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  A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS
  A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS
  The Village of Briarton copyright 2003 by Gold Rush Games (www.goldrushgames.com). All rights reserved. The Village of Briarton
  and Action! System are trademarks owned by Gold Rush Games. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards
  of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0.  A copy of
  this License can be found at www.wizards.com/d20. 
                                      GRG2301E
  
  22222
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  This book outlines the fantasy village of Briarton
  in five chapters.
  Introduction: This chapter describes how to use
  the material in the rest of the book.
  Overview: This chapter covers the basics of the
  history, economics and daily life of Briarton.
  Arundel Manor: This chapter provides informa-
  tion on the home and family of the local lord.
  The Village: This chapter details the village itself
  and other inhabitants of Briarton.
  Outlying Regions: This chapter covers the area
  around Briarton, including several people of note and
  places of interest.
  Ab
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  Patrick Sweeney is a freelance author living in
  California. He is the co-author and publisher of Mon-
  ster Island: The Game of Monster Combat by Firefly
  Games. His interests include gaming, science fiction,
  camping, nature photography and comic books.
  Christina Stiles is a freelance author living in
  South Carolina. Her writing has appeared in Liber
  Bestarius, Way of the Witch and Games Unplugged. She
  is the author of Atlas Games’ Unhallowed Halls ad-
  venture and co-editor of the upcoming Uncommon
  Character book. She is also president of Bizzaro
  Games, whose first product, SpirosBlaak, a D20 cam-
  paign setting, will be released soon.
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  Customizing the Village
  4
  Religion in Briarton
  4
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  Lord Roderick Arundel
  8
  Lady Alianora Arundel
  10
  Robin Fitzhugh
  11
  Gellir, son of Agnar
  12
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  13
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  Blacksmith’s Shop
  13
  Brewery
  14
  Carpenter’s Shop
  15
  Cobbler’s Shop
  15
  Cormac’s House of
    Wondrous Goods
  16
  Leurona’s Mercantile 
  17
  Glassblower’s Shop
  18
  Mill
  20
  Potter’s Shop
  21
  Tannery
  22
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  24
  Kimbery
  24
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  27
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  Balduin
  27
  Black Dougal
  28
  Drogo Ravenot
  29
  Emond Stumptooth
  29
  Leoric the Old
  29
  Stefan Dinescu
  31
  Wystan Hillsfar
  32
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  33
  Oswin the Tinker
  34
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  Angwyn ap-Lewellyn
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  Arwold Dragoneye
  37
  Gisela
  37
  Malcolm
  39
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  Castle Angorn
  40
  Clayhill Abbey
  42
  Shrine of Vextra
  42
  Ind
  Ind
  Ind
  Ind
  Index
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  ex
  ex
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  Village. The very word conjures up an
  image of a sleepy, bucolic paradise. Safe,
  secure, far from the dangers to life and limb
  of the warring frontier and to soul and
  money-pouch of the big city.
  In fantasy roleplaying, a village isn’t
  where one finds excitement. At best it’s a
  place one passes through on the way to an
  adventure, or returns to after the expedi-
  tion—a place where the normalcy of fam-
  ily life is contrasted with the dungeon’s
  weirdness.
  Maybe, just maybe a player character’s
  background mentions that he grew up in
  an unnamed village somewhere, but it’s al-
  ready a distant memory by the time the PC
  meets the rest of the party in the tavern to
  await the mysterious stranger who walks
  in carrying a plot hook.
  And that’s a shame, because a village
  doesn’t have to be a backwater to be
  glossed over in the rush to get to some-
  where more exciting. A village can be an
  integral part of a hero’s origins or his on-
  going career, a destination worth dealing
  with on its own terms, instead of local color
  to rush past along with the rest of the fla-
  vor text.
  When you come right down to it, a vil-
  lage is a better place to start an adventur-
  ing career than larger urban communities.
  It can provide all the basics needed for a
  neophyte hero: starting equipment, chal-
  lenges geared to his abilities, a non-player
  character cast there to serve his needs and
  thank him profusely for his efforts on their
  behalf. It can have all the urban adventur-
  ing features—love, jealousy, greed, myster-
  ies, politics—in a more concentrated form
  where the player character feel their stake
  in the outcome of events is greater because
  they know all the participants by name.
  And occasionally even the sleepiest village
  can find itself caught in a crisis, forcing
  farmhands and shopkeepers to leave their
  refuge and venture forth, without en-
  chanted swords, head-to-toe steel armor
  and heavy tomes full of incantations, de-
  termined to deal with the emergency sim-
  ply because they have to—no one else will
  do it for them.
  Starting a campaign from a well-crafted
  village, the GM needn’t contort his
  storyline to explain away a city conve-
  niently provided with novice dungeons for
  the rookies sitting just yards away from
  medium-level dungeons for more experi-
  enced adventurers and cheek to jowl with
  higher-level dungeons for the most accom-
  plished characters. Only when being a
  growing fish in a shrinking pond grows
  tiresome does the hero have to move on-
  ward and upward through the chain of
  larger settlements and stronger challenges.
  Even the greatest heroes can have
  humble beginnings, and even the humblest
  village can have a legend’s start within it.
  —Spike Y Jones
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  The Village of Briarton presents a fully detailed fan-
  tasy village of shops, an inn, a temple to a healing
  deity and other places for use in any campaign world.
  Briarton serves ably as the settlement nearest the
  dungeon: a place to rest, heal, sell loot and replace
  lost equipment between expeditions.
  The village and its environs are home to a number
  of adventurers, both active and retired, some of whom
  can be persuaded to join an adventuring party, par-
  ticularly in a just cause. They may also agree to serve
  as mentors or teachers to PCs. Briarton’s less extraor-
  dinary inhabitants also possess information about the
  region’s  history, geography and legends, and many
  useful skills they could be persuaded to teach.
  Briarton can also be used as the starting point for a
  new campaign, with players taking the parts of young
  inhabitants seeking adventure. Some non-player
  characters could be turned into player characters, or
  new PCs with ties to the village can be created. Some
  PCs might already be apprenticed to appropriate
  mentors.
  As well as expeditions to various sites in North
  Province’s hinterlands, there are opportunities for
  adventure in Briarton itself, most notably uncover-
  ing a hidden cult of evil’s activities. But the village
  primarily serves as a solid base of operations for an
  adventuring party.
  Briarton is rife with opportunities for strong
  roleplaying, however. It is filled with interesting
  people who have rich personal histories, tales to tell
  and (more importantly) stories waiting to unfold.
  While many of these stories are hinted at in the de-
  scriptions of people and places, scattered through-
  out The Village of Briarton are a number of Interaction
  Seeds: suggestions for adventures, subplots or op-
  portunities for the heroes to involve themselves in
  village life.
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  The Village of Briarton has been designed to have
  few elements preventing GMs from placing it neatly
  into almost any medieval fantasy D20 campaign.
  While there are scattered geographic and political
  references, details have been left deliberately vague
  so they can easily be replaced with elements of GM-
  created or published campaign settings.
  And while complete and ready to use as is, Briarton
  itself isn’t so exhaustively detailed that a GM can’t
  modify it for his own use. The village has a good mix
  of businesses, but more can be added, such as a saw-
  mill in the woods or a number of farms raising pigs
  and cattle instead of crops. Others can be expanded
  over time; for example Elfrid, the wife of Edmond
  Stumptooth, opening a seamstress’s shop in Briarton’s
  heart.
  And along with the 50 or so villagers presented
  here, there are 400 more who receive no mention.
  Most are farmers who owe fealty to Lord Roderick
  Arundel, but there are also children to consider, new-
  lyweds clearing land on the forest margins to begin
  their new lives together, and retired older citizens liv-
  ing with their still-working families. While the orc
  raids of a decade and a half ago broke a number of
  family ties, many of these other Briarton residents
  are relatives, through blood or marriage, of some of
  the NPCs who are detailed here. If the player charac-
  ters claim origins in Briarton, they’ll likely be related
  to at least a few detailed residents, even if only dis-
  tantly.
  RELIGION IN BRIARTON
  Erilys’ shrine is a focal point of community life in
  Briarton. The shrine offers protection and stability to
  the village, and its priestess was midwife at the birth
  of most villagers below age 20; only the cultists of
  Vextra prefer Henna the Wise’s healing potions over
  Maerwynn’s ministrations. But while Erilys is wor-
  shipped by almost all in Briarton, she isn’t the sole
  deity revered by any villagers. There’s room for the
  introduction of other patron deities for any character
  in the settlement, including personal shrines and re-
  ligious symbols. If the worship of Erilys clashes with
  the details of a GM’s campaign, it would be best if
  she was replaced by a deity with similar attributes
  instead of being simply removed from the setting.
  And while only a handful of Vextra’s worshipers
  are described in The Village of Briarton, there could
  easily be a few more living in the countryside or in
  the nearest settlements beyond Briarton. Vextra could
  be replaced by another evil deity, but if the god’s re-
  moved entirely other reasons will have to be devised
  for the personality quirks of the cultists.
  
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  Hi
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  Thirty years have passed since Lord Roderick
  Arundel received a land grant along the River
  Drewett in the vast, untamed North Province from
  the king of Galien as a reward for his brave deeds.
  The young lord, seeking to make his mark on the
  world, gladly accepted the charge to help civilize the
  province by building a manorial village.
  Attracting farmers, craftsmen and other brave
  souls seeking a fresh start to his banner, Lord Arundel
  set out for the wilds of the North Province. Soon a
  prospering new village surrounded by rich croplands
  stood along the river. Lord Arundel named the com-
  munity Briarton for the thick briars of the forest they
  cleared.
  Time passed, until 16 years ago Briarton celebrated
  the marriage of Lady Alianora, daughter of Lord
  Arundel, to Sir William Fitzhugh. The splendid wed-
  ding was held in the stately manor house, with many
  nobles in attendance and a song-filled festival held
  in the village.
  Though an outsider to Briarton, chivalrous Sir
  William quickly won over the villagers with his cour-
  age and friendly manner. The village rejoiced when
  he and the Lady Alianora produced a son, Robin
  Fitzhugh, a year after their wedding.
  A bare few weeks after the happy event, however,
  tragedy struck the quiet farming community.
  Blood and fire engulfed Briarton. A midnight raid
  by vicious orcs left several villagers wounded or dead
  as the smoke of burning homes rose into the starlit
  sky. Even worse, the orcs carried a handful of villag-
  ers off to their dank lair in the ruins of Castle Angorn.
  A stalwart party led by Sir William braved the
  dungeons of the castle to rescue the prisoners. They
  retrieved the survivors, but Sir William perished
  while fighting the orcs. All of Briarton grieved when
  his companions returned with the tale of his final
  battle.
  Reminders of the raid are plentiful in Briarton even
  15 years later. Kenrick the Lame, now the village
  glassblower, took the leg wound that gave him his
  name while protecting his family from the orcs as a
  teenager. Many whisper that the dangerous foray into
  Castle Angorn broke the nerve of Leoric the Old, start-
  ing his descent into his sad status as the village drunk-
  ard. Grimbor, the half-orc son born of Ailith the Pot-
  ter nine months after the raid, serves as a constant
  reminder of the tragic events. While he is loved by
  his mother and accepted by some, lingering hatred
  of orcs by other villagers makes the hulking teenager
  an outcast in Briarton.
  In the years since the raid, Briarton has prospered.
  Harvests are good, and new craftsmen have settled
  in the village over the years. Travelers are welcome
  at the inn, and wandering tradesfolk make Briarton
  a regular stop on their circuits.
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  The aging Lord Arundel and his daughter have
  raised his grandson Robin for his future role as lord
  of Arundel Manor, assisted by the dour dwarven
  warrior Gellir, lifelong friend to the nobleman.
  Life on the frontier can be risky, and dangers re-
  main plentiful, but Briarton continues to offer a warm,
  safe haven from the hazards of the wilderness for
  inhabitants and visitors alike.
  A shadow festers in the community, however.
  While most villagers are good and kindly folk, a few
  hide wicked hearts. These have lately taken up wor-
  ship of the dark god Vextra, lord of pestilence and
  deceit. Meeting with others of their ilk in secret at a
  hidden shrine in the woods, these evildoers hatch dire
  schemes to extend the malevolent power of their foul
  god.
  BRIARTON
  Size: Village; Power Center: Conventional; Power
  Center Alignment: Neutral Good; GP Limit: 200 gp;
  Assets: 4,500 gp; Population: 450 (99% human, 1%
  other); Authority Figure: Lord Roderick Arundel, 9th-
  level fighter
  EEEEEcccccooooonnnnnooooom
  mm
  mmiiiiicccccsssss
  Most inhabitants of Briarton are farmers or shep-
  herds living on the outskirts of the village. A small
  core of craftsmen and shops in the village itself serves
  this populace.
  While they do not starve or live in abject poverty,
  most people in Briarton would be considered poor in
  a larger town. Households are by necessity fairly self-
  sufficient, since there aren’t enough tradesmen in
  town to fill every need nor enough money to pay for
  conveniences.
  Most villagers tend vegetable gardens near their
  cottages, and even those in the village proper keep
  chickens, pigs or other livestock. Women of the vil-
  lage tend to be adept at household crafts, such as sew-
  ing clothes or making candles. Bulk goods for such
  efforts are purchased at Leurona’s Mercantile. Most
  families butcher their own meat and generally handle
  any task not requiring a skilled craftsman themselves.
  Traveling peddlers of various sorts, such as Oswin
  the Tinker, meet some needs in Briarton. Seasonal fairs
  and festivals, which bring many traveling craftsmen
  and entertainers to the village, are another impor-
  tant factor in the local economy.
  The few nobles in Briarton and wealthier common-
  ers pay for goods or services in coin, but most folk
  barter for their needs. A farmer might pay the black-
  smith for a new scythe with a bushel of potatoes or a
  chicken, for example.
  Lord Arundel owns all the land around Briarton,
  including the village itself. Farmers and ranchers re-
  ceive permission from the manorial lord to cultivate
  plots of land. Likewise, craftsmen and other business
  people must receive his blessing before setting up
  shop in Briarton. Everyone pays yearly taxes to the
  lord, who retains a share and passes the rest on to the
  king.
  Da
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  Rural life may not be very exciting in the eyes of
  most adventurers, but Briarton is far from a sedate,
  colorless farming village.
  Barking dogs, clucking chickens and rooting pigs
  roam the muddy streets, while playing children run
  and laugh in their midst. Women gossip while hang-
  ing laundry to dry, fetching water or going about
  other household tasks.
  Grime-covered farmers come in from their fields
  for meals with their families, while woodcutters re-
  turn at the end of the day laden with firewood or
  urging horse teams hauling timber. The sounds of
  labor drift out of craft shops, and curious children
  gather to watch the glassblower produce wondrous
  creations or to see the blacksmith hammer out a red-
  hot sword.
  In the evenings, families share time around the
  hearth while others head to the common room at
  Greenbriar Inn for drink and merriment.
  The laws of the kingdom are carried out in Briarton
  by Lord Arundel, who metes out low justice for
  crimes such as poaching or theft. Crimes involving
  high justice, such as treason, are referred to a noble
  court in a larger town of North Province.
  A complex web of relationships and common his-
  tory lies behind the seemingly bucolic everyday life
  of the village, however. Unspoken loves, old grudges,
  dark secrets, personal tragedies, hidden dangers and
  other mysteries await discovery by newcomers will-
  ing to look beyond first appearances.
  While most are just ordinary people, the villagers
  share a strong sense of community born of shared
  hardship, lifelong bonds and a growing heritage that
  rootless adventurers may come to envy.
  
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  Standing on a hill overlooking Briarton, Arundel
  Manor is the fortified home of Lord Roderick Arundel
  and his family.
  TTTTThhhhhe Ma
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  Arundel Manor consists of a stone manor house
  and several outbuildings on a bluff overlooking the
  village of Briarton.
  The two-story manor has a foundation of laid stone.
  Exterior and most interior walls are also stone, but
  the second floor employs half-timber construction.
  The interior walls are plastered and whitewashed,
  and wooden floors have been laid. The manor has a
  steeply pitched gabled roof of slate tiles and leaded
  glass windows.
  The first floor contains the great hall, kitchen and
  servant quarters. The second story holds sleeping
  chambers for Lord Arundel and his family, a study
  and a guest room. Cellars are found beneath the
  manor.
  A stable, barn and chicken coop are found near
  the manor house. All are of simple wood construc-
  tion.
  A married couple, Dunstan and Rosalind Giles,
  comprise the serving staff. Dunstan serves as a com-
  bination handyman and manservant, while Rosalind
  cooks and cleans. The couple has served Lord
  Arundel for many years. When important guests visit,
  temporary servants are hired as needed from the vil-
  lage.
  ARUNDEL MANOR DEFENSES
  Walls: Reinforced Masonry: Thickness 1 ft.,
  Break DC 45, Hardness 9, hp 180, Climb DC
  15
  Doors: Strong Wooden: Thickness 2 in., Hard-
  ness 5, hp 20, Break DC Stuck 23/Locked 25
  Locks: DC 23
  Windows: Thickness 1 in., Hardness 1, 1 hp,
  AC 5
  Wooden Shutters: Thickness 2 in., Hardness 5,
  20 hp, AC 5
  LLLLLooooord R
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  Born to a knight of the kingdom of Galien, Roderick
  Arundel served as a page and later as a squire before
  earning his own knighthood as a young man.
  The young knight fell in love with Lady Miriam
  d’Arques, the daughter of a nobleman at court, but
  Ar
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  vowed not to ask for her hand in marriage until he
  had made a suitable name for himself. Sir Roderick
  threw himself into his duties, riding far and wide
  across the kingdom in search of wrongs and injus-
  tices to put right.
  On one such journey, he met the dwarven warrior
  Gellir, son of Agnar, and the two became fast friends.
  Together they had many great adventures and over-
  came countless enemies of the kingdom. In time, the
  king rewarded Sir Roderick with a lordship and royal
  commission to found a manorial village in the wilds
  of the North Province.
  Following a grand wedding to Lady Miriam, the
  new lord headed north accompanied by his new wife,
  friend Gellir and retainers. Lord Arundel picked a
  spot along the River Drewett, with a forest handily
  nearby for lumber, and founded the village of
  Briarton.
  Lady Miriam bore a daughter, Alianora, soon af-
  ter the first buildings went up. As Lord Arundel’s
  daughter grew, so did the village. In time, Alianora
  married Sir William Fitzhugh and bore a son, Robin.
  But then Sir William perished rescuing villagers taken
  in an orcish raid.
  Since then, Lord Arundel has helped his widowed
  daughter raise his grandson, whom he hopes to see
  someday installed as the new lord of Arundel Manor.
  Lady Miriam died of illness 10 years ago, and Lord
  Arundel has no desire to remarry.
  He has a reputation as a fair and just lord, with
  great regard for the common folk of the village. Lord
  Arundel has a sharp interest in political affairs of the
  kingdom, but remains content as the lord of Briarton
  and seeks no higher position. He enjoys hunting and
  falconing.
  Lord Arundel, 62, has gray hair and beard and
  hazel eyes. He is very tall, with a dignified presence
  and a fit build.
  RAVENSBLADE
  Owned by Lord Arundel, this +2 longsword
  originated far to the frozen north. A wizard crafted
  Ravensblade two centuries ago for a mighty
  barbarian warrior. The sword passed to other he-
  roes of the north in their endless war with the gi-
  ants until it came to Lord Arundel as a prize of
  war. In his youth as a knight, Lord Arundel fought
  in the Battle of Icewind Pass, turning back a bar-
  barian invasion of the Kingdom of Galien. He slew
  the former owner of Ravensblade in the fighting
  and claimed the enchanted sword for himself.
  The pommel forms a beaked raven’s head and
  the hilt forms a talon grasping the shining steel
  blade past the sharkskin grip. Engravings deco-
  rate the blade.
  INTERACTION SEED: BARBARIAN
  A barbarian from the north by the name of Ragnar
  arrives in Briarton, taking a room at Greenbriar Inn.
  He claims to be a warrior looking for work as a mer-
  cenary. Other northerners with similar stories have
  passed through Briarton from time to time, so his
  story is not unlikely despite ongoing tension be-
  tween the Kingdom of Galien and the barbarian
  tribes.
  Feigning simple curiosity, Ragnar inquires around
  Briarton about the Ravensblade supposedly carried
  by Lord Arundel. The barbarian also asks the ad-
  venturers if they know anything of the sword.
  Once he determines that Lord Arundel indeed
  possesses Ravensblade, Ragnar attempts to claim it
  for himself. He may confront the lord on his next
  visit to the village, challenging him to single com-
  bat for the sword. In dire straits, Ragnar may even
  attempt to steal the blade, though such thievery of-
  fends his barbarian honor.
  If prompted, Ragnar explains that he is the son of
  the northern warrior Magnus Ironshoe,
  who last carried Ravensblade before falling in the
  Battle of Icewind Pass to Lord Arundel’s sword. But
  Ragnar does not seek vengeance for his dead father.
  Without the famed weapon to protect them, his tribe
  has been sorely pressed by the frost giants of his icy
  homeland.
  Ragnar seeks to recover the blade to drive back
  the giants and save his people. This should present
  an interesting moral dilemma for Lord Arundel and,
  if he seeks their advice, the PCs.
  Perhaps Lord Arundel agrees to send
  Ravensblade back with Ragnar, accompanied by the
  heroes, to defeat the giants once and for all. Then
  the PCs can return to Briarton with the sword.
  
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  Lord Roderick Arundel
  Male Human 9th-Level Fighter
  CR 9; Size M (6 ft., 5 in. tall); HD 9d10+18; hp 63;
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.;
  AC 19 (+2 Dex, +6 from +1 chainmail, ring of protec-
  tion +1); Attack +14/+9 melee (1d8+4/19-20/x2, +2
  longsword), or +11/+6 ranged (1d8/19-20/x2, light
  crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +8,
  Ref +5, Will +3; AL LG; Str 14, Dex 15, Con 14, Int 11,
  Wis 11, Cha 13
  Skills: Diplomacy +5, Handle Animal +9, Knowl-
  edge (nobility) +3, Ride +10, Swim +5, Wilderness
  Lore +1
  Feats: Blind-fight, Improved Initiative, Leadership,
  Mounted Combat, Mounted Archery, Power Attack,
  Ride-By Attack, Spirited Charge, Weapon Focus
  (lance, light), Weapon Focus (longsword)
  Languages: Common
  Possessions: +1 chainmail, dagger, lance (light),
  light crossbow, +2 longsword, horseshoes of speed, po-
  tion of bull’s strength, potion of cure light wounds (10),
  ring of protection +1, five sets of clothing, manor house,
  light warhorse, a 6,000 gp cache
  LLLLLaaaaadddddy Ali
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  a Fit
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  Daughter of Lord Arundel, Lady Alianora
  Fitzhugh was born shortly after the founding of
  Briarton. She grew up in the manor and eventually
  married Sir William Fitzhugh in a fairy-tale wedding.
  The couple had a son, named Robin. A few weeks
  after Robin’s birth, orcs raided Briarton and carried
  off several villagers to their lair below Castle Angorn.
  Sir William organized a rescue party that included
  Gellir, son of Agnar, Arwold Dragoneye, Leoric the
  bowyer and others. The party returned with the res-
  cued captives, but it fell to Gellir to tell his friends
  Lord Arundel and Lady Alianora of the death of Sir
  William at the hands of the orcish chieftain during
  the fighting. Even worse, his body had been lost as
  the dwarf and other warriors hurried the surviving
  captives to safety.
  The widowed Lady Alianora has since devoted
  herself to raising Robin and helping her aging father.
  Since the death of her mother, Lady Miriam, 10 years
  ago, she has run the manor household.
  Lady Alianora, 33, has long, blonde hair, which she
  often braids in complicated fashions popular in the
  kingdom, and large, blue eyes. Lady Alianora always
  wears a sapphire ring that formerly belonged to her
  mother.
  Lady Alianora Fitzhugh
  Female Human 5th-Level Aristocrat
   CR 4; Size M (5 ft., 6 in. tall); HD 5d8-5; hp 21; Init
  +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11
  (+1 Dex); Attack +2 melee (1d4–1/19-20/x2, dagger),
  or +4 ranged (1d4–1/19-20/x2, dagger); Face 5 ft. x 5
  ft.; Reach 5 ft.; SV Fort +0, Ref +2, Will +7; AL NG; Str
  9, Dex 12, Con 8, Int 13, Wis 16, Cha 16
  Skills: Bluff* +14, Diplomacy* +21, Gather Infor-
  mation* +9, Innuendo +6, Intimidation* +14, Knowl-
  edge (history) +9, Knowledge (religion) + 7, Listen
  +10, Perform* (ballad, chant, dance, harp, flute, lute,
  sing, storytelling) +14, Ride +3
  * Includes the ring of influence’s bonuses
  Feats: Improved Initiative, Skill Focus (knowledge
  [history]), Skill Focus (perform)
  Languages: Common, Dwarven
  Possessions: silver dagger, ring of influence, mas-
  terwork lute, masterwork flute, harp, an armoire of
  20 fine dresses and cloaks, light riding horse, 500 gp
  in gold and gems
  Ring of Influence
  The ring appears as a platinum band with an oval
  sapphire inset, and its wearer is granted a +2 Cha-
  risma enhancement bonus and a +10 to Bluff, Diplo-
  
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  macy and Intimidation skill checks.
  Caster Level: 7th; Prerequisite: Forge Ring, allure and
  the creator must have five ranks in Bluff, Diplomacy
  and Intimidate; Market Price: 20,000 gp; Weight: —
  History: This ring once belonged to Lady Alianora
  Fitzhugh’s mother, who received it from her grand-
  mother, a renowned bard. Alianora acquired it after
  her mother’s death. She has never suspected that it
  might be magical, so she has never had it tested.
  Alianora is never seen without the beautiful ring
  upon her hand, and since she’s had it, she’s grown a
  reputation for being a great mediator. Rumor has it
  that no one can say no to the beautiful Alianora’s re-
  quests or demands.
  Allure
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The affected creature gains greater charm. The spell
  grants the subject an enhancement bonus (1d4+1
  points) to Charisma, adding the usual benefits to
  Charisma checks, Turn Undead and Charisma-related
  skill checks.
  INTERACTION SEED: REVENANT
  Sir William Fitzhugh was lost in the dank dun-
  geons below Castle Angorn. Although he’s pre-
  sumed dead, none know this for sure. Countless
  evil forces, some quite powerful, brood in the
  darkness beneath the ruined castle. One such force
  might animate the body of the unliving knight to
  lead an army of undead horrors forth from the
  catacombs to ravage the countryside.
  The revelation that their beloved Sir William
  now leads an unholy army will certainly shock
  and discourage the people of Briarton – his father-
  in-law, widow and son most of all. And does some
  spark of his former self remain within Sir Will-
  iam, or has his soul forever been lost to evil?
  RRRRRooooobbbbbiiiiin Fit
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  Grandson of Lord Arundel, Robin Fitzhugh is the
  son of Sir William Fitzhugh and Lady Alianora. Born
  just weeks before his father’s death, Robin is being
  trained as his grandfather’s successor at Arundel
  Manor.
  He would rather be an adventuresome knight like
  his father than lord of a manor, but he loves his mother
  and grandfather, and wants to please them. Robin is
  also very close to the dwarf Gellir. The dour warrior
  has been his companion since boyhood, keeping an
  eye on Robin and providing him with many valu-
  able life lessons.
  His mother and grandfather tutor Robin in writ-
  ing, reading and other classroom skills. Lord Arundel
  has also begun teaching the boy to use a sword.
  The teenage boy has a friendly disposition and he
  gets along well with people of all classes. Life in a
  remote frontier village—and the attitudes of Lord
  Arundel and Lady Alianora—have made him less
  conscious of his noble blood than others of his class.
  While he is certainly aware of his social standing,
  Robin tries to deal fairly with everyone regardless of
  their background.
  Robin, 15, has sandy brown hair and blue eyes. He
  is growing into adulthood, becoming taller and stron-
  ger as each year passes.
  
