ALENDRONATO EN GRUPOS ESPECIALES
EFECTOS SECUNDARIOS
Bendwyn is a very unremarkable little farming village. Most of its people were born there and will probably live out their lives there. What little excitement the village sees comes most- ly from travellers. Bendwyn lies just a little north of the Bright River, on an old road connecting Rubydelve with the river road — thus, it sees its share of strangers.
Most of Bendwyn's shops and businesses are laid out along the sides of the "main" road (which is really no more than a wagon-trail which barely shows up on a map of the duchy). Set back from the road, behind the shops, are rows of houses along little lanes. The first buildings were built close together for protection - later ones were constructed wherever it seemed convenient.
Points of interest include:
The Broken Blade — a rather good inn and tavern. Its proprie-
tor is Murad Wallholder (human, ST 14, DX 13, IQ 13; tal- ents include Sword, Business Sense, Recognize Value, and a couple of others he doesn't advertise; speaks Dwarvish, Orcish, Gargoyle, and Goblin). He is honest and loyal to the Duke. Lodging at the Broken Blade will cost $12 per night for the best in the house, down to $3 for stew and a pallet in the common room; horses $2 extra, but they'll be well taken care of. The bouncer is One-armed Bill (hu- man, ST 16, DX 12, IQ 9; talents include Sword, Ax/Mace, and Dwarvish). He can, of course, do nothing that requires two hands — but he can throw you out with one. His DX before he lost the arm was 16 — the loss of 4 DX was the "penalty," for combat purposes, for losing the arm, so he should be assigned no other handicap in combat.
The Farmers' Market - an area of stalls and stables, where
produce, meat, and livestock are sold. (Slavery is illegal in the Duchy of Dran except as a punishment for capital crimes; slaves may not be privately owned.) If the players need food, riding or draft animals, or anything similar, this is a good place to look.
The Golden Ax — A tavern catering mostly to Dwarves, but
open to all; it serves the best food in town. The proprietor is Gunther Treszhnak, called Greenbeard (because he al- ways dresses in green, and dyes his beard to match). He is a Dwarf (ST 13, DX 12, IQ 12; talents include Human Tongue, Business Sense, Ax/Mace, and Physieker. Gunther is widely travelled and can be a good source of information about strange places. Gold helps.
Skarg's — A rather sleazy tavern. Skarg is an orc, and not espe-
cially honest — but he knows enough to stay out of trouble. His establishment is set on the outskirts of town, so the noise doesn't bother honest folk. He has rooms to rent; they're very cheap, but watch your valuables! This is a good place to go to get in a fight, pick up rumors, or buy really cheap liquor. Skarg has ST 13, DX 12, IQ 12; talents include Human Tongue, Dwarvish, Sword, Shield, UC I, Thief, Climbing, and Silent Movement.
The watch-house. This is the headquarters of the local guard
(such as it is — four men), complete with one-cell jail. The guard-sergeant is Max Beerfoam (human, ST 14, DX 12, IQ 11). His talents include Dwarvish, Sword, Shield, Ax/ Mace, and Crossbow. His guardsmen are all beginning-type characters, and all have the above talents as well. One guard will be in the watch-house at all times. At night Max is in the watch-house and a guard will be walking the watch- trail. There is an enormous gong outside the watch-house. It is used to call the people to arms in case of trouble, to warn of fire, etc. Striking the gong unnecessarily is a severe offense, punishable by a working-over by the guard, a stay in jail, or a heavy fine — depending on who did it.
The local magic shop. Actually, it's hardly a "shop" — there
may be a couple of small enchanted items for sale at any given time, but that's all. The town wizards (a married couple) live here with their two young children. Peter Ent- whistle (human, ST 12, DX 14, IQ 11) has the talents for Literacy and Business Sense. His spells include Staff, Detect Magjc, Lock/Knock, Dark Vision, Control Animal, and Illusion - all very useful for a country wizard. His wife is Betty Entwhistle (human, ST 11, DX 15, IQ 11). Her tal- ents are Literacy and Dwarvish. Her spells are Staff, Detect Magic, Image, Light, Aid, Summon Wolf, Ward, Far Vision, and Reveal/Conceal. Betty and Peter make a good team. They have a small but complete magical library — so, with their books and magic bags, they can in time cast any spell of IQ 11 or less. Both carry their staffs at all times. There is almost no "treasure" in this house — children are expensive to feed, and they don't charge much for their services (except to travellers who seem to have a lot of money. Then Peter gets greedy.)
The home of the local miser. Old Marius is reputed to have a
lot of money — and indeed he does, buried in little bags all throughout his house and garden and hidden in the walls. But it would take a long time to find it all. Marius is hu- man, with ST 9, DX 15, and IQ 15. His talents include Literacy, Elvish, Naturalist, Expert Naturalist, and Physie- ker. Though old and getting weak, he is not senile except for his "hoarding" quirk. Furthermore, he knows and uses two bits of magic, learned long ago when he travelled — the spells for Ward and Illusion. None of the townspeople have any idea that he knows magic; they know old Marius is smart, and they think he's lucky as well. He's foiled four thieves in the past three years. Played properly, old Marius can give a would-be robber a nasty surprise.
Of course, many other people live in and around Bendwyn - but they are left for the GM to create as he needs them.
SCALE
Each hex on this map measures 20 meters from side to side, and is equivalent to 19 hexes on the labyrinth map, or 19 megahexes using the combat scale.
APPENDIX C: A MAP OF SOUTHERN ELYNTIA, SHOW-