Aquerria Gazetteer - Fengate


So, I've spent a lot of time in airports this weekend, and thinking about our DCC campaign, that has recently stopped in Fengate to re-equip and rest, before heading back into the Barrowick Fens and exploring the Barrowmaze.

Fengate was originally a copy and paste of Helix from the Barrowmaze book, but I've gone from just relabelling it to adding a lot of content.  I mean, a lot.  It came from interactions by the players, me asking questions to myself about the town, and trying to drop in plot threads and details that makes Fengate part of my campaign world.  You can still see some elements from Helix and the Barrowmaze book as the bones or foundation, but now there's a lot more.

Remember the Temple of Elemental Evil video game by Troika?  You could spend numerous sessions just exploring the town of Hommlet and meeting it's interesting NPCs.  I tried to capture that by giving a number of my Fengaters motivations, backstory, and goals.  And some will easily get tied up in the players' aspirations and activities.

This is a work in progress -- I may come back and fill it in more as my players interact with the town ... drop me a note if you have any questions at archadethered@gmail.com. 


 

Fengate

     (Population 800) Fengate is a fishing town that is a stop for river trade.  The village was built around two centuries ago on the ruins of a much older settlement.  The location supplies wood from the nearby glades of trees, and fuel in the form of harvested peat moss from the bog.

     The townsfolk of Fengate are hardy, no-nonsense folk who either grew up locally, or people who have fled more populous areas and do not wish to speak about their past.

     During the spring rainy season, the bog waters rise, and many of the walkways of the village are built on planks of lumber or logs, and townsfolk often wear knee high leather boots oiled to be waterproof.

     Fengate is ruled by the elderly Lord Krell den Alandair (descended from the Viscounts of Moorwash), who has a son and heir Korthos den Alandair, a lazy young man in his late twenties who shirks his duties and prefers to drink heavily with his ‘advisor and councillor’ Olias Blackfell.

 

1.       The Mound: A central wide grassy hillock that is the meeting place and market for the village.  Olias makes announcements each day at noon from a dias on the hill, and townfolk gather to hear them.  If Olias can be convinced to make an announcement, grant a +2 to recruit hirelings or henchmen, or +2 to find training.  There is also a pillory on the Mound that serves as a deterrent for criminals.

 

2.       The Bramble Man: Just off the mound, to the east of town is a large wooden construction resembling a giant hollow man, with the wood being blackened by fire. 
     Every autumn, the village takes any criminals that have been rounded up for the year, binds them in the wooden structure with vines, and burns them alive in a sacrifice.  The meaning behind this ritual is lost to most, but a few of the village elders know it is a sacrifice to the Slow God.  During the Bramble Man Day, much feasting and dancing are had, well away from the tormented screams of the dying.
     Any caster bound to the Slow God gains a +1 to spell casting or asking their patron for favors if standing in the Bramble Man’s shadow.

 

3.       Talbot’s Trade Hall: Willect Talbot is Strand-Sergeant of the Silver Strand Company, and stocks trade goods, tools, and equipment for the villagers of Fengate.  He also acts as a master of the caravan post, coordinating shipments to Anzagort in the west and the Market Grove in the north.  Strand-Sergeant Talbot is a no-nonsense, humourless man in his 40’s who extolls any who will listen of his time serving in the Strand Guard and his martial prowess.
     Any goods worth up to 20 gp can be found here at standard rates, but anything more expensive has a 20% chance per week of being found, and will cost 150% of normal listed prices. If the item is not available, it can be acquired on order for 200% of normal listed price and 1d3 weeks shipping time, with half the price paid in advance.
     The trade hall is guarded by four men-at-arms (Alusef, Ireyla, Havenstark, and Morrig), which can be hired out as caravan guard or similar expeditions, at a rate of 2 gp per day plus food and lodging.  It would take significant negotiation (DC 20 Personality check, plus at least a half share of treasure per soldier) in order to convince him to hire them out for anything more dangerous like exploring the Barrowmaze.
     Lodging: dormitory cot 1 sp per night.
     Stabling: 1 gp per day (includes feed and care for horses).
     Goods: Anything up to 20 gp, see above for more valuable items.
     Services: written messages to Anzagort or Market Grove 2 sp, messages to Peln or further afield, 5 sp.  Money exchange (up to 200 sp, 100 gp, or 50 pp) 10% of value.  Travel with an armed caravan 2 gp per day’s travel per person.  Shipment of goods 5 gp per wagon load per day’s travel.

