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SUELO URBANO

more like a fortified stone manor than it does a council hall. This massive squat stone building is four stories tall. It contains battlements on the roof allowing many an archer to rain death down upon any attackers. By the scars in the massive wood reinforced doors, it is obvious that this building has seen some rough times. When open, the doors allow up to six large men to walk in without having to jostle one another. Only a dwarf would find this building attractive. The entire first floor is left open so that when people wish to come and speak their minds all of the town can gather at once. Several pillars support the ceiling above and at the far end is a table where all council business is conducted. Every man, woman, and child has a right to speak his mind at a council hearing, but the council makes the final decisions on village matters. The adventuring band that first founded the town fills two of the council posts, including the president (who only votes in a tie). The town residents choose the other three seats every five years. All of the council members stay at the council halls. The second through fourth floors are reserved for private meetings with merchants, and sleeping chambers. The current council members currently are Council President Garnash, Councilor Haelina, Councilor Hjor- leif, Councilor Garto, and Councilor Gilbert.

Garnash Brandybock was born in a small town on the other side of the mountains 95 years ago. He grew up under the tutelage of his father, a famed illusionist. The name Bran- dybock is known far and wide within gnomish circles. His future looked bright; he showed an instant spark for magic and studied intensely. But he was more interested in summoning real

creatures than creating illusions of them. This led to many fights about going against tradition. Garnash finally had to leave his village and seek out his own future.

From that point on he rarely used his last name, and instead goes by the name Garnash the conjurer. Many times during his adventuring career his knowledge of conjuration proved very helpful. Many a foolish enemy assumed he was an illusionist in disguise and ignored his pets. 30 years ago he led an adventur- ing band deep into the forest. During the Crimson Streak’s year adventures in the forest they several groves of Darkwood, Thornbark and Silverbark. They also discovered something very disturbing as well, a cave with a passage to the underdark. After a short foray into the passage they came upon a sinister looking portal. They returned to the surface and sealed off the tunnel without exploring further. Where the portal leads no one knows. None of the Crimson Streak that returned ever spoke of their adventures. The only thing known for sure is that they did bring back powerful magic in the form of the Thornbridge.

He got the backing of a wealthy merchant family, the Jela- nease clan, to build and defend the town. All they ask in return is that all other merchants pay a 150% tariff while Garnash pays back the loan. Garnash has been an able administrator of the town and has kept it from being over run by gnolls. He is beginning to despair of ever making a profit, and has recently been considering a second foray into the forest depths. He hopes to get enough gold to make the needed repairs to the town and pay off the loan from the merchant. He knows that if he could pay off the Jelanease clan and get competition between multiple merchants, he could start realizing a profit.

Haelina was rescued from a slave auction when Garnash bought her. As soon as they were out of the city he promptly set her free. They have traveled together for the past 30 years. Always shy, the scars she received as a slave have made most people shy away from her, although those who talk to her would be hard pressed to find a more kind hearted soul. She is deeply devoted to Garnash and willing to die to defend him. She is always willing to lend a hand and travels with most of the lumberjacks when they go out, although they rarely see her. She spends most of the time scouting around for tracks and gnoll ambushes.

Hjorlief is a large man standing almost six and a half feet tall. At over 300lbs he is hard to miss. He comes from the far north where the snow stays on the ground year round. He speaks little of his past but all know him to be friendly and kind if a little bit slow. Recently he has begun to go on excursions with Councilor Haelina and is beginning to learn how to hide his large frame. The lumberjacks pretend not to notice him skulking through the forest, but are relieved when he is around. He has told the council that he feels the call of his god. He will remain until a new priest arrives in town but then it is time for him to walk the path of enlightenment.

Garto arrived in town only three years ago. Councilor Garto has proven himself not only one of the best lumberjacks but also very wise when it comes to town politics. The other lumberjacks consider him their voice on the council.

Sir Gilbert arrived from court a few months ago and quickly gained a seat on the council. No one knows why he left court nor why he has decided to join the town council but most people are glad. He is highly intelligent and knowledgeable. Councilor Gilbert’s reason for being here is quite simple. He is a skilled

con artist looking to fleece the town. He is hoping to gain control of the books as he is an ‘expert accountant’ and slowly embezzle the funds away. But so far Councilor Garnash has resisted turning over the books.

Sherrif Bardi won the job last year by being the only one to show up. It didn’t hurt that he threatened to break the bones of any of the others who wanted the job. Surprisingly he has done an excellent job at organizing the watch and stopping bar brawls before someone gets severely hurt. Sherrif Bardi is in charge of the town guard, which is a very professional unit of 25 archers and 25 long spearmen. Additionally he has the responsibility of training the militia which reports for duty for 2 days each month. All men and women over the age of 16 are required to serve on the militia.