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  GGGGGel
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  , sooooon o
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  The only dwarven inhabitant of Briarton, the vet-
  eran warrior Gellir, son of Agnar, lives with his de-
  cades-long friend Lord Arundel at the manor.
  Born in a mining clanhold in the great mountains
  of the kingdom of Galien, Gellir honed his fighting
  skills battling the orc tribes that threatened his clan.
  In time, he grew restless and left the clanhold to see
  the greater world. He met Lord Arundel in his youth
  and the two shared many adventures before coming
  north to found Briarton 30 years ago.
  The bond of their friendship remains as strong to-
  day as ever, and Gellir has great fondness for Lady
  Alianora and young Robin Fitzhugh as well. In fact,
  the gruff warrior has become a mentor to the boy,
  teaching him important life lessons, often indirectly
  or by example. It may be said that Gellir holds this
  family of humans closer than even his dwarven rela-
  tions, whom he has not ventured south to visit for
  more than 20 years.
  He has a brusque, practical disposition with little
  tolerance for fancy word games or fantastic stories.
  Gellir values truth greatly and scorns liars. He tries
  to avoid the half-orc Grimbor due to the inner con-
  flict between his hatred of orcs and his innate sense
  of fairness.
  Though satisfied with his life among humans in
  Briarton, Gellir does seek out dwarven visitors to the
  village for an evening of companionable drinking and
  conversation with others of his race.
  Gellir, 200, has red hair and a long red beard, with
  brown eyes and a ruddy complexion. He has the
  stocky, dense build and great strength common to his
  race.
  Gellir
  Male Dwarf 8th-Level Fighter
  CR 8; Size M (4 ft., 5 in. tall); HD 8d10+24; hp 85;
  Init +0; Spd 15 ft.; AC 17 (+7 chainmail); Attack +12/
  +7 melee (1d8+4/x3, warhammer), or +8/+3 ranged
  (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach
  5 ft.; SQ: Dwarf Traits, Darkvision 60 ft.; SV Fort +9,
  Ref +4, Will +4; AL LG; Str 16, Dex 11, Con 16, Int 13,
  Wis 11, Cha 11
  Skills: Appraise +7, Craft (armorsmithing) +13,
  Craft (blacksmithing) +7, Craft (stonemasonry) +9,
  Craft (weaponsmithing) +5, Ride + 3
  Feats: Blind-Fight, Cleave, Expertise, Improved
  Critical (warhammer), Iron Will, Lightning Reflexes,
  Power Attack, Weapon Focus (warhammer)
  Languages: Common, Dwarven, Orc
  Possessions: +2 chainmail, dagger, light crossbow,
  ring of warmth, potion of bull’s strength, potion of cure
  moderate wounds, +1 warhammer, smithing and stone-
  masonry tools, 1,000 gp
  
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  The village of Briarton consists of a nucleus of
  shops, an inn and a holy shrine, surrounded by cot-
  tages. Cropland and pastures encircle this core, with
  more villagers living in scattered cottages stretching
  out for several miles around Briarton. The lands ad-
  ministered by Lord Arundel have a population of
  about 450 people, roughly 300 of whom live in the
  village proper.
  Most buildings in the village are of wood construc-
  tion with dirt floors. Better-quality structures have
  stone foundations and wooden flooring.
  Poorer buildings, such as many farm cottages, are
  of whitewashed wattle-and-daub construction. Such
  structures require frequent repairs and must be re-
  built every 10 years or so.
  All buildings in Briarton except the manor have
  thatched roofs. Many farmers find work as thatch-
  ers, building and repairing roofs during the winter
  when few crops are grown.
  There are no paved streets in Briarton. Roads in
  the village are dusty in summer and muddy in win-
  ter. A bell tower stands in the town square. In times
  of danger, the ringing of the bell summons the vil-
  lage militia, composed of all able-bodied villagers
  with skill at fighting. Black Dougal, a former Royal
  Guardsman, heads the militia.
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  The growing village has attracted a number of
  craftsmen and shopkeepers over the years. A variety
  of goods and services are available, with most busi-
  nesses clustered near the center of the village proper.
  Shops tend to be small and consist chiefly of the
  workroom for that particular trade. A few items for
  sale may hang on the walls, but aside from the mer-
  cantile and curio shop there are no full-fledged dis-
  play areas. Most Briarton craftsmen live in rooms at-
  tached to their shops, though a few with prosperous
  businesses have nearby cottages.
  Signs depicting the work done within or goods for
  sale hang outside the shops. Few have names because
  with only one shop of each trade in the village there’s
  little need to identify them.
  BLACKSMITH’S SHOP
  Hammer blows ring out from the blacksmith’s
  shop throughout the day as Alfgar Strongarm beats
  out another horseshoe or straightens a bent plow.
  The shop contains a fiery forge fed by a bellows,
  anvils of various sizes and other tools of the
  blacksmith’s trade. A capable smith, Alfgar spends
  much of his time shoeing horses, crafting farming
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  implements, sharpening tools and making repairs.
  The blacksmith can repair metal armor or weapons,
  though he seldom gets much call for these skills in
  sleepy Briarton. As part of the blacksmith’s trade,
  Alfgar also has training as a locksmith.
  The young Alfgar opened the shop five years ago
  after arriving in Briarton following his apprentice-
  ship in a distant city. The village’s previous smith had
  died a few years earlier, forcing inhabitants to travel
  to another village for smithing tasks until Alfgar’s
  arrival.
  Alfgar lives in a small room attached to his smithy,
  and often spends his evenings in the common room
  at Greenbriar Inn.
  Alfgar Strongarm
  Known as one of the brawniest people in Briarton,
  Alfgar Strongarm spends many hours each day work-
  ing hard in his shop.
  Normally good-natured, he tends to be suspicious
  of strangers and outsiders. Those who win his trust
  find Alfgar a solid friend. The dwarf Gellir can some-
  times be found passing the time in his shop, which
  reminds the warrior of the forges of his faraway
  home. Gellir has taught Alfgar some lessons in
  dwarven armor-making, as well as some words of
  Dwarvish.
  A single man who lives alone, Alfgar is surpris-
  ingly shy around attractive women.
  Alfgar has a secret, however. Apprenticed to a cruel
  master in one of the cities of the kingdom, he ran away
  after learning all that he could of the blacksmithing
  trade. Alfgar realized the guild would never accept a
  runaway apprentice, so he came north to the frontier
  where such things mattered less. So far, he has es-
  caped the guild’s notice.
  Alfgar, 23, has black hair and brown eyes. His
  height and muscular, barrel-chested build make
  Alfgar an imposing figure. His face is frequently red
  from working at the heat of his forge, and his arms
  often sport small burns from flying sparks and
  splashes of molten metal.
  Alfgar Strongarm
  Male Human 2nd-Level Expert (Blacksmith)
  CR 1; Size M (6 ft., 3 in. tall); HD 2d6+4; hp 14; Init
  +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6
  melee (1d8+4/x3, warhammer) or +4 ranged (1d8/
  19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
  ft.; SV Fort +1, Ref +3, Will +3; AL N; Str 18, Dex 17,
  Con 13, Int 12, Wis 11, Cha 13
  Skills: Craft (armorsmithing) +5, Craft
  (blacksmithing) +8, Craft (locksmithing) +5, Craft
  (weaponsmithing) +6, Disable Device +5, +6 Handle
  Animal +6, Intimidate +4, Move Silently +5, Open
  Lock +6, Use Magic Device +6
  Feats: Martial Weapons, Skill Focus (craft
  [blacksmithing])
  Languages: Common, Dwarven
  Possessions: chainmail, dagger, masterwork light
  crossbow, masterwork warhammer, thieves’ tools,
  smithy, forge, 1,000 gp of pre-made items, 75 gp, 80 sp
  BREWERY
  Brewer Tancred the Stout brews ale, mead and
  other drinks in his establishment, which is situated
  on the edge of Briarton near a natural spring. His
  byname refers to his stocky build, but is also a pun
  on his profession.
  Kettles and barrels used in the brewing process fill
  the shop. Barley, yeast, hops and water are put
  through a precise process of mixing, boiling and fer-
  mentation to produce ale. Seasonal ales are sometimes
  created by adding fruits and honey. Mead also em-
  ploys honey as an ingredient.
  Tancred sells some of his product to Greenbriar Inn,
  Arundel Manor and individual villagers. The rest
  goes out by wagon to other nearby communities, tav-
  erns and roadside inns.
  
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  A cottage behind the brewery houses Tancred and
  his wife, Edgyth. The middle-aged couple has no
  children. Formerly a minor brewer in a great city to
  the south, Tancred’s father came to Briarton 25 years
  ago seeking less competition in his trade. After his
  father perished in the orc raid, Tancred took over the
  business and has established a solid reputation for
  quality drinks.
  Tancred, 44, has hazel eyes and is almost com-
  pletely bald, though he has a beard. A short man, he
  has a portly build.
  CARPENTER’S SHOP
  Inside his workshop and around the village, car-
  penter Aldwin the Silent builds flooring, roofing, fur-
  niture, wagons, tools and utensils. He also repairs the
  woodwork in cottages and shops. In days past,
  Aldwin carved intricate toys and puzzles but he no
  longer has time for such creations.
  Given the amount of woodworking to be done as
  Briarton continues to expand, Aldwin cannot keep
  up with the demand for his talents. Rare are the days
  when he does not move from project to project with
  nary a rest, while an ever-growing list of jobs awaits
  him. Lord Arundel has sent word to other communi-
  ties seeking to bring a second carpenter to Briarton,
  but without success thus far.
  Born without the power of speech, Aldwin com-
  municates through hand gestures. He has normal
  hearing, however. A native of Briarton, Aldwin
  learned his trade from his father, the previous vil-
  lage carpenter. Aldwin and his wife, Merhild, whose
  sister married Kenrick the glassblower, dwell in a
  well-built cottage next door to Aldwin’s shop. They
  have a young son, but their daughter succumbed to
  illness as an infant.
  Aldwin, 28, has a tall, thin frame. He has brown
  eyes and sandy brown hair.
  COBBLER’S SHOP
  Cobbler Swithin crafts and repairs footwear for the
  people of the village in his small shop.
  Common folk can purchase inexpensive shoes of
  burlap, hide, leather and sometimes wood from
  Swithin, while he creates fancier footwear from rep-
  tile skins or other exotic materials for wealthier cus-
  tomers. Boots for walking or riding are another prod-
  uct of his shop.
  Swithin learned his trade from is father who once
  crafted a custom pair of dragon-skin boots for a fa-
  mous warrior. The warrior, of course, provided the
  priceless material. After his father’s death, Swithin
  took over his business and relocated to Briarton three
  years ago.
  Easily distracted, Swithin has become infamous for
  his uncanny ability to get lost while traveling, no
  matter how simple or well-marked the route. He and
  his wife, Gert, live in a cottage to which his one-room
  cobbler’s shop is attached. Swithin’s aged mother,
  Edan, also lives with the family.
  Swithin, 35, has brown eyes and dark brown hair.
  He often bears a puzzled expression.
  INTERACTION SEED: PIXIES
  One night, mischievous pixies invade Swithin’s
  shop. The fairies magically turn all the cobbler’s
  raw materials into dozens of finished shoes. Un-
  fortunately, all are flawed in some comical
  way. A pair of boots, for example, might consist
  of one for a halfling-sized foot and the other fit
  for a giant.
  Swithin sets out to make the best of his misfor-
  tune, trying to fix some of the less outrageous
  shoes and acquiring new materials to replace what
  has been lost. Some villagers find the cobbler’s
  troubles quite amusing, and the PCs have numer-
  ous opportunities to join in their gibes.
  Unbeknownst to everyone, the pixies are watch-
  ing carefully to see how the folk of Briarton react
  to their trick. When they have seen enough, the
  pixies reward those who help the cobbler and turn
  their pranks on those who make sport of his ad-
  versity.
  
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  CORMAC’S HOUSE OF WONDROUS GOODS
  AND SERVICES
  Cormac’s House of Wondrous Goods and Services
  is an oddity in a small farming village like Briarton.
  The shop, run by Henna the Wise, stays afloat by com-
  bining several lines of business that chiefly serve the
  travelers and adventurers who pass through the vil-
  lage. Along with all manner of exotic goods, the shop
  offers financial and apothecary services.
  Cormac the Alchemist, husband of Henna the Wise,
  brought this strange shop to Briarton some 18 years
  ago after a failed treatment caused the patriarch of a
  wealthy family in a great city to the south to die. Blam-
  ing Cormac, the family vowed revenge and the al-
  chemist hastily bundled his family off to the frontier.
  But Cormac did not long escape a dire fate, dying in
  the orc raid 15 years ago.
  Henna took charge of the family business, train-
  ing herself in the alchemical arts. In addition to her
  potions—chiefly those of a healing, curative or re-
  storative nature—the shop contains a huge stock of
  odds and ends, curios, books and other rare items.
  Even Henna doesn’t know what treasures might be
  found in the piles of junk—much of it brought to
  Briarton years ago by her late husband. Goods avail-
  able nowhere else in Briarton, or possibly even the
  entire province, might be found by the customer will-
  ing to spend hours sifting through the shop’s jumbled
  contents.
  Henna also operates a money-changing and
  money-lending business. She lends up to 100 gold
  pieces to strangers, with some item of value held as
  collateral, and up to 500 gold pieces to those she
  knows well. Her money-changing services typically
  involve a fee of 5% of the value of the currency to be
  exchanged, though her fees are negotiable.
  Henna has many contacts with shipping agents,
  caravans and traders in faraway cities, so she occa-
  sionally purchases items that would normally be
  unsaleable in a small village due to their expense or
  esoteric purpose.
  Finding Rare Items
  Customers have a chance to find almost any-
  thing in the Curio Shop, even items that one would
  never expect to find in a rustic farming village.
  There is an 80% chance of finding a common non-
  magical item, 40% chance of finding an uncom-
  mon item and a 20% chance of finding a rare item.
  There is a 10% chance of finding a magical item
  with a value of 200 gp or less and a 1% chance to
  find a magical item valued at 2,000 gp or less. Each
  attempt to search for a specific uncommon or rare
  item, successful or not, takes 2d6 hours.
  Henna the Wise
  Henna the Wise, known for her sturdy common
  sense, runs the curio shop founded by her somewhat
  less-wise husband, Cormac the Alchemist, after he
  fled the vengeance of a late patient’s family for the
  imagined safety of Briarton.
  After Cormac’s death at the hands of orcs seeking
  loot, some expected his family to move away. But the
  sturdy Henna simply took over her husband’s busi-
  nesses. Studying Cormac’s books on alchemy, she
  taught herself to mix potions, salves and ointments
  of all kinds.
  She considers herself an apothecary rather than an
  alchemist, creating healing potions for all manner of
  injuries and ills along with an occasional love potion
  or two for sale to the right customer. Her late
  husband’s books contain formulas for more esoteric
  potions, but Henna tends to leave the wilder, more
  dangerous brews to Angwyn ap-Llewellyn.
  Henna has little personal interest in the piles of
  junk filling the shop, but it suits her to keep the odds
  and ends collected by her late husband. Sometimes
  she buys or trades for new curiosities to add to the
  piles.
  
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  Henna lives in a fine cottage near the shop. Her
  children are adults now and live in other communi-
  ties. She is a popular figure in Briarton and while most
  villagers have no need for her goods nor the money
  to buy them, they often visit the curio shp to seek
  Henna’s counsel on some vexing problem or another.
  A shrewd shopkeeper, Henna can haggle with the
  best but prefers a more subtle approach. Visitors to
  her shop usually leave with a purchase, even if they
  entered the store with no intention to buy anything.
  Curiously, the items are often perfectly suited to the
  needs or circumstances of the buyer, even those of
  which the customer is unaware; thus, a scatterbrained
  youth might discover a puzzle box to teach him fo-
  cus, or a maiden hoping to catch the eye of a pro-
  spective suitor might find a fancy dress tucked away
  somewhere in the shop.
  Henna the Wise, 35, has curly brown hair and green
  eyes. She has a small scar on her chin from a child-
  hood accident that she prefers not to discuss.
  Henna the Wise
  Female Human 6th-Level Expert (Alchemist/
  Merchant)
  CR 5; Size M (5 ft., 7 in. tall); HD 6d6; hp 28; Init –
  1 (–1 Dex); Spd 30 ft.; AC 9 (–1 Dex); Attack +3 melee
  (1d4–1/19-20/x2, dagger), or +4 ranged (1d4–1/19-
  20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort
  +2, Ref +1, Will +10; AL LN; Str 9, Dex 8, Con 10, Int
  14, Wis 16, Cha 12
  Skills: Alchemy +13, Craft (bookbinding) +6, Craft
  (calligraphy) +6, Craft (painting) +6, Craft (pottery)
  +6, Craft (sculpture) +13, Craft (weaving) +7, Listen
  +8, Profession (apothecary) +11, Profession (book-
  keeper) +7, Profession (brewer) +5, Profession (herb-
  alist) +11, Profession (moneylender) +7, Profession
  (scribe) +7, Read Lips +4, Spot +6
  Feats: Alertness, Iron Will, Skill Focus (alchemy),
  Skill Focus (craft [sculpture])
  Languages: Common, Dwarven, Gnome
  Possessions: curio shop, 2,500 gp of items for sale
  (curios, maps, potions, books, etc.), alchemist’s lab,
  five dresses, 1,500 gp of coins in various denomina-
  tions (for money changing) kept in three locked
  chests, a personal cache of 650 gp
  LEURONA’S MERCANTILE
  The mercantile provides a wide array of products,
  mostly purchased from outside dealers in trades not
  represented in Briarton. Hardware, fabric, tack,
  household goods, candles, clothing, feed, dyes, spices
  and other daily necessities line its shelves and
  counters.
  Women of the village often visit the store to pur-
  chase bulk goods for home craftwork, such as fabric
  to be sewn into clothing.
  The proprietor, Leurona, keeps a close eye on cus-
  tomers in the shop—particularly those she doesn’t
  know.
  Leurona, who must do business with the crafts-
  men and farmers of Briarton for her own household
  needs, sets fair prices for other villagers. Outsiders,
  however, are another matter. Leurona charges visi-
  tors to Briarton as much as she thinks she can get for
  her products.
  Leurona
  Leurona and her husband, Ulric the Red, were
  among the founders of Briarton who followed Lord
  Arundel to the province 30 years ago to sell goods to
  other settlers in hopes of making their fortune.
  As she’s aged, Leurona has grown more miserly
  than ever. The once-fine cottage she shares with her
  husband has grown ramshackle over the years as she
  badgers Ulric to perform the upkeep himself to save
  money. Ulric, who favors the color red in his cloth-
  ing, has a whiny, annoying demeanor.
  A shrewd bargainer, Leurona begrudges every coin
  when it comes to the goods in her shop. She stub-
  bornly argues for hours, if necessary, over a few cop-
  pers. Leurona also keeps meticulous records of those
  
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  who owe her money for items purchased on credit
  and hounds debtors incessantly.
  Secretly, Leurona and Ulric are members of the cult
  of the dark god Vextra. They meet other cultists for
  macabre rituals at a shrine hidden in the forest.
  Leurona, who has been initiated into the priesthood
  of the cruel deity, enjoys bullying other cultists with
  her meager power.
  Leurona, 50, has thinning gray hair, brown eyes
  and a stooped posture. She dislikes children, and
  mutters constantly to herself when any are in her
  shop.
  Leurona
  Female Human 3rd-Level Expert/1st-Level Cleric
  CR 3; Size M (5 ft., 4 in. tall); HD 3d6 + 1d8; hp 21;
  Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 from
  +1 padded leather armor); Attack +3 melee (1d8+1/x2,
  morningstar), or +3 ranged (1d8/19-20/x2, light
  crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke
  Undead 3/day; SQ Spontaneous Casting (inflict
  spells; SV Fort +3, Ref +2, Will +7; AL LE; Str 13, Dex
  12, Con 11, Int 10, Wis 14, Cha 11
  Skills: Bluff +8, Concentration +4, Disguise +5,
  Escape Artist +6, Hide +5, Innuendo +8, Knowledge
  (religion) +4, Listen +10, Move Silently +4, Profes-
  sion (shop-owner) +5, Spot +11
  Feats: Alertness, Skill Focus (bluff), Skill Focus (in-
  nuendo)
  Languages: Common
  Possessions: mercantile shop, 1,500 gp of items for
  sale, cottage, morning star, light crossbow, +1 padded
  leather armor, 90 gp, 47 sp, 32 cp
  Spells: (3/2+1; Base DC = 12 + spell level)
  Leurona’s domains are Evil (casts Evil spells at +1
  caster level) and Pestilence (may use withering touch,
  a spell-like ability, once per day). Domain spells are
  marked with an asterisk.
  0 Level—cure minor wounds, inflict minor wounds,
  resistance
  1st Level—bane, sanctuary, ray of enfeeblement*
  Ulric the Red
  Male Human 2nd-Level Commoner
  CR 1; Size M (5 ft., 5 in. tall); HD 2d4+2+3; hp 10;
  Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1
  melee (1d4/19-20/x2, dagger), or +3 ranged (1d8/
  19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
  ft.; SV Fort +1, Ref +2, Will –2; AL LE; Str 11, Dex 14,
  Con 12, Int 10, Wis 7, Cha 14
  Skills: Bluff +3, Climb +3, Craft (weaving) +5,
  Handle Animal +3, Ride +6
  Feats: Armor Proficiency (light), Toughness
  Languages: Common
  Possessions: dagger, light crossbow, leather armor,
  3 gp, 6 sp, 4 cp
  Interaction Seed: Suspicion
  As a lesser priestess of Vextra, Leurona keeps a
  suspicious eye on the other cultists in Briarton. If
  she sees the woodcutter Balduin talking to the
  heroes, Leurona may leap to the conclusion that
  he is betraying cult secrets—particularly if adven-
  turers have been spotted near the hidden
  shrine or are already investigating the cult.
  Leurona has always considered Balduin too
  simple-minded to be trusted, and only recruited
  him into the cult because he’s her cousin and was
  easy to convert. Predictably, she sees the worst in
  everyone and imparts wicked motivation to the
  most innocent of actions.
  Of course, killing Balduin or causing him to
  vanish might raise suspicion, so Leurona must be
  circumspect. Perhaps she slyly tries to find out
  what the heroes know of the cult by engaging
  them in seemingly innocent conversation. Or
  Leurona might try to sow mistrust of the heroes
  in the village in hopes of making them unwelcome
  so they travel on. If Leurona becomes desperate,
  she might even slay Balduin despite her family
  ties and try to frame the adventurers for the deed,
  killing two birds with one stone.
  Of course, her efforts are likely to ignite the in-
  terest of PCs who were most probably wholly
  unaware of the cult’s existence.
  GLASSBLOWER’S SHOP
  Village glassblower Kenrick the Lame produces ev-
  erything from bottles to windows in his workshop.
  The glassblower keeps several buckets of sand,
  separated by color and grain, in his shop. A stone
  forge, fed by a bellows, occupies the center of the
  shop. Kenrick kindles an extremely hot fire in the
  forge, then melts sand mixed with water into a near-
  
