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The Village of Arborbrooke
System: D&D Forgotten Realms
Requirements: None (village sourcebook)
The small village of Arborbrooke is a quiet peaceful town in the heart of pastoral lands that have not seen trouble since the Time of Dragons so many decades ago. In it live all manner of quiet and peaceful people, all except for the retired adventurers, the monster in the old haunted house, the demon in the mountain mine, and more than a handful of folk with enough secrets to keep everyone in town tight-lipped...
THE VILLAGE OF ARBORBROOKE
By Dominic and Chris Covey
Arborbrooke, in the heart of the lands known as ?the Barony?, populated by simple folk of good disposition and peaceful lives, is an example of the kind of village one might find along the road of nearly any pastoral setting. Arborbrooke itself is a famed center of mercantile trade in the countryside, where villagers from the hamlets and homesteads of outlying regions come to market or for special annual festivals. It is here that a great church to Torm has been erected, and in the past the large inns have only grown to accomodate more and more travelers who pass through the region to parts unknown. Arborbrooke is a thriving little hamlet, but even behind it?s pleasant face, secrets do exist ...
Hills: Surrounding the village from all sides are the lovely rustic hills, which seem to stretch on forever. Carpeted in lush forests of cedar and birch (with maple and oak as well in lesser frequency), the hills are home to abundant game such as wild boar, deer, and indeed, beaver (the latter being in abundance near the banks of the river, far to the north). Despite the beauty of the hills near Arborbrooke, there is a kind of haunting "loneliness" to them, and few travelers would choose to pass through them, for they shelter not only game, but dangers as well. Only the druidess of the village, a local trapper, and perhaps a few other adventurous souls take to the wooded hills on a regular basis.
The Pond: Southwest of the village is a large pond (called a "lake" by the children of the hamlet), which spreads across a natural basin with the beauty of a mountain lake. The water here, fed by the river as it cascades down a tall waterfall by the mill (area 14), is cool and refreshing, and is home to all manner of river trout and crawdads of varying size. The larger ones live in the deeper part of the lake, and are fished by the Gaarmen family (see area 2), while smaller crayfish linger near the shore where children can catch and play with them. An area of small stone boulders (1' across each) forms a kind of resting area overlooking the lake, and is a favorite spot for youngsters to gather on summer evenings to "play around". Rumor has it that the boulders were left here a long time ago by a forgetful hill giant, to whom the boulders belonged (as ammunition). The druidess, in area 27, is amused by the youthful antics of the village children, but never makes a fuss so long as they don't despoil the lovely lake.
KEY TO ARBORBROOKE:
1. EXTENSIVE ORCHARDS AND BEAUTIFUL COTTAGE: This two-story house is set into the orchards and is beautifully decorated with stained-glass windows. As the vineyard, the grounds have two smaller buildings not far from the household. The first houses the winepress, and the second is a storage shed for various items. All finished wines are kept in the cellar of the main house, locked away safely. The vineyard is a very prosperous one, with its two distinctive wines hailed far and wide. The business is run by Yujorr (4 hp), a thin man with white hair and his wife Teea (3 hp), a buxom redhead. Also living in this household are the eight children of this family.
1) Griffa (5 hp), a gorgeous blonde woman who helps her parents with the vineyard, awaiting the day she is married off to someone acceptable to her parents. She attends classes set up by the cleric at #4, and studies hard.
2) Nortair (8 hp), a tall muscular man sporting a large bushy mustache. He helps out with the vineyard, but is most often on his light warhorse Eric, patrolling about. As a member of the militia and a 1st-level fighter, Nortair is equipped with a suit of chain mail, shield, longsword, and dagger.
3) Syshaia (5 hp), an older girl that tends to the needs of her younger siblings and has been appointed by the druidess at #27 the task of watching over the children at the pond while they play. Syshaia is unusual in that she knows how to swim, and is quite adept in this regard. This swimming hobby of hers has taken her naturally fantastic body and sculpted it into a well-toned, yet still very busty form gawked at in the village.
4) Flythia (4 hp), a copper-haired busty girl, is only 16 years old, but is an incredible flirt in constant trouble with her mother. Often stealing her younger sister's clothes, she walks about in clothes a little too tight, showing off her sinful, yet maidenly form. She dreams of a passionate affair by the pond, at night, with some mysterious adventurer.
5) Earra (3 hp), is a quiet 12 year old girl that is studying hard at the church, and hopes either to be a cleric or a mage when she is old enough.
6) Yotho (3 hp), is a 10 year old boy that likes adventure. He is often about, sneaking everywhere he goes. The cleric at #4 affectionately calls him a "footpad" after Yotho was caught sneaking about the church before services once. Yotho's goal right now is to scout out the old ruin at #5 to see the ghost, but isn't brave enough. He often tries to persuade his friends to go with him, but to no avail, the old house is just too scary.
7) Putori (2 hp), a 6 year old boy that likes to get into all sorts of mischief. His favorite prank is to throw fruit at travelers while hidden in the vineyard. So far he has not been discovered by his parents.
8) Runilli (2 hp), a 5 year old boy that also likes to do mischief. His favorite pastime is to swim with Syshaia, his sister, and looks up to her as his role-model and best friend. He loves to hear stories of the exploits of adventurers, and his sister often tells him tales of the great and fearless.
The family hires on help, always villagers of Arborbrooke and the surrounding farms, to help when needed. This has fostered a great friendship with the other locals, and the family's wealth is spread around with generous wages and fair treatment. The two wines produced by the family are:
Yujorr's Red Elixir: A strong red wine with a sparkling quality, the elixir is a favorite in the local area and the cleric at #4 drinks it with great frequency. The cleric also greatly enjoys the honour of being able to test the elixir as it is made.
Arborbrooke Amethyst Wine: A delicious, vibrant, tongue-tingling amethyst-coloured wine produced in very limited quantities, the Arborbrooke amethyst wine was invented by Syshaia after she found a strange purple fruit used in the making of this wine. This fruit, strangely, is found only in the area of Arborbrooke. This wine is well-known amongst noble circles far and wide as its rarity and distinct taste have made it the favourite to dukes and even kings. The amethyst wine has an additional effect: It has a 25% chance of curing the imbiber of any poison and healing 1-4 hit points of damage.
2. SHADED INN AND HOSTELRY: The Inn of The Barley Brownie is located in a comfortable little glen on the west side of town. Lush cedar and birch trees surround much of the house, casting a deep cool shade over the entire two-story structure. A small garden exists in the back, where the innkeeper's children can often be found playing, in the company of the two family mastiffs - Brawny and Milton (2+2 HD, HP: 18 and 14, 1 attack for 2-8 points of damage).
The Barley Brownie boasts some of the best foods available in the village, since it's master, Kobor Gaarmen, is a wealthy man. The place is renowned in the area for fine service and even finer fare, and a constant aroma of baking bread and roasting pig permeates the air. The house specialty is pork products, but an extensive variety of dishes are readily made here as well:
Beer 5 c.p.
Root Beer 2 c.p.
Ginger Beer 1 c.p.
Ale 2 s.p.
Honeyed Mead 8 s.p.
Salted Mead 5 s.p.
Wine, table 2 c.p.
Wine, red 5 s.p.
Wine, white (fish) 4 s.p.
Spiced Rum 10 s.p.
Rye 2 c.p.
Broth 1 c.p.
Bread, loaf Free with meal
Boiled egg 2 c.p.
Cheese 6 c.p.
Nuts Free with meal
Pork, limb 6 s.p.
Pork, chops 3 s.p.
Bacon 4 c.p.
Ham, spiced whole 1 g.p.
Ham, select slices 8 c.p.
Sausage 6 c.p.
Special spiced sausage 1 s.p.
Roast boar 4 g.p.
Venison, haunch of 10 s.p.
Mutton, limb 6 s.p.