 

4.       The Hammered Stein (Tavern): The spotless stone-walled tavern, with wrought iron shelves has all sorts of tankards, cups, and goblets on display, collected by the innkeeper or donated by patrons over the years.
     The proprietor of the tavern is Borrun Barrelbrace, a dwarf.  Borrun is a jovial but impatient and quick speaking dwarf, who laughs more than anyone at his own jokes, and tells rambling tales of his time as a smith in Threegate, before the city was overrun and his family was driven out.  In fact, he easily gets distracted, and patrons have to remind him of their food being delivered or their tankards filled.  He loves his dogs more than anything in the world, and feeds them under the table, giving them a bowl of ale to drink each night, so they all beg mercilessly at the tables of all customers – new patrons who aren't aware of these friendly companions should attempt a DC 10 Reflex save or lose half their meal and their drink to one of them.
     Attached to the tavern is a small open air smithy, that Borrun uses for supplying Fengate with shelves, horseshoes, tools, and other simple items.  He often gets easily distracted, so the waiting list for getting something made is long, and while his craftsmanship is exquisite, most villagers go to Nubreck who is more timely in getting finished goods delivered.
     The dogs are of mostly of mixed breeds named Grothi, Durthi, and Drodi, but the largest dog Moritt is a massive shaggy white gunderhound.  
     Services: Any metal object crafted in 1d4 weeks if a Luck check at -4 is made, half payment up front.
     Menu:  Roasted Ench hen and longbeans (8 sp), Pickled Ench hen eggs (5 cp each), Bacon on toast (1 sp), Threetower brown stout ale (2 sp), Barrelbrace ale (8 cp).

 

     Borrun Barrelbrace (2nd level Dwarf): Init +0; Atk hammer (as club) +1d4+1 melee (1d4+1d4+1); AC 10; HD 1d4+2d10+3 (17 hp); MV 20’; Act 1d20 plus 1d14 shield bash; SP dwarf traits, infravision, shield bash; SV Fort +2, Ref +1, Will +2; Languages Common, Dwarven, Auldpater; Smithing skills +3 (born under the loom augury); AL N.

 

5.       The Linklighter’s Brotherhood: This building serves as the home of a guild of young men-at-arms, henchmen, porters, torchbearers, guides, and messengers to serve locals and expeditions from Fengate headed into the Blackcandle Fens.  Osrec Oselson is the head of this guild, and he like many who inhabit the hall, are generally lazy, preferring to play cards and toss dice over real work, but in the spring and summer usually make enough money from expeditions to eke out a living for the rest of the year.  Torchbearers will not usually enter into danger, and demand payment up front.
     Services: written messages to Anzagort or Uxcrump 4 sp, guide to   the Barrowmaze 1 gp, guard work 4 sp per day, escort in town at night, 5 cp.

 

6.       The Shrine of the Keen Blade: the shrine has a covered plastered and whitewashed porch adorned with old rusty swords, and has a small church attached behind it, about 20’ x 20’ in total, with an iron gateway and open windows that allow inclement weather in.  It has room for up to 8 worshippers on small cramped benches to hear the words of Brother Ottar (Cleric 2) and his acolytes Cella and Gamdal (0-level).
     Brother Ottar was thrust into leading this church when Master Fennegil went into the Blackcandle Fens to fight the evil scourge growing there and never came back.  He is unsure of himself, and dearly wishes his master would return, but he knows after a year now, he is certainly dead.  Ottar wrings his hands and speaks haltingly, and is not one for public speaking, leaving it to Cella.  He won’t willingly venture out of Fengate, but can be convinced to cast spells for followers of Aubrec, or if Cella tells him to.
     Cella thinks she should be in charge of the shrine, but is just an acolyte.  She feels that Ottar doesn’t live up to the ideals of bravery and forthrightness set by Aubrec, and if given the chance will join any expedition into the Blackcandle Fens to retrieve the shrine’s holy artifact Ereblade and claim the right to lead the local church.  She is brash, blunt, and passionate about her beliefs.
     Gamdal is awkward and has a lisp, and has been approached by hooded figures asking questions about the town, telling him they are secret emissaries for the main church in Anzagort.  In fact, they are members of the Nightmare Cult of Tarnhem, gathering information from Gamdal and passing it to their brethren who camp information to his contacts who camp in the ancient ruins outside of town.
     Goods: Holy Water (25 gp), Blessed Holy Symbols of Aubrec (5 gp, +1 to saves for 1 day if a roll of 15+ on 1d20)

