduced them at a social gathering in Remdon.

    Sherriel Krigat Alton, Female Human Clr 6: CR 6; Medium Humanoid; HD 6d8+6 (Cleric); hp 37; Init +1; Spd 30; AC: 19 (Flatfooted: 18 Touch: 13); Atk +6 base melee, +5 base ranged; +8 (1d6+3, +1 Mace, light); +4 (1d8+1, +1 Crossbow, light); +7 (1d4+3, +1 Dagger); AL LN; SV Fort +6, Ref +3, Will +8; STR 15, DEX 13, CON 12, INT 14, WIS 16, CHA 14.

    Skills: Craft (Alchemy) +9, Heal +12, Knowledge (Arcana) +6, Knowledge (History) +7, Knowledge (Religion) +10, Profession (Apothecary) +5, Profession (Herbalist) +4,

    Spellcraft +9. Feats: Armor Proficiency: heavy, Armor Proficiency:

    light, Armor Proficiency: medium, Brew Potion, Craft Wondrous Item, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Crossbow, light, Weapon Focus: Mace, light.

    Spells Known (Clr 5/4/4/3): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd -- Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth; 3rd -- Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall.

    Spells Prepared (Clr 5/4/4/3): 0 - Cure Minor Wounds, Detect Magic, Detect Poison, Mending, Purify Food and Drink; 1st - Bless, Comprehend Languages, Cure Light Wounds (d), Cure Light Wounds, Obscuring Mist; 2nd - Cure Moderate Wounds, Delay Poison, Shield Other (d), Shield Other, Zone of Truth; 3rd - Cure Serious Wounds (d), Cure Serious Wounds, Daylight, Dispel Magic.

    Domains: Healing, Protection. (d) = domain spells.

    Possessions Armor & Weapons: +1 Chain shirt; Shield, light steel. +1 Mace, light; +1 Bolts, crossbow (50); +1 Dagger; +1 Crossbow, light.

    Goods: Light horse; Saddlebags; Riding saddle; Bit & bridle; Cleric’s vestments; Explorer’s outfit; Noble’s outfit; Alchemist’s lab, Masterwork; Alchemist’s tools, Masterwork; Healer’s kit, Masterwork; Holy symbol, silver; Belt pouch;

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    Candle; Chalk, 2 pieces; Flint & steel; Ink (2 vials); Inkpen (2); Map case; Paper (7 sheets); Sealing wax; Sewing needle (2); Signal whistle; Signet ring; Whetstone.

    Magic Items: Ring of Protection +1; Amulet of Natural Armor +1; Handy Haversack. Coins: 559 gp; 1 sp; 5 cp.

    Of average height and build with long blond hair and blue eyes, Sherriel wonders if she will ever be happy again. She had been married for little more than a year when her husband was killed by orcs. At the moment, the only thing that matters in her life is her infant daughter, Elissa.

    Akrin Feldon, Male Half-Elf Exp 6: CR 5; Medium Humanoid (Elf); HD 6d6+6 (Expert); hp 30; Init +3; Spd 30; AC: 21 (Flatfooted: 18 Touch: 16); Atk +6 base melee, +7 base ranged; +6 (1d8+1, +1 Crossbow, light); +8 (1d4+3, +1 Dagger); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL LN; SV Fort +3, Ref +5, Will +8; STR 14, DEX 16, CON 13, INT 18, WIS 17, CHA 14.

    Skills: Appraise +10, Bluff +10, Diplomacy +19, Gather Information +15, Handle Animal +4, Heal +6, Hide +7, Intimidate +5, Knowledge (Geography) +10, Knowledge (History) +11, Knowledge (Local) +13, Knowledge (Nobility and Royalty) +11, Listen +4, Move Silently +7, Ride +5, Search +5, Sense Motive +12, Speak Language +4, Spot +4.

    Feats: Armor Proficiency: light, Leadership, Simple Weapon Proficiency, Weapon Focus: Crossbow, light, Weapon Focus: Dagger.

    Possessions Armor & Weapons: +1 Chain shirt. +1 Bolts, crossbow (50); +1 Crossbow, light; +1 Dagger.

    Goods: Light horse; Saddlebags; Riding saddle; Bit & bridle; Explorer’s outfit; Noble’s outfit; Healer’s kit, Masterwork; Belt pouch; Candle (3); Canvas (1 sq. yd.); Chalk, 3 pieces; Crowbar; Fishhook (2); Flint & steel; Hammer; Ink (4 vials); Inkpen (2); Map case; Paper (15 sheets); Sack; Sealing wax; Sewing needle; Signal whistle; Signet ring; Spyglass; Whetstone.

    Magic Items: Ring of Force Shield; Ring of Protection +1; Boots of Elvenkind; Bracers of Armor +1; Cloak of Elvenkind; Handy Haversack. Coins: 435 gp; 5 sp; 2 cp.