Mutton, chops 3 s.p.
Lamb, whole 2 g.p.
Rabbit stew 8 c.p.
Quail, whole 1 g.p.
Poached river trout 2 s.p.
Steamed river crawdads 2 s.p.
Squabs 4 c.p.
Pudding 2 c.p.
Flavored ice 1 c.p.
The traveler's meal is the house specialty, and will be peddled by the bright, young, and pretty barmaids (who are also the keeper's daughters). It costs 5 s.p., and consists of a loaf of soft bread, a wedge of cheese, a flagon of beer or ale, pork chops or ham, a bowl of rabbit stew, and pudding. All meals are served on sturdy but slightly chipped services, made of porcelain or copper. Pewter steins, flagons, and pottery mugs are used for drinks.
The family that runs the Barley Brownie, the Gaarmens, are very close and family-oriented. There are four daughters and four sons, all of whom participate in the daily running of the inn. The oldest son, Gorm (20), is a member of the militia (0-level fighter - S 17, I 10, W 12, D 10, C 15, Ch 17; 4 hit points; leather armor, long spear, and broad sword), and often helps at the bar; the middle sons, Jharm and Axe (17 and 14), act as apprentice to his father and stableboy respectively; and the youngest son, Kieber (10), cleans the chimneys and stores. The two oldest daughters, Zoe and Frenna (19 and 16), are waitress/barmaids, the middle girl, Penelope (14), cleans, makes household repairs, knits, and picks berries with her mother, and the youngest girl, Brahmie (6), helps clean rooms.
Common Room: The common room of the Barley Brownie is a place of much merriment, and located on the north side of the place, overlooking the sunny road outside. Tables, chairs, stools, and benches sit here and there, and the keeper's daughters weave their way through the often-times crowded room with platters of steaming hot food for traveling folk. The young son sets about stoking the fires, keeping the place warm, while Kobor himself remains behind the bar filling drinks. Besides the folk who stop by here on their travels (of which there will usually be some 2-4), roughly 3d4 local folk will also gather here for drinks after a day in the fields. All in all the place is quite homey, and on particularly stormy or cold nights, Kobor will summon one of his daughters (either Frenna or Penelope) to play the cittern for the amusement of the patrons.
Bar: Leading into the common room is this long cedar bar, stained with age. Huge casks of ale and beer hang behind the bar, tapped with brass fittings, and a menagerie of colored and clear wine bottles line rack upon rack of shelves. Leather jacks, filled with mead, hang from pegs above the bar as well. A constant smell of cooking food drifts in from the kitchens beyond. A small box under the bar contains the day's earnings, usually around 2d20 s.p. and 8d20 c.p..
Private Rooms: There are several private rooms available at The Barley Brownie, and all are comfortable to reside in; Kobor, the innkeeper, makes sure of that. Each room is set with a comfortable bed, a wooden wardrobe (acquired from the carpenter some years ago), a dresser with drawers, a mirror on one wall, and a pitcher and washbasin for each occupant. Every room is floored in a thick rug, making the place warm even on cold nights. Such a room usually costs 2 s.p. per night.
Pilgrim Room: The so-called "pilgrim room" is a common dormitory for large parties of travelers with few funds. The room is not particularly cozy, with only cots and mats for sleeping on, but a fire is kept going by one of the innkeeper's sons when this place is occupied, and free loaves of bread come with the rent. The room can hold up to 20 guests (either one party or a group of parties), and despite it's spartan nature, is still cozier than a barn. The innkeeper charges a mere copper piece per night for the place.
Family Rooms: There are two family rooms, which belong to the Gaarmen household. The first houses the boys, the other the girls of the family. Each room is similarly outfitted as a private room, but with more beds and a few chests here and there for the belongings and toys of the children.
Kobor's Apartments: The innkeeper's apartments are especially comfortable, with a large fireplace dominating the chamber. A large bed, for the innkeeper and his wife, is nestled against one wall, with a reading table (no books of much interest, though), wardrobe, and dresser rounding out the furniture. Several chests lie about along the walls, filled with garments, personal belongings, and records of recent transactions - as well as updated inventories. Kobor keeps a sturdy locked coffer under his bed, containing the family's savings - 400 g.p., 1,600 s.p., and 2,400 c.p..
3. PROSPEROUS FARM COTTAGE AND LARGE BARN: This stone house is well-maintained and is decorated in a very tasteful way. The barn beyond is also in good repair, and is well-stocked with hay and grain and even some fruits from the family's small orchard. There is a strong smell of baking pies emanating from the cottage. The household is run by Bertgulf, a huge brawny man that looks threatening at first, but is really a gentle soul unless family and friends are threatened. His wife, Pothrea, is inside baking her celebrated apple-cinnamon pies. The couple have one grown son named Franzi, who lives in the top floor of the barn, and a daughter named Halley, who is on the verge of womanhood and who has lately attracted the eye of many of the young men in the village due to her rapidly blossoming femininity.
Bertgulf and Franzi are members of the militia. Bertgulf is a 0-level fighter (8 hp) and keeps a spear and short sword in his room, although he always wears his dagger on the advice of his son. Franzi is a 1st-level Archer (11 hp) and wields his longbow +1 to good effect protecting the village and hunting game. If asked about his skill or treasure, Franzi will happily explain that he got these by joining a band of adventurers some years back to supplement their ability. He was treated fairly and has a good reaction to adventurers because of this experience. He is almost always seen with his bow practicing in the yard, and like his father, always carries a dagger.
4. LARGE STONE CHURCH: This large church has a large three-story steeple with crenellations, having once served as the sanctuary of the town. The church is dedicated to the god Torm. The priest of this church is Dalcor, a Holy Champion of Torm and ex-adventurer. Dalcor is a friendly, kind sort who sees all in the village as his children, and is their counselor and confidante in their personal matters and other matters that trouble them. Dalcor is a 9th level holy champion (specialty priest of Torm); AC -8; HP 80; S 18; D 18; C 18; I 15; W 18; Ch 18; platemail +4, shield +1 of lightning protection, ring of protection +1, ring of regeneration, 2 doses of Keoghtom's ointment, and a footman's mace +1. Dalcor wears his armour only when it is called for, and is usually seen in just the robes of his office. On the second floor of the church, in his quarters, he keeps his bag of holding, containing 3 potions of fly, a potion of passweb, a scroll of true seeing, a scroll of passweb, and a potion of speed. Dalcor's commonly memorized spells are:
1st Level: Bless, Cure Light Wounds (x2), Detect Evil, Faerie Fire, Sanctuary
2nd Level: Aid (x2), Fire Trap, Hold Person (x2), Silence 15' Radius
3rd Level: Cure Disease, Dispel Magic (x2), Prayer
4th Level: Cure Serious Wounds (x2), Neutralize Poison
5th Level: True Seeing
As a holy champion, Dalcor has been granted the following special powers by his deity: command twice/day, hold portal once/day or mount once/day, compel once/day, detect lie once/day.
As a church of Torm, the church has the inherent power to turn undead as a 9th level cleric. The Temple also radiates a double strength protection from evil, 10' radius. Healing spells cast within the walls of the temple automatically heal the maximum possible amount of hit points. Any curses placed on a worshipper of Torm are placed in stasis while that person is on the temple grounds. The temple has one other minor power as well, this being: When a priest of Torm attempts to regain spells while in the temple, the time needed is halved.
5. DARK FORBODING COTTAGE: This stone cottage is in miserable shape after being hit by lightning ten years ago, the fire causing massive damage. The villagers, always fearful of the place, never went to the cottage to see to putting out the fire. Strange lights are seen in the place some nights, and the populace of the village is divided on what to do. Some children believe that the house is haunted, and adventurers, or at least the militia, should go and investigate. The adults believe that the children just have an overactive imagination and should just stay away from the dangerous ruins. Regardless, Logok, the child of the homely old woman that lived there until more than a decade ago, is a "boogie-man" in the village, due to the fact that the children believe Logok lives in the cottage as a ghost, as he disappeared when his mother died eleven years ago.