 

     Brother Ottar (2nd Level Cleric); Init +0; Atk shortsword +1 (1d6); AC 14 (studded leather and shield); HD 2d8+1d4 (12 hp); MV 30’; Act 1d20; SP lay on hands, turn unholy, idol magic (CL 2, +3 to cast, blessing, detect magic, protection from evil, second sight, word of command); SV Fort +1, Ref +0, Will +2; AL L

 

     Cella (0-Level Half-Elf Sellsword); Init +1; Atk shortsword +1 (1d6+1); AC 12 (leather armor); HD 1d4+1 (4 hp); MV 30’; Act 1d20; SP --; SV Fort +0, Ref +1, Will +2; AL L

 

     Gamdal (0-Level beekeeper); Init -1; Atk shortsword +0 (1d6); AC 12 (leather armor); HD 1d4 (3 hp); MV 30’; Act 1d20; SP --; SV Fort +0, Ref -1, Will -1; AL N

 

7.       Huwen Harnald the Moneychanger: A money lender and coin changer.  He is a keen judge of character, and will purchase rarities or exchange coins within limits.
     Huwen is also a fair silversmith and can construct jewelry on commission for townsfolk.
     Services: exchange coins (up to 5 pp, 50 gp, or 500 sp per month with a 10% exchange fee, purchase valuables up to 50gp purchased at 80% of value, evaluate items at a flat fee of 5 sp per item (15% chance he is wrong), construct silver jewelry worth up to 20 gp.

 

8.       The Broken Lance (Tavern): The heart and soul of the town, Zyglo Gamendelion the Barkeep owns the tavern and employs three young men of the town (Murgen, Tander, and Willip).  This tavern is named after the glowing shards of a magical lance carved with vines and roses that are mounted above the bar, that are part of a tale that the great hero Palantis broke this lance against the chest of a stone giant that dwelt where Fengate now stands.
     Zyglo is socially awkward but friendly, barging into conversations between his patrons, and he loves a good tall tale, and rumors can be had by tipping him.  Roll on the rumor chart below if a group tips him more than 2 gp.
     While the shards of the lance above the bar did not belong to the legendary knight Palantis, they are in fact magical, and the missing pieces of the lance can be found outside Barrowmaze Barrow #66.  If gathered and taken to Borrun, and he can be convinced to repair it, it will be restored as Wanderpoint, a Lance +1 once belonging to a knight-captain of the Brotherhood of the Black Rose.
     Zyglo is quite partial to The Boon Companions, a troup of adventurers who have given him much business, and is mistrustful of other groups venturing forth into the Fens, but 50 gp of custom or wares will swing his attitude around.
     Zyglo has a younger brother named Alasdair who spends most of his time muttering about the tavern, drunk on ale from his brother’s charity.  He was once a cleric Aubrec but lost his faith and mind when his troup encountered foul undead in the Barrowmaze and slew all his companions.  His faith and mind are broken, and he will ramble irrationally with anyone who engages in conversation with him.
     Menu: Threetower brown stout ale (2 sp), Half Ale (5 cp), Bacon on toast (1 sp), mushroom and bacon stew (1 sp)

 

     The Boon Companions: Assembled and hired by Samular the Green, a former Green Adept Acolyte, who seeks knowledge of The Gate of the Ghost Worlds in the Barrowick Fens, they hail from the City-State of Anzagort but spend springs and summers in Fengate, based out of

 

     Sambular the Green (2nd Level Wizard)

 

     Morgrim Coppergate (1st Level Dwarf)

 

     Grevin Nimblepost (1st Level Halfling)

 

     Thera the Adder (1st Level Warrior)

 

     Garutt the Younger (1st Level Cleric of Cthulu)

 

1dX

Fengate Rumor Chart

1

There are worshippers of the Slow God in Fengate (T)

2

A dryad lives in Ashwand Wood, and enchants bows that Valeron makes for the townsfolk (F)

3

Brother Ottar seeks the lost holy artifact Ereblade from the Blackcandle Fens, last wielded by his Master Fennegil (T)

4

The Boon Companions are led by Sambular the Green, and they have ventured into the Blackcandle Fens and survived (T).