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  liquid state. Different types of sand produce various
  colors and qualities of glass.
  Long, thin tubes of metal and glass in various
  lengths and diameters are kept in a stand near the
  forge. Kenrick inserts these into the molten glass,
  using his breath to shape it as it cools. He can pro-
  duce bottles, tubes, globes and other useful shapes.
  The process provides an entertaining show, and
  Kenrick often attracts a small crowd of onlookers
  when glassblowing with the doors to his shop open
  to dissipate the heat from the blazing forge.
  Also trained as a glazier, Kenrick cuts and shapes
  glass for windows, mirrors or other purposes. He can
  produce beautiful stained glass windows, though
  these talents are rarely called upon. In a pinch,
  Kenrick can grind lenses for eyeglasses or spyglasses,
  but he is not a trained ocularist. He has some skill in
  woodworking and leadsmithing, mostly for window
  framing purposes.
  Trained glassblowers are rare on the frontier, and
  Kenrick often takes jobs from other nearby commu-
  nities. He generally does not travel, except perhaps
  to install complex windows for wealthy clients, since
  most of his glassmaking tools are not very portable.
  Kenrick is best known for the delicate glass sculp-
  tures he creates mostly for his own amusement. He
  favors fantastic creatures, such as fairies, griffons or
  unicorns. There are usually one or two such sculp-
  tures for sale at his shop at any given time.
  Kenrick the Lame
  A native of Briarton, Kenrick learned his craft from
  his father, a master glassblower who joined Lord
  Arundel on the journey to found the village.
  A teenager when orcs raided Briarton 15 years ago,
  Kenrick fought alongside his father to protect his fam-
  ily. A serious wound to his right leg left Kenrick with
  a lifelong limp. His father was also injured in the fight-
  ing and never fully recovered. Upon his death two
  years later, Kenrick took over as the village glass-
  blower. When his heartbroken mother died shortly
  afterward, Kenrick raised his younger brothers and
  sisters. Most are now farmers in Briarton or other
  nearby villages.
  The glassblower has a friendly, open manner to-
  ward everyone except elves, whom he mistrusts due
  to an incident several years ago. He and his wife,
  Sunniva, live in a room behind his shop, but Kenrick
  has nearly saved enough money to construct a sepa-
  rate cottage. He understands better than anyone else
  in Briarton the sign language used by his brother-in-
  law Aldwin the carpenter, and at times he employs
  the signs himself, especially when blowing glass.
  Kenrick, 30, has red hair and green eyes, with a
  freckled complexion. He can hold his breath for an
  extended length of time, given the breath control nec-
  essary for glassblowing, and sometimes performs this
  trick for the amusement of the children of the village.
  Kenrick the Lame
  Male Human 5th-Level Expert
  CR 4; Size M (5 ft., 9 in. tall); HD 5d6+10; hp 35;
  Init +1 (+1 Dex); Spd 15 ft.; AC 9 (–1 Dex); Attack +3
  melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/
  19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV
  Fort +5, Ref +0, Will +3; AL NG; Str 10, Dex 8/13*,
  Con 14, Int 10, Wis 9, Cha 18
  * Kenrick’s Dex is 13 for tasks requiring manual dex-
  terity, alertness or upper-body movement, but 8 for tasks
  involving use of his injured leg.
  Skills: Animal Empathy +9, Craft (basketweaving)
  +7, Craft (carpentry) +4, Craft (glassblowing) +10,
  Craft (leatherworking) +6, Craft (leadsmithing) +2,
  Fish +1, Gather Information +9, Handle Animal +9,
  Perform (buffoonery, comedy, flute, juggling, limer-
  icks, pan pipes, storytelling) +12
  Feats: Endurance, Great Fortitude, Skill Focus
  (craft [glassblowing])
  Languages: Common
  Possessions: glassblowing shop, goggles of minute
  seeing, 700 gp worth of glass wares for sale, tools,
  dagger, house, 120 gp, 95 sp, 70 cp
  
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  Fish (Wis) Commoner class skill
  With this skill you can catch fish with net, weir,
  spear or hook & line.
  DC  Task
  10  Provide enough fish to sustain yourself for
  one day. Provide enough fish for one other per-
  son for every 2 points by which your check result
  exceeds 10.
  Retry: This skill can only be checked once per
  24 hours.
  INTERACTION SEED: SAND
  While out collecting raw materials several years
  ago, Kenrick happened across some particularly
  fine, glittering sand in a streambed near the for-
  est. Little did the glassblower know that the stream
  originated inside a cave complex containing an
  ancient tomb. Over the centuries, the stream had
  eroded a stone door on which a spell of holding
  had been cast. The sand, still bearing some of the
  enchantment, washed downstream to the point
  where the glassblower recovered it.
  Unaware of its nature, Kenrick used the sand
  to create a beautiful glass chime, which, it was
  soon discovered, had the magical power to open
  any ordinary lock when tapped against it. The
  chime of opening vanished a few months after its
  creation, and Kenrick suspects that a party of
  elves staying at Greenbriar Inn at the time had
  something to do with its loss. He has harbored a
  lingering mistrust of elves ever since.
  Kenrick has tried repeatedly to craft another
  magical chime, but without success.
  MILL
  The huge grindstones of Briarton’s water-powered
  mill turn corn or wheat from nearby cropland into
  flour.
  Constructed of moss-covered stone alongside the
  River Drewett, the millhouse has an enormous
  wooden waterwheel. The wheel rotates in the cur-
  rent to turn the grindstones through a complicated
  series of wooden gears and cogs.
  Farmers bring the grain from their fields to the mill,
  and for a fee Hewald the Miller turns their harvest
  into flour that can then be used in cooking or shipped
  to market elsewhere.
  The mill, constructed shortly after the founding of
  Briarton, requires frequent repairs to its complicated
  inner workings. Carpenter Aldwin the Silent can of-
  ten be found at the mill replacing worn-out wooden
  gears.
  Hewald the Miller
  Hewald the Miller came to Briarton as a young boy
  with his father, Alberic, who constructed and first
  operated the village mill. Trained by his father,
  Hewald took over as master of the mill 15 years ago
  on Alberic’s retirement. The former miller seemed to
  simply give up on life following the death of his wife
  in the orcish raid on Briarton. The elderly Alberic now
  lives with his son’s family, lost in daydreams most of
  the time as he sits by the fire in winter or an open
  window in summer.
  While Hewald can be somewhat pompous at his
  mill, back at home he is henpecked unmercifully by
  his nagging wife, Mydrede. The couple, their three
  children and Hewald’s father live in a fine two-room
  cottage near the mill. At Mydrede’s insistence,
  Hewald plans to add a third room to the cottage soon.
  Hewald is training his eldest son as his appren-
  tice. Godwin, 14, longs for adventure in faraway
  lands, however, not a lifetime of drudgery at the mill.
  The practical Hewald, who set aside his own dreams
  of travel to fulfill his family duty, has nearly reached
  his wit’s end with his wool-gathering son.
  The rotund Hewald, 41, has balding brown hair
  and brown eyes.
  INTERACTION SEED: LOST
  Hewald has always been fascinated by un-
  tamed lands, but he confines his wanderlust to
  trips into the countryside during the slow season
  at the mill.
  One day, Hewald does not return from such an
  outing. His wife, Mydrede, grows concerned as
  days pass and Hewald remains missing. She pre-
  vails on her fellow villagers, and especially on any
  adventuring PCs, to save her husband from the
  various grisly ends conjured up by her imagina-
  tion.
  The miller isn’t hard to track, leading to a long-
  abandoned mine in some hills near Briarton. Af-
  ter braving various dangers, including monstrous
  inhabitants, cave-ins and flooded passages, the
  heroes find Hewald trapped at the bottom of a
  shaft with a broken leg. The miller lost his torch
  and fell into the shaft as he stumbled through the
  mine in the dark.
  
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  Hewald the Miller
  Male Human 4th-Level Expert
  CR 3; Size M (5 ft., 9 in. tall); HD 4d6+8; hp 24; Init
  +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3
  melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/
  19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV
  Fort +2, Ref +4, Will +5; AL NG; Str 11, Dex 13, Con
  12, Int 11, Wis 13, Cha 8
  Skills: Appraise +4, Craft (carpentry) +3, Fish +2,
  Knowledge (geography) +3, Knowledge (religion) +4,
  Listen +9, Profession (cook) +8, Profession (miller)
  +10, Sense Motive +6, Spot +8, Use Rope +5
  Feats: Alertness, Lightning Reflexes, Skill Focus
  (profession [miller])
  Languages: Common
  Possessions: mill, house, dagger
  POTTER’S SHOP
  A source of earthenware pots for cooking and stor-
  age, the potter’s shop is one of the most important
  businesses in Briarton.
  Ailith the Potter works in clay molds, porcelain and
  early forms of ceramics. While pots are her chief prod-
  uct, the potter also sometimes sculpts icons and stat-
  ues to order. Molds and tools fill her workshop and a
  stone kiln stands behind it.
  Ailith was one of those carried off 15 years ago by
  raiding orcs to their lair beneath Castle Angorn. She
  was soon rescued, but Ailith has never told anyone
  what took place during her captivity. Nine months
  after her rescue she gave birth to a half-orc son,
  Grimbor. Despite the circumstances of his conception,
  Ailith loves her son and tries to protect him from the
  bitterness of some fellow villagers.
  In spite of the necessity of her goods, Ailith earns
  only a modest living. She and Grimbor live in a room
  behind her shop.
  Ailith, 33, has ash blonde hair and haunted gray
  eyes. She has a thin build and appears older than her
  years.
  Grimbor
  Son of Ailith the Potter, the hulking Grimbor has
  become something of an outcast in Briarton due to
  his orc heritage.
  Only a handful of villagers are overt in their dis-
  taste for Grimbor. Others, however, unknowingly al-
  low their hatred of orcs, stemming from the loss of
  loved ones or other personal tragedies in the raid, to
  color their treatment of young Grimbor. As a result,
  the boy tends to be a loner, preferring to spend his
  days in the wilderness away from the hard stares of
  some of his fellow villagers.
  A hot temper is one unfortunate effect of his orc
  heritage, and Grimbor must often struggle to con-
  tain his anger. Overcome by self-loathing at times,
  Grimbor has secretly vowed to someday find his orc
  father and kill him for fathering him. He does not
  know that Graak, chieftain of the orc tribe at Castle
  Angorn, is his father.
  Not all inhabitants of Briarton treat the troubled
  boy unfairly, however. Malcolm the druid, among
  others, keeps a close watch on Grimbor and tries to
  encourage him to overcome the challenges of his un-
  pleasant heritage. The thoughtfulness of Malcolm and
  a few other villagers, along with his mother’s uncon-
  ditional love, helps offset Grimbor’s bitterness.
  Grimbor, 14, has coarse black hair and brown eyes
  that occasionally glint red in reflected light. He has
  somewhat grayish skin and a heavy brow. His slightly
  pointed ears and jutting jaw give him a vaguely, but
  unmistakably, orcish countenance.
  Grimbor
  Male Half-Orc 1st-Level Commoner
  CR ½; Size M (6 ft., 1 in. tall); HD 1d4+3+3; hp 10;
  Init +0; Spd 30 ft.; AC 10; Attack +4 melee (1d4+4/
  19-20/x2, dagger), or +0 ranged (1d4+4/19-20/x2,
  dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Darkvision
  60 ft.; Half-Orc Traits; SV Fort +3, Ref +0, Will +0; AL
  CN; Str 18, Dex 11, Con 16, Int 11, Wis 10, Cha 6
  Skills: Climb +5, Craft (pottery) +3, Hunt +3, Jump
  +5, Swim +4
  Feats: Toughness
  Languages: Common, Orc
  Possessions: dagger, 2 gp, 4 sp
  
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  Hunt (Wis) Commoner class skill
  With this skill you can hunt wild game or set
  snares for small animals.
  DC  Task
  10  Provide enough game to sustain yourself
  for one day. Provide enough game for one other
  person for every 2 points by which your check
  result exceeds 10.
  Retry: This skill can only be checked once per
  24 hours.
  Interaction Seed: Love
  Grimbor has a crush on Kimbery, the popular
  barmaid at the Greenbriar Inn. He would never
  consciously reveal his infatuation, believing him-
  self far too ugly and coarse to interest the lovely
  Kimbery. Astute observers notice that Grimbor
  becomes even more shy and tongue-tied around
  Kimbery than usual.
  If the sour Drogo Ravenot ever becomes overly
  aggressive in his pursuit of Kimbery, Grimbor
  might intervene in her defense. Of course, where
  a more temperate person might use a witty re-
  mark or timely offer of a drink to quash Drogo’s
  efforts, Grimbor resorts to fisticuffs. This brings
  out the worst in Drogo, who goads the boy with
  insults about his heritage and may even draw his
  sword on the unarmed youth.
  Innkeeper Conrad Martel and the druid,
  Malcolm, if present, try to intercede. If the heroes
  also defend Grimbor against the raging Drogo,
  they will earn the enmity of the bitter ex-soldier
  and the gratitude of Martel, Malcolm and other,
  more reasonable, villagers.
  TANNERY
  Wulfric the Tanner turns animal skins and hides
  into a variety of useful products from clothing to
  leather for saddles, shoes or other uses in his tannery
  and leatherworking shop on the edge of Briarton.
  Many villagers know how to tan hides, but the prod-
  ucts of their efforts are not as durable, soft or flexible
  as those crafted by Wulfric.
  The tannery contains countless tools for skinning
  animals, racks for drying hides and a variety of oils,
  dyes and softeners for treating the material. Heavy
  needles, tough threads and strong muscles are used
  to sew leather into useful products, such as armor,
  tack and clothing.
  Its location on the outer edge of the village proper
  results from the unfortunate smells associated with
  some aspects of the work.
  Wulfric inherited a quiver half full of arrows of slay-
  ing that his father used to great effect in the orc raid
  15 years ago. At least, that’s how it worked out in the
  stories his father used to tell. In reality, they’re just
  +1 arrows, but as orcs are scarce and Wulfric is no
  archer, the arrows are mainly conversation pieces
  now.
  Rolf Merick, a youngster from another village, has
  been apprenticed to Wulfric to learn the tanner’s
  trade. The boy lives with Wulfric and his wife, Hilde,
  in their cottage.
  Wulfric, 26, has black hair and dark brown eyes.
  He has an average build.
  
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  Greenb
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  Constructed shortly after the founding of Briarton,
  Greenbriar Inn has offered a hot meal, full tankard of
  ale and comfortable bed to road-weary travelers for
  more than 25 years.
  Now run by innkeeper Conrad Martel, son of its
  founder, Greenbriar Inn serves as a focal point for
  social life in Briarton. Many men and women of the
  village spend evenings in the common room, shar-
  ing drinks, gossip and stories of times gone by. When
  Martel’s niece Geneviève the Fair visits Briarton, ev-
  eryone crowds into the inn to hear the latest news
  from afar, along with tales of adventure from long
  ago.
  The largest building in Briarton outside of Arundel
  Manor, Greenbriar Inn stands two stories high and
  has several outbuildings. Constructed of sturdy
  wood, the inn has a stone foundation and wooden
  flooring.
  The first floor of the inn consists of the common
  room, kitchen and pantry. Beneath a plainly visible
  trapdoor in the kitchen is a small, below-ground cold
  cellar. Guests take their meals in the common room,
  which is also the village tavern. Tables, chairs, booths,
  a bar and a large, stone fireplace with an everlasting
  hearth spell cast on it fill the room. After everyone
  else goes home, guests who cannot afford private
  rooms sleep in the common room – which can make
  for a very late bedtime.
  A stairway leads from the common room to the
  second story, which holds five private rooms for
  guests. Four rooms, two on each side of the hall, con-
  tain beds large enough for two people while the larger
  fifth room at the end of the hall sleeps up to four in
  two beds. This room, unlike the others, has its own
  fireplace. All five rooms are also furnished with
  nightstands, candles and chamber pots.
  The courtyard behind the inn contains a brick oven
  for baking bread, a stable with room for five horses,
  and a cottage inhabited by the innkeeper’s family.
  Several cats live at the inn, accounting for the low
  population of mice.
  Meals are served throughout the day, but are nor-
  mally not available after the evening hours. Typically,
  only one or two main dishes are offered at each meal,
  with fish almost always on the menu. Guests of the
  inn must pay separately for their food and drink.
  Conrad and his entire family work hard to keep
  Greenbriar Inn operating smoothly. Conrad tends bar
  and checks in guests, while his wife, Elysande, rules
  the kitchen. Their daughters keep the inn clean, while
  their sons cut firewood and handle other chores. Wat,
  an orphan adopted by the Martel family, serves as
  the stableboy. Kimbery, a young woman of the vil-
  lage, works as a serving girl and is the only employee
  of Greenbriar Inn outside the Martel family.
  ?
  
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  ACCOMMODATIONS
  Common Room .............................................. 5 sp
  Private Room ................................................. 2 gp
  Stabling, with feed ......................................... 5 sp
  Stabling, without feed ................................... 4 sp
  FOOD AND DRINK
  Unless otherwise noted, prices are given for a filling meal.
  Ale, tankard .................................................... 4 cp
  Beef, roast ........................................................ 4 sp
  Bread, round loaf ........................................... 2 cp
  Fish (bass, bream, catfish, crappie, trout) ............3 sp
  Fruits, platter mixed ...................................... 2 sp
  Ham ................................................................. 4 sp
  Lamb, roast ..................................................... 5 sp
  Mead, tankard ................................................ 6 cp
  Milk, cup ......................................................... 2 cp
  Mutton, roast .................................................. 4 sp
  Porridge ........................................................... 5 cp
  Soup, beef ........................................................ 2 sp
  Soup, vegetable .............................................. 1 sp
  Stew, rabbit ..................................................... 3 sp
  Venison ............................................................ 3 sp
  Vegetables, cooked ......................................... 2 sp
  Wine, bottle .................................................. 10 gp
  Wine, cup ........................................................ 2 sp
  Skills: Decipher Script +7, Diplomacy +6, Fish +4,
  Gather Information +13, Knowledge (Briarton gos-
  sip) +12, Intimidate +5, Listen +13, Profession (inn-
  keeper) +15, Profession (cook) +10, Read Lips +9,
  Speak Language (Goblin, Halfling, Orc, Sylvan)
  Feats: Skill Focus (profession [cook]), Skill Focus
  (gather information), Skill Focus (profession [inn-
  keeper]), Skill Focus (listen)
  Languages: Common, Dwarven, Elven, Goblin,
  Halfling, Orc, Sylvan
  Possessions: Greenbriar Inn and stables, six sets
  of clothes, silvered masterwork dagger (2), light
  riding horse, 1,500 gp in wine and foodstuffs, 6,500
  gp cache
  KKKKKiiiiim
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  The lovely Kimbery works as a serving girl at
  Greenbriar Inn to support herself and her aged grand-
  father, town drunkard Leoric the Old.
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  The master of Greenbriar Inn, Conrad Martel in-
  herited the business from his father 18 years ago.
  A friendly person by nature, Conrad can listen at-
  tentively or expound gregariously with equal talent
  depending on the desires of his guests. He can usu-
  ally be found tending bar in the common room or
  arranging a night’s stay for a newly arrived guest.
  Conrad lives in a cottage behind the inn with his
  wife, Elysande, three daughters and two sons. The
  stableboy, Wat, also lives with the Martel family.
  Despite his frequent outbursts at the lazy Wat,
  Conrad cares as deeply for the orphan as his own
  children. He also considers himself something of a
  father figure to Kimbery, and is quite protective of
  the well-liked serving girl.
  Conrad, 45, has balding brown hair and merry
  brown eyes. He has a stocky build, but has put a stop
  to more than a few bar brawls over the years despite
  his girth and lack of formal combat training.
  Conrad Martel
  Male Human 7th-Level Expert
  CR 6; Size M (5 ft., 7 in. tall); HD 7d6+7; hp 40; Init
  +0; Spd 30 ft.; AC 10; Attack +6 melee (1d4/19-20/
  x2, silvered masterwork dagger), or +6 ranged (1d4/
  19-20/x2, silvered masterwork dagger); Face 5 ft. x 5
  ft.; Reach 5 ft.; SV Fort +3, Ref +2, Will +8; AL NG; Str
  10, Dex 11, Con 13, Int 15, Wis 17, Cha 12
  
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  Leoric raised the young woman after her parents
  were slain by orcs in the attack 15 years ago. Kimbery,
  a toddler at the time, retains few clear memories of
  the raid but occasionally has nightmares about the
  horrific events. She now takes care of her alcoholic
  grandfather, using her pay from Greenbriar Inn to
  keep food on the table and a roof over their heads.
  Bright and cheerful, Kimbery is very popular in
  the village. Despite a few romances, she has not com-
  mitted herself to anyone. The middle-aged Drogo
  Ravenot, a retired soldier who has settled in Briarton,
  imagines himself to be wooing Kimbery but she se-
  cretly detests him.
  Kimbery, 20, has long black hair and blue eyes, with
  attractive features and a curvaceous figure.
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  The stableboy at Greenbriar Inn, Wat is an orphan
  taken in by Conrad Martel. Oswin the Tinker brought
  the infant boy to the inn 10 years ago. The roving
  merchant had discovered the baby miraculously alive
  alongside the bodies of his parents, apparently slain
  in a roadside ambush.
  The kindly Conrad and Elysande agreed to raise
  the boy with their own children and named him Wat.
  Wat often wonders who his parents were, though
  nothing is known of them beyond the sparse facts
  reported by the tinker.
  A mischievous youth who would rather listen to
  the tall tales of guests at the inn than tend to his
  chores, Wat frequently provokes the ire of the inn-
  keeper but is always forgiven later.
  The child does enjoy caring for horses, and seems
  to have a knack for getting along with even the most
  foul-tempered of mounts. Malcolm the druid quietly
  suspects Wat may have some elven blood, but has
  not shared this conjecture with others.
  Wat, 10, has short brown hair and brown eyes.
  Streaks of dirt seem ever-present on his face, and bits
  of hay from the stables cling to his hair.
  Shri
  Shri
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  Shri
  Shrine o
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  f E
  f Eril
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  Erilys’ shrine is a rectangular, gray stone building.
  The perennial flowers and shrubs growing around it
  give the otherwise austere-exterior a homey appear-
  ance.
  Inside, the shrine contains four rooms: a prayer
  room, a kitchen, Maerwynn’s quarters and a pantry.
  As food preparation and eating are formal parts of
  Erily’s prayer services, the shrine’s main prayer room
  resembles a dining hall, with tables and chairs along
  all sides of the long chamber. The altar, a huge stone
  hearth with an everlasting flame, rests in the open-
  door kitchen beyond the main prayer room. In addi-
  tion to bringing prepared dishes to the services, wor-
  shipers enter the kitchen and place small shards of
  wood into the nonconsuming hearth as an offering
  to Erilys before being seated for their meal.
  Inside the kitchen are two doors. One leads to
  Maerwynn’s personal quarters, and the other to a
  makeshift pantry/storeroom that used to be a
  novice’s quarters, although there have been no new
  initiates to house in a very long time.
  ?
  
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  Erilys, The Protector
  Alignment: LG
  Domain: Good, Healing, Hearth, Protection
  Symbol: A golden flame on a silver shield
  Favored Weapon: Quarterstaff
  Typical Worshipers: Erilys’s worshipers include
  commoners, fighters, monks, paladins and
  spellcasters
  Description: The goddess of the hearth, Erilys is a
  lawful good deity known throughout the lands as the
  Golden Flame or the Hearth Mother. Erilys’ follow-
  ers concern themselves with making their homes and
  lands safe, and they also provide shelter and healing
  for those in need. The deity rewards those who risk
  their lives protecting others, who give freely of their
  wealth to provide for others, and those who build
  strong, safe communities.
  HEARTH DOMAIN
  Granted Power: You cast hold portal once per day.
  1st Level— create food and water
  2nd Level— refresh
  3rd Level— helping hand
  4th Level— everlasting hearth
  5th Level— secure shelter
  6th Level— heroes’ feast
  7th Level— forbiddance
  8th Level— antipathy
  9th Level— magnificent mansion
  Everlasting Hearth
  Evocation [Fire]
  Level: Hearth 4
  Components: V, S, M
  Casting Time: 1 minute
  Range: 0 ft.
  Effect: Illusory flame
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A flame, equivalent to a cooking fire, springs forth
  from an object that you touch. The flame looks like a
  regular flame, creating both heat and light, but it
  doesn’t consume fuel or air. The heat from the fire
  causes 2d4 points of burn damage if touched, but the
  flame cannot start additional fires or be transferred
  to a different object (including a victim touching the
  fire). The flames can be covered and hidden, but not
  smothered or quenched.
  Material Component: You sprinkle ruby dust (worth
  50 gp) and sulfur on the item that is to carry the flame.
  Refresh
  Enchantment/Compulsion [Mind-Affecting]
  Level: Clr 2, Hearth 2
  Components: V, S
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 2 hours
  Saving Throw: Will negates
  Spell Resistance: Yes
  You lower the recipient into a deep sleep which
  lasts for two hours but grants the sleep the benefit of
  a full night’s rest. The sleeper suffers no fatigue from
  sleeping in armor with an armor check of -5 or worse.
  Moreover, a wounded person heals naturally at an
  accelerated rate, recovering 1/2 hit point per charac-
  ter level after two hours’ sleep. At the end of the du-
  ration, a wizard or sorcerer finds himself able to cast
  spells as if he’d had a full night’s sleep, although a
  wizard still has to spend an hour studying his spell
  books (clerics and druids don’t regain spells any faster
  under the effects of a refresh spell).
  Waking up someone from this magical slumber is
  difficult. Normal noise won’t awaken the sleeper be-
  fore the end of the spell’s duration. Shaking, slap-
  ping or wounding a sleeper immediately awakens
  him.
  