Councilor Garnash, male gnome Con8: CR 8; Small human-

oid; HD 8d4+24; hp 46; Init +1; Spd 20 ft.; AC 15, touch 13, flat-footed 14; Base Atk +4; Grp –2; Atk melee +3 (1d3-2/19-20, masterwork dagger), or ranged +6 (1d6/19-20, light crossbow); Full Atk melee +3 (1d3-2/19-20, masterwork dagger), or ranged +6 (1d6/19-20, Light Crossbow); SQ Conju- ration specialist; AL NG; SV Fort +5, Ref +3, Will +6; Str 7, Dex 13, Con 17, Int 16, Wis 10, Cha 14;

Languages: Common, Elven, Gnome, Gnoll, Celestial

Skills and feats: Craft (Alchemy) +11, Climb +2, Craft (wood

working) +12, Diplomacy +4, Hide +5, Knowledge (arcana) +9, Knowledge (nature) +10, Listen +3, Move silently +1, Pro- fession (Accountant) +10; Combat casting, Craft wand, Craft wondrous item, [Scribe scroll], Empower Spell,

Conjuration Specialist: This conjuration specialist can cast

one additional conjuration spell of each spell level his opposi- tion schools are Enchantment and Abjuration

Wizard Spells Prepared (5/6/5/5/3; save DC 13 + spell level):

0 - detect magic, flare, light, mage hand, mending 1st - grease, mage armor (always cast prior to leaving town), magic missile, summon monster I (x2), sleep; 2nd – cat’s grace, mirror image, summon monster II (x2), web 3rd - fly, lightning bolt, stinking cloud, summon monster III (x2) 4th - black tentacles, improved invisibility, summon monster IV.

Spellbook (14/9/9/7/3): 0- detect magic, flare, light, mage

hand, mending, ray of frost, arcane mark, dancing lights, detect poison, disrupt undead, ghost sound, open/close, prestidigi- tation, read magic 1st- grease, mage armor, magic missile, summon monster I, sleep, burning hands, feather fall, identify, spider climb 2nd- cats grace, mirror image, summon monster II, web, fog cloud, invisibility, levitate, acid arrow, see invisibility 3rd- fly, lightning bolt, stinking cloud, summon monster III, invisibility sphere, phantom steed, water breathing 4th- black tentacles, improved invisibility, summon monster IV.

Possessions: wand summon monster IV 15 charges L8, +2

amulet of natural armor, +1 ring of protection, potion of cure light wounds, potion of invisibility, signet ring denoting that he is a council member, nobles outfit, masterwork dagger, spy glass, anti toxin, 350 gp gem, five gems each worth 50gp, 10pp, 25gp, 10sp. plus any normal equipment he requires that costs less than 50gp.

Councilor Haelina, Female human Rog5/Mnk2: CR 7;

Medium humanoid; HD 5d6+5 + 2d8+2; hp 38; Init +4; Spd 40 ft.; AC 20, touch 17, flat-footed 20; Base Atk +4; Grp +4; Atk

melee +5 (1d6/18-20, masterwork rapier) or +4 (1d6, unarmed), Ranged +7 (1d10/19-20, masterwork heavy crossbow); Full Atk: melee +5 (1d6/18-20, masterwork rapier) or +4 (1d6, unarmed) or +2/+2 (1d6, Flurry unarmed), Ranged +7 (1d1019-20, mas- terwork heavy crossbow); SA flurry of blows, sneak attack +3d6, stunning fist 2/day; SQ evasion, trapfinding, trap sense +1, uncanny dodge; AL LG; SV Fort +7, Ref +11, Will +7; Str 10, Dex 18, Con 12, Int 15, Wis 16, Cha 8

Languages: Common, Gnoll, Celestial

Skills and feats: Appraise +8, Balance + 12, Climb +2, Diplo-

macy +7, Disable Device +12, Hide +13, Jump +14*, Listen +8, Move silently +14, Open Lock +11, Search +10, Spot +10*, Survival +8, Swim +4, Tumble +7; Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Track.

Possessions: boots of striding and springing*, +2 bracers

of armor, +1 amulet of natural armor, eyes of the eagle*, potion of haste (l6), 2 potions cure light wounds, 1 potion neu- tralize poison, masterwork rapier, masterwork heavy crossbow, 20 bolts, signet ring denoting her a member of the council, explorers outfit, 25gp in a hidden pouch.