5

There are rat-men that live in around the Blackcandle Barrows (F)

6

Every one of the Blackcandle Barrows is warded by a curse (F)

7

Some tomb robbers recently returned from the Blackcandle Barrows with a silver chalice worth 100 gp! (T)

8

A powerful bandit lord and his minions use the Blackcandle Barrows as a base of operations, preying on travellers (F)

9

The Barrowmaze beneath the Barrows runs four levels deep (F)

10

The Chosen, a sect that worshipped Nimuul the Unclean, are buried beneath the Blackcandle Barrows (T)

11

The dead have been seen to be walking in the Blackcandle Fens, with increasing frequency (T)

12

The spirits of the dead won’t harm you if you leave an offering at the doorway of each barrow (F)

13

The Beggar’s Brotherhood has infiltrated Fengate, seeking vengeance against Captain Anselm (F)

14

The Weaver Kensee has elven blood, and is immortal (T/F)

15

The reclusive wizard who lives on the east side of town was disturbed once by a traveller, and turned into a toad (F).

16

Blackvoles hunt in the Ashwand Woods, seeking travellers to eat (T)

17

There’s a statue dedicated to the old gods west of town, in the woods (T/F)

18

There’s a ruined castle northeast of town, where a friendly druid named Thurgrim lives (T/F)

19

The Church of Aubrec wants to organize a crusade against the rat-things that live in the swamp (F)

20

Lord Krell is going to enact a tax on any treasures brought out of the Blackcandle Fens (F, but he did consider it last year)

21

Plumes of black smoke were seen rising from Ash Mountain in the distance.

 

     Alasdair (1st Level Cleric); Init +0; Atk dagger +1 (1d4+1); AC 10; HD 1d8+1d4+2 (10 hp); MV 30’; Act 1d20; SP lost clerical abilities (he would have to have a cleric lay on hands lay on hands with 3 dice to restore his broken mind); SV Fort +2, Ref +0, Will +2; AL L

 

9.       The Black Griffon (Inn): A posh inn for the well-to-do in town, where quiet conversation, good food, and very little noise or excitement occur.  The inn is a long hall with many candles, and stained glass windows, and long benches and trestle tables creating a communal dining experience.  Above the main hall is a railed balcony with private tables to view entertainment below, and several well-appointed guest rooms.  Travelling minstrels and bards often come here as they are welcomed and well paid.  The Black Griffon’s proprietor is Elanore Gyrhawk, a woman of noble upbringing who carries herself with poise and elegance. 
     Elanore has a number of townsfolk who work for her, Iriene (the cook), Moalla and Picrin (the inn staff), and Unbrant (the barkeep), all well behaved folk with a minimum of personality.
     Eleanore is a quiet woman, and also enjoys quiet and order.  Loud or unruly patrons will be invited to leave and never come back.  However, those who are respectful and polite may find themselves a patron who can offer financial support and guidance.
     Elanore’s family ended up on the wrong side of a power struggle in Anzagort, and when her home burned to the ground she took what valuables she could to start a new life far away from the Beggar’s Brotherhood.  She seeks wealth and power to become the ruler of Fengate, supplanting the Alandair family, and sees adventurers coming out of the Barrowick Fens with treasure as a means to that end, and will offer to equip them (up to 200 gp in equipment) and offer lodging, in exchange for a share of any wealth gained.  If she or her tavern staff hears talk of an expedition, she will come over to them and offer a proposal.
     Eleanore has had the occasional tryst with Inteysso, and supplies him with deliveries of food and drink, in hopes he will take up an expedition to the Barrowick Fens, but with no success as yet.
     Lodging: private room (1gp, up to 6 rooms available)
     Stabling: stabling, feed, and grooming (1 gp per day)

     Menu: Gyrhawk brandy (6 sp), Elshaveer Amber Ale (3 sp), Mutton and Longbeans (5 sp), Blackberry tart (3 sp)

 

10.     The Town Smithy: Manned by Nubreck Baldergamb, a middle-aged smith who provides the town with nails, horseshoes, hinges, pots, and other household metal goods, and anything that Borrun has promised the townfolk but never gotten around to making.  His craftsmanship is plain and serviceable. 
     Nubreck is a superstitious fellow, and provides anyone a horseshoe for their home, free of charge, to provide good luck and keep out malicious bog sprites.  Unbenknownst to him, his horseshoes actually do create discomfort to fey creatures.