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  us
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  Ma
  Ma
  Ma
  Ma
  Maer
  er
  er
  er
  erwyn
  wyn
  wyn
  wyn
  wynnnnnn
  Maerwynn is a priestess of Erilys. She tends the
  shrine to Erilys in Briarton and aids the people of the
  village with the healing powers granted her by the
  goddess.
  The priestess has lived in Briarton for 20 years,
  coming to the village as a young woman after being
  trained in the temples of Erilys in another kingdom.
  Fifteen years ago, Maerwynn’s left arm was sev-
  ered by an orc’s axe as she tried to defend a child.
  The priestess nearly died of the grievous wound, and
  in her delirium had a vision of Erilys sending her back
  to the realm of the living to continue doing good
  works.
  While Maerwynn could doubtless have her lost
  arm restored by her religious superiors, or pray di-
  rectly to her goddess for healing, she chooses not to
  do so. Maerwynn believes her missing arm teaches
  her humility and compassion for those in need of her
  own healing powers.
  Maerwynn, 41, has brown hair and brown eyes.
  She typically wears robes in silver and gold tones.
  Maerwynn
  Female Human 6th-Level Cleric
  CR 6; Size M (5 ft., 8 in. tall); HD 6d8; hp 35; Init +1
  (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee
  (1d6+3/x2, +1 quarterstaff), or +5 ranged (1d4+2/
  x2, sling); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Turn Undead
  5/day; SQ Spontaneous Casting (cure spells);SV Fort
  +5, Ref +3, Will +10; AL NG; Str 15, Dex 12, Con 11,
  Int 13, Wis 17, Cha 14
  Skills: Concentration +5, Diplomacy +5, Heal +12,
  Knowledge (arcane) +6, +Knowledge (religion) +10,
  Scry +4, Spellcraft +3
  Feats: Brew Potion, Combat Casting, Craft Magic
  Arms and Armor, Iron Will
  Languages: Common, Dwarven
  Possessions: +1 chainmail, +1 lawful quarterstaff,
  potion of cure light wounds (25), potion of cure moderate
  wounds (5), 565 gp
  Spells: (5/4+1/4+1/2+1; Base DC = 13 + spell
  level). Maerwynn’s domains are Hearth (cast hold portal
  once per day) and Healing (casts healing spells at +1 caster
  level). Domain spells are marked with an asterisk.
  0 Level—cure minor wounds (3), detect poison, purify
  food and drink
  1st Level—bane, bless water, cure light wounds*, magic
  stone, magic weapon
  2nd Level—aid, cure moderate wounds, lesser restora-
  tion, refresh*, zone of truth
  3rd Level—cure serious wounds, remove disease, ever-
  lasting hearth*
  O
  O
  O
  O
  Oth
  th
  th
  th
  ther Inh
  er Inh
  er Inh
  er Inh
  er Inhaaaaabbbbbit
  itit
  ititaaaaannnnntttttsssss
  Briarton has many inhabitants living outside the
  village’s heart.
  Ba
  Ba
  Ba
  Ba
  Ballllldddddui
  ui
  ui
  ui
  uinnnnn
  Balduin the woodcutter ventures into the forest
  near Briarton each day to collect wood for the vil-
  lage. He mostly cuts firewood for sale to other vil-
  lagers, though Balduin also provides lumber for con-
  struction or other carpentry work as needed.
  Earnings are slim for a simple woodcutter, at least
  compared to a skilled craftsman or hard-working
  farmer. Balduin lives alone in a wattle-and-daub hut
  on the edge of the village. He is extremely jealous of
  more prosperous villagers, even though nearly ev-
  eryone in Briarton would probably be considered
  fairly poor in a larger town. Bitter with envy, Balduin
  blames his poverty on unfair treatment by others and
  a lack of support from his family, including his cousin
  Leurona, rather than his own lack of ambition.
  The teachings of the cult of Vextra appeal to
  Balduin, and he has joined the secret cabal of wor-
  shipers. His job makes it easy for Balduin to keep an
  eye on the cult’s hidden shrine in the forest and ward
  off anyone who ventures too close.
  Balduin, 25, has light brown hair and brown eyes.
  He is short, and cutting trees has made him very
  strong.
  
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  Balduin
  Male Human 2nd-Level Commoner
  CR 1; Size M (5 ft., 2 in. tall); HD 2d4+2; hp 8; Init
  +0; Spd 30 ft.; AC 10; Attack +3 melee (1d6+2/x3,
  handaxe), or +1ranged (1d4+2/19-20/x2, dagger);
  Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +1, Ref +0, Will
  +1; AL NE; Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha
  14
  Skills: Bluff +2, Climb +4, Fish +2, Handle Ani-
  mal +4, Hunt +2, Listen +3, Profession (lumberjack)
  +5, Spot +3
  Feats: Skill Focus (profession [lumberjack]), Run
  Languages: Common
  Possessions: handaxe, dagger, 1 gp, 25 sp
  Bl
  Bl
  Bl
  Bl
  Blaaaaaccccck Do
  k Do
  k Do
  k Do
  k Douga
  uga
  uga
  uga
  ugalllll
  Black Dougal, so named for his thick mane of black
  hair, settled in Briarton eight years ago to raise a fam-
  ily and run a farm. Once a fierce axeman who served
  for a time in the Royal Guard, he can still fight ably
  but nowadays prefers the quiet life of a farmer.
  Well, reasonably quiet. Since settling down in
  Briarton with his wife, Audrye, Black Dougal has
  sired a brood of eight children with another on the
  way. Ranging in age from 1 to 8, his rambunctious
  offspring are the terror of farm animals for miles
  around.
  Black Dougal has a jovial personality that belies
  his reputation as a ferocious warrior. He often speaks
  fondly of his good friend, Red Dougal—with hair as
  red as his is black—who remains in the service of the
  kingdom of Galien as a Royal Guardsman. The two
  Dougals, who were unrelated, joined the guard at the
  same time, and were dubbed Black and Red to avoid
  confusion.
  After leaving the service of the king, Black Dougal
  journeyed north in search of adventure. He found it
  in the barbarian lands of ice and snow, where he slew
  a cruel frost giant and claimed its enchanted axe as a
  prize of war. In time, Black Dougal happened across
  Briarton and decided to settle down. But the enor-
  mous battle axe of the giant hangs on the wall of
  Dougal’s cottage as a proud memento of his deed.
  Black Dougal, 36, still has the famed deep black
  locks and beard that gave rise to his name. A tall,
  muscular man with green eyes, he keeps fit perform-
  ing the various tasks of life on a farm. He’s in charge
  of the village militia, but despite his best efforts he’s
  dissatisfied with their level of preparedness.
  Black Dougal
  Male Human 5th-Level Warrior/1st-Level
  Commoner
  CR 5; Size M (6 ft., 7 in. tall); HD 5d8+10 + 1d4+2;
  hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex);
  Attack +10 melee (1d8+4/x3, battleaxe) or +6 ranged
  (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach
  5 ft.; SV Fort +6, Ref +2, Will +3; AL CG; Str 18, Dex
  13, Con 14, Int 12, Wis 14, Cha 13
  Skills: Climb +6, Diplomacy +2, Handle Animal
  +6, Hunt +2, Intimidate +8, Ride +8, Profession
  (farmer) +6, Speak Language (Giant), Swim +6
  Feats: Blind-fight, Mounted Combat, Power At-
  tack, Weapon Focus (battleaxe),
  Languages: Common, Giant, smattering of Elf and
  Dwarf
  Possessions: leather armor, battleaxe, light cross-
  bow, dagger, +1 battleaxe (giant-sized), 566 gp, large
  house, farm
  
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  Dr
  Dr
  Dr
  Dr
  Drooooogo Ra
  go Ra
  go Ra
  go Ra
  go Raven
  ven
  ven
  ven
  venooooottttt
  A sour ex-soldier who lives off a pension from the
  kingdom, Drogo Ravenot can often as not be found
  at the Greenbriar Inn pestering the barmaid Kimbery.
  He dwells alone in a small cottage in the village,
  taking his meals at the inn. Drogo keeps a small col-
  lection of fine weapons, and has a particular fond-
  ness for bizarre armaments with a nakedly cruel ap-
  pearance. His collection includes a dwarven urgrosh,
  which Gellir, son of Agnar, considers dishonored by
  Drogo’s ownership. Drogo is not well-liked in
  Briarton due to his cross disposition and even
  Kimbery, whom Drogo believes himself to be romanc-
  ing, dislikes him.
  A secret follower of Vextra since his days as a sol-
  dier, Drogo occasionally slips away from Briarton at
  night for wicked rituals at the cult’s hidden shrine in
  the woods.
  Drogo is wary of the stern druid, Malcolm. An-
  cient legends claim druids have the power to weigh
  men’s souls, and Drogo has no desire to have his soul
  examined.
  Drogo, 42, has thinning brown hair and squinting
  brown eyes. His face has a pinched expression, and
  he has a lean build.
  Drogo Ravenot
  Male Human 2nd-Level Warrior
  CR 1; Size M (5 ft., 4 in. tall); HD 2d8+6; hp 16; Init
  +5; Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee
  (1d8+2/19-20/x2, masterwork longsword), or +4
  ranged (1d8/19-20/x2, masterwork light crossbow);
  Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +6, Ref +1, Will
  +4; AL LE; Str 14, Dex 12, Con 17, Int 11, Wis 10, Cha 5
  Skills: Bluff –2 , Climb +6, Jump +5, Ride +5, Swim +4
  Feats: Blind-fight, Improved Initiative
  Languages: Common
  Possessions: house, masterwork longsword, master-
  work light crossbow, chain shirt, small steel shield,
  crossbow bolts (50), dagger, light mace, battleaxe, light
  flail, orc double axe, caltrops, dwarven urgosh, spiked
  gauntlets, 611 gp, potion of cure moderate wounds (2)
  EEEEEm
  mm
  mmooooond Stu
  nd Stu
  nd Stu
  nd Stu
  nd Stump
  mp
  mp
  mp
  mptttttooooooooooth
  th
  th
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  th
  A farmer just outside Briarton, Emond Stumptooth
  awakens before dawn each day to tend his crops and
  care for his farm animals. He lives in a wattle-and-
  daub cottage on farmland he rents from Lord Arundel
  in exchange for a share of the proceeds at harvest time.
  Emond and his wife, Elfrid, have five children. All
  of the children except the baby help on the farm, per-
  forming chores such as herding geese, feeding chick-
  ens and milking the cow. The majority of the villag-
  ers make most of their own clothes, but Elfrid has a
  true knack for sewing, and people go to her for
  non-workaday clothing items.
  The hard-working Emond has the dubious distinc-
  tion of being the champion of the village belching
  contest for three consecutive years.
  Emond, 24, has blond hair and blue eyes. His teeth
  are in poor condition and he has a problem with bad
  breath. Elfrid, 23, has reddish-blonde hair and green
  eyes. She is already losing her slim, girlish figure.
  LLLLLeo
  eo
  eo
  eo
  eori
  ri
  ri
  ri
  ric th
  c th
  c th
  c th
  c the Ol
  e Ol
  e Ol
  e Ol
  e Olddddd
  The unfortunate Leoric has been reduced to the
  role of village drunkard in Briarton. People whisper
  that the horrors he saw in the ruins beneath Castle
  Angorn 15 years ago broke his nerve. He has certainly
  aged greatly in the intervening years.
  Now he can be found sitting under a tree with a
  jug most days. He avoids Greenbriar Inn because he
  doesn’t want to embarrass his granddaughter,
  Kimbery, who works as a barmaid there to support
  him. They live together in a dilapidated cottage in
  the village.
  But it wasn’t always so. Before his journey to Castle
  Angorn in the wake of the orc raid that killed his
  daughter and her husband, Leoric was renowned as
  
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  a master bowyer. Archers came from miles around
  and paid in gold for his masterwork bows. In fact,
  some say Leoric even created a few enchanted bows
  with the aid of Angwyn ap-Llewellyn.
  No longer possessing the patience or the steady
  hands for crafting bows, Leoric sometimes fletches
  arrows to bring in a few coppers. He can also spin
  fantastic tales about the places, creatures and history
  of the province, though the truthfulness of his stories
  tends to decline in direct proportion to how much
  he’s had to drink.
  The folk of Briarton are protective of Leoric, view-
  ing him as a tragic figure rather than someone to be
  scorned. They do not look kindly on outsiders who
  deride or harass him.
  Leoric bears no malice toward Grimbor, the half-
  orc son of Ailith the Potter, but the sight of the boy
  brings back memories that the aged bowyer can
  drown only in drink.
  Leoric, 60, has unkempt gray hair and bloodshot
  hazel eyes. He has a ruddy complexion and a gaunt
  frame, despite Kimbery’s efforts to get him to eat
  more.
  Leoric the Old
  Male Human 7th-Level Expert/3rd-Level Fighter
  CR 9; Size M (5 ft., 10 in. tall); HD 7d6+3d10; hp
  51; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); At-
  tack +9/+4 melee (1d3+1 subdual/x2, unarmed), or
  +12/+7 ranged (1d6/x3, shortbow); Face 5 ft. x 5 ft.;
  Reach 5 ft.; SV Fort +5, Ref +6, Will +4; AL N; Str 13,
  Dex 17*, Con 11, Int 12*, Wis 12*, Cha 12*
  * Leoric’s stats are affected by the state of drunk-
  enness in which he is encountered.
  Tipsy: –1 Dex, –1 Int, –2 Wis; Leoric is generally
  tipsy within 30 minutes of starting his day, and within
  the hour, he progresses to Intoxicated.
  Intoxicated: –3 Dex, –2 Int, –4 Wis, –2 Cha; Leoric is
  usually found in this state, rarely progressing to In-
  ebriated unless he has extra cash on hand or experi-
  ences an emotional crisis (something bad happened
  to Kimbery, the anniversary of the orc raid and/or
  the rescue mission to the castle, a chance encounter
  with Grimbor, etc.).
  Inebriated: –6 Dex, –3 Int, –6 Wis, –4 Cha
  Skills: Appraise +10, Climb +9, Concentration +5,
  Craft (bowmaking) +13, Escape Artist +7, Fish +6,
  Hunt +4, Intuit Direction +3, Move Silently +11, Pick
  Pocket +13, Ride +9, Profession (bowyer) +13, Pro-
  fession (boatsman) +6, Tumble +10
  Feats: Far Shot, Point Blank Shot, Precise Shot,
  Rapid Shot, Skill Focus (craft [weaponsmithing]), Skill
  Focus (profession [bowyer]), Weapon Focus
  (shortbow)
  Languages: Common, Infernal
  Possessions: shortbow, quiver, 20 arrows,
  bowyer’s tools, dilapidated house, 30 cp
  INTERACTION SEED: HORRORS
  Villagers inclined to gossip tell a strange tale about
  Leoric the Old’s nerve-shattering journey beneath
  Castle Angorn. The bowyer became separated from his
  companions in the dark, twisting passages. Pre-
  suming him dead, the others returned to the surface
  after rescuing the survivors of the orc raid.
  Even as the village mourned his death, Leoric stag-
  gered back into Briarton a few days later and collapsed.
  Only the ministrations of Malcolm and Maerwynn kept
  the haggard bowyer alive.
  In time, Leoric regained consciousness but retained
  no clear memory of what transpired after he lost his
  way in the dungeons. Bits and pieces of hellish scenes
  shrouded in flame and agony surface in his occasional
  nightmares, and he awakens screaming in an inhuman
  tongue.
  Anyone knowledgeable in such matters may recog-
  nize the language as a tongue spoken in the
  netherworld, but how Leoric learned this language is
  a disturbing mystery.
  
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  Stef
  Stef
  Stef
  Stef
  Stefaaaaan Di
  n Di
  n Di
  n Di
  n Dines
  nes
  nes
  nes
  nescccccuuuuu
  An acrobat in a traveling show, Stefan Dinescu
  came to Briarton 16 years ago for the festival celebrat-
  ing the marriage of Sir William Fitzhugh and Lady
  Alianora Arundel. During the celebration, he fell in
  love with Maire, a maiden of the village. When the
  troupe moved on, Stefan stayed behind to court
  Maire.
  Her family resisted the match—unknowingly, with
  good reason. The acrobatic troupe was actually a band
  of thieves that committed daring thefts as it traveled
  throughout the kingdom. Stefan was one of the most
  skilled burglars in the gang.
  But he resolved to give up the thieving life for
  Maire, going to work as a farmhand. After Stefan took
  part in the rescue mission to Castle Angorn after the
  orc raids, even Maire’s family could no longer deny
  the change in him and the two young lovers were
  married.
  The couple shared a happy year together building
  a farm of their own. Then Maire contracted a wast-
  ing disease beyond even the power of the priestess,
  Maerwynn, to heal. Growing steadily weaker, Maire
  lived to see a new spring bloom across the land. She
  and Stefan spent a beautiful sunny day reminiscing
  under a favorite tree outside their cottage. As the
  shadows lengthened, Stefan picked Maire up to carry
  her back to the warmth of the cottage. When he
  reached the door, he was alone.
  The grieving Stefan decided to stay in Briarton
  rather than return to his old ways. Reformed by his
  love for Maire, he continues to live the honest life of
  a farmer as a tribute to her. Even though he no longer
  uses them, Stefan remembers his thieving skills, of
  course.
  Although he has spent more than a decade in
  Briarton, a number of villagers still consider Stefan
  an outsider and distrust him. Though no one knows
  the darker details of his past, Stefan’s foreign appear-
  ance and former life as a vagabond entertainer merit
  suspicion in some eyes. Those who can see past those
  things know him to be a truly decent and honest per-
  son, whatever his personal history.
  Stefan, 35, has thick black hair and warm brown
  eyes. He has a dark, swarthy complexion, and a lithe,
  agile build.
  Stefan Dinescu
  Male Human 5th-Level Rogue/1st-Level Commoner
  CR 5; Size M (5 ft., 10 in. tall); HD 5d6+5 + 1d4+1;
  hp 34; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex);
  Attack +7 melee (1d6+4/19-20/x2, +1 short sword) or
  +7 ranged (1d6/x3, masterwork short composite
  bow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Sneak Attack
  +3d6; SQ Evasion, Uncanny Dodge; SV Fort +2, Ref
  +9, Will +4; AL CG; Str 16, Dex 17, Con 12, Int 12, Wis
  13, Cha 12
  Skills: Appraise +4, Balance +10, Bluff +3, Con-
  centration +4, Climb + 6, Disable Device +8, Disguise
  +7, Escape Artist +6, Gather Information +4, Hide +5,
  Hunt +2, Innuendo +3, Jump +5, Listen +2, Move Si-
  lently +5, Open Locks +5, Perform (buffoonery,
  drama, juggling) +4, Profession (farmer) +5, Ride +4,
  Search +6, Sense Motive +4, Spot +3, Tumble +10, Use
  Magic Device +6, Use Rope +4
  Feats: Iron Will, Lightning Reflexes, Point Blank
  Shot, Run
  Languages: Common, Goblin
  Possessions: +1 short sword, +1 leather armor, mas-
  terwork short composite bow, quiver, 30 arrows, dag-
  ger, house, small farm, 130 gp, 85 sp, 45 cp, two 50 gp
  pearls
  
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  W
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  Wyyyyyssssstttttaaaaan Hil
  n Hil
  n Hil
  n Hil
  n Hillllllsssssfffffaaaaarrrrr
  A shepherd, Wystan Hillsfar spends most of his
  days and nights tending his sheep as they graze in
  the grass-swept dales near Briarton. His wife and
  young children dwell in a small, wattle-and-daub
  cottage on the edge of town. Wystan returns every
  few days to visit his family and collect fresh food to
  take out to his camp in the highlands. During inclem-
  ent weather, Wystan shelters the flock in rough sheds
  near his hut.
  Wolves are a constant peril to his flock, as are oc-
  casional hungry bandits, goblins or other maraud-
  ers. Wystan carries a spear for protection when out
  of the village.
  Despite these hazards, visitors are always welcome
  at his camp. Wystan has spent many nights around
  the fire with the ranger, Arwold Dragoneye, or other
  travelers.
  Wystan, 24, has blond hair and green eyes. His face
  is scarred by pockmarks from a childhood illness, and
  he has an average build.
  INTERACTION SEED: MONSTER
  For several nights, sheep from Wystan Hillsfar’s
  flock have been vanishing. The shepherd has tried
  keeping an extra-sharp eye on his flock but to no
  avail. Arwold Dragoneye has investigated
  but found no sign of wolves or other natural
  predators in the nearby hills.
  The ranger believes some kind of monster may
  be responsible. Rumors of this conclusion strike
  fear into the hearts of the villagers; especially those
  old enough to remember the horrid creations of
  Dagian the Black from 20 years earlier. The streets
  of Briarton are deserted after dark, with every-
  one locked up tight in their cottages, lights blaz-
  ing all night long.
  A grass cloaker has taken up residence near
  Briarton. If it isn’t dealt with, the monster may
  switch from preying on livestock to devouring
  unwary travelers and others passing through its
  domain.
  Grass Cloaker
  CR 3; Size Large Aberration; HD 4d8+8; hp 26; Init
  +8 (+8 Dex, +4 Improved Initiative); Spd 20 ft.; AC
  18 (–1 size, +4 Dex, +5 natural); Attack +8 melee
  (1d4+5, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Engulf,
  Entrancing Buzz; SV Fort +3, Ref +1, Will +5; AL CN;
  Str 19, Dex 18, Con 14, Int 14, Wis 15, Cha 10; Skills:
  Hide +8*, Listen +10, Move Silently +12, Spot +10;
  Feats: Alertness, Improved Initiative; Climate: tem-
  perate plains and grasslands; Organization: Solitary,
  mob (3-6), flock (7-12); Treasure: standard; Advance-
  ment: 5-8 HD (Large), 9-16 (Huge)
  * The grass cloaker’s chameleon abilities and movement
  rate affect its Hide skill (see Skills below)
  The mad sorcerer Dagian the Black created these
  and other monstrosities over 20 years ago at Castle
  Angorn. They are found throughout North Province,
  and they’re spreading to other areas.
  Grass cloakers are similar to their underground
  cloaker kin, lurking in plains and grasslands, using
  their chameleon and entrancing abilities to catch un-
  wary prey. The grass cloaker is almost impossible to
  distinguish from its surrounding terrain as it lies in
  wait for possible victims. As it has only one attack
  mode, it seeks mostly solitary prey.
  Entrancing Buzz (Su): A grass cloaker can emit a
  curious buzzing noise that attracts living things
  within a 100-ft. radius to it. Creatures hearing the
  buzzing for two consecutive rounds must make a
  successful Will save (DC 15) or become intrigued by
  the noise and seek to investigate its source. When the
  victim walks onto its body, the grass cloaker attempts
  an engulfing attack.
  Engulf (Ex): A grass cloaker can try to wrap a Me-
  dium-size or smaller creature in its body as a stan-
  dard action. The grass cloaker attempts a grapple that
  does not provoke an attack of opportunity. If it gets a
  hold, it bites the engulfed victim with a +4 attack
  bonus. Attacks that hit an engulfing grass cloaker deal
  half their damage to the monster and half to the
  trapped victim.
  Skills: The grass cloaker’s body takes on the color
  and texture of the terrain it hides in, conferring a +12
  racial bonus to Hide checks. The grass cloaker suf-
  fers a -5 penalty to Hide checks if it moves at greater
  than half speed. It receives -20 penalty when it lunges
  at a victim.
  
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  Along with its inhabitants, Briarton sees a fair num-
  ber of travelers. Some merely stop at the inn for a
  day in passing, but others are regular visitors.
  GGGGGenevi
  enevi
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  enevieve th
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  eve the Fa
  e Fa
  e Fa
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  The bard Geneviève the Fair frequently visits
  Briarton in her travels throughout the province. When
  not in search of new adventures to inspire songs,
  Geneviève visits villages too small to support bards
  of their own. Her normal circuit brings her to Briarton
  about once a month, though opportunities for adven-
  ture or other circumstances may delay her visits by
  weeks.
  A skilled storyteller and songmaker, Geneviève
  entertains visitors at Greenbriar Inn while staying
  with her aunt, uncle and cousins, the Martels, dur-
  ing her visits to Briarton. Her tales of daring, romance
  and long-ago events, not to mention the news she
  brings, are very welcome to the villagers. The com-
  mon room at the inn is always crowded when
  Geneviève visits the community.
  While ostensibly providing mere entertainment,
  Geneviève also strives to educate people about the
  history of the kingdom with her songs and stories.
  She also helps prevent remote villages from falling
  into isolation.
  Geneviève is filled with a love for life. She laughs
  often, and enjoys spending time with others. Her
  friendly rivalries with other bards of the province
  challenge Geneviève to find new songs and stories
  for her repertoire.
  Geneviève, 26, has curly brown hair and brown
  eyes. She has a lithe, fit build, and is quite agile. As
  she often travels alone in barely settled regions of the
  province, Geneviève has become quite proficient with
  the longsword always at her side.
  Geneviève the Fair
  Female Half-Elf 7th-Level Bard
  CR 7; Size M (5 ft., 2 in. tall); HD 7d6+21; hp 42;
  Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.;
  AC 15 (+3 Dex, bracers of armor +2); Attack +6 melee
  (1d8+1/19-20/x2, +1 longsword), or +7 ranged (1d8/
  19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
  ft.; SQ Bardic Knowledge, Bardic Music, Half-Elf
  Traits, Low-Light Vision; SV Fort +6, Ref +9, Will +6;
  AL CG; Str 11, Dex 16, Con 17, Int 12, Wis 10, Cha 17
  Skills: Climb +2, Concentration +4, Craft (instru-
  ment) +8, Decipher Script +5, Diplomacy +4, Gather
  Information +5, Hide +3, Knowledge (history) +5,
  Knowledge (local) +5, Listen +3, Move Silently +4,
  Perform (ballad, chant, dance, drama, epic, flute, lute,
  storyteller) +13, Search +4, Sense Motive +2, Spot +1
  Feats: Combat Reflexes, Improved Initiative, Craft
  Wondrous Item
  Languages: Common, Celestial, Dwarven, Elven,
  Giant, Goblin, Halfling, Orc, Sylvan
  Possessions: +1 longsword, dagger, whip, cloak of
  resistance +1, bracers of armor +1, masterwork lute,
  flute, 255 gp, 30 sp, 8 cp, five 35 gp amethyst gems
  Spells: (3/4/3/1; Base DC = 13 + spell level)
  0 Level—daze, detect magic, flare, ghost sound, pres-
  tidigitation, read magic
  1st Level—charm person, cure light wounds, identify,
  ventriloquism
  2nd Level—allure, cat’s grace, cure moderate wounds,
  detect thoughts
  3rd Level—blink, displacement
  INTERACTION SEED: TALENT
  Geneviève has decided to host a talent compe-
  tition in Briarton. Anyone, young or old, is wel-
  come to play an instrument, recite poetry, tell a
  story, etc. The winner receives 10 gp and a week
  of performance tutelage from Geneviève or a
  handcrafted masterwork instrument (winner’s
  choice).
  A desire to promote the arts in North Province
  prompted the bard to host this contest, but she’s
  also on the lookout for possible apprentices. As-
  suming a good turnout for the competition from
  Briarton and the neighboring settlements, she
  plans to host more contests in the area every five
  years or so.
  