The truth is that after his mother died, Logok ran away into the wilds in his grief as he knew he would not be accepted in the village for he was too big and ugly. Afraid to scare the children, he left to live alone, although it broke his heart to do so for he loved to hide and sneak and watch the children play, as he would wish he could play with them. After spending a harrowing week in the wilds, Logok returned home during a fierce storm and was trying to figure out how to use the stove when lightning struck the house, setting fire to the roof and pinning him under a large beam. Although only slightly singed by the flames, Logok inhaled too much of the smoke and became brain-damaged. Thinking he's being punished for being bad, he lives in the cellar of the old cottage and only ventures out to hunt with his club and javelins or to read his mother's books which remain in a chest in what used to be the hearth-room. The old candles he uses to read the fairy-tales cause the glimmering lights that scare the children and cause the rumours to fly.
Logok is a half-ogre ranger of the 2nd-level (32 hp) and is scared of just about everybody. Logok just wants to be left alone, and his simple mind doesn't understand much beyond basic needs and a yearning to be loved and accepted. Logok is a tragic figure but has a heart of gold and would die to defend the children and people of Arborbrooke from anything that he thought threatened it.
6. SECLUDED LOG CABIN: Located in a secluded part of the woods near town, on one of the hills, is an old log-cabin. The two windows of the place are fogged-over with dirt and grime, and a plume of pork-scented smoke rises from the single chimney of the place. A stack of firewood rests against one side of the house.
The cabin is home to the local trapper, Wihul (3rd level ranger - S 16, I 9, W 16, D 15, C 18, Ch 16 - 24 hit points). He is neutral good, though he has little interest in the village and it's goings on. He is a bit of a recluse, and has no friends; he has only a loose friendship with the druidess across the road. Wihul spends most of his time away from his cabin, hunting the mountains for choice game. When here, in his cabin he keeps all manner of beaver and fox pelts (3d6 pelts at any given time, worth 100-400 g.p. each), and hidden in a wooden box under his cot are two 100 g.p. gems, 100 s.p. and 500 c.p.. He has no magic items.
7. LARGE HALL: This large hall of glossy brown wood is the town meeting-hall, used for town meetings, the classes taught by the cleric, and sometimes demonstrations set up by some other townfolk. Often, Yujorr will let the townsfolk sample a new wine he's thinking about producing, and these are festive times indeed. The hall is also used for parties celebrating anything, usually birthdays. A chalkboard outside the door lists the days of the current week, and if you wish to make use of the hall, you simply write your name or sign under the day you wish to reserve. It's that simple. Chalk is kept in a small bin to the side for this purpose.
8. LARGE RUN-DOWN BUILDING: This long wooden house, in need of much care and repair, is the village "militia house", set up years ago by the original settlers of the area in case the village needed a defense. The house is locked at all times (though not trapped, of course), and the only keys are kept by the town cleric (see area 4), the proprietors of the inn at area 22, and the retired adventurers (areas 25 and 26). These latter two were entrusted with keys as a kind of "hint" that the village is counting on their services if ever attacked.
Inside, the old hall is filled with cobwebs, dust, and even a bit of mold on exposed wooden surfaces. The walls are lined with lockers and barrels, and a table fills the center of the place. The lockers all contain weapons - a total of 16 longswords, 16 hand axes, 20 spears, 6 short bows, 6 bill hooks, 2 military forks, and a total of 600 arrows (these latter being in the barrels). Casks of oil (ten in number) rest atop the lockers, while 50 torches and 10 lanterns are also kept here. Two suits of chainmail, four of scale, and eight of leather are held on old dusty mannequins in the same room.
9. DILAPIDATED HUT IN THE MIDDLE OF FIELD: Shaded by a pair of black-barked trees, a small decrepit hut of unmortared stone and peeling paint rests near the graveyard, overlooking the cold grey tombstones. The place is never in good condition, never has, and looks as if it were no more than a storage shed if not for the plume of smoke rising from the single corroded chimney at it's summit. Planks of wood, boxes of nails, and a handful of incomplete coffins rest against the outer wall.
The hut is home to the village undertaker, Mogun Ditchdigger, a foul and unhealthy creature of a man, standing some 6'6" (a veritable giant). His breath almost always smells of rot and liquor, of which he almost constantly drinks from a flask hidden in his workclothes. His only match, when it comes to drinking and getting drunk, is the village drunk (see area 20). In manner, Mogun is loud-mouthed, brash, crude, and oft-times upsetting. Inside his hut, he keeps a pair of work mauls, a trio of spades, filthy workclothes, and an iron coffer filled with purloined jewelry and gold teeth - stolen from some of the bodies he can get to without attracting attention. The total value of his cache is around 100 g.p., and if ever it's presence was found out, he would surely be expelled from town for grave-robbery. Thus he keeps the coffer well hidden under a loose stone in the floor of his hut.
10. WELL-BUILT STONE BUILDING: This building is the village smithy, as is immediately obvious by the sound of hammers on metal being worked in the yard. Several stacks of smoke rise from around the place, and a slight but noticeable smell of sweat and burnt coal permeates the property's air.
The smithy is run by Hommas (2nd level fighter - S 17, I 12, W 13, D 17, C 18, Ch 10; 26 hit points; leather armor, long spear, and warhammer), a member of good standing in the local militia, and his family of wife, Thetta (37), and three strapping sons - Kael (21), also a member of the militia (0-level fighter - S 16, I 10, W 10, D 16, C 16, C 14; 4 hit points; leather armor and battleaxe), Dromin (19), and Sven (17). The latter two boys are the village bullies, and much chastised by their impatient father for slacking off too much. The entire family is of chaotic neutral alignment, though they pride themselves for their fine work in making horseshoes, tools, and trinkets, much desired by the populace of Arborbrooke. Some of Hommas' better work has attracted the business of traveling merchants, who have made him rich through buying his weapons.
On the premises, hidden in a wooden box under the parent's bed, is a considerable trove of - 1,250 g.p., 250 s.p., and 1,000 c.p.. Hommas keeps a shield +1 in his closet, only employing this when called to duty with the militia. In addition to the regular items of a mundane nature around the shoppe, Hommas produces fine weapons; he has the following articles on display - three long spears, five broadswords, ten daggers, and a pair of warhammers.
11. WHITEWASHED COTTAGE WITH GARLANDS: This beautiful and gay home is the house of Reillyah (2 hp), a florist and a stunning voluptuous beauty. She also owns a large garden, which is fenced off with a beautiful white fence, topped with flowerpots. Having inherited a good sum from an adventuring uncle who had died, she achieved her dream of starting a florist shop in Arborbrooke. Although she has a remarkable talent and eye for arrangement and such, there is just no real business for a florist in Arborbrooke, although the cleric from #4 gets all his church decorations through Reillyah. Somewhat broken-hearted Reillyah continues to do what she loves, and is elated when anybody buys her goods and remarks favourably on her work. She is smart enough to keep herself living comfortably with the inheritance, but nobody knows that she is capable of making it on her own, and many a young man has tried to woo her, to no avail, as she prefers a life alone with her colourful friends. Reillyah is best friends with Emeretta, the basketweaver, across the way.
12. LITTLE COTTAGE: This little cottage appears to be well-made, and perhaps second only to the wizard's tower. A low white fence surrounds the property from the road, and tall maple trees cast shadows over it's roof. A well-tended garden of pots and shrubberies line the window sills.