 

11.     Raven Hall: A stately manor house owned by the Alandair family (Krell, his son Korthos, and his niece Merinda), and their servants (Bettinger and Olias).
     Raven hall is named after the Alandair heraldic crest and the raven-headed gargoyles that ornament the manor house.  It is a stately home and is relatively new construction (Krell’s father built it when he moved to Fengate).
     Krell is a proud man, with failing eyesight and a wavering voice, but still resolute that his family should prosper.  He delegates authority to his son whenever he can.  He only has time now for polishing his sword, haltlingly reading his books, and railing at his son to be the man he wants him to be.
     Korthos, for his part, is a lazy drunkard, and ambivalent to his noble position, passing on whatever authority he is given to Olias, so he might be free to ride, gamble, womanize in town, or bask in the attention of townfolk sycophants.
     Olias is a weasel of a man, dressed all in black, with elegant black leather gloves and several silver rings worn over them, seeking whatever power the Alandairs can delegate to him.  He has become over the years the noble family’s de facto herald and seneschal, and takes an arrogant stance whenever Krell or Korthos are not about.  He is a follower of the Slow God, having eaten a strange fruit from the fen and becoming bonded with that patron, and seeks to have people ‘arrested’ on whatever thin reasons he can arrange so they will be sacrificed in the Bramble Man every autumn.  He is trying to feed a dish with the strange fruit cooked into it to Merinda if he can arrange it.

 

     Lord Krell den Alandair (Warrior 1); Init +1; Atk spear +2+1d3 (1d8+1+1d3); AC 13 (ring mail); HD 1d12+1d4+2 (12 hp); MV 30’; Act 1d20; SP mighty deeds of arms, increased crit range (19-20), lucky weapon (spear); SV Fort +2, Ref +0, Will +1; AL L

 

     Korthos den Alandair (0-Level Noble); Init +0; Atk longsword +1 (1d8+1); AC 15 (chainmail); HD 1d4+1 (4 hp); MV 20’l Act 1d20; SP --; SV Fort +0, Ref +0, Will +1; AL N

 

     Olias Blackfell (1st Level Thief): Init +1; Atk dagger +0 (1d4) or backstab with dagger +3 (1d10); AC 11; HD 1d6+1d4 (6 hp); MV 30’; Act 1d20; SP thief abilities, luck die (d3, Luck 14), patron bond with the Slow God (small vines grow out of the back of his left hand, he always wears gloves); SV Fort +1, Ref +2, Will +0; Languages Common; AL C.
          Once per month, Olias can call on the Slow God (rolling under his Luck score of 14), which he often uses to plant incriminating evidence against them to be found by the Town Watch.

 

12.     Moorwatch Garrison: A small, wooden tower fortification two stories tall on the northern edge of town, the Moorwatch Garrison is often manned by militia (80% of the time, day or night) watching people come and go from the fens.
     The Captain of the Moorwatch is Anselm Draker, a brickhouse of a man who wishes to relive his glory days serving in the Firedrake Guard of Anzagort (until he was thrown out for womanizing and drinking on duty).  He lords his authority over anyone he can, but is easily swayed by praise.