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  A traveling peddler, Oswin the Tinker roams from
  village to village selling his wares. His route takes
  him into Briarton every six weeks or so, and Oswin
  typically spends a few days relaxing at Greenbriar
  Inn before setting back out on the road.
  Oswin makes and repairs metal vessels, mostly
  pots and pans for kitchen use. Completed pots,
  coppersmithing tools and other goods hang from his
  handcart, which also contains all the necessities for
  camping between towns. As a side trade, Oswin
  sharpens knives, scissors and other edged imple-
  ments on the grindstones in his cart.
  Along with his pots and pans, Oswin brings wel-
  come news from other communities to Briarton.
  Sometimes he has information about affairs in the rest
  of the kingdom, gleaned from fellow travelers. Natu-
  rally, he also knows quite a bit about the people,
  places and landmarks of the province.
  Oswin, 50, has short gray hair and merry blue
  eyes. He has a fit build from years of walking be-
  tween villages of the province. His handcart full
  of cooking utensils jingles and clangs as he
  walks.
  Oswin
  Male Human 3rd-Level Commoner
  CR 2; Size M (5 ft., 8 in. tall); HD 3d4+3; hp 10; Init
  +0; Spd 30 ft.; AC 10; Attack +1 melee (1d4/19-20/
  x2, dagger), or +1 ranged (1d4/19-20/x2, dagger);
  Face 5 ft. x 5 ft.; Reach 5 ft.;SV Fort +3, Ref +1, Will
  +5; AL NG; Str 11, Dex 11, Con 14, Int 15, Wis 15, Cha
  10
  Skills: Appraise +4, Craft (basketweaving) +4,
  Craft (carpentry) +3, Craft (cobbling) +3, Craft
  (leatherworking) +3, Craft (locksmithing) +4, Craft
  (mending) +5, Craft (stonemasonry) +3, Craft
  (tinsmithing) +3, Craft (weaving) +4, Handle Animal
  +2, Listen +4, Profession (peddler) +5, Profession
  driver) +3
  Feats: Endurance, Iron Will
  Languages: Common, Dwarven, Elven, Gnome,
  Goblin, Halfling, Orc
  Possessions: stocked peddler’s cart, dagger, tools,
  7 gp, 27 sp, 40 cp
  INTERACTION SEED: SUCCESS
  One day, instead of his usual handcart, Oswin
  pulls up steering a huge wagon pulled by a team
  of horses. He has his usual range of goods, only
  more of them, plus numerous new items. When
  asked about his change in fortunes, he hedges or
  changes the subject.
  On his next run through town, he’s pulling the
  handcart again, and he swears he doesn’t know
  anything about a horse-drawn wagon or
  newfound wealth. He also swears that he didn’t
  miss his last round through Briarton.
  
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  The countryside around Briarton contains a number of people and landmarks of import to the village.
  Some are occasional visitors to the community, while others play important roles in its history.
  to most visitors – particularly the unannounced kind.
  He prefers to spend his days engaged in studying
  magic in the many tomes and volumes filling his one-
  room cottage, or conducting various experiments in
  potion-brewing.
  Angwyn does enjoy conversing with the druid,
  Malcolm, who drops by on occasion, though the can-
  tankerous hedge wizard would never admit it. He
  might be prevailed upon to trade spells with another
  wizard, or even train a less-experienced spellcaster
  for a time, but it’s unlikely that anyone other than
  Malcolm could persuade him to do so. The ranger,
  Arwold, is friendly with Angwyn, although he sel-
  dom visits the gruff wizard’s cottage.
  While he plays the part of a grumpy old coot to
  perfection, Angwyn has a kind heart beneath his gruff
  exterior and remains very much in control of his
  mental faculties.
  Angwyn, 81, has long white hair and a flowing
  white beard. His eyes are piercing blue, and he has a
  pale complexion. The hedge wizard wears long robes
  and carries a magical staff.
  Ou
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  Outl
  tl
  tl
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  tlyi
  yiyi
  yiyinnnnng Regi
  g Regi
  g Regi
  g Regi
  g Regiooooonnnnnsssss
  Peo
  Peo
  Peo
  Peo
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  e o
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  e of No
  f No
  f No
  f No
  f Note
  te
  te
  te
  te
  While they may not dwell in Briarton, some of the
  other inhabitants of the North Province frequently
  interact with the people of the village.
  An
  An
  An
  An
  Angwyn a
  gwyn a
  gwyn a
  gwyn a
  gwyn ap-L
  p-L
  p-L
  p-L
  p-Llllllewel
  ewel
  ewel
  ewel
  ewellllllyn
  yn
  yn
  yn
  yn
  The uninitiated may see Angwyn ap-Llewellyn
  simply as a crazy old hermit living in a ramshackle
  cottage in the forest near Briarton. But those who
  know better recognize him as a powerful, if reclu-
  sive, wizard.
  Angwyn has lived in his cottage in the woods for
  as long as anyone now alive can remember. He keeps
  a vegetable garden and a few goats, which he milks,
  for food. Angwyn can often be found ranting in mock
  outrage as he drives deer, rabbits and other forest
  creatures away from the delicacies of his garden. For
  that matter, the goats sometimes slip their tethers to
  pillage Angwyn’s beloved garden as well.
  Jealous of his privacy, Angwyn does not react well
  Ou
  Ou
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  Ou
  Outl
  tl
  tl
  tl
  tlyi
  yiyi
  yiyinnnnng Regi
  g Regi
  g Regi
  g Regi
  g Regiooooonnnnnsssss
  
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  Angwyn ap-Llewellyn
  Male Human 13th-Level Wizard
  CR 13; Size M (5 ft., 10 in. tall); HD 13d4+13+26
  (amulet); hp 52(65*); Init +4 (Improved Initiative); Spd
  30 ft.; AC 17 (bracers of armor +5, ring of protection +2);
  Attack +5/+0 melee (1d6–1/x2, +1 quarterstaff), or +6/
  +1 ranged (1d8/19-20/x2, light crossbow); Face 5 ft.
  x 5 ft.; Reach 5 ft.; SQ Empathic Link, Share Spells;
  SV Fort +5(+6*), Ref +4, Will +11; AL NG; Str 6, Dex
  10, Con 13(14*), Int 21, Wis 17, Cha 16
  * if within 1 mile of Daffyd, his familiar
  Skills: Alchemy + 19, Concentration +11, Craft
  (bookbinding) +12, Handle Animal +13, Knowledge
  (arcana) +21, Knowledge (Briarton gossip) +8, Knowl-
  edge (local) +13, Knowledge (engineering) +10,
  Knowledge (geography) +10, Knowledge (history)
  +12, Knowledge (planes) +21, Knowledge (nobility)
  +10, Scry +11, Spellcraft +11
  Feats: Brew Potion, Craft Magic Arms and Armor,
  Craft Rod, Craft Wand, Empower Spell, Improved
  Initiative, Forge Ring, Scribe Scroll, Spell Penetration,
  Still Spell
  Languages: Common, Celestial, Draconic,
  Dwarven, Elven, Sylvan
  Possessions: bracers of armor +5, +1 quarterstaff,
  wand of fireballs (8th-level caster), wand of polymorph
  other, amulet of health +2, bag of holding, cloak of dis-
  placement, ring of protection +2, potion of cure serious
  wounds (4), potion of bull’s strength, potion of cat’s grace,
  light crossbow, cottage, cache of 7,500 gp
  Spells (4/6/5/5/5/4/2/1; Base DC = 15 + spell level)
  Spellbook: Spells marked in bold are some of those
  Angwyn prepares on any typical day.
  0 Level—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 Level—alarm, burning hands, charm person, color
  spray, hold portal, identify, mage armor, magic missile,
  magic weapon, shield, shocking grasp, spider climb,
  summon monster I, true strike, unseen servant, ventrilo-
  quism
  2nd Level—arcane lock, blur, bull’s strength, cat’s
  grace, detect thoughts, endurance, flaming sphere, hyp-
  notic pattern, invisibility, knock, levitate, resist elements,
  rope trick, summon monster II, web
  3rd Level—blink, dispel magic, fireball, flame ar-
  row, greater magic weapon, haste, hold person, illusory
  script, lightning bolt, protection from elements, slow,
  stinking cloud, summon monster III, tongues
  4th Level—arcane eye, charm monster, fire shield,
  fire trap, improved invisibility, lesser geas, minor globe
  of invulnerability, polymorph other, polymorph self, re-
  move curse, stoneskin, summon monster IV, wall of ice
  5th Level—cone of cold, cloudkill, contact other
  plane, dominate person, lesser planar binding, mirage
  arcana, passwall, secret chest, seeming, summon mon-
  ster V, teleport, wall of force
  6th Level—antimagic field, analyze dweomer, flesh
  to stone, globe of invulnerability, legend lore, summon
  monster VI
  7th Level—mass invisibility, phase door, summon mon-
  ster VII, teleport without error
  Daffyd: goat familiar; CR 2; Small animal; HD
  13d8+26; hp 26(32*); Init +1 (Dex); Spd 30 ft.; AC 20
  (+1 size, +1 Dex, +8 natural); Attack: melee +7/+2
  (1d6, butt); Face: 5 ft. x 5 ft.; Reach 5 ft.; SA Alertness,
  Empathic Link, Improved Evasion, Share Spells,
  Touch, Speak With Master, Speak With Ruminants,
  Spell Resistance 18, Scry; Master gains +1 bonus on
  Fortitude saves if within 1 mile; SV Fort +6, Ref +5,
  Will +9; AL N; Str 10, Dex 12, Con 13, Int 12, Wis 12, Cha 5
  *if within 1 mile of ap-Llewellyn
  Skills: Balance +9, Escape Artist +3, Listen +4, Spot +7
  Feats: Improved Bull Rush
  Daffyd is an unremarkable brindled goat indistin-
  guishable from the mundane goats on Angwyn ap-
  Llewellyn’s land. In fact, of all the wizard’s acquain-
  tances, only Malcolm suspects that the goat is ap-
  Llewellyn’s familiar.
  
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  Daffyd shares much of his master’s standoffish
  nature, preferring to roam widely, although always
  remaining within a mile of his master. If the wizard
  tires of conversation with a visitor, he sometimes si-
  lently summons the goat to his side, and Daffyd herds
  the visitor away with insistent but non-damaging
  head butts.
  In combat, Daffyd prefers charging over regular
  melee attacks, adding +2 to his attack but suffering -
  2 to his AC that round. If bull rushing, he receives a
  +4 stability bonus, a +2 charge bonus (if charging),
  and a -4 size penalty to his Strength check. He doesn’t
  draw an attack of opportunity when bull rushing.
  Ar
  Ar
  Ar
  Ar
  Arwwwwwooooollllld Dr
  d Dr
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  d Draaaaago
  go
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  A wandering ranger, Arwold Dragoneye protects
  the people of the North Province from the many dan-
  gers lurking in the wilderness. When a fearsome
  green dragon ravaged a village of the province years
  ago, Arwold drove it off with an expert arrow shot to
  its eye. Since then, he has been known as Arwold
  Dragoneye.
  Along with his talent at tracking and woodcraft,
  Arwold has considerable skill at archery. He carries
  an enchanted bow crafted for him by Angwyn ap-
  Llewellyn and Leoric the Old, in the bowyer’s
  younger days.
  More comfortable in the wild than in human soci-
  ety, Arwold seems reserved, sometimes even brusque,
  to others. He sometimes visits the druid, Malcolm, in
  his grove or shares a campfire with shepherd Wystan
  Hillsfar, only occasionally entering Briarton itself.
  Arwold, 46, has long brown hair and a short red-
  dish-brown beard. He has far-seeing brown eyes. Tall,
  with a muscular build, he wears rustic clothing of
  greens and browns to conceal him in the woods.
  Arwold Dragoneye
  Male Human 8th-Level Ranger
  CR 8; Size M (5 ft., 9 in. tall); HD 8d10; hp 46; Init
  +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 from +2
  leather armor); Attack +8/+3 melee (1d6/19-20/x2, +1
  masterwork shortsword) and +8/+3 off-hand melee
  (1d6/19-20/x2, masterwork shortsword), or +11/+6
  ranged (1d8+1/x3, +1 mighty composite longbow); Face
  5 ft. x 5 ft.; Reach 5 ft.; SA Favored Enemy Dragons
  (+2 bonus) and Orcs (+1 bonus); SQ Ambidexterity,
  Two-Weapon Fighting; SV Fort +6, Ref +4, Will +6;
  AL CG; Str 12, Dex 15, Con 10, Int 11, Wis 14, Cha 13
  Skills: Animal Empathy +6, Handle Animal +6,
  Heal +6, Hide +6, Jump +4, Listen +5, Move Silently*
  +18, Profession (guide) +4, Search +5, Speak Lan-
  guage (Terran, Elven), Spot +4, Swim +4, Use Rope
  +4, Wilderness Lore +7
  * Includes bonus from boots of elvenkind
  Feats: Dodge, Iron Will, Point Blank Shot, Track,
  Quick Draw
  Languages: Common, Sylvan, Terran, Elven
  Possessions: +2 leather armor, +1 mighty composite
  longbow (+1 Str bonus), masterwork short swords
  (2),dagger, light mace, boots of elvenkind, rope of climb-
  ing, potion of cure light wounds (3), 45 gp, 20 sp
  Spells: (2/1; Base DC = 12 + spell level)
  1st Level—animal friendship, entangle
  2nd Level—cure light wounds
  Gi
  Gi
  Gi
  Gi
  Gisssssel
  el
  el
  el
  elaaaaa
  A skilled horsewoman who owns a prosperous
  ranch just outside Briarton, Gisela has a colorful but
  tragic past. She ran away from a small village much
  like Briarton as a teenager, seeking a grander destiny
  than life as a farmwife. Chance brought her to a school
  of the fighting arts, where her agility and wits brought
  her to the attention of the swordmaster. Accepted as
  a student despite her lack of funds, Gisela trained
  hard and emerged a capable warrior.
  
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  Gisela became a mercenary roaming the kingdoms
  of the world, but she yearned to fight for something
  more than a pouchful of gold. Hired to help besiege
  an evil temple, Gisela befriended a paladin comrade.
  When the paladin perished in the final battle against
  the temple’s defenders, she asked Gisela to convey
  her armor and tale back to the chapterhouse of her
  fighting order, consecrated to the goddess Erilys.
  Gisela did so, and, having heard the call to
  paladinhood herself, remained to take training as a
  holy knight of Erilys.
  One of her fondest memories came a few years af-
  ter Gisela completed her training. A mysterious stal-
  lion appeared one misty morning outside the
  chapterhouse as Gisela rested and recovered from her
  latest adventure. The spirited steed would allow none
  but Gisela to ride him, and he became her trusted
  warhorse, Mistrider.
  Fighting evil and injustice in many lands, Gisela
  became a great champion of good. On a quest to de-
  feat a vile sorcerer, however, Gisela fell under his ar-
  cane power. The sorcerer’s enchantments forced
  Gisela to serve as his bodyguard, slaying other good-
  hearted adventurers who also sought his end. Months
  passed, until at last a fellow paladin broke the spell’s
  hold on Gisela even as she slew him. Gisela destroyed
  her former master in a rage, but her thirst for ven-
  geance convinced her that she had forsaken the ideals
  of her order. She could no longer bear to call on her
  powers as a paladin or carry on the fight against evil.
  Believing herself unworthy of atonement, Gisela
  left the order and came north to Briarton to try to
  forget her former life. Using money given to her as a
  parting gift by her order, Gisela established a horse
  ranch just outside the village. Her knack with horses,
  strong will and good heart have turned her ranch into
  an excellent source of well-bred, well-trained horses.
  Mistrider remains Gisela’s trusted companion. The
  great stallion serves as the prize stud of her ranch.
  Retired before his time, Mistrider’s yearns for the
  open road. Gisela feels his dismay, yet cannot bring
  herself to again take up the sword and armor packed
  away in a chest in her bedroom.
  The crestfallen paladin keeps most people at a dis-
  tance, even Maerwynn, the priestess of Erilys in
  Briarton, much to the cleric’s dismay. But Gisela and
  the druid, Malcolm, have struck up a friendship of a
  sort. Gisela respects his stern wisdom, while Malcolm
  appreciates her love of horses and subtly encourages
  her to regain that which she has lost.
  (Note: If Gisela ever does reassume the mantle of
  paladin, the cultists of Vextra may feel pressured to
  step up the timetable of their secret plot; p. 44.)
  Gisela, 38, has black hair and deep blue eyes. She
  has a fit, strong build. While not dour, Gisela has a
  serious demeanor tinged by an ever-present sadness.
  Gisela
  Female Human 2nd-Level Warrior/6th-Level Paladin
  CR 7; Size M (5 ft.,7 in. tall); HD 2d8+8 + 6d10+24;
  hp 72; Init +5 (+1 Dex, +4 Improved initiative); Spd
  30 ft.; AC 11 (+1 Dex); Attack +13/+8 melee (1d8+5/
  x2, +2 heavy mace of defending), or +10/+5 ranged
  (1d8/19-20/x2, masterwork light crossbow) ; Face 5
  ft. x 5 ft.; Reach 5 ft.; SA Smite Evil +3 to attack and
  damage, Turn Undead 6/day; SQ Aura of Courage,
  Detect Evil, Divine Grace, Divine Health, Lay on Hands
  18 hit points, Remove Disease 2/week, Special Mount;
  SV Fort +15, Ref +5, Will +5; AL LG; Str 17, Dex 13,
  Con 18, Int 12, Wis 13, Cha 16
  Skills: Climb +8, Diplomacy +4, Handle Animal
  +11, Heal +3, Jump +8, Knowledge (religion) +3, Pro-
  fession (horse rancher) +8, Ride +10, Swim +8
  Feats: Blind-fight, Improved Initiative, Leadership,
  Power Attack
  Languages: Common, Orc
  Possessions: +2 heavy mace of defending, +1 chain
  shirt, dagger, masterwork light crossbow, house, horse
  ranch, 60 gp, 34 sp
  Spells: (2; Base DC = 11+ spell level) If Gisela finds
  her way back to her faith, she chooses the below listed
  spells daily.
  1st Level—cure light wounds, protection from evil
  
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  Mistrider: paladin’s mount; CR 4; Large magical
  beast; HD 6d8+18; hp 52; Init +1 (Dex); Spd 50 ft.; AC
  18 (–1 size, +1 Dex, +8 natural); Attacks: melee +6
  (1d6+4, two hooves), +1 (1d4+2, bite); Face: 5 ft. x 10
  ft.; Reach 5 ft.; SA Improved Evasion, Share Spells,
  Empathic Link, Share Saving Throws; SQ Scent; SV
  Fort +8, Ref +6, Will +3; AL N; Str 19, Dex 13, Con 17,
  Int 6, Wis 13, Cha 6
  Skills: Listen +7, Spot +7
  Filled with boundless energy, Mistrider was born
  to ride headlong into the thick of a battle. Now the
  listless gray beast chaffs at his role as a pampered
  stud stallion (horses bred with Mistrider produce off-
  spring with +1 HD, +1 Str, and an Int 4, and some
  10% have the Evasion special ability). On many oc-
  casions he’s jumped the fence of his paddock to run
  free in the surrounding countryside, always return-
  ing when Gisela calls hoping it signals a return to
  their holy mission.
  INTERACTION SEED: RUNAWAY
  Maryal, the oldest daughter of farmer Black
  Dougal, has an innate empathy for animals, and
  the druid, Malcolm, has started teaching her the
  ways of nature.
  One day, Malcolm brings Maryal with him to
  Gisela’s ranch. While the adults talk, Maryal vis-
  its the horses. She senses Mistrider’s sadness
  about his role and his master’s melancholy, and
  determines to do something about it. The child
  and the warhorse run off together in hopes of
  shaking Gisela out of her doldrums.
  Ma
  Ma
  Ma
  Ma
  Malllllcccccooooolllllm
  mm
  mm
  Malcolm, a druid, lives in a forest grove just out-
  side Briarton. Its location is known to everyone in
  the village, though they rarely disturb the druid there.
  Malcolm dwells in a homey cottage along a bab-
  bling brook in a tree-shaded meadow surrounded by
  thick natural hedges. Those who seek the druid with
  an open heart easily find a path through the bushes
  to his cottage, but those with secret or hostile intent
  find the hedge an impenetrable maze of dead ends.
  A respected figure in Briarton, Malcolm frequently
  visits Greenbriar Inn. Normally a friendly person,
  Malcolm can be remote, even stern, at times in carry-
  ing out his role as a protector of the natural world.
  Those who would despoil the wonders of nature for
  short-sighted gain have cause to fear the druid’s
  wrath.
  He has a strong affinity for nature, of course. Small
  animals and birds trust Malcolm implicitly, and of-
  ten come to him for the tidbits he carries in his robe
  for them.
  Malcolm is extremely wise, and willing to offer
  advice even to those who do not follow his faith. His
  judgments, though fair, can be exceedingly strict. Few
  have the strength of will to submit to the druid’s soul-
  deep scrutiny.
  The druid is friendly with Angwyn ap-Llewellyn,
  and occasionally visits the cantankerous wizard at
  his cottage. He also gets along well with Arwold
  Dragoneye and Gisela.
  Malcolm, 48, has black hair and a thick black beard,
  with measuring brown eyes. He has a burly build,
  and typically wears a dark brown robe.
  Malcolm
  Male Human 7th-Level Druid
  CR 7; Size M (6 ft., 1 in. tall); HD 7d8; hp 41; Init +3
  (+3 Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 from +1 leather
  armor); Attack +7 melee (1d6+2/x2, +2 quarterstaff),
  or +8 ranged (1d4/x2, sling); Face 5 ft. x 5 ft.; Reach 5
  ft.; SQ Animal Companion, Nature Sense, Resist
  Nature’s Lure, Trackless Step, Wild Shape 3/day,
  Woodlands Stride; SV Fort +6, Ref +6, Will +9; AL
  NG; Str 11, Dex 16, Con 11, Int 13, Wis 17, Cha 12
  Skills: Animal Empathy +10, Diplomacy +5,
  Handle Animal +6, Heal +9, Hide +6, Knowledge
  (nature) +8, Swim +3, Wilderness Lore +13
  
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  Feats: Brew Potion, Craft Arms and Armor, Craft
  Wondrous Item, Extend Spell
  Languages: Celestial, Common, Druidic
  Possessions: +2 quarterstaff, +1 leather armor, cloak
  of resistance +1, boots of speed, dagger, shortspear, sling,
  potion of cure light wounds (3), flame strike scroll, trans-
  mute rock to mud scroll, cottage, 540 gp, three 100 gp
  pearls
  Spells: (6/5/4/3/1; Base DC = 13 + spell level)
  0 Level—create water, cure minor wounds (2), detect
  poison, flare, guidance
  1st Level—animal friendship, cure light wounds, de-
  tect snares and pits, goodberry, obscuring mist
  2nd Level—animal messenger, barkskin, flaming sphere,
  hold animal
  3rd Level—call lightning, plant growth, summon
  nature’s ally III
  4th Level—summon nature’s ally IV
  Grace and Abel: dire weasels; CR 2; Medium-size
  animal; HD 3d8; hp 13; Init +4 (Dex); Spd 40 ft.; AC
  16 (+4 Dex, +2 natural); Attack melee +6 (1d6+3, bite);
  Face 5 ft. x 5 ft.; Reach 5 ft.; SA Attach, Blood Drain;
  SQ Scent; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19,
  Con 10, Int 2, Wis 12, Cha 11
  Abel’s Skills: Hide +11, Move Silently +6, Spot +5
  Grace’s Skills: Hide +9, Move Silently +6, Pick
  Pockets + 6
  Feats: Weapon Finesse (bite)
  Grace and Abel are siblings. The energetic, mis-
  chievous male, Abel, loves tormenting Tracker; he
  pulls his tail, drops things on his head from above
  and finds other ways to disrupt the wolf’s sleep.
  Grace is somewhat vain, and preens constantly. She
  also has a penchant for “finding” things, especially
  shiny coins and jewelry.
  Tracker: wolf; CR 1; Medium animal; HD 2d8+4;
  hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2
  natural); Attack melee +3 (1d6+1, bite); Face 5 ft. x 5
  ft.; Reach 5 ft.; SA Trip; SQ Scent; SV Fort +5, Ref +5,
  Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Skills: Hide +3, Listen +4, Move Silently +4, Spot
  +4, Wilderness Lore +1*
  * Wolves receive a +4 racial bonus to Wilderness Lore
  checks when tracking by scent
  Feats: Weapon Finesse (bite)
  A band of shepherds killed Tracker’s mother when
  he was just a cub. Luckily, Malcolm happened upon
  the group before they had a chance to kill the cub. In
  the year since, Tracker has traveled with the druid
  wherever he goes. Barely into adulthood, the young
  wolf is still very much playful, and he enjoys chasing
  Abel and good-naturedly chewing on his ears.
  Kayla: eagle; CR ½; Small animal; HD 1d8+1; hp
  5; Init +2 (Dex); Spd 10 ft., fly 80 ft. (average); AC 14
  (+1 size, +2 Dex, +1 natural); Attack melee +3 (1d3,
  two claws) and melee –2 (1d4, bite); Face 5 ft. x 5 ft.;
  Reach 5 ft.; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15,
  Con 12, Int 2, Wis 14, Cha 6
  Skills: Listen +6, Spot +6*
  * Eagles receive a +8 racial bonus to Spot checks during
  daylight
  Feats: Weapon Finesse (claw, bite)
  The regal Kayla is quite aloof toward the other
  animals, for she sees herself as Malcolm’s only true
  companion; the others are just the druid’s occasion-
  ally useful lackeys. When not flying about, Kayla,
  with head held high and never sparing a glance for
  the lesser animals, takes 10-minute perch breaks on
  the druid’s shoulder.
  PPPPPlllllaaaaaccccces o
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  The countryside around Briarton contains a few
  places of interest to villagers or travelers. GMs can
  use the information on these places as a starting point
  to devise their own adventures.
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  Constructed 100 years ago to tame the North Prov-
  ince, Castle Angorn stands atop a hill two days’ walk
  from Briarton. The great stone castle, with an inner
  keep, outer wall and numerous towers, stood for more
  than 50 years before falling during a war with a neigh-
  boring power.
  The king did not rebuild the castle, and it mold-
  ered until 20 years ago, when a wicked sorcerer
  named Dagian the Black turned one of the remain-
  ing towers into a stronghold. Guarded by a loyal tribe
  of orcs, he conducted vile experiments that loosed
  many dangerous creatures, strange crosses between
  animals both natural and fantastical, to wreak havoc
  on farms and villages until the king dispatched a force
  to end his depredations.
  Lord Arundel and several former soldiers living
  in Briarton joined the force. The soldiers destroyed
  the orcs and toppled the sorcerer’s tower, but Dagian
  vanished before their arrival and has not been seen
  again.
  While the upper works of Castle Angorn continue
  to crumble, the dungeons and storerooms below are
  now home to all manner of fell beasts. There are re-
  ports that a catacomb lies somewhere under the cel-
  lars, and it is known that the excavations tap into a
  network of natural caverns extending deep into the
  