This is home to a pompous little man, Germaine Samhyl, a new arrival from the far-off city, who came to Arborbrooke only five years ago. Ever since, he has made a nuisance of himself to nearly everyone in town, since he is a whining, self-righteous man who likes to impress upon people an air of authority and culture. Germaine was once a lawyer in the big city, but his career plummeted when he defended a well-known thief and assassin in a public trial (the assassin was found guilty, and threatened Germaine with death when he returned from the salt mines). Germaine thus moved to a smaller, quieter place - Arborbrooke - and for a year or so kept a low profile. But in recent years, his boredom has led him to associate with the townsfolk - who hate him. He wears a smart black coat, white hose, and a powdered white wig wherever he goes, and looks very much the fop and dandy!
Located in his house, the would-be public defender keeps a trove of secret funds in a locked metal coffer under his dresser (this box is also trapped with a poisonous needle, which inflicts 5-30 points of damage is a save vs. poison is failed). The coffer contains two 500 g.p. rubies, six 100 g.p. pearls, 250 p.p., a dagger +1, and a scroll of protection vs. poison.
13. LARGE WOODEN BUILDING WITH PUNGENT ODOR: Next to the Inn of The Barley Brownie, stands a tall wooden structure of a sturdy make, from which comes the pungent and stinging odor of liquor and beer being brewed. A lazy mastiff, named Dawg (2+2 HD, HP: 14, 1 attack for 2-8 points of damage), sits lazily on the porch watching all passerby without so much as raising a bark.
The building is the local brewery, run by a family with a close friendship to the Gaarmen clan (see area 2). The brewer, a well-built man of later years, goes by the name of Kanack (0-level fighter - S 17, I 14, W 14, D 12, C 12, Ch 16; 4 hit points; leather armor, broad sword, and dagger), who is a member of the Arborbrooke militia. His wife, Bunelle, is a busty thing who has bore Kanack several fine children; Frey (18), the eldest son (also a member of the militia; 0-level fighter - S 15, I 9, W 9, D 9, C 16, Ch 15; 4 hit points; padded armor, broad sword, and dagger); Solbrek (16), the middle boy and errand boy; and Servaana (13), a tough young girl with all the hopes in the world of becoming an adventurer some day. Her profession, she has already chosen, will be "heroic warrior of renown", and she can be seen playing with the other kids with her wooden sword - a gift from the family of the carpenter (area 19).
The brewer's establishment is a no-nonsense place, cluttered with vats and hundreds of kegs. It is here that the trademark beer of Arborbrooke is brewed, and a small collection of wines from the vineyards is also for sale here - at a slightly elevated cost. The brewer has a total of 50 casks of beer, 25 casks of ale, 25 casks of mead, and 10 barrels of fine red wine. A chest in the master bedroom, on the second level of the building, contains a total of 2,000 g.p., 200 s.p., and three 50 g.p. gems.
14. WELL-KEPT MILL: The mill is a busy place, and has a bakery within its walls as well. Famous, delicious bread is produced here of many varieties.
The miller, Denian (8 hp), is a 1st-level fighter and member of the militia. He wields a broadsword and dagger and wears chainmail when given the opportunity to don it. Denian shuns shields for his own use. Denian is a friendly, but gruff man who prefers to be left alone at his chosen calling, and years of mending this and that in the village have given him a knack for fixing things and jury-rigging small things. He thus serves as the town handy-man. Denian's wife Yavasha (2 hp), is a dark-haired beauty who runs her own bakery within the mill-house. She is a friendly woman and a bit of a gossip and maintains a strong friendship with the other women in town, who often meet at the Inn at #2 to play cards and other games. Their son, Tor (6 hp), is a very bulky child, well-fed by his mother, but overworked by his father. The result is that Tor is tall, bulky and very strong (18/96). Tor has just joined the militia and finished some rudimentary training. He has been given a suit of ring mail armour, a battle axe, and a dagger due to his stature. Tor dreams of being a great general in a huge army someday, an army dedicated to the destruction of evil. Although many do not know this, Tor has been noticed by the cleric of #4, and word has been sent to an order of paladins for a possible recruit. No word has been sent back yet, however.
15. WHITEWASHED COTTAGE AND NOISY WORKPLACE: This area is the home and workplace of the cooper, who hammers and saws his days away busily at work. His name is Farfire (15 hp), a name given him by his elvish mother. His parents are long dead now, and Farfire hides his half-elven nature to most in the village. A clam, friendly man who likes to watch the children play, Farfire is also a lonely man who wants to rear a family of his own. He often has dreams of finding a true love, and in his loneliness has confided his race to the cleric at #4, who has faithfully kept it a secret. Farfire is a member of the militia and a 2nd level fighter, specialized in the use of the longsword. His other weapons are a longbow and a dagger. he wears a suit of chainmail when in battle. Farfire is efficient and quiet in combat, and likes to end it quickly, so life can return to normal in Arborbrooke.
16. SECLUDED STONE TOWER: Hidden among the tall stands of birch trees on the south side of the village, nestled away from the prying eyes of suspicious and gossipy villagers, is a tall three-story square tower steeped on a rugged hillock. Shutters cover all the upper-level windows, though from the lower levels flowers and windchimes are strung out the open portals. Birds chirp gaily in the surrounding trees, and a pleasant peace surrounds the entire property and adjoining woods.
The tower is in fact the residence of a powerful wizard, by the name of Horloc, who moved here some twelve years ago with his then-infant daughter, Ehlana. As Horloc has always been withdrawn, the villagers took a long time to get accustomed to his lanky tower and indeed, even his presence. Yet he has remained a valuable asset to the town - every spring, he helps the farmers with their crops by casting plant growth spells and enriching the soil with specially-prepared fertilizers and powders. His daughter, now blossoming into womanhood, is friend to a great many of the village's inhabitants, and makes up for her father's secluded nature with her own bright and outgoing personality.
Thus, the tower's owner, and the village's resident wizard, is Horloc (8th level mage - S 12, I 18, W 17, D 12, C 9, Ch 15; 28 hit points), known teasingly by the children of Arborbrooke as "Horloc the Warlock". Horloc is chaotic good, though he is almost always tied up with experiments and studies, and is thus only rarely concerned with village affairs. He wears a ring of protection +1 at all times, and is often seen petting a fat and lazy black cat (his familiar). He finds pleasure in polymorphing into a raven, and flying about the village and surrounding forests for a day of relaxation. When he's slacking off like this, he locks the doors to his laboratory so his daughter thinks he's working!
1st Level: Affect Normal Fires, Detect Magic, Find Familiar, Hold Portal, Identify, Magic Missile,
Read Magic, Unseen Servant
2nd Level: Audible Glammer, Knock, Know Alignment, Melf's Acid Arrow, Wizard Lock
3rd Level: Dispel Magic (x2), Explosive Runes, Monster Summoning I, Protection From Evil 10'
4th Level: Polymorph Other, Polymorph Self, Magic Mirror, Plant Growth
As stated above, Horloc prefers to remain alone, accompanied only by his black cat familiar, Tooms, and his teen-aged daughter Ehlana (1st level magic-user - S 8, I 17, W 10, D 10, C 10, Ch 13; 4 hit points), the product of an affair he had years ago that ended in tragedy (although he won't speak of it, and his daughter knows nothing of it, the woman was the queen of a far off barbarian realm, who was killed in a pitched battle). Ehlana is very pretty (though unknowingly so), with long red hair braided with whalebone rings and silvery-green eyes, and is industrious and fiery-spirited. As Horloc's daughter, she tends the daily chores around the house, buys food and groceries in the village, and is expected to learn the magical arts as well!
Ehlana has only just begun learning the basics of magic, but understands the following spells:
1st Level: Read Magic, Unseen Servant
She often casts unseen servant when her father is busy with his experiments, to do all the cleaning and sweeping for her. Ehlana has a simple spellbook with the above spells written in it, and no other valuables.