 

     Anselm Draker (0-Level): Init +0; Atk longsword +2 (1d8+2); AC 16 (chainmail and shield); HD 1d4+4 (7 hp); MV 20’; Act 1d20; SP none; SV Fort +2; Ref +0; Will -1; AL N

 

13.     The Blue Tower: A ramshackle, three-storey building that might have been a lookout tower long ago, with flaking blue paint and sagging shutters and a dilapidated shingle roof, it does not look welcoming at all.  The mystic wards and icons set along the winding path up the shrubbed hill adds to this effect.  Finally at the barred and locked door a boggard’s skull marked with a glowing green rune (the mortal runic alphabet spell, that will issue a message – “begone travellers!  You know not whom you meddle with!”)
     Inteysso the Blue is the occupant of this tower, and the grandson of the famous wizard Deytasso the Grey Guide.  He happened to come across one of his grandfather’s tomes of lore, and self-taught himself magic.
     This young wizard is in his late thirties, with tousled salt-and-pepper hair and a youthful face.  He wears a blue robe that is rumpled and covered in food stains, and a grey cloak in similar condition.  He is curt and short tempered, having no time for visitors seeking ‘the wizard of the town’ to assist them with their quests, delves, or ailments.  He has occasionally had romantic liaisons with Elanore Gyrhawk of the Black Griffon Inn, and she has deliveries of food and supplies sent to his tower.
     Inteysso has pursued for years the ability to travel the planes of existence and wishes to find his grandfather to learn from him directly, although he is not nearly powerful enough to do so.  Any person bringing him magical lore, especially something that allows divination or travel to other realms will cut through his harsh demeanor.  He has an arrangement with
     Services: Will translate any document if written in Nibelung, Fellpater, Iorian, or any other extraplanar language for 10 gp per page, but will take a copy for himself.

 

     Inteysso (3rd Level Wizard): Init +0; Atk staff +1 (1d4); AC 11 (cloak of protection +1); HD 4d4 (10 gp); MV 30’; Act 1d20; SP spells (CL 3, +5 to cast, 1st Level – Comprehend Languages, Detect Magic, Flaming Hands, Runic Alphabet (Mortal), Sleep, Ward Portal, 2nd Level – Forget, Phantasm); SV Fort +2, Ref +2, Will +5; AL N
     Possessions: Staff, Cloak of Protection +1, Potion of Gaseous Form, a locked coffer containing 314 gp and 654 sp, a spyglass.

 

14.     Valeron the Bowyer: Valeron is an elf that fell in love and wed a human woman named Ketra Brockentarn , many years ago, and settled with her in the newfy founded town of Fengate 160 years ago – when his wife passed away, he remained here, his fondness for the town and its people remaining.  Ketra’s great-great-granddaughter is the weaver Kensee Brockentarn, whom he is very protective of.
     Valeron is a bower, constructing bows for local hunters, the militia, and travellers, and his work is beyond compare, using wood from the Ashwand trees found near the town.  Any bow he constructs will do +1d damage.
     Goods: Ashwand Longbow (+1d damage, 60 gp for outsiders, 30 gp for locals), Ashwand Shortbow (+1d damage, 50 gp for outsiders, 25 gp for locals), Arrows (20 for 5gp).

 

     Valeron (Elf 1)

 

15.     The Mill: The millwright Henrick lives here with his wife Vina and his sons Tamson and Yarek.  Henrick is a quiet, thoughtful man with a well tended beard, rolled up sleeves and he works hard for the village.
     Tamson, is a large man, far larger than his 17 years should allow, and has been allowed to join the village militia.  He’s a decent shot with a longbow and often carries the family longsword (5 hp, +1 to attack).
     Yarek is 16 years old, and dreams of travelling to far lands and seeing wondrous things, and enjoys wandering the nearby woods.  He is friends with the local druid Thurgrim the Short and often wanders out to the ancient ruins nearby to hear tales of the lands outside of town.  Yarek is easily impressionable, and if asked to join the PCs he will gladly do so.
     Vina, like her mother and grandmother before her, has been bonded to the Patron Enchwhyte the Spider Queen by Grey Rhianne, who can be found in the Enchwood every Night of the Obscured Eye, when admiring witches and village women with the sight gather to celebrate with her.  Vina keeps her affiliation with Enchwhyte and her travels to the Enchwood a secret, but does share that she has learned to weave Enchworm silk for garments, cloaks and ropes, which she can be commissioned for.