    An inch over six feet in height with black hair flecked with grey and piercing brown eyes, Akrin runs the day-to-day business of the manor with great efficiency. He has lived at Krigat Manor since he was four years old. Akrin learned from his father how to be a steward and was an apt pupil. At age twenty three he married the cook’s assistant, Lynn.

    Lynn Feldon, Female Human Exp 6: CR 5; Medium Humanoid; HD 6d6+6 (Expert); hp 30; Init +3; Spd 30;

    AC: 17 (Flatfooted: 14 Touch: 14); Atk +6 base melee, +7 base ranged; +6 (1d8+1, +1 Crossbow, light); +8 (1d4+3, +1 Dagger); AL LN; SV Fort +3, Ref +5, Will +8; STR 14, DEX 17, CON 13, INT 18, WIS 16, CHA 14.

    Skills: Appraise +13, Gather Information +13, Handle Animal +4, Heal +12, Hide +8, Intimidate +3, Knowledge (Geography) +13, Knowledge (Local) +12, Knowledge (Nobility and Royalty) +9, Listen +5, Move Silently +8, Profession (Brewer) +12, Profession (Cook) +15, Profession (Herbalist) +12, Ride +4, Sense Motive +7, Speak Language +2.

    Feats: Armor Proficiency: light, Leadership, Simple Weapon Proficiency, Skill Focus: Profession (Cook), Weapon Focus: Crossbow, light, Weapon Focus: Dagger.

    Possessions Armor & Weapons: +1 Leather Armor. +1 Bolts, crossbow (50); +1 Crossbow, light; +1 Dagger.

    Goods: Light horse; Saddlebags; Riding saddle; Bit & bridle; Explorer’s outfit; Healer’s kit, Masterwork; Belt pouch; Canvas (1 sq. yd.); Case, map or scroll (1 gp); Chalk, 3 pieces; Flint & steel; Ink (3 vials); Inkpen (2); Map case; Paper (7 sheets); Sack; Sealing wax; Sewing needle (2); Signal whistle; Signet ring; Whetstone.

    Magic Items: Boots of Elvenkind; Bracers of Armor +2; Cloak of Elvenkind; Handy Haversack; Ring of Protection +1. Coins: 560 gp; 9 sp; 5 cp.

    Lynn is of average height with brownish red hair and green eyes. She came to Krigat Manor as the cook’s assistant and took over as the head cook when the other died. She and Akrin never had children, but looking after the four young servants makes up for that.

    Belgrin, Male Half-Elf Com 1: CR 1; Medium Humanoid (Elf); HD 1d4+1 (Commoner); hp 5; Init +3; Spd 30; AC: 14 (Flatfooted: 11 Touch: 13); Atk +2 base melee, +3 base ranged; -1 (1d8, Crossbow, light); +2 (1d4+2, Dagger); +3 (1d4+2, Sling); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL LN; SV Fort +1, Ref +3, Will +0; STR 14, DEX 17, CON 13, INT 8, WIS 11, CHA 15.

    Skills: Climb +3, Diplomacy +4, Gather Information +4, Handle Animal +3, Jump +3, Listen +1, Search +0, Spot +2.

    Feats: Simple Weapon Proficiency.

    Possessions Armor & Weapons: Padded Armor. Bolts, crossbow (50); Crossbow, light; Sling; Bullets, sling (50); Dagger.

    Goods: Peasant’s outfit; Belt pouch; Candle; Chalk, 1 piece; Fishhook; Flint & steel; Sack; Signal whistle; Signet ring; Whetstone. Coins: 8 gp; 4 sp; 6 cp.

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    Map - Krigat, Remdon, Afairen Keep OverviewMap - Krigat Manor OverviewI. Krigat Manor Durlin’s Inn and BathhouseMenuRoomsStableDurlin’s Inn - 1st FloorBathhouseDurlin’s Inn - 2nd FloorDurlin’s Inn - CellarNPCsMap - Durline's Inn 1st FloorMap - Durlin's Inn 2nd FloorMap - Durlin's Inn Cellar

    Krigat ManorII. Krigat Manor House CellarNPCs Authority Figures New Magic WeaponOther Important People

    Map - Manor House OverviewMap - Manor House 1st FloorMap - Manor House 2nd FloorMap - Manor House CellarIII. Afairen KeepThe Grounds and Building Descriptions 1st Floor 2nd Floor 3rd Floor Roof Lower Level Map - Keep 1st LevelMap - Keep 2nd LevelMap - Keep 3rd LevelMap - Keep RoofMap - Keep Lower LevelNPCs StatsOrc Warriors Keep 1st FloorKeep 2nd FloorKeep 3rd FloorKeep - Roof

    OGL OPEN GAME LICENSE Version 1.0a