PLAYERS' INTRODUCTION
The history of the village of Stonehelm is known to many, and you are no
exception. Having almost reached the peek of your professional career, you have
decided to penetrate the village and snatch the necklace of Brisingamen from
Loki's outstretched palms. Guided only by the notorious history of the village
and the rumours you have picked up on your many travels, you must act swiftly,
and succeed, lest the forces of good be crushed forever.
RUMOURS
The following information can be gleaned from sources on the journey to
Stonehelm:
1. The villagers who dwell in Stonehelm act strangely and are ill-disposed
towards strangers. Some are said to be under the control of Loki. (TRUE).
2. The farmers' harvest has been very poor of late. (TRUE)
3) The necklace of Brisingamen is rumoured to be guarded by the undying
spirit of the high priest who once hid it. (TRUE)
4) The villagers obtain their water from a subterrean stream that flows
beneath the village. (TRUE) This water is contaminated by a mild poison which
destroys the brain and turns those drinking it senile within a week. (FALSE)
5) The mutilated body of a man was recently discovered in the woods to the
north-east of the village. (TRUE)
6) Huge flying creatures have been seen circling the village at night,
especially during the periods of the full moon. (FALSE)
THE LANDS AROUND STONEHELM
When the earthquake destroyed the village at the Battle of Stonehelm Keep,
great fissures tore the land apart, swallowing all in their wake. One such
crevice opened up directly beneath the keep, ripping the building apart and
destroying more than half of it. What remains there today is just a mound of
rubble. The land around the village also show signs of terrible scarring. The
profile of the area is strange; the valley now appears as an open 'U' shape and
demonstrates unusual qualities, such as the disappearance of the stream below
the land down a naturally carved pothole some two miles north-east of the
village. This stream runs under the village and emerges on the western slope of
Stonehelm knoll. It is possible to enter the dungeon complex via the stream, but
being fully subterranean and flowing for two miles before it enters the dungeon,
the characters must use breathing apparatus or perish. The current is very
strong, and any person hastily diving into the stream without taking any
precautions will be swept away and drowned. The underground complex cannot be
reached from the western stream exit. (The stream enters the dungeon at location
8, level 1.)
|
|
THE VILLAGE OF STONEHELM
1. Blacksmith. Bellar
'the stump' is a one legged, ex-mercenary soldier, now retired after
the loss of his left leg at the knee. The proclaims that he lost it
during one of his numerous heroic missions as spy/swashbuckler.
However, it is common knowledge amongst the villagers that the wound
was caused by an unfortunate encounter with a horse and cart after a
heavy drinking session in the Stonehelm Inn. Due to his inebriated
state at the time, however, he cannot remember exactly how the
accident occurred, and therefore produces a different story each time
he's asked!
Bellar has a
dwarven accomplice, Thrim, who continues the work while Bellar is not
sober (which is often; if he is not drunk he is hungover and in an
ugly mood). Neither dwarf is in league with Loki.
Bellar the Stump: AC10; LVL5; HP35; Fighter; Dwarf; CG; STR:16;
INT:8; WIS:7; DEX: 5; CON:15; CHA:8. Crutch (1d6 damage); +2
Dagger; 560gp, 65pp, XP 360.
Thrim: AC8; LVL1; HP11; Fighter; Dwarf; CG; STR:15; INT:11;
WIS:12; DEX:10; CON:16; CHA:9. Hammer; leather apron and leggings;
35gp, 60pp, XP 50.
Both Thrim and Bellar attend church services. Both will aid the party
in any way they can without endangering their lives.
2.
General Store/Pawnshop. This shop is owned by Carwyn and Shoeba
Atorin, two married, middle-aged humans who are in the service of
Loki. The shop sells most types of provisions except fresh meats and
dairy produce. General hardware is also stocked. The shop will buy
almost anything for 10-40% its actual value and sell such items for
their true worth. All other goods are sold at 150% of their value in
the Players Handbook.
Carwyn: AC8; LVL7; HP20; Illusionist; Human; CE; STR:10; INT17;
WIS:15; DEX:16; CON:12; CHA:15. Black and red robes; Potion of
Undead Control; Scroll of spectral force; +2 Dagger (+3 vs Good
Beings); 750gp, 50pp. XP 1125.
Spells: 1st level - gaze reflection, light, change self. 2nd
level - mirror image, improved phantasmal force. 3rd level - paralysis,
suggestion.
Carwyn's dagger is a special weapon and has the following abilities:
INT:15; EGO:10; CE; detect shifting rooms in 2" radius; detect
good in 1" radius; speaks halfling, goblin, common and
alignment tongue.
Shoeba: AC4; LVL4; HP18; Thief; Human (female); CE; STR:10;
INT:16; WIS:13; DEX:18; CON:11; CHA:16. Sling; 3 daggers; black
leather armour, thieves tools; +2 Longsword; Boots of Elvenkind;
45sp, 35gp, 12pp, 2 pearls (100gp each). XP 220.
Arron: AC1; LVL7; HP58; Fighter; Human; N; STR:17; INT:10;
WIS:10; DEX:16; CON:15; CHA:10. Long composite bow; +2 Battle Axe;
+2 Chain Mail; 22sp. XP 1030.
Arron is a charmed fighter who acts as both bodyguard and servant to
Carwyn and Shoeba. They, however, will claim that he is their cousin,
who they are looking after.
|