Vestibule: The bottom level of the tower is kept clean by Ehlana; flowers grow in pots by the shuttered windows, and a warm red rug covers much of the cold stone floor. A broom, walking staff, and a pair of storm cloaks rest near the door. None are magic.
Back Room: The back room is used as a storage space, but is kept unlocked. A few old crates, mostly empty expect for glass beakers, tubes, and phials, clutter the dusty room. Nothing of value is to be found within.
Dining Room: This place, decorated to Horloc's taste, appears to be a small version of some great lord's dining hall; lush crimson rug, hanging brass chandelier, long table with a dozen chairs, and torches on the walls. A closed wooden cupboard against one wall holds all manner of fine dinner service and silverware (worth a combined total of 500 g.p.), meticulously cared for by Horloc's daughter.
Kitchen/Bedroom: This area is kept clean by Ehlana, since this is where she sleeps. The room is split in two - kitchen and bedroom. The western part of the chamber has a large firepit for cooking, tables and cutlery, a washbasin, and a line of four kegs (filled with a strong and sassy liquor from Thay). An enclosed cupboard holds more tankards and plates, while from the ceiling are hung sides of meat and links of sausage. The other side of the room has a comfortable down bed, with hand-made quilt, cramped in by a chest and wooden wardrobe (the chest is filled with old stuffed animals and trinkets, the wardrobe with dresses and sturdy workclothes).
Horloc's Chambers: Atop the tower, Horloc keeps a room aside for the necessity of sleeping. Ehlana is allowed in here during the day to clean, and thus the place is not a total mess (like his laboratory). A fine bed rests against one wall, as does a wardrobe (filled with plain and sturdy clothes), and a heavy iron chest. The chest is kept wizard locked (but not trapped), and contains Horloc's personal effects - a dagger +2/+3 vs. large creatures, a potion of longevity, a scroll of protection vs. fire, 2,000 g.p., 150 p.p., and a pair of 1,000 g.p. gems. Ehlana knows nothing of the contents of this cache (though she does know it exists), and Horloc will hide knowledge of it unless there is a real need to share his items with the village populace.
Laboratory: This room is kept wizard locked during the day, to keep unwanted pests (such as prying daughters) out. The place is entirely cluttered with old stained tables, stacked with towering glass spheres, beakers, test tubes, and other paraphernalia of the magical arts. What exactly is being experimented on here requires a successful Intelligence check (success indicates that the character realizes Horloc is experimenting with making the prefect plant fertilizer). Nothing of particular value, however, can be found within this chamber.
17. PLEASANT WOOD AND STONE FARMHOUSE: Located on the southern road leading into town lies this pleasant wood and stone building, kept in top shape by a nagging yet friendly woman, the wife of Thost - a local farmer.
Thost (0-level fighter - S 16, I 8, W 16, D 15, C 17, Ch 16 - 6 hit points; studded leather armor and flail) is a member of the local militia, and is known throughout town as a warm and caring man with both good looks and good fortune. Twice has his family home avoided fire, which struck the poor basket weaver across the street - and twice has the family come together to help rebuild that poor young woman's home. Thost, his wife Henna, and his two young boys, Argum (10) and Werbie (8) are all hard-working folk, with a strong determination to help their fellow man. All are neutral good, and have close friendships with nearly everyone in town.
The family here cultivates barley and hops on their modest plot of land, a respectable if not prosperous livelihood. Located in burlap sack under a loose floorboard in the farmhouse is a modest trove of valuables - six pearl necklaces worth 200 g.p. each, a gem-encrusted ring worth 150 g.p., 68 g.p., and 95 s.p..
18. WELL-TENDED FOR HILL: This pretty hill of well-tended green grass is topped with a small flower garden and two chimneys. Obviously an underground dweller has made a home here. A little white sign stands by a thick wooden door to the home, stating that the home is that of Doffo, the jeweler.
This family of jewelers does not get its jewels and gems from the Arborbrooke area. As gnomes, and very skilled ones, thier craftsmanship is in great demand, and merchants come to Arborbrooke to bring things for the gnomes to work on. This also has the welcome side-effect of bringing more business to Arborbrooke's other establishments. The gnomes are responsible mebers of the community and do their best to help everybody when they can.
Doffo (14 hp), is a 2nd-level fighter and the jeweler, is a busy little gnome, almost always tinkering with his work, and his craftmanship is excellent, even among fellow gnomes. His work adds 10% to the base value of a gem or jewel. Doffo is also a member of the militia, and wears a suit of scale mail and a shield when called out for that duty. In his room he keeps his short sword, while he wears his knife at all times.
Rilli (2 hp), is Doffo's wife and proud mother of three children. Along with her mother, Unfanna, Rilli works around the household and garden, and takes special pride in their vegetables, which are used in her gnomish recipes. Rilli is fond of making large batches of candy which are usually offered to passing children if their not all eaten by Fypinkle, her youngest son.
Jaratto (2 hp), is an old-looking gnome of advanced years and is the father of Rilli. he is the one who got Rilli and Doffo together, and now lives with them. Jaratto's favourite hobby is to sit in his rocking chair by the hearth with his wife and whittle away some new wooden toy for the young children of the family. As Fypinkle is the only young child in the family, he is never without new, clever toys to play with.
Unfanna (1 hp), is an elderly gnome and the mother of Rilli. Having a great love of everybody, Unfanna is popular in the village and a good friend to all. Her great wisdom is recognized by all, and some come to her for advice, which she welcomes with open arms and warm heart. Her favourite pastime is to sit by the hearth in her rocking chair and to knit new clothes for the family, and also tending to the gardens the gnomes have on their hill.
Serfinkle (18 hp), is a 3rd-level fighter and retired adventurer. He retired after he decided on a long adventure, that he would rather be at home with his family, where he could best put his skills to use as a jeweler like his father, and is one of his father's apprentices. Serfinkle has a sweetheart in gnome village, and frequently sends her messages and baubles he has crafted, in an attempt to win her heart. He hopes to marry her and dig a new hill here in Arborbrooke where they can start a new family. Serfinkle is a member of the militia and keeps his equipment in a locker in his room. In his locker are a suit of scale mail +1, a shield, and a short sword +2. Serfinkle, like his father, always wears his knife.
Gyrptipor (12 hp), is a 3rd-level thief and a clever little gnome. His natural gnomish curiousity and his wits lead Gyrptipor into the thief profession, but not as a burglar, but as a scout. He likes to wander around outside Arborbrooke and scout about, to see what's going on in the world outside. Gyrptipor is usually the one who finds lost children, as he is among those who know the surrounding area very well. He is also a member of the militia and wears his gear almost always, as he's usually either about to set off, is out, or is returning from one of his trips. He wears a suit of leather armour kept in excellent condition, wears a short sword at his side, and knife on the other side, and two throwing daggers in a special leather band across his chest. Gyrptipor is also his father's other apprentice, but does not yet take his duties seriously, and his father lets him do as he pleases, knowing that Gyrptipor has no desire to be a jeweler.
Fypinkle (1 hp), is just a little gnome, and the family baby. Fypinkle is a cute, innocent little guy that tries to make friends with everybody and has a remarkable memory for details, often commenting on a dress worn months ago. This is remarkable not just for a gnome, but for a baby gnome as well. Rilli has ambitions for Fypinkle that include his being sent away when he's older to learn the ways of magic in a gnomish village, and hopes he'll return to Arborbrooke an illusionist like his great-grandfather. The rest of the family supports this idea, but try to enjoy Fipinkle as well as they can before the day he grows up. Fipinkle is usually found toddling about the east side of the village, often brightening a persons day with a childish antic or two.
Unknown to any but the Gnomes, the druidess, and the cleric, the gnomes have constructed two tunnels under the town of Arborbrooke, in case of an emergency. The first tunnel, the smallest, fit only for gnomes or smaller, runs from the gnome household (#18) to the church (#4). A second tunnel, large enough for humans, runs from the church (#4) to the druidess' shrine (#27).
