Location: Village of Edward’s Fields

Location: Village of Edward’s Fields

The Village of Edward’s Fields sits at a T-Intersection between two roads that are both trade routes. The main road goes East to West, and the other road travels South.

The village consists of two Inns, one right at the Intersection called Ebony Hearth, the other on the “edge” of the village on the Southern Road is named simply “South Inn.” South Inn is the bigger and better of the two, while the Ebony Hearth serves low quality food and is quite drafty.

There is also a Stable that buys and sells horses, manufacturers and sells tack, and repairs wagons. The stable has room for up to fourteen animals. Two of  the stalls are frequently occupied by animals from a local farmer that are for sale.

Next to the stable is a small blacksmith shop. The blacksmith, Olward Spothearted is young and has mediocre skills. He reluctantly took over the shop from his father who died in an accident before passing on many skills.

North of town is a large graveyard. Most of the gravestones are worn and unreadable. There are roughly ten thousand gravestones still present, but there is evidence that many more are missing. Local rumors say that it’s the final resting place of a defeated great army.The same rumors also state that the graveyard is home to witches, goblins, vampires, ghouls and all sorts of other beasts. Yet there has not been an actual sighting of any such things in known history.

Next to the graveyard entrance is a small church. It has room for about twenty worshippers. Near the entrance is a small room for a priest. One wall has a built in bookshelf and another has a small fireplace setup for cooking and heating. The church is kept clean, but is not dedicated to any one god.

North of the Graveyard lives Nelshell the Witch. She is little more then a hedge wizard who knows some herbs and healing. She lives very simply, her hut is dug into the side of a hill. The front walls are old sticks and branches laid next to each other. The door a simple piece of scrap canvas to keep out the weather.

On the Southern side of town, past the South Inn are two tobacco farms. The smaller one on the west side is about two acres in size. At each corner of the field is a small, ancient, statue of a man with a long mustache in prayer. The statues face inwards. A small farm house is next to the field, but as far away from the road as possible.

Across the South Road is a larger farm of ten acres. No farm house or statues are in evidence, and the overall field feels shabbier then the one across the road. There are evident gopher and squirrel holes, along with many weeds.

Adventure Seeds:

  • The Southern Road suffered a washout some time ago and has stopped being used as a trade route. This leaves the Southern Inn with little to no business. Rumors say that the washout was not a total accident though.
  • Acting on Rumors of Evil in the Graveyard, an Militant Order of Paladins takes over the small church. The Villagers are not too happy about it, and are not believed when they tell the Paladins there is no evil there. The Paladins begin to suspect that the Villagers are in on the Evil.
  • The smaller tabacco farm grows much better quality products then the larger one directly across the road. The owner of the larger field decides that the small statues bless the smaller field and thus plans to steal them.
  • Nelshell the Witch is more then she seems. She is actually a powerful Wizard who has been hiding out for many years. Upon rumors that her former rivals are coming through Edward’s Fields, she plans to take over the body of a young girl living nearby with one of her remaining magical artifacts to change her identity and continue hiding.
  • Evil is present in the Graveyard. Each night the two opposing sides battle each other in ghostly form. The former losers can only be satisfied by having their bodies properly buried. Unfortunately they were buried in a mass grave.
  • Olward Spothearted never wanted his father’s Blacksmith shop. He wanted to be an adventurer, or at least a soldier. One night as he’s cleaning the shop, he finds a hidden compartment. Inside is a glowing longsword, and there just happens to be a merchant in town who is short of Guards.
  • Locations: Garnoc’s Gloves

    Locations: Garnoc’s Gloves

    Garnoc is one of Trizol’s premier gloves makers. His shop is located in the city of Newhaven Crossing. His clientele are mostly nobles and rich military officers. He has experience in making a wide variety of leathers into functional and good looking gloves.

    Garnoc himself is getting on in age and currently has two apprentices working for him, twin brothers named Markoos and Harkoos. These apprentices stand to jointly inherit the shop when he dies. Although both are very skilled and handle the bulk of the orders coming through the shop, Garnoc has not yet sponsored them to the Guild.

    The shop is on the corner of Dragon’s Rest and an unnamed alleyway. It’s a small two story affair that is well kept up. In the back it shares a common area with several other shops and houses. It also shares a dirty stable with the inn next door, although Garnoc does not have any animals at this time.

    When entering from the front door, gloves are neatly arranged on shelves. They are sorted by material, size and color. Each pair is left unfinished so that they can be custom fitted to the customer. A glass case against one the interior wall also serves as a sales counter. Displayed inside are some of the more exotic materials, including a set made from black dragon leather. All gloves are masterwork in quality but confer no other game stats unless created to do so by another NPC or PC at DM’s discretion. Prices range from 7gp for basic leather riding gloves to 600gp for the black dragon ones.