Councilor Hjorleif, male human Clr6: CR 5; Medium human-

oid; HD 6d8-6; hp 32; Init +1; Spd 30 ft.; AC 20, touch 14, flat-footed 19; Base Atk: +4; Grp +7; Atk: melee +8 (1d6+4, masterwork quarterstaff); Full Atk: melee +8 (1d6+4, master- work quarterstaff); SA turn undead 4/day; AL NG; SV Fort +4, Ref +3, Will +8; Str 16, Dex 12, Con 9, Int 8, Wis 16, Cha 13.

Languages: Common

Skills and feats: Heal +9, Hide +1, Knowledge (religion) +1,

Profession (apothecary) +11; Brew Potion, Craft Magic Arms and Armor, Power Attack, Improved Bull Rush

Cleric Spells Per Day (5/4+1/4+1/3+1; save DC 13 + spell level): 0 – detect poison (3), detect magic, light, 1st – entropic

shield, sanctuary*, bless, cause fear, divine favor 2nd – delay poison, lesser restoration, bulls strength, bear’s endurance, aid* 3rd – prayer, summon monster III, magic circle against evil, protection from energy*

*Domains Spells; Domains: Luck (Ex) – Once per day this

cleric can reroll any one roll he just made. Protection (Su) - Generate a protective ward that grants someone touched a +6 resistance on his or her next saving throw.

Possessions: rhino hide, +2 lions shield, 10 potions cure

light wounds*, 5 potions neutralize poison*, 1 scroll raise dead, masterwork quarter staff, clerics vestments, signet ring denoting that he is a member of the council, pouch with 25gp. Note most of his potions are stored at the temple but he always caries one of each.

Councilor Garto, male dwarf Com3: CR 2; Medium human-

oid; HD 3d4; hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; Grp +1; Atk melee +3 (1d8+2/x3, battleaxe); Full Atk melee +3 (1d8+2/x3, battleaxe); AL NG; SV Fort +1, Ref +2, Will +4; Str 14, Dex 12, Con 11, Int 11, Wis 16, Cha 15.

Languages: Common, Dwarven

Skills and feats: Climb +5, Listen +4, Hide +1, Profession

(lumberjack) +9; Skill focus (Profession (lumberjack)), Marital Weapon Proficiency (battleaxe)

Possessions: He owns an old rusty chain shirt but rarely wears

it. He always carries his father’s battleaxe and his council signet ring. His pouch contains 25gp.

Councilor Gilbert, male halfling Ars5: CR 4; Small human-

oid; HD 5d8-5; hp 17; Init +3; Spd 20 ft.; AC 14, touch 14, flat footed 11; Base Atk +3; Grp –2; Atk melee +3 (1d3-1/19-20, masterwork dagger), or ranged +8 (1d6/19-20, masterwork light crossbow); Full Atk: melee +3 (1d3-1/19-20, dagger), or ranged +8 (1d6/19-20, masterwork light crossbow); AL NE; SV: Fort +1, Ref +5, Will +8; Str 8, Dex 17, Con 9, Int 16, Wis 16, Cha 19.

Languages: Common, Dwarven, Elven, Gnoll, Halfling Skills and feats: Climb +1, Diplomacy +13, Disguise +9,

Forgery +11, Gather information +12, Handle animal +12, Hide +7, Jump +1, Knowledge (history) +9, Listen +8, Move silently +5, Profession (accountant) +9, Sense motive +11, Spot +9; Deceitful, Negotiator.

Possessions: gloves of storing, type 1 bag of holding,

2 potions of invisibility, 1 potion of haste, 1 potion of cure critical wounds, 1 potion neutralize poison, 1 salve cause critical wounds, masterwork light crossbow, 20 bolts, masterwork silver dagger, council signet ring, 100pp, 500gp.

Sherrif Bardi, male half-orc War6: CR 5; Medium humanoid;

HD 6d8+18; hp 45; Init +2; Spd 20 ft.; AC 20, touch 11, flat- footed 19; Base Atk: +6; Grp + 11; Atk melee +11 (1d8+7/x3, masterwork orc double axe), or ranged +9 (1d8+4/x3, mas- terwork composite longbow [+4 Str bonus]); Full Atk melee +11/+6 or +9/+9/+4/+4 (1d8+7/x3, masterwork orc double axe), or ranged +9/+4 (1d8+4/x3, masterwork composite longbow [+4 Str bonus]); AL LN; SV Fort +8, Ref +4, Will +1; Str 20, Dex 17, Con 16, Int 12, Wis 9, Cha 13.

Languages: Common, Elven

Skills and feats: Intimidate +10, Jump +8, Ride +13; Improved

Two-Weapon Fighting, Power Attack, Two-weapon Fighting

Possessions: +1 spiked full plate, masterwork axe, orc

double, masterwork composite longbow +4 Strength, 20 arrows, masterwork heavy lance, heavy war horse, masterwork spiked halfplate barding, masterwork military saddle.