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  earth. Some whisper that Dagian the Black escaped
  into this subterranean world before the fall of his dark
  tower 20 years ago and dwells there still.
  Among other monsters, the ruins below Castle
  Angorn are home to a band of orcs that raided
  Briarton some 15 years ago. Several people were car-
  ried back to the orc lair, but were later rescued by a
  party of villagers. The orcish tribe continues to dwell
  beneath the castle ruins.
  Over the years, many adventurers have passed
  through Briarton on their way to explore the dun-
  geons of Castle Angorn. Only a few have returned,
  bearing treasures and stories of countless hazards.
  GRAAK
  Chieftain of the orc tribe dwelling below Castle
  Angorn, Graak rules with an iron hand.
  Once servants of Dagian the Black, the orcish sur-
  vivors of the battle with the human soldiers 20 years
  ago fled into the welcoming darkness below the castle
  ruins.
  About 15 years ago, the orcs ventured forth to at-
  tack Briarton. The raiders carried off a number of vil-
  lagers, resulting in the arrival of a rescue party at their
  lair a few hours later. The humans retrieved the cap-
  tives, but at great cost.
  In the years since, the tribe has contented itself with
  fighting adventurers who enter the dungeons in
  search of loot, waylaying an occasional traveler pass-
  ing by the ruined castle and raiding in other direc-
  tions.
  The tribal shaman has informed Graak of a vision
  revealing that the chief has a half-orc son in Briarton.
  This news pleased Graak greatly, as all his orcish sons
  have perished at the hands of adventurers or other
  threats over the years. Graak awaits the day when
  his son will return to slay him and take his place as
  chieftain, in accordance with orcish ways.
  Fairly old for an orc at 36 years of age, Graak relies
  on guile more than brute force to keep younger orcs
  in line. He remains a dangerous foe in combat, how-
  ever, with cunning gained from years of experience
  compensating for any lessening of physical ability as
  he ages.
  Graak has coarse black hair and red-brown eyes.
  He has grayish-green skin with a jutting forehead and
  snout-like nose. His muscular body has a stooped
  posture. In combat, Graak wears a captured suit of
  rusty chain armor and wields an orc double axe.. His
  command of Common is far from perfect.
  Graak
  Male Orc 12th-Level Barbarian
  CR 12; Size M (6 ft., 0 in. tall); HD 12d12+36; hp
  106; Init +6 (+2 Dex, +4 Improved initiative); Spd 40
  ft.; AC 21 (+2 Dex, +7 from +3 chain shirt, ring of pro-
  tection +2); Attack +17/+12/+7 melee (1d8+7/x3, + 2
  orc double axe of wounding) or +15/+10/+5 ranged
  (1d8+1/19-20/x2, +1 light crossbow with +1 bolts); Face
  5 ft. x 5 ft.; Reach 5 ft.; SQ Damage Reduction 1/-,
  Darkvision 60 ft., Light Sensitivity, Rage 4/day, Un-
  canny Dodge (Dex bonus to AC, can’t be flanked, +1
  against traps); SV Fort +11, Ref +6, Will +4; AL NE;
  Str 21, Dex 14, Con 16, Int 12, Wis 11, Cha 12
  Skills: Climb* +16, Craft (weaponsmithing) +9,
  Handle Animal +5, Hide +3, Intimidate +9, Intuit Di-
  rection +7, Jump +11, Listen +7, Move Silently +3,
  Ride +7, Spot +2, Swim +9, Wilderness Lore +7
  * includes bonuses from ring of climbing
  Feats: Alertness, Cleave, Improved Initiative,
  Power Attack, Track
  Languages: Common, Orc, Undercommon
  Possessions: +2 orc double axe of wounding, +3 chain
  shirt, +1 light crossbow, +1 bolts (20), dagger, ring of
  climbing, ring of protection +2, potion of cure serious
  wounds (2), warhorse
  
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  CCCCClllllaaaaayhil
  yhil
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  yhill Ab
  l Ab
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  l Ab
  l Abbbbbbeeeeeyyyyy
  A former monastery sacked by bandits nearly 50
  years ago, shortly after the fall of Castle Angorn,
  Clayhill Abbey attracts occasional curious adventur-
  ers even today. The ruined abbey lies about a day’s
  walk from Briarton.
  The abbey, which once consisted of a great cathe-
  dral, library, scriptorium, chapel and monks’ quar-
  ters, was constructed by an order dedicated to a de-
  ity of knowledge. Monks turned out beautifully illu-
  minated manuscripts copied from ancient volumes
  in its rich library.
  But roving bandits attacked the abbey one night,
  slaying most of the monks and setting fire to the li-
  brary. The few survivors sorrowfully set out for other
  monasteries of their order, leaving the ravaged ab-
  bey abandoned.
  Moss and vines now creep across tumbled stone
  blocks in the upper works, which have largely col-
  lapsed over the years. But the cellars and crypts be-
  neath the monastery are reputed to contain the lairs
  of various foul monsters and, according to rumor,
  forgotten treasures of the abbey.
  Shri
  Shri
  Shri
  Shri
  Shrine o
  ne o
  ne o
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  ne of V
  f V
  f V
  f V
  f Vex
  ex
  ex
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  extr
  tr
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  tr
  traaaaa
  Vextra’s shrine consists of an eerie circle of stand-
  ing stones around a sacrificial altar of rock hidden
  away in a shadowed glen deep within the forest near
  Briarton. Thorn bushes form maze-like paths sur-
  round the shrine, and only the cult of Vextra knows
  the true path to the center.
  A god of pestilence and trickery, Vextra commands
  blood sacrifices and other wicked rituals of his fol-
  lowers. Cultists hope to avert his fearsome anger with
  their worship, and beg for his assistance as they fur-
  ther goals born in greed, envy, hate or other malign
  desires.
  Naturally, the good kingdom of Galien frowns on
  worship of such an evil deity. Vextra’s followers meet
  in secret, their identities concealed by masks and
  hoods, to conduct their horrific rites. A handful of
  villagers from Briarton, as well as inhabitants of other
  communities, slip away to meet at the shrine for their
  periodic ceremonies.
  Balduin, a woodcutter from Briarton who is a cult-
  ist, contrives to do much of his work in the forest near
  the shrine so he can keep an eye out for possible in-
  truders. He tries to mislead or otherwise deceive any-
  one poking around in the woods near the shine. He
  may even try to kill intruders if it seems possible.
  Otherwise, Balduin sends word of the intrusion to
  other cultists via seemingly innocuous symbols and
  marks left in public places.
  Vextra, Lord of Pestilence
  Alignment: LE
  Domain: Evil, Pestilence, Trickery
  Symbol: A black iron star with a ruby in its center
  Favored Weapon: Morningstar
  Typical Worshipers: Vextra’s worshippers include
  evil fighters, rogues, sorcerers and wizards and those
  making their living through trickery.
  Description: The god of pestilence and trickery,
  Vextra is a lawful evil deity. His titles include the Dark
  Star and the Blight Bringer. Vextra favors those who
  cheat and steal from others and who destroy whole
  communities through blights or contagions. His cler-
  ics rarely form temples, as they are constantly on the
  move, sowing seeds of disease and deception wher-
  ever they go.
  
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  PESTILENCE DOMAIN
  Granted Power: You may use a withering touch
  once per day. Your withering touch is a spell-like abil-
  ity that is a death effect. You must succeed at a melee
  touch attack against a living creature (using the rules
  for touch spells). When you touch, the victim attempts
  a Fortitude save vs. a DC equal to 10+ your level. If
  the victim fails the save, he permanently loses 1 point
  of Strength, Constitution or Dexterity (victim’s
  choice).
  1st Level— ray of enfeeblement
  2nd Level— summon swarm
  3rd Level—contagion
  4th Level— diminish plants
  5th Level— malaise
  6th Level— plant blight
  7th Level— creeping doom
  8th Level— horrid wilting
  9th Level— plague
  Malaise
  Necromancy
  Levels: Clr 5, Pestilence 5
  Components: V, S, DF
  Casting Time: 1 Round
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or more creatures, not two of which
  can be more than 20 ft./level apart
  Duration: 2 hours per level
  Saving Throw: Will negates
  Spell Resistance: Yes
  An invisible pall descends on the affected creatures,
  causing them to suffer a generalized ill health (-2 to
  Fortitude saves).
  The spells affects a total number of hit dice of crea-
  tures (persons of not) up to 10 HD per level of the
  caster. If there are too many potential targets, the
  caster picks creatures one at a time until the limit is
  reached.
  The malaise can be countered by dispel magic, heal,
  limited wish, miracle or wish spells.
  Plant Blight
  Transmutation
  Level: Drd 6, Pestilence 6
  Components: V, S, DF
  Range: Long (400 ft. + 40 ft./level)
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  This spell can be used one of two ways. If can tar-
  get normal plants, reducing their potential produc-
  tion over the course of the following year to 10-40%
  of normal. Or if cast on a single plant creature or ani-
  mated plant, the target suffers a permanent loss of
  10% of its hit points every month until it dies or the
  spell is countered by plant growth, which stops the
  progression of the blight but doesn’t restore lost hit
  points.
  Plague
  Necromancy
  Level: Pestilence 9
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Targets: Two individuals per caster’s level within
  a 100-ft radius
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subjects contract pneumonic plague, which
  strikes its initial victims within 3-36 (3d12) minutes.
  Subjects are –2 to save against this spell, and once
  they are infected, they quickly spread the disease to
  others. Secondary infections require a 1d4 day incu-
  bation period, after which the victims suffer the ef-
  fects of the disease and become contagious them-
  selves.
  Pneumonic plague: Transmitted through coughs,
  sneezes or fluid contact, pneumonic plague’s symp-
  toms include: chills, high fever, headache and blood
  in the lungs. Without treatment, pneumonic plague’s
  mortality rate is 100%, and unless its victims are quar-
  antined the disease affects 1d20 people daily, spread-
  ing quickly to other communities via infected travel-
  ers.
  Disease
  Infection
  DC
  Incubation
  Dmg
  Pneumonic plague Inhaled
  20
  1d4 days
  1d6 Con
  BENEGER CORBEN
  Beneger Corben presides over the depraved rites
  at Vextra’s hidden shrine. Clad in a blood-red robe
  and silver mask, the priest commits the sacrifices
  necessary to gain Vextra’s awful favor. Other cultists
  both revere Beneger and fear him, much as they do
  Vextra himself.
  When not conducting rituals for the cult, Beneger
  adopts a variety of guises as he travels throughout
  the North Province. He particularly enjoys posing as
  a mendicant friar collecting alms for the poor, or as a
  pilgrim off to see holy shrines; it amuses Beneger to
  trick others into receiving his unholy blessing.
  Originally from a great city in another kingdom,
  Beneger was forced to flee when paladins and priests
  of a god of law uncovered his malevolent cult. Many
  
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  of his followers sacrificed their lives to enable his es-
  cape, and Beneger fled to the sparsely populated
  North Province without sparing a second thought for
  them.
  Now he seeks to rebuild his power by bringing
  others to the worship of Vextra, though with much
  greater care and secrecy than before.
  Beneger, 50, has iron-gray hair and icy blue eyes.
  He is tall, with a commanding presence that he some-
  times conceals while in disguise.
  Beneger Corben
  Male Human 9th-Level Cleric
  CR 9; Size M (5 ft., 10 in. tall); HD 9d8; hp 52; Init
  +1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, +6 from +1
  chainmail); Attack +9/+4 melee (1d8+3/x2, +1
  morningstar), or +7/+2 ranged (1d8/19-20/x2, light
  crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke
  Undead 5/day; SQ Spontaneous Casting (inflict
  spells); SV Fort +6, Ref +4, Will +10; AL LE; Str 15,
  Dex 13, Con 11, Int 10, Wis 18, Cha 14
  Skills: Bluff +12, Concentration +2, Diplomacy +7,
  Disguise +7, Hide + 5, Heal +8, Knowledge (religion)
  +5, Profession (merchant) +7
  Feats: Brew Potion, Combat Casting, Craft Rod,
  Leadership, Skill Focus (bluff)
  Languages: Common
  Possessions: +1 morningstar, +1 chainmail, amulet
  of proof against detection and location, rod of cancella-
  tion, potion of bull’s strength, potion of cat’s grace, potion
  of cure moderate wounds (3), potion of detect thoughts,
  black iron star “charms” (40), 150 gp, 46 sp, two 75
  gp rubies
  Spells: ( 6/5+1/5+1/4+1/3+1/1+1; Base DC 14 +
  spell level) Benegar’s domains are Trickery (Bluff,
  Disguise and Hide are class skills) and Pestilence
  (may use a withering touch, a spell-like ability, once
  per day). Domain spells are marked with an asterisk.
  0 Level—cure minor wounds (2), detect magic, inflict
  minor wounds (2), resistance
  1st Level—bane, change self*, comprehend languages,
  cure light wounds, inflict light wounds, sanctuary
  2nd Level—aid, bull’s strength, cure moderate wounds,
  desecrate, hold person, invisibility*
  3rd Level—bestow curse, blindness/deafness, cure seri-
  ous wounds, contagion*, inflict serious wounds
  4th Level—diminish plants*, giant vermin, inflict criti-
  cal wounds, lesser planar ally
  5th Level—flame strike, malaise*
  INTERACTION SEED: BLIGHT
  Benegar Corben has concocted an insidious
  scheme to bring more followers to the cult of
  Vextra. This plot is designed to unfold gradually,
  advancing in stages between adventures by the
  PCs.
  At first, the cultists secretly cause a series of
  accidents, illnesses, crop blights and other mis-
  fortunes to befall their fellow villagers. As wor-
  ries mount, the cultists mention that they haven’t
  experienced any such tribulations since pur-
  chasing good luck charms from a wandering friar
  a few months back. The cultists happen to have a
  few extras to sell to other villagers, who are then
  exempted from the secret attacks of the cultists.
  The charms are actually unholy symbols of
  Vextra, modified by removing the ruby to throw
  off anyone familiar with the cult.
  In time, Benegar, disguised as a mendicant friar,
  again passes through Briarton. He sells his luck
  charms to all who desire them and preaches about
  the harvest-protecting god whose worship he
  spreads. After a day or so, Benegar leaves the vil-
  lage to continue his journeys through the prov-
  ince. Some villagers who declined the charms are
  beset by diseases, crop failures, etc.
  Some time later, Benegar returns to Briarton in
  his friar guise. He invites the people of the village
  to add worship of his deity, Vextra, to their rever-
  ence for Erilys. If the villagers agree, a small shrine
  to Vextra is constructed in the community. Rites
  at the shrine are tame by comparison to the hor-
  rific rituals conducted secret forest altar; for ex-
  ample, only symbolic sacrifices are used. But ritu-
  als and teachings at the village shrine grow im-
  perceptibly darker as Benegar and the other cult-
  ists seek to slowly corrupt the people of Briarton.
  As Oswin the Tinker and Geneviève the Fair
  visit other parts of North Province frequently, ei-
  ther might run across other tales of woe averted
  by a mendicant friar and become suspicious. Voic-
  ing such suspicions in the wrong places would
  make one a targets for action by the cultists, and
  anyone with one of the friar’s charms would be
  seen as a potential enemies by the two.
  
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  mm
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  mm
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  Ind
  Ind
  Ind
  Ind
  Index
  ex
  ex
  ex
  ex
  Entries in bold have associated d20 and ACTION! SYSTEM stats
  Abel (animal companion) ........................... 40, 54
  Ailith the Potter (NPC) ...................................... 21
  Aldwin the Silent (NPC).................................... 15
  Alfgar Strongarm (NPC) ............................ 14, 47
  Allure (spell) ....................................................... 11
  Angwyn ap-Llewellyn (NPC).................... 36, 51
  Arundel Manor (building)............................ 8, 46
  Arwold Dragoneye (NPC).......................... 37, 52
  Audrye (NPC) ..................................................... 28
  Balduin (NPC) .............................................. 28, 49
  Barbarian (interaction seed) ................................ 9
  Beneger Corben (NPC) ............................... 44, 55
  Black Dougal (NPC) .................................... 28, 49
  Blacksmith’s shop (business) ............................ 13
  Blight (interaction seed)..................................... 44
  Brewery (business) ............................................. 14
  Briarton (village) .................................................. 6
  Carpenter’s shop (business).............................. 15
  Castle Angorn (building)................................... 40
  Clayhill Abbey (building).................................. 42
  Cobbler’s shop (business) ................................. 15
  Conrad Martel (NPC) .................................. 24, 48
  Cormac’s House of Wondrous Goods
    and Services (business) .................................... 16
  Daffyd (familiar) .......................................... 36, 52
  Drogo Ravenot (NPC) ................................. 29, 49
  Drunkenness (rules).................................... 30, 50
  Dunstan Giles (NPC)............................................ 8
  Edan (NPC) ......................................................... 15
  Edgyth (NPC)...................................................... 15
  Edmond Stumptooth (NPC) ............................. 29
  Elfrid (NPC) ........................................................ 29
  Elysande Martel (NPC)...................................... 23
  Erilys (deity) ....................................................... 26
  Everlasting hearth (spell) ................................. 26
  Fish (skill) ............................................................ 20
  Gellir, son of Agnar (NPC) ........................ 12, 46
  Geneviève the Fair (NPC) .......................... 33, 51
  Gert (NPC)........................................................... 15
  Gisela (NPC)................................................. 38, 53
  Glassblower’s shop (business).......................... 18
  Godwin (NPC) .................................................... 20
  Graak (NPC) ................................................. 41, 55
  Grace (animal companion) ......................... 40, 54
  Grass cloaker (monster) .............................. 32, 50
  Greenbriar Inn (business) .................................. 23
  Grimbor (NPC)............................................. 21, 48
  Hearth (domain) ................................................. 26
  Henna the Wise (NPC) ............................... 17, 47
  Hewald the Miller (NPC) ........................... 21, 48
  Hilde (NPC)......................................................... 22
  Horrors (interaction seed) ................................. 30
  Hunt (skill) .......................................................... 22
  Kayla (animal companion) ......................... 40, 55
  Kenrik the Lame (NPC) .............................. 19, 48
  Kimbery (NPC) ................................................... 24
  Lady Alianora Fitzhugh (NPC) ................. 10, 46
  Leoric the Old (NPC) .................................. 30, 50
  Leurona (NPC) ............................................. 18, 47
  Leurona’s Mercantile (business)....................... 17
  Lord Roderick Arundel (NPC) .................. 10, 46
  Lost (interaction seed)........................................ 20
  Love (interaction seed) ...................................... 22
  Maerwynn (NPC)......................................... 27, 49
  Malaise (spell) .................................................... 43
  Malcolm (NPC) ............................................ 39, 54
  Maryal (NPC)...................................................... 39
  Merhild (NPC) .................................................... 15
  Mill (business) ..................................................... 20
  Mistrider (paladin’s mount) ....................... 39, 53
  Monster (interaction seed) ................................ 32
  Mydrede (NPC) .................................................. 20
  Oswin the Tinker (NPC) ............................ 34, 51
  Pestilence (domain) ........................................... 43
  Pixies (interaction seed) ..................................... 15
  Plague (spell) ...................................................... 43
  Plant blight (spell) ............................................. 43
  Potter’s shop (business) ..................................... 21
  Ragnar (NPC) ........................................................ 9
  Ravensblade (weapon) ................................. 9, 46
  Refresh (spell)..................................................... 26
  Revenant (interaction seed) .............................. 11
  Ring of influence (magic item).................. 10, 46
  Robin Fitzhugh (NPC) ....................................... 11
  Rolf Merick (NPC) .............................................. 22
  Rosalind Giles (NPC) ........................................... 8
  Runaway (interaction seed) .............................. 39
  Sand (interaction seed) ...................................... 20
  Shrine of Erilys (building) ................................. 25
  Shrine of Vextra (building) ................................ 42
  Stefan Dinescu (NPC)................................. 31, 50
  Success (interaction seed) .................................. 34
  Sunniva (NPC) .................................................... 19
  Suspicion (interaction seed) .............................. 18
  Swithin (NPC) ..................................................... 15
  Talent (interaction seed) .................................... 33
  Tancred the Stout (NPC).................................... 14
  Tannery (business).............................................. 22
  Tracker (animal companion) ...................... 40, 54
  Ulric the Red (NPC) .................................... 18, 47
  Vextra (deity) ...................................................... 42
  Wat Martel (NPC) ............................................... 25
  Wulfric the Tanner (NPC).................................. 22
  Wystan Hillsfar (NPC) ....................................... 32
  
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  d R
  d R
  d R
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  us
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  h Ga
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  AAAAAcccccti
  titi
  titiooooon! Sy
  n! Sy
  n! Sy
  n! Sy
  n! Syssssstem St
  tem St
  tem St
  tem St
  tem Staaaaatttttsssss
  LLLLLooooord R
  rd R
  rd R
  rd R
  rd Roooooddddderi
  eri
  eri
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  ericcccck Ar
  k Ar
  k Ar
  k Ar
  k Aruuuuund
  nd
  nd
  nd
  ndel
  el
  el
  el
  el
  Attributes:
  STR
  6
  REF
  6
  HLT
  6
  PRE
  5
  INT
  4
  WIL
  4
  DEF
  16/17*
  INI
  5/7*
  MOV
  12
  TGH
  5
  LIF
  26
  Advantages: Famous: Fair and just lord (Conv.; +3
  to Social skills), Fast Reflexes (+2 INI*), Membership:
  Nobility (Major; MR: 4),  Phys. Adv.: Blind fighting
  (+3 to offset penalties for poor/no sight), Extra Ac-
  tion Points (+7 AP)
  Disadvantages: Psych. Disad.: Lawful good mo-
  rality (Peril), Senior: 62 years old (Inconv.)
  Skills: Animal Handling +5, Athletics +2, Aware-
  ness +2, Crossbows +6, Knowledge (nobility) +4,
  Knowledge (wilderness lore) +1, Negotiation +4,
  Orate (Command +4) +1, Persuasion +2, Polearms
  (Lances +4) +2, Riding +6, Society (high) +4, Stealth
  +2, Swimming +4, Swords +9*
  Equipment: dagger (1d6; 2d6 w/STR), magic
  chainmail armor* (AV: 15, Loc: 3, 5-15; +1 DEF), lance
  (3d6, 5d6 w/charge), magic ring of defense (+1 DEF),
  Ravensblade—magic longsword (3d6; 4d6+2 w/STR;
  +2 to Swords skill), small crossbow (2d6), potion of
  strength—1 dose (adds +4 STR potion of healing—
  10 doses (heals 1d6 LIF per dose), magic ring of pro-
  tection (+3 to DEF and skill rolls to avoid damage),
  magic horseshoes (+6 MOV when worn by horse),
  five sets of clothing, manor house, light warhorse, a
  6,000 gp cache.
  LLLLLaaaaadddddy Ali
  y Ali
  y Ali
  y Ali
  y Aliaaaaannnnnooooorrrrra Fit
  a Fit
  a Fit
  a Fit
  a Fitzh
  zh
  zh
  zh
  zhugh
  ugh
  ugh
  ugh
  ugh
  Attributes:
  STR
  3
  REF
  5
  HLT
  3
  PRE
  7/10*
  INT
  5
  WIL
  7
  DEF
  15
  INI
  5/6*
  MOV
  8
  TGH
  3
  LIF
  23
  Advantages: Famous: local Lady and great mod-
  erator (Conv.; +3 to Social skills), Fast Reflexes (+1
  INI), Membership: Nobility (Major; MR: 3)
  Disadvantages: Psych. Disad.: Neutral good mo-
  rality (Inconv.)
  Skills: Athletics +2, Awareness (hearing +2) +4, Con-
  versation +5, Dancing +4, History +5, Instrument
  (harp) +7, Instrument (flute) +4, Language (Dwarven)
  +4, Negotiations +6, Orate (bard +2) +2, Persuasion
  +4, Religion +5, Riding +3, Singing +4, Society (high)
  +3, Stealth +2, Throwing +4
  Equipment: silver dagger, Ring of Influence, mas-
  ter quality lute (+1 to skill roll), master quality flute
  (+1 to skill roll), harp, armoire of 20 fine dresses and
  cloaks, light riding horse, 500 gp in gold and gems
  Ra
  Ra
  Ra
  Ra
  Raven
  ven
  ven
  ven
  vensssssbbbbblllllaaaaadddddeeeee
  Magic, master quality sword, provides +2 bonus
  to the wielder’s Swords skill.
  RRRRRiiiiinnnnng o
  g o
  g o
  g o
  g of Infl
  f Infl
  f Infl
  f Infl
  f Influen
  uen
  uen
  uen
  uenccccceeeee
  +3 bonus to PRE when worn.
  Ar
  Ar
  Ar
  Ar
  Aruuuuund
  nd
  nd
  nd
  ndel Ma
  el Ma
  el Ma
  el Ma
  el Mannnnnooooor Def
  r Def
  r Def
  r Def
  r Defen
  en
  en
  en
  enssssses
  es
  es
  es
  es
  Walls (reinforced masonry): AV: 18, Hits: 15,
  Tricky Climbing roll (TN 15); To break: Legendary
  STR roll (TN 30).
  Doors (wood, heavy): AV: 10, Hits: 9; Break: Diffi-
  cult STR roll (TN 21)
  Locks: Challenging Lockpicking roll (TN 18)
  Windows: AV: 2, Hits: 2, DEF: 10
  Wooden Shutters: AV: 6, Hits: 4, DEF: 12
  GGGGGel
  el
  el
  el
  ellir
  lir
  lir
  lir
  lir
  DWARVEN WARRIOR
  Attributes:
  STR
  7
  REF
  4
  HLT
  7
  PRE
  4
  INT
  5
  WIL
  5
  DEF
  14/15*
  INI
  5/6
  MOV
  4*
  TGH
  6
  LIF
  41
  Advantages: Phys. Advantage: Blind Fighting (+3
  to offset penalties for poor/no sight), Fast Reflexes
  (+1 INI), Strong Willed (Gift), Extra Action Points (+7
  AP), Night Vision (Edge)
  Disadvantages: Psych. Disad.: Lawful good mo-
  rality (Peril), Psych. Disad.: Loyal to Lord Arundel
  (Hardship), Psych. Disad.: Loves/protective of
  Arundel family (Hardship), Psych. Disad.: Values
  truth/scorns liars (Hardship), Short (dwarf; max
  MOV 4)*
  Skills: Appraisal +5, Athletics +3, Awareness +4,
  Maces/Clubs (Warhammer +2) +6, Craft (stonema-
  sonry) +5, Crossbows +5, Language (Common) +5,
  Language (Orc) +3, Persuasion +2, Riding +3, Society
  (high) +2, Smith (armor +2) +5, Stealth +2, Swords
  +6, Throwing +5
  Equipment: dagger (1d6; 2d6 w/STR), *magical
  chainmail armor (AV: 14, Loc: 3, 5-15; +1 DEF), small
  crossbow (2d6), magical warhammer (3d6; 4d6+2 w/
  STR; +1 to Maces/Clubs skill), potion of strength—1
  dose (adds +4 STR for 1 hour),  potion of healing—1
  dose (heals 2d6 LIF per dose), magic ring of warmth
  (+6 to TGH to resist cold damage), smithing and
  stonemasonry tools, 1,000 gp.
  