    A door way covered with a simple curtain separates the front from the workshop in back. It is about twice the size of the front showroom, about fifteen by thirty feet. Bolts of leathers of all types are neatly shelved (about 6000gp worth) along one long wall. A work bench lines the other side. All tools are in their place and the only scraps are from projects currently in progress. At the far end is a small stove for heat. Closest to the door is a comfortable chair for clients to sit in while their hands are measured for custom orders.

    Small stairs near the stove lead to the upstairs. It has been divided into four rooms. The twins share one, Garnoc has another and the other two are full of miscellaneous household supplies and broken tools from the shop below.  Garnoc has about three hundred gold hidden in his room (search 15) in various sized coins. It is protected by a magic trap (disable device 25) that freezes (DC:30 save) any would-by thieves.

    Garnoc is about 65 years old. He has a full head of greying hair but walks with a slight stoop. He is always immaculately dressed in one of six nice suits that he owns. All are several generations out of style. Over this he wears a leather apron when working in the shop.

    Stats: male human commoner; CR 3; HD 3d4+3; hp 11; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +1;  (1d10+3/x3); AL LG; SV Fort +2, Ref +1, Will +0; Str 8(-1), Dex 10(+0), Con 12(+1), Int 11(+0), Wis 9(-1), Cha 14(+2).

    Skills and Feats: HIDE+0, SPOT+2(3), LISTEN-1, MOVE SILENTLY+0, climb+6(4), craft(leatherworking)+6(6), appraise+4(2), use rope+3(3).

    Markoos and Harkoos are identical twins. Both are dark haired, about five and a half feet tall. Their age is somewhere between fourteen and seventeen, but they’re not sure. Their parents were killed by bandits and the twins found themselves in a strange city with no support. Even Garnoc is not sure why he took them in, but they have proven to be well worth his trouble. He looks upon them as the sons he never had and is extremely proud of them, although does not show it, merely commenting upon their skills and efficiency.

    Twins stats: Human Male, Com1; CR 1; HD 1d4+1; hp 5; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +0; Melee club +3 (1d6+2); AL LG; SV Fort +1, Ref +0, Will -2; Str 14(+2), Dex 10(+0), Con 13(+1), Int 12(+1), Wis 7(-2), Cha 16(+3).
    Skills and Feats: HIDE+0, SPOT-2, LISTEN-2, MOVE SILENTLY+0, craft(Leatherworking)+6(4), escape artist+2(2), heal+1(4),  swim+4(2); simple weapon proficiency(club), track.

    Adventure seeds:

    • Garnoc had a falling out with the guild sometime ago. Due to his skills and Noble patronage it has not affected his business much, but with his increasing age and closing retirement the Guild is looking to change that.
    • The twins recognizes one of the bandits who killed their parents in a nearby tavern. The man has recently moved into the city, reformed his ways and taken up an honest trade. But the twins want revenge for what he did.
    • A single glove was found at the scene of a horrific crime. It is clearly one of Garnoc’s creations. The problem is he never sold that pair. Or perhaps he simply does not remember who he sold them too.
    • The night before Garnoc is set to sponsor the twins to the Guild, he dies. Some of the more jealous Guild members see this as an opportunity to take over the profitable and reputable shop. Markoos and Harkoos are distraught over this news and vow to fight however they can, but being merely apprentices, they have no standing in the Guild.
    • A mysterious woman brings in an a piece of extremely rare leather and asks for a pair of gloves. She does not give a name, but leaves an address in the Mage’s district to deliver them too. That night the shop is broken into and only that piece of leather is stolen. The Constable reports that magic, rather then thief skills were used.

    Locations: Newhaven Crossing

    Locations: Newhaven Crossing

    Newhaven Crossing is one of the fabled twelve ring cities arranged on the Great Plains around Mar Gullend Dek – the giant haunted castle carved out of a Mountain. Each of the ring cities was originally a remote fortress to protect the castle. In the past two thousand years they have grown to be great cities themselves. Five of the cities are dedicated through ancient peace treaties and pacts to one of the major races, Halflings, Goblin kind, Elven, Dwarven and Centaur. The rest are primarily human, but are accustomed to members of other races.

    Newhaven Crossing is the most North Eastern of the Twelve Ring Cities. Situated on the coast at the Wineworm River it has become an important trade route up and down the coast, and across the sea. It has a large undercity with connections to the Underworld. It’s primary import is Wine from the Arabel area, (the most North Eastern of the Ring Cities,) along the Wineworm river. It’s major export is fish, along with timber from the Northern Forest. It is rumored that anything can be found and bought – or sold some where in Newhaven Crossing though.

    The core of the city surrounds the old fort, which has been renovated and upgraded many times. There are about five thousand troops stationed in the fort at all times. Another five thousand patrol and maintain small forts in an area to the north that covers 100,000 square miles. To the south of the fort is the dock area, where there is room for up to 100 ships at a time. Ten naval ships are stationed there to keep the peace, enforce rules, and stop the occasional Northern pirates that may end up this far south.