19. SHELTERED WOODEN STRUCTURE: Sheltered from the main road, with an enclosed yard with hedges and birch trees, lies a pleasant and unassuming wooden building, adorned with flowers and plants along the windows. Saw benches, half-completed furniture, and other odds and ends lie strewn about the yard, and dragonflies buzz through the yard in hotter, more humid days. This is the home of the village carpenter.
The carpenter's family, headed by the friendly and kindly Nomar, has lived here for generations. Nomar resides here with his aging wife, Marmie, young son Boomer (12), and three even younger daughters, Little Nel (10), Germie (9), and Kyrby (6). Nomar, Marmir, and Boomer are all practiced in carpentry, and indeed, much of the work credited to Nomar was indeed manufactured by his son! The three daughters are all sweet and innocent, and are most often found exploring the woods just north of the family's property, or chasing dragonflies during the summer.
A small amount of valuables have been garnered by Nomar and his family over the years. Some of his customers have been unable to pay for his services, instead giving him items of their own work as payment; as such, he has less money than one would expect from a much-needed carpentry business. In a coffer under the Nomar and Marmie's bed are the following valuables - a pair of 50 g.p. gems, 25 g.p., 65 s.p., and 78 c.p..
20. DECREPIT COTTAGE: This cottage looks as if a slight breeze will knock it down. There are thick wooden supports set outside the walls, to keep the walls standing. The roof is a mess of thatch and shingles, all out of place. Inside, the floor is scattered with small jars and pots, all strategically set to catch water falling into the home. This is the home of Thollor (6 hp), a 1st-level fighter. Thollor now spends most of his time in a drunken stupor, but is a harmless sort of drunk, very melancholy and wandering. Nobody knows why Thollor turned to drink, but some say that it must have something to do with the long, jagged scar running down his spine from the base of his skull to the small of his back. Even when sober, Thollor never told anybody where he got that scar, and now nobody asks anymore. Although the cleric at #4 has been trying to help Thollor with his problem, Thollor resists all help, and the cleric is close to giving up on his alcohol problem. Thollor is a lonely, dejected man who, when not drunk, is almost always in a bout of deep depression.
21. DELICATE WOODEN COTTAGE: Located in the lush and lovely southern part of town, along the broad and sunny southern route from Arborbrooke, this small cottage of white wooden planks and washed stone rests under the shadow of a tall stand of trees.
The cottage is home to Emeretta, the local basket weaver. Emeretta is shy and slightly reclusive; her only friends are the farming family at area 17, and the florist of similar disposition at area 11. Emeretta has a round moon-face, bright blue eyes, and blond hair worn loosely down her back. She wears sturdy work clothes much of the time, and lacks flashy beauty, though she is subtly attractive. She often sits on her porch doing her work, watching passerby or conversing with her neighbors.
Inside her home, besides her collection of mundane items, supplies and materials, the basket weaver keeps a total of 44 g.p. and 280 s.p. in an unlocked coffer under her bed.
22. LARGE STONE BUILDING WITH SMALLER BUILDINGS: This large complex of sturdily constructed stone buildings is an inn, a warehouse, a granary, and a guardhouse. The inn building has a large two story tower with crenellations harkening from the time when Arborbrooke was still a hostile frontier. The complex is owned by the family of Grunn, the innkeeper. He lives here with his wife, Bythillia and their three sons Vael, Orel, and Uthas; and their two daughters Vena and Sarmi. The inn is named "The Stuffed Boar".
Grunn (9 hp), the robust innkeeper, is a large man with bald head and great muttonchops. He is usually found also working as barman when not doing some other duty. Under the bar Grunn keeps a broad sword, and wears a dagger at all times. Grunn was a member of the militia, but retired due to his age. However, he considers himself on reserve, and will not hesitate to come to the aid of any family, and will muster out for the militia if he feels it is necessary.
Bythillia (3 hp), the innkeeper's wife and cook for the inn, is a plump matronly woman who cares deeply for her family. She is teaching Sarmi to cook, and she is learning quickly.
Vael (7 hp), is the eldest son, 0-level fighter, and member of the militia. His duties in the household are night watchman. He is in bed during the day, but at night, his incredible fortitude allow him to stay awake and alert until dawn, when he is relieved by one of his younger brothers. At night he is found in the guardhouse or investigating a suspicious sight. He knows he will one day inherit the inn, and tries his best to learn the ins and outs of the business. Vael is usually seen wearing ring mail and wielding a halberd.
Orel (6 hp), is the middle son and helps his parents in their duties. He is also a 0-level fighter and member of the militia. He wears ring mail and shield and carries a broad sword at his belt when the militia is mustered or when relieving his brothers. Otherwise, he just wears a knife on his belt. Orel secretly longs to marry Griffa from #1.
Uthas (5 hp), is also a 0-level fighter and member of the militia. Uthas, unlike his brothers, prefers padded armour and shield for armour and wields a battle axe for a weapon. Uthas also helps his parents run the inn, and relieves his brothers at their posts. He longs to travel to the cities someday, and leave Arborbrooke behind forever.
Vena (4 hp), is a busty, beautiful young woman who serves as one of the inn's barmaids. She is a flirt, and this causes business to be brisk, that's the whole point. She is not too agile, however, and more than once, a patron has gotten a handful of her charms. Vena takes this lightly, and enjoys the attention. Vena wears a knife concealed in a scabbard on her right thigh.
Sarmi (2 hp), is a young, pretty lass of twelve years. She is quickly learning how to cook at the inn and actually makes some of the simpler menu items. Sarmi dreams of someday being an adventurer, and sometimes joins her brother Orel when he is training.
Building 22 is the inn itself, 22a is the guardhouse with metal ringer for alerting the village to any danger, 22b is the warehouse with rental space available to traveling merchants, and 22c is the granary, which stores the surplus grain produced in Arborbrooke. As Grunn is a Lawful Neutral man, he is fair and just, and takes care that a farmer gets what he deserves when the grain is sold to merchants, although the grain is more often kept for future contingencies.
The inn has a ample menu, and most agree that the food is both filling and very delicious.
Ale 2 sp
Beer 5 cp
Black Mead 9 sp
Honey Mead 8 sp
Salted Mead 5 sp
White Wine 4 sp
Yujorr's Red Elixir 2 gp
Bread, Loaf 1 cp
Cheese, wedge 6 cp
Eggs, 2 2 cp
Honey Glazed Ham 2 gp
Spiced Ham, whole 1 gp
Pudding 4 cp
Leg of Lamb 3 gp
Roast Fowl 6 sp
Roast Joint 9 sp
Black Sausage 1 sp
Spicy Sausage 1 sp
Steak 2 gp
Beef or Chicken Soup 4 cp
Onion Soup 2 cp
Tomato Soup 2 cp
Beef Stew 8 cp
Currently staying at the inn are three people. The first two, Cassara (3 hp) and Yerana (3 hp), are staying indefinitely and work as barmaids in the inn. They are also close friends of the family and are treated as members of the family. They are also as friendly as Vena...
Another one staying at the inn is Rannor (5 hp), a 1st-level Bard skilled in the use of the lute. Rannor is also staying indefinitely, enjoying the hospitality of Arborbrooke while he finishes up his "great work", which nobody has heard yet. Rannor has no magical gear, but does wear leather armour and carries a longsword for protection. Handsome and friendly, Rannor is popular amongst the women and girls of Arborbrooke.
23. SMALL WOODEN COTTAGE: Located by the river, in a beautiful glade shaded by tall birch trees, is a small cottage of fine cedar and cobblestone. The windows are all shuttered, all of the time, and the place is oddly secluded - only overlooking the river as it meanders peacefully by.