  47
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  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
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  mm
  mm
  Al
  Al
  Al
  Al
  Alfffffga
  ga
  ga
  ga
  gar Str
  r Str
  r Str
  r Str
  r Strooooonnnnnga
  ga
  ga
  ga
  garm
  rm
  rm
  rm
  rm
  BLACKSMITH
  Attributes:
  STR
  8
  REF
  7
  HLT
  5
  PRE
  5
  INT
  5
  WIL
  4
  DEF
  17
  INI
  6
  MOV
  13
  TGH
  6
  LIF
  23
  Advantages: High Pain Threshold (Conv.)
  Disadvantages: Psych. Disad.: Neutral morality
  (Inconv.), Psych. Disad.: Suspicious of strangers
  (Inconv.), Secret: Runaway apprentice (Hardship),
  Social Disad.: Shy around attractive women (Inconv.;
  -3 to social skill rolls)
  Skills: Animal Handling +4, Athletics +2, Aware-
  ness +2, Crossbows +4, Language (Dwarven) +1,
  Locksmith +4, Maces/Clubs +4, Mechanics +4,  Per-
  suasion (Intimidation +2) +2, Smith (blacksmith +2)
  +4, Stealth +4, Use Magic Device +4.
  Equipment: chainmail (AV: 12, Loc: 6-15), dagger
  (1d6; 2d6 w/STR), light crossbow (2d6), warhammer
  (3d6; 4d6+2 w/STR), thieves’ tools, smithy, forge,
  1,000 gp of pre-made items, 75 gp, 80 sp
  HHHHHen
  en
  en
  en
  enna th
  na th
  na th
  na th
  na the Wi
  e Wi
  e Wi
  e Wi
  e Wissssseeeee
  MERCHANT/ALCHEMIST
  Attributes:
  STR
  3
  REF
  3
  HLT
  4
  PRE
  5
  INT
  6
  WIL
  7
  DEF
  13
  INI
  5
  MOV
  7
  TGH
  5
  LIF
  26
  Advantages: Strong Willed (Conv.)
  Disadvantages: Psych. Disad.: Lawful neutral
  morality (Inconv.), Secret: Childhood accident (Hard-
  ship)
  Skills: Alchemy +7, Art (sculpting) +7, Athletics +2,
  Awareness +5, Craft (bookbinding) +4, Craft (brew-
  ing) +4, Craft (pottery) +4, Craft (weaving) +5,
  Herbalism +6, Knives +3, Language (Dwarven) +4,
  Language (Gnome) +4, Lip Reading +4, Persuasion
  +2, Professional (apothecary) +6, Professional (book-
  keeper) +5, Professional (moneylender) +5, Stealth +2,
  Throwing +4, Writing +5
  Equipment: curio shop, 2,500 gp of items for sale
  (curios, maps, potions, books, etc.), alchemist’s lab,
  five dresses, 1,500 gp of coins in various denomina-
  tions (for money changing) kept in three locked
  chests, a personal cache of 650 gp
  LLLLLeur
  eur
  eur
  eur
  eurooooona
  na
  na
  na
  na
  MERCANTILE SHOP OWNER
  Attributes:
  STR
  5
  REF
  5
  HLT
  4
  PRE
  4
  INT
  4
  WIL
  6
  DEF
  15/17
  INI
  5
  MOV
  10
  TGH
  6
  LIF
  24
  Advantages: Membership: MR4/minor priestess
  in Cult of Vextra (Moderate)
  Disadvantages: Psych. Disad.: Lawful evil moral-
  ity (Hardship), Psych. Disad.: Distrustful/watchful
  of customers in shop (Inconv.), Psych. Disad.: Over-
  charges outsiders (Inconv.), Secret: Member of Cult
  of Vextra (Peril)
  Skills: Athletics +2, Awareness +6, Concentration
  +4, Contortionist +4, Crossbows +3, Disguise +4,
  Mace/Clubs +3,  Persuasion +5, Professional
  (shopowner) +4, Religion +4, Stealth +4, Trading +4
  Equipment: mercantile shop, 1,500 gp of items for
  sale, cottage, morning star (3d6; 3d6+2 w/STR), small
  crossbow (2d6), magical leather armor* (AV: 6; Loc:
  7-15; +2 DEF), 90 gp, 47 sp, 32 cp
  Ulri
  Ulri
  Ulri
  Ulri
  Ulric th
  c th
  c th
  c th
  c the Red
  e Red
  e Red
  e Red
  e Red
  HENPECKED HUSBAND
  Attributes:
  STR
  4
  REF
  6
  HLT
  5
  PRE
  6
  INT
  4
  WIL
  2
  DEF
  16
  INI
  5
  MOV
  10
  TGH
  6
  LIF
  22
  Advantages: Membership: MR2/member of Cult
  of Vextra (Moderate)
  Disadvantages: Psych. Disad.: Lawful evil moral-
  ity (Hardship), Secret: Member of Cult of Vextra
  (Peril), Social Disadv.: Whiny/annoying demeanor
  (Inconv.)
  Skills: Animal Handling +3, Awareness +2, Climb-
  ing +3, Craft (weaving) +4, Crossbows +3, Knives +2,
  Persuasion +3, Riding +5, Stealth +2, Throwing +3
  Equipment: dagger (1d6; 2d6 w/STR), small cross-
  bow (2d6), leather armor (AV: 6; Loc: 7-15)
  
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  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  KKKKKenri
  enri
  enri
  enri
  enriccccck th
  k th
  k th
  k th
  k the L
  e L
  e L
  e L
  e Laaaaam
  mm
  mmeeeee
  GLASSBLOWER
  Attributes:
  STR
  4
  REF
  5
  HLT
  6
  PRE
  8
  INT
  4
  WIL
  3
  DEF
  15
  INI
  5
  MOV
  10*
  TGH
  4
  LIF
  24
  Advantages: Phys. Adv.: Endurance (Edge; +2 to
  skill rolls involving physical endurance), Extra Ac-
  tion Points (+3 AP)
  Disadvantages: Phys. Disad.: bad leg* (Hardship;
  cannot Run or Sprint, -3 Climbing), Psych. Disad.:
  Neutral good morality
  Skills: Acting (comedy/buffoonery +4) +2, Ani-
  mal Handling +5, Athletics +2, Awareness +2, Conver-
  sation +5, Craft (basketweaving) +5, Craft (glassblow-
  ing) 
  +6, 
  Craft 
  (leadsmithing) 
  +2, 
  Craft
  (leatherworking) +5, Fish and Game +1, Instrument
  (flute) +6, Instrument (pan pipes) +6, Juggling +6,
  Knives +3, Language (Signing) +4, Orate (storytelling
  +4) +2, Persuasion +2, Poetry (limricks) +6, Stealth +2,
  Throwing +4, Unarmed Combat +3
  Equipment: glassblowing shop, magical goggles
  of minute seeing, 700 gp worth of glass wares for sale,
  tools, dagger (1d6; 2d6 w/STR), house, 120 gp, 95
  sp, 70 cp
  HHHHHew
  ew
  ew
  ew
  ewaaaaallllld th
  d th
  d th
  d th
  d the Mil
  e Mil
  e Mil
  e Mil
  e Millllller
  er
  er
  er
  er
  MILLER
  Attributes:
  STR
  4
  REF
  5
  HLT
  5
  PRE
  3
  INT
  5*
  WIL
  5
  DEF
  15
  INI
  5
  MOV
  10
  TGH
  5
  LIF
  25
  Advantages: Fast Reflexes (Conv.; +1 INI*)
  Disadvantages: Phys. Disad.: Overweight
  (Inconv.), Psych. Disad.: Neutral good morality
  (Inconv.), Psych. Disad.: Often daydreams (Inconv.)
  Skills: Appraisal +4, Athletics +2, Awareness +6,
  Binding +4, Cooking +5, Craft (Carpentry) +3, Fish
  & Game +2, Intuition +4, Knives +3, Knowledge (ge-
  ography) +3, Maces/Clubs +3, Persuasion +2, Profes-
  sional (miller) +7, Religion +4, Stealth +2, Throwing
  (Knives +2) +2, Unarmed Combat +2,
  Equipment: mill, house, dagger (1d6; 2d6 w/STR)
  Gri
  Gri
  Gri
  Gri
  Grim
  mm
  mmbbbbbooooorrrrr
  INN SERVANT
  Attributes:
  STR
  8
  REF
  4
  HLT
  6
  PRE
  2
  INT
  4
  WIL
  4
  DEF
  14
  INI
  4
  MOV
  10
  TGH
  7
  LIF
  26
  Advantages: Night Vision (Edge)
  Disadvantages: Distinctive Features: half-orc
  (Hardship), Outsider (Inconv.), Psych. Disad.: Cha-
  otic neutral morality (Inconv.), Psych. Disad.: Has
  crush on (Inconv.), Psych. Disad.: Self-loathing
  (Inconv.), Psych. Disad.: Vow to find & kill his father
  (Hardship)
  Skills: Art (pottery) +3, Awareness +2, Climbing
  +4, Fish and Game +3, Knives +4, Language (Orc)
  +2, Maces/Clubs +4, Persuasion +2, Stealth +2, Swim-
  ming +4
  Equipment: dagger (1d6; 2d6 w/STR), 2 gp, 4 sp
  CCCCCooooonr
  nr
  nr
  nr
  nraaaaad Ma
  d Ma
  d Ma
  d Ma
  d Marrrrrtel
  tel
  tel
  tel
  tel
  INNKEEPER
  Attributes:
  STR
  4
  REF
  4
  HLT
  5
  PRE
  5
  INT
  6
  WIL
  7
  DEF
  14
  INI
  5
  MOV
  10
  TGH
  6
  LIF
  29
  Advantages: Famous: owner of popular inn
  (Conv.), Tall (Conv.)
  Disadvantages: Psych. Disad.: Protective of
  Kimbery (Inconv.)
  Skills: Awareness (hearing +4) +3, Conversation +4,
  Cooking +6, Knives +4, Language (Dwarven) +3, Fish
  and Game +4, Knowledge (Briarton gossip) +6, Lan-
  guage (Elven) +3, Language (Goblin) +1, Language
  (Halfling) +4, Language (Orc) +2, Language (Sylvan)
  +2, Lip Reading +5, Maces/Clubs +4, Negotiation +4,
  Persuasion (Intimidate +2) +2, Professional (inn-
  keeper) +7, Society +7, Stealth +2, Symbols +5, Throw-
  ing +4
  Equipment: Greenbriar Inn and stables, six sets of
  clothes, pair of silvered master quality daggers (1d6;
  2s6 w/STR), light riding horse, 1,500 gp in wine and
  foodstuffs, 6,500 gp cache
  
  49
  49
  49
  49
  49
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  Ma
  Ma
  Ma
  Ma
  Maer
  er
  er
  er
  erwyn
  wyn
  wyn
  wyn
  wynnnnnn
  PRIESTESS OF ERILYS
  Attributes:
  STR
  6
  REF
  5
  HLT
  4
  PRE
  6
  INT
  5
  WIL
  7
  DEF
  15
  INI
  5
  MOV
  10
  TGH
  7
  LIF
  26
  Advantages: Membership: MR5/priestess of Erilys
  (Moderate), Strong Willed (Conv.)
  Disadvantages: Psych. Disad.: Neutral good mo-
  rality (Inconv.)
  Skills: Athletics +2, Awareness +2, Concentration
  +4, First Aid (or Herbalism) +6, Knowledge (arcane)
  +4, Language (Dwarven) +4, Maces/Clubs +5, Persua-
  sion +2, Polearms (Staves +2) +3, Religion (Erilys) +6,
  Scry +4, Slings +4, Spellcraft +3, Stealth +2,
  Special Abilities: Turn undead: Up to 6 times per
  day the character may cause undead creatures to
  flee—multiply the character’s PRE times Religion
  score (Maerwyn’s total is 36); any undead creature
  with this many LIF points or less is automatically de-
  stroyed and those with up to 2x this amount must
  turn and flee;
  Equipment: magical chainmail (AV: 14; Loc: 7-17),
  magical quarterstaff (3d6; 4d6+2 w/STR; +1 to
  Polearms (Staves) skill rolls), 25 doses of minor heal-
  ing potion (heals 1d6 LIF per dose), 5 doses of strong
  healing potion (heals 3d6 LIF per dose), 565 gp
  Ba
  Ba
  Ba
  Ba
  Ballllldddddui
  ui
  ui
  ui
  uinnnnn
  WOODCUTTER
  Attributes:
  STR
  6
  REF
  4
  HLT
  5
  PRE
  6
  INT
  4
  WIL
  5
  DEF
  14
  INI
  4
  MOV
  10
  TGH
  6
  LIF
  25
  Advantages: Membership: MR2/member of Cult
  of Vextra (Moderdate)
  Disadvantages: Psych. Disad.: Jealous of more
  prosperous villagers (Inconv.), Psych. Disad.: Neu-
  tral evil morality (Hardship), Secret: member of the
  Cult of Vextra (Peril)
  Skills: Animal Handling +4, Axes +3, Athletics +2,
  Awareness +3, Fish and Game +2, Maces/Clubs +3, Per-
  suasion +2, Professional (lumberjack) +4, Stealth +2,
  Throwing +2, Unarmed Combat +3
  Equipment: handaxe (2d6; 3d6+2 w/STR), dag-
  ger (1d6; 2d6 w/STR), 1 gp, 25 sp
  Bl
  Bl
  Bl
  Bl
  Blaaaaaccccck Do
  k Do
  k Do
  k Do
  k Douga
  uga
  uga
  uga
  ugalllll
  FARMER / FORMER ROYAL GUARD
  Attributes:
  STR
  8
  REF
  5
  HLT
  6
  PRE
  5
  INT
  5
  WIL
  6
  DEF
  15
  INI
  5
  MOV
  12
  TGH
  7
  LIF
  30
  Advantages: Ally: Red Dougal in the Galian Royal
  Guard (Edge), Famous: fierce warrior (based on past
  exploits; Conv.), Lucky (Conv.; +2 AP), Membership:
  MR10/leader of village militia (Trivial)
  Disadvantages: Psych. Disad.: Chaotic good mo-
  rality (Hardship), Psych. Disad.: Prefers quiet life of
  a farmer (Inconv.)
  Skills: Animal Handling +4, Axes (great axes +2)
  +5, Athletics +2, Awareness +2, Climbing +4, Cross-
  bows +4, Language (Dwarf) +1, Language (Elf) +1,
  Language (Giant) +4, Maces/Clubs +6, Negotiation +2,
  Persuasion (Intimidation +4) +2, Professional (farmer)
  +5, Riding +5, Stealth +2, Swimming +4, Throwing +4,
  Unarmed Combat +2
  Equipment: leather armor (AV: 6; Loc: 7-15),
  battleaxe (5d6; 6d6+2 w/STR), small crossbow (2d6),
  dagger (1d6; 2d6 w/STR), magical battleaxe (giant-
  sized; 8d6 P/L, , Siz: L, Init: -2, Acc: -1, STR Min: 10,
  Wt: 40; enchantment: +1 to skill roll), 566 gp, large
  house, farm
  Dr
  Dr
  Dr
  Dr
  Drooooogo Ra
  go Ra
  go Ra
  go Ra
  go Raven
  ven
  ven
  ven
  venooooottttt
  EX-SOLDIER
  Attributes:
  STR
  6
  REF
  5
  HLT
  7
  PRE
  1
  INT
  4
  WIL
  4
  DEF
  15
  INI
  6*
  MOV
  10
  TGH
  5
  LIF
  29
  Advantages: Fast Reflexes (+1 INI*), Membersip:
  MR2/member of Cult of Vextra (Mod.), Phys. Adv.:
  Bling fighting (Conv.; +3 to offset sight penalties)
  Disadvantages: Psych. Disad.: Loves/believes he
  is courting Kimbery (Hardship), Secret: member of
  Cult of Vextra (Peril), Social Disad.: Disliked by most
  residents (Inconv.), Unattractive (Inconv.)
  Skills: Athletics +2, Awareness +2, Climbing +5,
  Crossbows +4,  Maces/Clubs +5,  Persuasion +2, Riding
  +4, Stealth +2, Swimming +4, Swords +5, Throwing +4
  Equipment: house, master quality longsword (3d6;
  4d6+2 w/STR), master quality small crossbow (2d6),
  chain shirt (AV: 12; Loc: 7-13), small steel shield (AV:
  12; Loc: 6-12), 50 crossbow bolts, dagger (1d6; 2d6 w/
  STR), light mace (3d6; 4d6+2 w/STR), battleaxe (4d6;
  4d6+2 w/STR), light flail (3d6; 4d6+2 w/STR), orc
  
  50
  50
  50
  50
  50
  Go
  Go
  Go
  Go
  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  double axe (treat as battle ax), caltrops (1d3  points dmg
  when stepped on), dwarven urgosh (treat as battle ax),
  spiked gauntlets (AV: 10, Loc: 9; causes 1d6 damage,
  2d6 w/STR), 611 gp, magic potion of healing (2 doses;
  heals 2d6 LIF per dose).
  LLLLLeo
  eo
  eo
  eo
  eori
  ri
  ri
  ri
  ric th
  c th
  c th
  c th
  c the Ol
  e Ol
  e Ol
  e Ol
  e Olddddd
  RETIRED MASTER FLETCHER/DRUNK
  Attributes:
  STR
  5
  REF
  7*
  HLT
  4
  PRE
  5*
  INT
  5*
  WIL
  5*
  DEF
  17
  INI
  6
  MOV
  12
  TGH
  5
  LIF
  22
  * Leoric’s stats are affected by the state of drunkenness
  in which he is encountered.
  Advantages: Extra Action Points (+1 AP), Famous:
  local tragic hero (Conv.)
  Disadvantages: Phys. Disad.: Alcoholic (Hard-
  ship), Psych. Disad.: Neutral morality (Inconv.)
  Skills: Athletics +2, Awareness +2, Bows +6, Persua-
  sion +2, Stealth +2, Unarmed Combat +5
  Equipment: Clothing
  DRUNKENNESS EFFECTS
  Tipsy: –1 REF, –1 INT, –1 WIL; Leoric is generally
  tipsy within 30 minutes of starting his day, and within
  the hour, he progresses to Intoxicated.
  Intoxicated: –2 REF, –2 INT, –2 WIL, –1 PRE; Leoric
  is usually found in this state, rarely progressing to
  Inebriated unless he has extra cash on hand or expe-
  riences an emotional crisis (something bad happened
  to Kimbery, the anniversary of the orc raid and/or
  the rescue mission to the castle, a chance encounter
  with Grimbor, etc.).
  Inebriated: –3 REF, –3 INT, –3 WIL, –3 PRE
  Stef
  Stef
  Stef
  Stef
  Stefaaaaan Di
  n Di
  n Di
  n Di
  n Dines
  nes
  nes
  nes
  nescccccuuuuu
  FARMER/FORMER ENTERTAINER
  Attributes:
  STR
  7
  REF
  7
  HLT
  5
  PRE
  5
  INT
  5
  WIL
  5
  DEF
  19*
  INI
  8*
  MOV
  13
  TGH
  6
  LIF
  25
  Advantages: Fast Reflexes (+2 INI*), Phys. Adv.:
  Accurate at short range (Conv.; missile weapon at-
  tacks at up to 10 meters distance are at +3), Phys.
  Adv.: Natural dodge (Edge; the character receives the
  +2 DEF bonus for dodging without using an action,
  which may be stacked with a normal Dodge action),
  Phys. Adv.: Sneak attack (Edge.; On a successful at-
  tacking from surpise, the character chooses the Hit
  Location instead of rolling randomly), Strong Willed
  Disadvantages: Outsider: nt fully accepted by all
  villagers (Inconv.), Psych. Disad.: Chaotic good mo-
  rality (Hardship), Psych. Disad.: Reformed/won’t use
  thieving skills (Hardship), Secret: former burglar/
  thief (Hardship)
  Skills: Acrobatics +6, Acting +4, Appraisal +4,
  Awareness +4, Binding +4, Bows +5, Climbing + 6,
  Concentration +4, Contortionist +4, Disguise +5, Fish
  and Game +2, Intuition +4, Juggling +4, Language
  (Goblin) +2, Lockpicking +5, Persuasion +3, Profes-
  sional (farmer) +4, Riding +4, Society +4, Stealth +4,
  Swords +6*, Throwing (knives +2) +3, Unarmed Com-
  bat +5, Use Magic Device +4
  Equipment: magical short sword (2d6; 4d6 w/STR;
  +1 to skill roll*), magical leather armor (AV: 8; Loc: 7-
  15), master quality short bow (3d6), quiver, 30 arrows,
  dagger (1d6; 2d6 w/STR), house, small farm, 130 gp,
  85 sp, 45 cp, two 50 gp pearls
  Gr
  Gr
  Gr
  Gr
  Graaaaassssss C
  s C
  s C
  s C
  s Cllllloooooaaaaakkkkker
  er
  er
  er
  er
  CREATURE
  Attributes:
  STR
  10
  REF
  8
  HLT
  6
  PRE
  4
  INT
  6
  WIL
  6
  DEF
  16
  INI
  9*
  MOV
  16
  TGH
  8
  LIF
  30
  Grass Cloaker’s DEF modified for size.
  Advantages: Fast Reflexes (+2 INI*), Light Sleeper
  (Gift), Well Rested (Gift)
  Disadvantages: Phys. Disadvantage: Animal intel-
  ligence (Hardship), Phys. Disadvantage (Peril): Can’t
  run or Sprint, Psych. Disad.: Chaotic neutral moral-
  ity (Inconv.)
  Skills: Awareness +6, Bite +5, Engulf +5, Stealth +10
  Special Abilities: Bite: 3d6+2 P/L damage; Cha-
  meleon: The creature can mimic the color and tex-
  ture of the surrounding area, making it extremely
  difficult to see (Awareness TN24 to see or hear; TN
  18 to detect with other senses); Engulf: On a success-
  ful Grab attack against a target, the Grass Cloaker
  has engulfed the target, which is then considered Re-
  strained. Attacks against the creature inflict half the
  damage rolled upon the engulfed victim, as well;
  Entrancing Buzz: All sentient beings within 30 meters
  must make a WIL roll (add any bonuses for Strong
  Willed) vs. TN 18 or approach the sounds. When they
  step on the Grass Cloaker, it attempts an Engulf at-
  tack.
  Equipment: 5d6 x100 silver coins within the crea-
  ture (from previous victims).
  