    Newhaven Crossing is home to the Handmaidens of the Lady Helena. The Handmaidens are a love cult who maintains houses of “worship” (brothels) in most any city with more then 500 citizens. In addition they take in female orphans and maintain highly regarded schools for young ladies both low born and high born. Handmaidens have a high marriage rate as they are constantly sought after for thier intelligence, and their knowledge of business, politics and many other areas. The most promising students are sent to the Acadamy of Learning in Newhaven Crossing. The school is limited to 500 students total, and entrance to the school must be sponsored by a high priestess at one of the houses. Characters can become a Handmaiden, but they need to have a 15+ Charisma, 16+ Intelligence, at least three knowledge skills and be Female.

    Other deities with temples in the town include The Brothers of Talric and Nanreen – The Goddess of Merchants.

    Other Locations
    Garnoc’s Gloves

    Random Fantasy Names

    Random Fantasy Names

    Originally posted from Fidonet. Just a random list of names that I’ve kept around for creating fantasy characters.  So Brian Kettering – who ever you are, thanks!

    From   : Brian Kettering  (POST 05-May-1993 19:12)
    Subject: Names of the Month
    Since people liked my post of many fantasy names, I have decided to post a
    few more each month for everyone to use and enjoy.  If one or three catch
    your eye, write me back and tell me why (oooooh, a rhyme!).
    Achiena    Ejaena     Kamithar   Rechinar   Valethar  Cagoril   Goruta
    Adhereal   Ethurael   Kavaena    Retaena    Viorzha   Chasetyr  Halura
    Akimar     Farenal    Kazil      Rocamara   Vuzarael  Chidildra Henashal
    Basemar    Felethar   Korithar   Ruthamaal  Worustan  Cimiryl   Ibohama
    Cabistone  Fuliurael  Larostan   Samithar   Xaimar    Daeros    Icanal
    Caera      Gaudrael   Lovumar    Savaston   Xalathar  Darital   Idenshield
    Camara     Hazuther   Marael     Sezerael   Xemara    Dawndale  Ikajira
    Chalutyr   Ichama     Nazarael   Shamara    Zirael    Denecar   Jaaor
    Cuathar    Isomar     Oakethar   Shirael    Zothimar  Elizaret  Jacipur
    Dachamar   Izether    Panduther  Tarael     Aeothor   Elinilera Jenin
    Darael     Jacuraal   Parither   Thalastan  Alalira   Evidar    Jimuril
    Dejemal    Jamara     Pedimar    Tharel     Anaer     Ezhuer    Kaera
    Dezim      Jizarael   Perom      Theston    Aviux     Fezire    Kajena
    Dezir      Joxiral    Piur       Tinuviel   Balisaer  Fosmar    Karashal
    Duthurael  Jutham     Ra’kirael  Ulorael    Barthon   Gelesia   Kavin

    Spell: Manor’s Mindsight

    Spell: Manor’s Mindsight

    Originally part of the Landforger Project on Fidonet. Written for AD&D

    Manor’s Mindsight

    Alteration

    Level: 5

    Range: special

    Duration: 1 Turn/lvl.

    Area of Effect: Creature Touched

    Components: V,S,M

    Casting Time: 6

    Save: None

    By means of this spell, a wizard gains the ability to “see” everything within a range of 20′ plus 10/ per two levels of the caster, regardless of intervening objects of any sort. No actual sensory organs are needed for the spell to function, and thus the mage may be blindfolded or in a completely dark room while using the mindsight spell. Furthermore, everything within the radius of the spell is perceived simultaneously; hence there is no need for the mage to look up or down to “see” objects above or below him.

    Mind sight does not light a darkened area, though, so the mage would still perceive a dark room as a dark room, not a lighted one. The mage may overcome this obstacle by using the mindsight spell in conjunction with a darksense, infravision, or ultravision spell.

    When using Manor’s Mindsight, a mage may not perceive illusions or phantasms for what they really are (unless his intelligence would normally allow him to distinguish between the illusion and reality), nor may he distinguish between magical objects and non-magical items, or make distinctions of alignment. Similarly, the mage cannot see traps, tricks, pits, magical symbols, or other invisible or magically concealed items or objects, unless he would be able to detect such items normally. A mage may surmount the problem by casting spells such as detect invisible, detect evil, detect magic, etc. previous to the actual casting of mindsight. These spells may be used with mindsight even if the radius of such spells are not equal to the radius of the mindsight spell.

    The mage maintain the mindsight spell without concentration, and may move, cast spells, and engage in other activities while mindsight is in effect. If the mage wishes to view anything through the spell, however, he must concentrate and is then unable to move, cast spells, or engage in any strenuous activities. If the mage is attacked while concentrating on the mindsight, the spell is not ruined and the caster may resume viewing after combat is resolved. The material component of the spell is the preserved eye of a blink dog, which is reusable.