The old cottage is home to the village grouch, so called because he has no tolerance for the children who come here to fish (the point where the river passes the old man's cottage is the best spot for trout fishing in the entire village), and often chases them off with a raised stick in one hand. The grouch, Wersam, never was liked by the villagers, and was only tolerated because of his pitiable age (76 years of age). In fact, Wersam remains secluded not because of his own reasons, but because he shelters his young granddaughter (8 years old) here, away from prying eyes. Omlie, as she is known, is deformed - she suffers from a cleft-lip, and a knobbed leg. She walks with a limp, and was once ridiculed maliciously by a few children of the village. Angered, Wersam decided to become a recluse with his granddaughter (his sole companion in the world, since Omlie's parents died). Omlie, shy and gentle, is very curious of the children who trespass on her "grampa's" land (and might even be glimpsed peering out the window watching Wersam chase them off). No one in town knows Omlie even exists.
The old cottage contains nothing of real value, other than copper pottery and eating utensils. Anyone sneaking into the house (perhaps when Wersam is asleep), will undoubtedly be surprised to find accommodation for two!
24. WELL-KEPT COTTAGE: This cottage is daintily placed in a sunny clearing and pots of seed hang from the walls for birds to feed from. A shepherd and his family live here and enjoy their simple life. His flock is kept in a stockade, although the shepherd is usually out tending his flock while they graze.
Werni the shepherd and his two sons Pulg and Vodo (4, 6, 5 hp) are members of the militia and all wield identical weapons. In addition to always wearing both dagger and short sword and wearing studded leather armour, these three keep light crossbows at home. Deliah, the shepherd's wife (2 hp) is a kind woman who likes to feed the animals (both domestic and wild) and is quite a nag when it comes to their two daughters, Siffy and Wenka. Siffy (3 hp) is quite a dreamer and dreams of marrying a gallant knight when she grows up, and Wenka (1 hp), has no worries, as she's just a baby.
25. HUMBLE COTTAGE TUCKED AWAY IN SUNNY GROVE: This cottage is well-kept and is the home of the retired adventurer. The place is clean and well-stocked with mementos of friends and fallen comrades, and also trophies of past glories. This "museum" is the favourite place of those in the village of those who dream of adventure, and the stories of these artifacts are the inspiration that brings fires to their hearts and causes the glimmer in their eyes.
Valos (54 hp) is a 6th level fighter and retired adventurer. Valos was granted this land by the duke as a reward for service when Valos retired, and all his needs are cared for by his accumulated treasure, which no thief has ever found. Valos is a friendly man and community leader, and tries to keep the militia house well-stocked. He also been entrusted with a set of keys to the place, and is expected to defend the village if it is attacked. Valos was already willing to die for Arborbrooke the day he arrived and was welcomed by warm smiles and those apple-cinnamon pies. Valos takes his job seriously and tries not to influence the ones that want to be adventurers too much. Valos usually wears no armour when about, but always wears his dagger and longsword +4 on his belt. Nobody knows his sword is magical. Inside his home he keeps his other gear in a double-locked locker inside which is: chainmail +2, shield, and 6 potions of healing. Oh, by the way, Valos seemingly unlimited funds come from his Bucknard's Everfull Purse, which he keeps very close to his person at all times, if not actually hanging it from his belt.
26. HUMBLE, NON-DESCRIPT COTTAGE: This small cottage is nestled just a bit back in the woods from the main road in town, just enough to shade the place from the prying eyes of curious onlookers. Outside, the place seems rather plain, like a regular village cottage, but is in fact the home of a remarkable individual.
This is the residence of Gatheer, a temporarily-retired adventuring wizard: 10th level mage; AC: -1; HP: 54; S 18, I 15, W 10, D 18, C 16, Ch 16; cloak of protection +2, bracers of defense A.C.5, ring of wizardry (doubles 3rd level spells), dagger +2, wand of paralyzation (52 charges remaining). Gatheer is a handsome man in his late twenties, a bit quiet and reserved, but a good friend of the village cleric (also his neighbor), Dalcor. Gatheer often frequents both taverns in town on his spare time, when not enjoying the peace of a good walk in the surrounding hinterland. Gatheer is not as "set in his ways" as his old companion, Dalcor, and sees this place only as a temporary stop in his life of adventures. In a week or in a month, Gatheer may gone, off on another quest for riches and glory.
1st Level: Armor, Burning Hands, Chill Touch, Immunity to Adherance, Light, Magic Missile (x2),
Feather Fall, Protection from Evil, Shocking Grasp, Spook
2nd Level: Aganazzer's Scorcher, Blur, Improved Identify, Immunity to Spider Venom, Darkness,
Levitate, Melf's Acid Arrow (x2), Stinking Cloud
3rd Level: Fireball, Flame Arrow, Hold Person, Invisibility 10' Radius, Lightning Bolt (x3), Vampiric
Touch, Protection from Evil 10' Radius
4th Level: Ice Storm, Stoneskin, Wizard Eye, Backlash, Stop, Enchant Weapon
5th Level: Cone of Cold, Hold Monster, Passweb, Spidercloak Armor, Cloudkill
Gatheer also keeps a small assortment of treasures and valuables from his adventures in his cottage, in a medium-sized coffer in a secret compartment in one of his walls (opened by pushing on a loose brick in the east wall); the chest contains a hat of disguise, a second ring of wizardry (doubles 3rd level spells), a potion of fire resistance, a potion of extra-healing, one 1,000 g.p. gem, three 500 g.p. gems, and one 250 g.p. gem. There is also a scroll within the chest containing the spells claws of the umber hulk, lich touch, true seeing, and dragon scales (all spells which Gatheer cannot yet use).
27. CAREFULLY TENDED STONE COTTAGE: This quaint stone cottage is set in a small clearing with a small garden. The grove is lined with neatly pruned trees and well-tended grasses. A small flower garden is set off to the side. In summer months, the sunlight streams through the trees and dances in the clearing, a favourite spot for small animals. In the winter, icicles hang from the trees, turning the grove into a cathedral of ice and crystalline colour and scintillation. This is the home of Sherasah, the local druidess. Sherasah is a druid dedicated to Chauntea, goddess of agriculture and commoners. Sherasah is a close friend of Dalcor, the priest of Torm at #4, and the two help each other whenever needed. Indeed, many members of the Arborbrooke community worship both deities. Sherasah is a sweet, friendly druidess who usually lives away from the people, but gets all she needs in the village. When a member of her flock comes for religious or personal purposes, she sees that person in the grove, surrounded by nature's beauty. After seeing the druidess, it is customary for a person to leave a small donation for the druidess.
Sherasah is a 7th level cultivator (specialty priest of Chauntea); AC 4; HP 32; S 9; D 18; C 16; I 14; W 18; Ch 18; Sherasah is equipped with a dagger +2, a ring of protection +2, and a staff of the woodlands +4. She avoids the use of armour as she feels constricted in it, and her faith does not allow the use of a shield. For this reason, if attacked, Sherasah prefers to flee and summon help, and/or attack her foes when she has the advantage. Sherasah's commonly memorized spells are:
1st Level: Cure Light Wounds x3, Entangle (doubled), Sanctuary
2nd Level: Charm Person, Know Alignment, Obscurement, Trip
3rd Level: Dispel Magic, Hold Animal, Locate Object
4th Level: Plant Lance (doubled), Neutralize Poison
As a cultivator, Sherasah is able to cast a special bless spell on a farm's crops, once per day. This blessing makes the land produce at 150% of its normal yield. Also, spells of the plant sphere are doubled as regards duration, range, area of effect, and damage. In addition, Sherasah has the normal abilities of a 7th level druid.
28. BEAUTIFUL WHITEWASHED COTTAGE WITH YARD: This plaster and wood house is kept in perfect shape by this family of farmers. Their small plot of land lies north of town and is where one or two will most likely be tending these fields. This is a happy family and all are capable and strong, stalwart in defense of family and friend.