  51
  51
  51
  51
  51
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  GGGGGenevi
  enevi
  enevi
  enevi
  eneviève th
  ève th
  ève th
  ève th
  ève the Fa
  e Fa
  e Fa
  e Fa
  e Fair
  ir
  ir
  ir
  ir
  TRAVELING BARD
  Attributes:
  STR
  4
  REF
  7
  HLT
  7
  PRE
  7
  INT
  5
  WIL
  4
  DEF
  18*
  INI
  10*
  MOV
  12
  TGH
  4
  LIF
  29
  Advantages: Famous: local celebrity (Conv.), Fast
  Reflexes (+4 INI*), Life Experience (+3 to lore & other
  applicable skill rolls), Night Vision (Conv.), Immu-
  nity to Sleep spells (Edge), Extra Action Points (+2
  AP)
  Disadvantages: Distinctive Features: Half-elf
  (Inconv.)
  Skills: Acting +7, Awareness (avoid surprise +3) +4,
  Bows +5, Climbing +2, Concentration +4, Craft (make
  wind instruments) +5, Crossbows +5, Dancing +7,
  Flexible weapons +4, History +5, Instrument (flutes)
  +7, Instrument (lutes) +7, Intuition +2, Knowledge
  (local lore) +5, Language (Elven/native) +6, Lan-
  guage (Common) +4, Language (Celestial) +5, Lan-
  guage (Dwarven) +4, Language (Halfling) +4, Lan-
  guage (Orc) +3, Language (Sylvan) +5, Maces/Clubs
  +4, Negotiation +4, Oratory +7, Persuasion +2, Sing-
  ing (ballads) +7, Society +5,  Stealth +4, Swords +4,
  Symbols +4
  Special Abilities: Enchanted Music: with a success-
  ful Instrument, Orate or Singing skill roll (TN 15),
  user grants either 1 free Action Point to all friends
  and allies within 10 meters, which lasts for up to 1
  minute (after which time it is lost), or beguiles any 1
  creature that can see and hear the user, making it
  unable to perform any action except Move or observe
  the user, for up to 10 minutes. Usable 3 times per day.
  Equipment: magical longsword (3d6; 3d6+2 w/STR;
  +1 to skill rolls), dagger (1d6; 2d6 w/STR), whip (1d6
  B/L; 1d6+2 w/STR; can Grab), magical cloak (+1
  DEF*), magical bracers (AV: +1; Loc: All), master qual-
  ity lute and flute, 255 gp, 30 sp, 8 cp, five 35 gp am-
  ethyst gems.
  Os
  Os
  Os
  Os
  Oswi
  wi
  wi
  wi
  winnnnn
  TRAVELING MERCHANT/TINKERER
  Attributes:
  STR
  4
  REF
  4
  HLT
  6
  PRE
  4
  INT
  6
  WIL
  6
  DEF
  14
  INI
  5
  MOV
  9
  TGH
  5
  LIF
  30
  Advantages: Phys. Adv.: Good endurance (Conv.;
  +3 to skill rolls involving endurance), Strong Willed
  (Conv.)
  Disadvantages: Easy to Kill (Inconv.; +1 point per
  wound); Psych. Disad.: Neutral good morality
  (Inconv.)
  Skills: Animal Handling +2, Appraisal +4, Athlet-
  ics +2, Awareness +2, Craft (basketweaving) +4, Craft
  (carpentry) +3, Craft (cobbling) +3, Craft
  (leatherworking) +3, Craft (locksmithing) +4, Craft
  (mending) +5, Craft (stonemasonry) +3, Craft
  (tinsmithing) +3, Craft (weaving) +4, Knives +2,
  Langauge (Dwarven) +3, Language (Elven) +3, Lan-
  guage (Gnome) +3, Language (Halfling) +4, Lan-
  guage (Orc) +2, Lockpicking +4, Maces/Clubs +2,  Per-
  suasion +2, Stealth +2, Teamster +3, Throwing +2, Trad-
  ing +5
  Equipment: stocked peddler’s cart, dagger, tools,
  7 gp, 27 sp, 40 cp
  An
  An
  An
  An
  Angwyn a
  gwyn a
  gwyn a
  gwyn a
  gwyn ap-L
  p-L
  p-L
  p-L
  p-Llllllewel
  ewel
  ewel
  ewel
  ewellllllyn
  yn
  yn
  yn
  yn
  WIZARD
  Attributes:
  STR
  2
  REF
  4
  HLT
  3/4*
  PRE
  7
  INT
  9
  WIL
  7
  DEF
  14
  INI
  7
  MOV
  7
  TGH
  5
  LIF
  23
  Advantages: Famous: legendary wizard (Gift), Fast
  Reflexes (Conv.; +2 INI), Mystic Adv.: Penetrating
  magic (Conv.; +2 to skill rolls when used in opposed
  rolls to resist), Mystic Adv.: Potent magic (Edge.; ef-
  fects of spells with random  effects increased by 1/
  2), Mystic Adv.: Still spell (Edge; spells requiring
  motion/gestures can be cast while still), Extra Ac-
  tion Points (+5 AP)
  Disadvantages: Infamous: crazy old hermit
  (Inconv.), Psych. Disad.: Neutral good morality
  (Inconv.), Psych. Disad.: Solitary/dislikes visitors
  (Inconv.)
  Skills: Alchemy + 9, Animal Handling +7, Athlet-
  ics +2, Awareness (avoid surprise +3) +2, Concentra-
  tion +6, Craft (bookbinding) +6, Crossbows +2, En-
  gineering (general) +6, Geography (local kingdom)
  +6, History +6, Knowledge (arcana) +9, Knowledge
  
  52
  52
  52
  52
  52
  Go
  Go
  Go
  Go
  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  (Briarton gossip) +5, Knowledge (local lore) +7,
  Knowledge (nobility) +6, Knowledge (dimensions/
  planes) +9, Language (Common; native) +7, Language
  (Celestial) +4, Language (Dragon) +4, Language
  (Elven) +5, Language (Sylvan) +4, Maces/Clubs 2,
  Persuasion +2, Polearms (Staves +2) +2, Scry +6, Stealth
  +2, Throwing +2
  Special Abilities: Create magical items: The user can
  create magical items (including weapons, armor,
  wands, rings, and the like); Empathic link: User can
  read emotions of target for 1 turn with successful op-
  posed Knowledge (arcana) roll vs. target’s WIL at-
  tribute roll; Share magic: any spells Angwyn casts on
  himself may also affect his familiars (GM’s option),.
  Equipment: bracers of armor +5, +1 quarterstaff, wand
  of fireballs (8th-level caster), wand of polymorph other,
  amulet of health +2, bag of holding, cloak of displacement,
  ring of protection +2, potion of cure serious wounds (4),
  potion of bull’s strength, potion of cat’s grace, light cross-
  bow, cottage, cache of 7,500 gp
  Da
  Da
  Da
  Da
  Daffffffffffyd
  yd
  yd
  yd
  yd
  GOAT FAMILIAR
  Attributes:
  STR
  4
  REF
  5
  HLT
  5
  PRE
  1
  INT
  5
  WIL
  5
  DEF
  19*
  INI
  5
  MOV
  10
  TGH
  5
  LIF
  25
  SR
  18
  *if within 1 mile of ap-Llewellyn; DEF includes bonus
  for size
  Advantages: Mystic Adv.: Magic resistance (Conv.;
  Spells cast upon the character are at one greater Dif-
  ficulty Level), Phys. Adv.: Natural dodge (Edge; the
  character receives the +2 DEF bonus for dodging
  without using an action, which may be stacked with
  a normal Dodge action)
  Disadvantages: Phys. Disad.: Animal (Inconv.; no
  fine manipulation, cannot speak, etc.), Psych. Disad.:
  Loyal to Angwyn (Peril)
  Skills: Acrobatics (for balance only) +6, Awareness
  (vision +2) +5, Bite +4, Contortionist (for escape only)
  +3, Geography (local terrain & paths) +6, Navigation
  +6, Persuasion +2, Ram +5, Stealth +2
  Special Abilities: Empathic link with Angwyn ap-
  Llewellyn; Share magic: any spells Angwyn casts on
  himself may also affect Daffyd (GM’s option), Com-
  municate with master: Daffyd may communicate with
  Angwyn, though any observers may only understand
  this by using magic to translate the speech
  Attacks: Ram (2d6 B/L), Bite (1d6 P/L)
  Ar
  Ar
  Ar
  Ar
  Arwwwwwooooollllld Dr
  d Dr
  d Dr
  d Dr
  d Draaaaago
  go
  go
  go
  gone
  ne
  ne
  ne
  neye
  ye
  ye
  ye
  ye
  RANGER
  Attributes:
  STR
  5
  REF
  6
  HLT
  4
  PRE
  5
  INT
  4
  WIL
  6
  DEF
  17*
  INI
  5
  MOV
  14*
  TGH
  6
  LIF
  24
  * Includes bonus from magic boots of elven speed
  Advantages: Ambidexterity (Edge), Famous: leg-
  endary dragonslayer (Conv.), Fast Draw: load bow
  (Conv.), Phys. Adv.: Natural dodge* (Conv.; the char-
  acter receives the +2 DEF bonus for dodging without
  using an action, which may be stacked with a nor-
  mal Dodge action), Strong Willed (Conv.)
  Disadvantages: Psych. Disad.: Hates dragons and
  orcs (Inconv.), Psych. Disad.: More comfortable in
  wilds than in human society (Inconv.)
  Skills: Animal Handling +4, Awareness +4, Bind-
  ing +4, Bows +6, Fish and Game +4, Healing (or Herb-
  alist) +4, Knowledge (wilderness lore) +5, Language
  (Elven) +5, Language (Sylvan) +4, Language (Terran)
  +3, Maces/Clubs +5, Navigation +5, Persuasion +2,
  Polearms +4, Professional (guide) +4, Stealth +8, Sur-
  vival +4, Swimming +4, Swords +5, Tracking +5, Two
  Weapons  (short swords) +5, Unarmed Combat +5
  Special Abilities: Befriend animal: Once per day the
  character may automatically befirend any one wild
  animal; Plant entangle: Once per day, the character
  may “Grab” an opponent at range as a normal action
  (up to 10 meters distance) by causing flora to magi-
  cally animate and entwine around the target;  Heal
  wounds:: Once per day the character can magically
  heal 1d6 LIF when cast upon a creature (human or
  other).
  Equipment: magic leather armor (AV: 8, Loc: 7-15),
  magic compound bow (4d6+2), master quality short
  swords (pair; 2d6; 3d6 w/STR), dagger (1d6; 2d6 w/
  STR), light mace (3d6; 4d6 w/STR), magic boots of elven
  speed (+2 MOV and +2 DEF), magic rope (rope is self-
  setting and may be climbed without one end being
  attached/anchored to a solid object), potion of healing
  (3 doses; heals 1d6 LIF per dose), 45 gp, 20 sp
  
  53
  53
  53
  53
  53
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  Gi
  Gi
  Gi
  Gi
  Gisssssel
  el
  el
  el
  elaaaaa
  RANCHER/FALLEN PALADIN
  Attributes:
  STR
  7
  REF
  5
  HLT
  8
  PRE
  7
  INT
  5
  WIL
  5
  DEF
  15
  INI
  7*
  MOV
  13
  TGH
  6
  LIF
  34
  Advantages: Famous: former paladin (Conv.),
  Phys. Adv.: Blind fighting (Conv.; +3 to offset penal-
  ties for blindness or obscured vision), Fast Reflexes
  (+2 INI*), Follower: Mistrider, magical warhorse (Gift)
  Disadvantages: Psych. Disad.: Lawful good mo-
  rality (Peril), Psych. Disad.: Feels unworthy of atone-
  ment (Hardship)
  Skills: Animal Handling +6, Awareness +2, Climb-
  ing +5, Crossbows +6, Healing (or Herbalism) +3,
  Language (Orc) +3, Maces/Clubs +9*, Negotiation +4,
  Oratory (Command) +4, Persuasion +2, Professional
  (horse rancher) +5, Religion (Erilys) +3, Riding +6,
  Stealth +2, Swimming +5, Throwing +6
  Special Abilities: Smite evil creatures: Attacks
  against evil creatures do damage as if the character
  had +3 additional STR; Turn undead: Up to 6 times
  per day the character may cause undead creatures to
  flee—multiply the character’s PRE times Religion
  score (Gisela’s total is 21); any undead creature with
  this many LIF points or less is automatically de-
  stroyed and those with up to 2x this amount must
  turn and flee; Radiate courage: , Detect Evil, Divine
  Grace, Divine Health, Cure disease : Twice per week
  the character can remove all disease from a single
  living creature.
  If Gisela finds her way back to her faith, she gains
  the following spells, each usable once per day: The
  character heals 3d6 LIF; Protection against evil: Caster
  gains a +3 DEF against attacks from evil creatures.
  Equipment: magic mace (3d6; 5d6 w/STR; +2 to
  skill rolls*), magic chain shirt (AV: 16, LOC: 7-13), dag-
  ger (1d6; 2d6 w/STR), master quality small crossbow
  (2d6), house, horse ranch, 60 gp, 34 sp
  Mi
  Mi
  Mi
  Mi
  Missssstrid
  trid
  trid
  trid
  trider
  er
  er
  er
  er
  MYSTICAL WARHORSE
  Attributes:
  STR
  8
  REF
  5
  HLT
  7
  PRE
  2
  INT
  2
  WIL
  5
  DEF
  15*
  INI
  4
  MOV
  18
  TGH
  8
  LIF
  31
  * Includes modifier for size & Natural Dodge advantage.
  Advantages: Advantage: Natural dodge (Edge; the
  character receives the +2 DEF* bonus for dodging
  without using an action, which may be stacked with
  a normal Dodge action), Famous: prized stud (Conv.)
  Disadvantages: Phys. Disad.: Animal (Inconv.; no
  fine manipulation, cannot speak, etc.), Psych. Disad.:
  Longs for Gisela to return to  her calling as a paladin
  (Hardship), Psych. Disad.: Loyal to Gisela (Peril)
  Skills: Athletics +2, Awareness (smell +4) +4, Per-
  suasion +2, Stealth +2, Unarmed combat (hooves &
  bite) +4
  Special Abilities: Empathic link with Gisela; Share
  magic: any spells Gisela casts on herself may also af-
  fect Mistrider (GM’s option)
  Attacks: Bite (1d6 B/L); Hooves (4d6 B/L)
  Equipment: Tack and bridle, blanket, saddle-bags
  
  54
  54
  54
  54
  54
  Go
  Go
  Go
  Go
  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  Ma
  Ma
  Ma
  Ma
  Malllllcccccooooolllllm
  mm
  mm
  DRUID
  Attributes:
  STR
  4
  REF
  7
  HLT
  4
  PRE
  5
  INT
  5
  WIL
  7
  DEF
  18*
  INI
  6
  MOV
  15*
  TGH
  6
  LIF
  26
  Advantages: Famous: local protector of nature
  (Conv.), Followers: Animal companions (Edge), Mys-
  tic Adv.: Extended magic (Gift.; the duration of spells
  cast is extended by 50%), Mystic Adv.: Reist fey magic
  (Conv.; +3 to resist fey/faerie magic), Mystic Adv.:
  Trackless path (Edge; the character can pass through
  natural terrain without leaving tracks), Nature Sense
  (Gift; +6 to Survival rolls* involving nature)
  Disadvantages: Psych. Disad.: Neutral good mo-
  rality (Inconv.), Psych. Disad.: Protects nature (Hard-
  ship), Psych. Disad.: Makes strict judgments (Inconv.)
  Skills: Animal Handling +6, Awareness +2, Maces/
  Clubs +3, Fish and Game +3, Healing (or Herbalism)
  +5, Knowledge (nature) +5, Knives +5, Knowledge
  (wilderness Lore) +7, Language (Celestial) +4, Lan-
  guage (Druidic) +6, Navigation +4, Negotiation +4,
  Persuasion +2, Polearms (magic staff +2*) +5, Slings
  +5, Spellcasting +7, Stealth +4, Survival (nature +6*)
  +7, Swimming +3, Unarmed Combat +5
  Special Abilities: Animal shape: 3 times per day
  the character can assume the form of a normal ani-
  mal, of human or smaller size, for up to 1 hour), Pass
  through plants: the chaaracter can move through natu-
  ral terrain, including thorns and brush, without hin-
  derance to MOV or suffering damage from cutsand
  the like; Spells: as per the character description.
  Equipment: magic quarterstaff (3d6 B/L; 3d6+2 w/
  STR; +2 to skill rolls*), magic leather armor (AV: 8, Loc:
  7-15), magic cloak of defense (+1 DEF*), magic boots of
  speed (+2 MOV*), dagger (1d6 P/L; 2d6 w/STR),
  shortspear (3d6 B/L; 3d6+2 w/STR), sling (2d6 B/
  L), potion of healing (3 doses; heals 1d6 LIF per dose),
  magic scroll: flame burst  (usable once; inflicts 6d6 Sp/
  L damage), magic scroll: change rock to mud (usable
  once), cottage, 540 gp, three 100 gp pearls
  Gr
  Gr
  Gr
  Gr
  Graaaaaccccce & Ab
  e & Ab
  e & Ab
  e & Ab
  e & Abel
  el
  el
  el
  el
  GIANT WEASELS/ANIMAL COMPANIONS
  Attributes:
  STR
  6
  REF
  8
  HLT
  4
  PRE
  4
  INT
  1
  WIL
  5
  DEF
  18
  INI
  7*
  MOV
  13
  TGH
  6
  LIF
  22
  Advantages: Acute Sense: smell (Edge), Fast Re-
  flexes (Conv.; +2 INI*), Light Sleeper (Edge.)
  Disadvantages: Phys. Disadvantage: Animal
  (Inconv.; no fine manipulation, cannot speak, etc.),
  Psych. Disad.: Michievous (Hardship), Psych. Disad.:
  Protective of Malcolm (Hardship)
  Skills: Awareness (smell +6) +4, Bite +7, Persuasion
  +2, Sleight of Hand (for picking pockets & pilfering)
  +4, Stealth +6, tracking +6
  Special Abilities: Drain blood: On a successful Grab
  or bite against an opponent, the weasel automatically
  inflicts 1d6-1 points of damage on each subsequent
  turn from draining the victim’s blood.
  Attacks: Bite (1d6+2 P/L)
  TTTTTrrrrraaaaaccccckkkkker
  er
  er
  er
  er
  WOLF/ANIMAL COMPANION
  Attributes:
  STR
  5
  REF
  6
  HLT
  6
  PRE
  2
  INT
  1
  WIL
  6
  DEF
  16
  INI
  6*
  MOV
  12
  TGH
  8*
  LIF
  30
  Advantages: Acute Sense: smell (Gift), Fast Re-
  flexes (Conv.; +2 INI*), Light Sleeper (Edge.)
  Disadvantages: Phys. Disadvantage: Animal
  (Inconv.; no fine manipulation, cannot speak, etc.),
  Psych. Disad.: Protective of Malcolm (Hardship)
  Skills: Awareness (smell +9) +4, Bite +5, Persua-
  sion +2, Stealth +2, Survival +4, Tracking +8, Un-
  armed Combat (tackle) +5
  Attacks: Bite (1d6+2 P/L), Tackle (2d6+2 B/S)
  Equipment: Fur (+2 TGH*)
  
  55
  55
  55
  55
  55
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  Ka
  Ka
  Ka
  Ka
  Kayl
  yl
  yl
  yl
  ylaaaaa
  EAGLE/ANIMAL COMPANION
  Attributes:
  STR
  3
  REF
  6
  HLT
  5
  PRE
  2
  INT
  1
  WIL
  6
  DEF
  18*
  INI
  6*
  MOV
  10*
  TGH
  5
  LIF
  27
  * Includes +2 DEF for size.
  Advantages: Acute Sense: sight (Gift), Fast Reflexes
  (Conv.; +2 INI*), Light Sleeper (Edge.)
  Disadvantages: Easy to Kill (Hardship), Phys. Dis-
  advantage: Can’t Run or Sprint on ground* (Inconv.),
  Phys. Disad.: Animal (Inconv.; no fine manipulation,
  cannot speak, etc.), Psych. Disad.: Protective of
  Malcolm (Hardship)
  Skills: Awareness (sight +9) +4, Bite +3, Claws +5,
  Persuasion +2, Stealth +2,
  Special Abilities: Flight: Use MOV attribute,
  above, and allow “Run” and “Sprint” speeds in air.
  Attacks: Bite (1d6 P/L), Claws (1d6 P/L)
  Gr
  Gr
  Gr
  Gr
  Graa
  aa
  aa
  aa
  aakkkkk
  ORC CHIEFTAN
  Attributes:
  STR
  9
  REF
  6
  HLT
  7
  PRE
  5
  INT
  5
  WIL
  4
  DEF
  20*
  INI
  8*
  MOV
  14
  TGH
  7
  LIF
  29
  AV
  4*
  Advantages: Fast Reflexes (+2 INI*), Night Vision
  (Edge), Hard to Kill (Edge; 4 TGH acts as AV*), Lucky:
  +4 AP, Phys. Adv.: Natural dodge—the character re-
  ceives the +2 DEF* bonus for dodging without using
  an action, which may be stacked with a normal Dodge
  action (Edge)
  Disadvantages: Bad Tempered (Hardship), Infa-
  mous (Hardship), Phys. Disad.: Light sensitive (Hard-
  ship), Psych. Disad.: Neutral evil morality (Hardship),
  Secret: Grimbor’s father (Hardship.)
  Skills: Animal Handling +4, Awareness (hearing
  +2) +4, Axes (magic double ax +2) +8, Climbing +8*,
  Crossbows (magic crossbow +2) +7, Fish and Game
  +5, Language (Common) +3, Language (Orc; native)
  +6, Language (Undercommon) +4, Maces/Clubs +8,
  Navigation +5, Persuasion (Intimidate +4) +2, Riding
  +5,  Smith (weapons) +5, Stealth +3, Swimming +5,
  Tracking +4, Survival +5, Unarmed Combat +7
  Special Abilities: Enraged: 4 times per day, the
  character can fly into a battle rage, increasing his STR
  by +2 and taking a -2 penalty to DEF.
  Equipment: magic orc double axe (4d6 P/L; 6d6 w/
  STR; +2 to skill rolls*), magic chain shirt (AV: 14; Loc:
  7-15), magic small crossbow (2d6; +1 to skill rolls*), +1
  bolts* (20), dagger (1d6; 2d6 w/STR), magic ring (+4
  to Climbing skill rolls*), magic ring (+2 to DEF*), po-
  tion of healing wounds (2 doses; each dose heals 2d6
  LIF), warhorse
  BBBBBeneger C
  eneger C
  eneger C
  eneger C
  eneger Cooooorb
  rb
  rb
  rb
  rben
  en
  en
  en
  en
  CLERIC
  Attributes:
  STR
  6
  REF
  5
  HLT
  4
  PRE
  6
  INT
  4
  WIL
  8
  DEF
  15
  INI
  5
  MOV
  10
  TGH
  7
  LIF
  28
  Advantages: Membership: MR4/minor priest of
  the Cult of Vextra (Moderate)
  Disadvantages: Psych. Disad.: Lawful evil moral-
  ity (Hardship), Secret: Member of Cult of Vextra
  (Peril)
  Skills: Awareness +2, Concentration +2, Crossbows
  +5, Disguise +5, Healing (or Herbalism) +5, Maces/
  Clubs (magic mace +2) +4,  Negotiation +5, Oratory
  (Command +4) +2, Persuasion (Fast talk +4) +4, Pro-
  fessional (merchant) +5, Religion (Vextra) +5, Stealth
  +4, Trading +5
  Special Abilities: Rebuke undead: Up to 5 times per
  day the character may cause undead creatures to
  cower is fear and awe—multiply the character’s PRE
  times Religion score (Beneger’s total is 30); any
  undead creature with this many LIF points or less is
  automatically awed and those with up to 2x this
  amount cannot attack the rebuking character.
  Equipment: morningstar (3d6; 4d6+2 w/STR; +2
  to skill rolls*), magic chainmail (AV: 14; Loc: 7-17), magic
  amulet of protection from detection and location (-6 to
  attempts to magically locate the wearer), rod of can-
  cellation, magic potion of strength (+4 STR, lasts for 10
  minutes), magic potion of dexterity (+4 REF, lasts for 10
  minutes), magic potion of healing (3 doses; each dose
  heals 2d6 LIF), magic potion of telepathy (allows user
  to read surface thoughts of one target, for up to one
  minute), black iron star “charms” (40), 150 gp, 46 sp,
  two 75 gp rubies
  
  56
  56
  56
  56
  56
  Go
  Go
  Go
  Go
  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  
  57
  57
  57
  57
  57
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  
  58
  58
  58
  58
  58
  Go
  Go
  Go
  Go
  Gollllld R
  d R
  d R
  d R
  d Rus
  us
  us
  us
  ush Ga
  h Ga
  h Ga
  h Ga
  h Gam
  mm
  mmes
  es
  es
  es
  es
  
  59
  59
  59
  59
  59
  wwwwwwwwwwwwwww.Go
  .Go
  .Go
  .Go
  .GollllldddddRRRRRus
  us
  us
  us
  ushGa
  hGa
  hGa
  hGa
  hGam
  mm
  mmes.c
  es.c
  es.c
  es.c
  es.cooooom
  mm
  mm
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
  Rights Reserved.
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  e Liiiiicccccen
  en
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  enssssseeeee
  Op
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  en Gam
  mm
  mme L
  e L
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  e Liiiiicccccen
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  tity, including as an indication as to compatibility, except as expressly
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  essary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc.
  System Reference Document  copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
  original material by E. Gary Gygax and Dave Arneson.
  The Village of Briarton  copyright 2003 by Gold Rush Games; Au-
  thors Patrivk Sweeney, Christina Stiles; Editing & Additional material
  by Spike Y Jones.
  DESIGNATION OF OPEN CONTENT
  All text printed on pages 5 through 44, inclusive, is hereby desig-
  nated as Open Content in accordance with section 8 of the Open Game
  License (above).
  DESIGNATION OF PRODUCT IDENTITY
  The title “The Village of Briarton,”the text “From humble
  beginnings...heroes are born,” all artwork, illustrations and maps (in-
  cluding design elements, page design and header style) are hereby
  designated Product Identity.
  
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SOURCE: textdata/thevault/Action! System/Action System - Gold Rush Games - Sourcebook - Village of Briarton.pdf