 

Item

Cost

Time

Effect

Enchworm Rope, 50 ft

20 gp

1 week

Effectively weightless

Enchworm Cloak

30 gp

1 week

+1 to Fortitude saves

Enchworm Robes

40 gp

2 weeks

+1 AC, 0 Armor Check

 

16.     The Weaver’s House: Kensee Brockentarn is a sharp tongued middle-aged woman who has been courted by many foolish men in the village, to no avail, as she is far too proud, too intelligent, and too independent to ever become romantically entwined with any local.  She has a some elven blood in her heritage and looks stunning for a woman in her late 50s.
     Kensee worships Eshpater, and opens her home once a week to townsfolk of the faith, hosting them for a meal.  Being a devout follower of the Penitent Pilgrim, she will never turn away a traveller, willing to host them for up to three days in her loft.
     Kensee wants nothing but harmony and peace in Fengate, and will fiercely defend its people if she sees some outsider doing ill unto then.  However, the weaver harbors a smoldering grudge against Borrun of the Hammered Stein, as he promised to make her a pair of wrought iron lantern hangers for her home two years ago and has yet to deliver them.  Borrun has completely forgotten about this, and has no idea why Kensee will not speak to him.

 

     Kensee Borckentarn (1st Level Half-Elf); Init +1; Atk dagger +1 (1d4); AC 10; HD 1d8+1d4 (8 hp); MV 30’; Act 1d20; SP infravision 30’, resistances to sleep and charm (+2), elven magic (CL1, casting check +3, mending with the mercurial effect breath of life healing all within 30’ 1d6 hp), heightened senses, versatility (1d12 to all untrained skills), lucky Will saves (+1); SV Fort +1, Ref +1, Will +3;AL N

 

17.     The Woodworker Hall: Three men of the town who had an aptitude for woodwork decided to build a ‘guild hall’ near the Mound, from an old burnt out shopkeeper’s home, and have erected a beautiful hall with vaulted ceilings, polished wood beams, and many benches and tables and tools for them to gather here to make furniture or tools for the town.
     Molan Ambercreek, Connal Deggerdosh, and Rorig den Grogenn can be found here most days (40% chance of each of them being there during the day) and some nights (5%) working on some project.  Many youths of the town are interested in learning woodworking and gather here to try their hand and crafting things, or just hear tall tales being told by the woodworkers.

 

18.     Ashwand Woods: A lightly wooded area west of Fengate, mostly forested with ashwand trees, a pale tall tree with white leaves all year round, but excellent for crafting all manner of furnishings the town of Fengate needs.  The Ashwand is home to a particularly clever pack of blackvoles, that will definitely attempt to waylay any lone travellers in the forest.

 

19.     Blackcandle Barrows: 12 miles north of Fengate, across a crumbling ancient bridge, and into the fens a misty valley filled with ancient barrows can be found, and the Barrowmaze beneath it.  It’s a 3 hour trip in the summer, and a 4 hour trip in the other less hospitable seasons.

 

20.     Statute of Dalumber the Bear Lord: This statue three miles west of Fengate in a large glade of trees is covered in moss, and depicts a bear-like man rising up over 8 feet tall with claw like hands and a wild beard, surrounded in a clearing by a circle of waist-high stones, each marked with a different rune.
     Anyone casting charm animal, or animal summoning in the
presence of this statue gains a +2 to their casting check.
     Down by the river a half mile from the statute is a patch of strange fruit growing on greenish-purple vines that if eaten may corrupt the eater into becoming a follower of the Slow God (Will Save DC 12 or receive the effects of Patron Bond cast at 12+1d10).

 

21.     Ancient Ruins: A collapsed keep or temple, it’s hard to tell what, three miles northeast of Fengate, is used by the Nightmare Cult, this clutch of cultists is led by Thulgrim the Short, a cleric of Tarnhem who passes himself off as a friendly druid.
     Thulgrim seeks to gain knowledge of the goings-on in Fengate, the activity of any adventurers venturing to the Blackcandle Barrows, and anything that might further the goals of the Nightmare Cult.

 

     Thurgrim the Short (1st Level Cleric); Init +0; Atk staff +1 (1d4+1); AC 13 (leather); HD 1d8+1d4+2 (10 hp); MV 30’; Act 1d20; SP lay on hands, turn unholy, idol magic (CL 1, +3 to cast, holy sanctuary, resist cold and heat, second sight, word of command); SV Fort +3, Ref +2, Will +5; AL C
     Possessions: staff, leather armor, a blessed amulet granting +2 to all saves, a pouch containing 24 gp, 86 sp, 12 cp.


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