The father of this family, Raevor (4 hp), is a simple, kind man who tends well to his family's needs and helps the community whenever needed. His wife, Pinawa (3 hp), shares the same character as her husband, and they are a happy couple. The eldest son, Herno (12hp), is a sergeant of the militia, and is a 2nd-level fighter. He wields a broadsword and dagger and wears ring mail armour. His shield is usually at home. The middle son is Veen (2 hp), a slender, tall youth of restless heart. Cursing his humble life, Veen wants to be an adventurer, but has no skills to offer a party, as he has had no proper training. He and Franzi from #3 are good friends, but Veen thinks the militia is a bad way to go. The youngest son, Falu
(3 hp), is a strong lad who enjoys rough play and chasing the younger girls. At just 13 years old, he longs for the day where he can serve alongside his eldest brother as a member of the militia. Unknown to everybody, Falu keeps a dagger hidden on his person at all times and should be considered specialized in its use. The eldest daughter, Gallerra (2 hp), is a remarkably beautiful woman who still lives at home to help her parents. As a sweet, beautiful girl, she has had many suitors, but now, at the age of 23, many have given up, as she seems to enjoy life without a husband. Secretly she longs for a passionate affair with a great, famous adventurer, who will care for her as much as she would care for him. The youngest daughter, Jannethra (3 hp), is also a stunning beauty whose remarkable and obvious femininity has taken Arborbrooke off guard. She has captured the hearts of many in not just Arborbrooke, but the surrounding area as well.
29. RUN-DOWN OLD COTTAGE: This old cottage, stripped of paint from years of neglect, and with patches of waddle and daub here and there to mend holes, sits on the outskirts of the village, where water collects from the streets to form a muddy, marshy area.
The old cottage is home to Noshus, a burly man of some thirty years, his wife Firma (19), and there first child Odi (still a squalling infant). Noshus is a farmer, but suffers from a strained arm which was injured with a torn ligament years ago when he was called away to work on the king's castle. Noshus returned, but was unable to make ends meet with his crippling injury. Over the years he has been forced to sell off much of his land, and he and his young wife are pitiable in their poverty. They own only wooden dishes and bowls, use their hands to eat, and rely on their own crops (corn and wheat) for their diet. They have no other belongings except for a few scraps of clothing and mats to sleep on at night. Noshus has considered entering the forests to supplement his family's poor diet, or to perhaps try trapping, but is afraid of suffering another injury which could permanently cripple him - and leave his young wife and child without any means of income. He is too proud to ask his neighbors for charity. They are truly in dire straits.
30. FINELY-KEPT ESTABLISHMENT: A fine building of wood and stone, this building lies just inside the town and nestled among the populace's residences. It is, of course, a general store.
The store is run by a middle-aged woman by the name of Asenna, whose long brown hair has only begun to get a few glimmers of silver. Her bright blue eyes are still as sharp as ever, and her laugh and fussy nature are well known throughout town. Asenna, along with Yavasha (the miller's wife) are the town gossips, and as Asenna is the owner of the store has the perfect position for such a job. She knows all the village ladies, and many men, and keeps tabs on the goings on around the village at all times. She will be among the first to relate any information, rumors, or tips on newcomers, strangers, and mysteries about the town. She will also be the first to gossip about caravans and parties passing through.
Asenna is a widow (her husband, an "old fuddy" by her description, died years ago of dysentary), and is now an independent-minded lady of later years. She runs her business well, and makes a good profit, good enough that she can afford to be generous to the poorer people in town. She accepts barter (sometimes) in exchange for goods, though usually only to those she knows well. To others she is still fair, but resolute, in her transactions.
The store offers a variety of items, including all manner of mundane tools useful in a small village (hoes, picks, shovels, rope, plows, feed, etc.), as well as some adventuring gear she has picked up over the years. Many are used to some degree, but she does have some brand new items in stock - things like tinderboxes, candles, chests, backpacks, etc.. She doesn't sell weapons or armor, but does have a supply of colored inks, blank scrolls and parchments, etc. (for game purposes, consider her store to have the same selection as The Player's Handbook, but not transport, weapons, or armor). She keeps a savings of 600 g.p. and 5,000 s.p. in a large opaque clay jar in the supply room of her establishment.
31. CREEPY GRAVEYARD: The graveyard is located near the center of town, in a small glade that is slightly depressed. As a result (rather eerily as well), mist and fog collects here first in the village, often to the terror of the more superstitious folk. In truth, while the graveyard houses the remains of nearly all of Arborbrooke's deceased, there is nothing here of an unnatural nature or interest.
(DM's Note: Anyone who comes here during the night has a 5% chance of stumbling upon Mogor Ditchdigger picking through the graves for something valuable).
32. OLD ABANDONED MINE: Located in the woods south of town, atop one of the highest hills near Arborbrooke, is an old dilapidated mine entrance. This area is forgotten by most in town, though the cleric of the village remembers that the mine was once the creation of an eccentric merchant giant of the village (now dead), who swore gold existed in "those hills". His shaft never bore fruit, but the merchant died trying to find his elusive fortune. The mine was closed, but about twenty years ago, a dwarf now named "Nutzy" Nimbletoes came to the area. When he heard of the old mine, he set out to explore it, but came back with a wild look in his eye. He bought all the mining equipment in town, and went up there - and was never seen again.
Deep within the old mine is the crazy old dwarf, avoided by the inhabitants of Arborbrooke. He goes by the name of "Nutzy" Nimbletoes (3rd level fighter - S 18/26, I 8, W 8, D 13, C 18, Ch 10; 39 hit points), and is thoroughly convinced that there is indeed a vein of gold somewhere down here. He is chaotic neutral, and is wild-eyed and bizarre looking. "Nutzy" wears a suit of old soiled chainmail +1, a remnant of the days when he was an adventurer, with a morning star at his side, and a girdle of many pouches around his portly waist. This latter item is filled with bits of worthless stone and dirt, which "Nutzy" thinks are valuable gems and jewelry. If approached, he will either ready his weapon and tell the characters to back off ("dis be my claim here!"), or he will continue working ("dere be gold in dese hills, I swears it!"). He will only attack if threatened or actually touched.
Why everyone who sets foot on the hill and thinks there's gold in it is unknown, and it's cause for a lot of suspicion in town. None of the parents will allow the children to play up on the hill, and even the wizard, Horloc, is unable to explain why the place is so haunted. The truth is that, located a hundred or so feet into the mountain, a very evil being was trapped eons ago in a vessel of enchanted black ice. The creature, a chaggrin elemental grue (HP: 45; AC 4; HD 5+5; Move 12"(3"); 2 attacks for 3-6/3-6; +1 or better weapon to hit; see Monster Manual II), has languished here for centuries. Due to the special properties of the hill, the chaggrin is aware of everything that goes on in and around it (it has a kind of psychic awareness), and can can communicate feelings and suggestions to those who step foot atop it. It magically "convinced" both the old merchant, and the crazy dwarf, that gold exists deep below the hill, and that by mining deep down they will find it. By doing so, it hopes the dwarf will eventually free it (at which point it will, of course, devour the poor fool).
33. VILLAGE GREEN: This open field is the site of the village's annual and seasonal festivals, as well as special celebrations, open markets, etc. when they come to town. During such celebrations the green will be filled with tents and/or pavilions, most set up by people in town to display their finest wares to their fellow villagers, but during open markets there will be at least two or three traveling merchants who set up shop for a time. During these periods of festivity, the whole village is often alive, and little work is done. It is, needless to say, the favorite time of year for Arborbrooke's children and adolescent population.
The green also serves as the training and "parade" field for the village militia, and when they actually do train (a rare enough event), many of the village girls show up to watch their local heroes "in action".