d20 Dark Quest City Guide Encounters Hardy House.pdf

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Writer : Andrew Schneider
Line Developer : Neal Levin
Editor : Alana Joli Abbott
Interior Art : Rick Hershey
Cartography : Keith Curtis
Layout : Deborah Balsam
With special thanks to Empty Room Studios and all the
fi ne work they did on this project.
www.darkquest.com
OPEN GAME CONTENT & COPYRIGHT INFORMATION
City Guide Encounters: Hardy House Copyright 2007 Dark Quest, LLC
All rights reserved. Reproduction of the product without permission of the publisher is
expressly forbidden. City Guide Encounters: Hardy House is presented under the d20 Licence.
All textual material is designated as Open Game Content. All artwork herein is copyrighted
Dark Quest, LLC. “d20 System” and the d20 System Logo are trademarks owned by Wizards of
the Coast and are used under the terms of the d20 license.
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Knowledge and Interactions: Nathan will
happily spend the afternoon chatting over tea,
as his business is not one of speed, but rather
thoughtfulness. He knows quite a bit about
religion and planar matters, and can advise the
adventurers on any questions they might have.
e following module can be inserted into
any campaign setting and is designed to aid in the
creation and maintenance of a living, breathing
world that evolves interdependent with the actions
of the player characters.
Nathan Hardy CR 6:
Human Ex-Cleric 12
LG Medium Humanoid
Init -1 Senses Listen +4, Spot +4
Languages Common
------------------------------------------------
AC 9, touch 9, fl at-footed 9
hp 69 (12 HD)
Fort +9, Ref -3, Will +12,
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Fist +11/+6 (1d3+2 non-lethal)
Base Atk +9; Grp +11
Atk Options Combat Casting, Dodge
------------------------------------------------
Abilities Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha
13
Feats Dodge, Mobility, Combat Casting, Shield
Profi ciency, Endurance, Diehard
Skills Concentration +15, Diplomacy +10, Heal +14,
Craft Alchemy +10
Possessions White shirt and brown pants.
O NCE A P RIEST
Members of the Household
N ATHAN H ARDY
As a cleric of a god of life and harvest, Nathan was a
member of an adventuring party that enjoyed some small
fame before being decimated in one ill-fated expedition.
One of the few survivors, Nathan lost faith in his god
when he found his powers insu cient to bring his dear
comrades back from the dead. A number of blurry,
alcohol-fi lled years ended only with the intervention
of his future wife, Maris. Maris helped Nathan work
through his grief, and they married and began a family.
Drawing from his own traumatic experiences, Nathan
felt what was missing from the lives of most adventurers
was proper counseling and services for their fallen
comrades, many who were without family or friends
beyond the party. He set up shop as coroner, councilor,
and undertaker. His goals are to restore the dead to
some semblance of their living selves by use of make-up
and alchemy, to provide a dignifi ed service for the fallen,
and to counsel the survivors and help them fi nd closure.
ough his business is new, Nathan is sure that it will
take off . He has sunk all his remaining capital into the
enterprise.
M ARIS H ARDY
Maris has been married to Nathan for fi ve years. She
maintains the house and gardens, and takes care of
their four-year old daughter, Karine, when Nathan is
with customers. Unlike Nathan, Maris was never an
adventurer. e daughter of a tavern keep, she watched
Nathan enter her father’s establishment day after day
to drink himself into oblivion. Naturally compassionate,
her observations nevertheless continued for over a year
before the prompting of her conscience gave her the
courage to approach and ask of his problems. Beyond
the alcoholic haze, Nathan found true aff ection for this
simple tavern girl, and that aff ection was reciprocated,
though it was another year before he managed to
stop drinking entirely and ask for her hand in
marriage.
Nathan is a powerfully built man, retaining much of
the strength of his adventuring days. His demeanor
is friendly and warm, his eyes full of the utmost
compassion. He speaks in soft, gentle tones that belie
his powerful physique. His new family has brought
him more joy than he could ever imagine, and
with their support he is no longer troubled by
the shadows of his past failures.
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Maris loves fl owers with a passion. e fi rst
thing she did when she and Nathan entered
their new home was start a fl ower garden.
eir house has been fi lled with blossoms ever
since. She is a slight woman, still young and
very beautiful. Her eyes sparkle with intelligence
and laughter, and while she speaks little in strange
company her opinion, when off ered, carries much
weight in the household.
ough Nathan seems at peace with his past, she
believes that her presence is the counterweight to the
despair that must be ever lurking at the edges of his
thoughts.
Nature is focused on plants, but in that area
she is nonpareil. She is especially partial to
Druids and Rangers, whom she imagines
protect the beautiful wild places.
Maris Hardy
Human Commoner 1, CR 1/2:
NG Medium Humanoid
Init +0 Senses Listen +0, Spot +4
Languages Common
------------------------------------------------
AC 10, touch 10, fl at-footed 10
hp 2 (1HD)
Fort +0, Ref +0, Will +0,
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Steak Knife +0 (1d4)
Base Atk +0; Grp +0
Atk Options -
------------------------------------------------
Abilities Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha
14
Feats Skill Focus (Knowledge Nature), Skill Focus
(Profession (botanist)
Skills Knowledge Nature +7, Profession (botanist) +7,
Spot +4
Possessions White blouse with embroidered fl owers
around the collar. Blue skirt.
K ARINE H ARDY
Karine is a fair-haired child of four, born one year after
Nathan and Maris were married. She likes playing in
the garden, drinking lemonade, and chasing her cat
Poori around the house.
Kathrine Hardy
Human Child, CR -:
NG Small Humanoid
Init -4 Senses Listen +0, Spot +0
Languages Common
------------------------------------------------
AC 7, touch 7, fl at-footed 10
hp 1 (1HD)
Fort +0, Ref +0, Will +0,
------------------------------------------------
Speed 20 ft. (4 squares)
Melee -
Maris is a slender young woman with honey-brown
hair and blue eyes. ere are laugh lines around the
corners of her eyes.
Knowledge and Interactions: Maris is skittish
around strangers, but if you earn her trust,
she will open up and gleefully talk about her
fl owers and her family. Her knowledge of
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Base Atk +0; Grp -7
Atk Options -
Abilities Str 4, Dex 4, Con 10, Int 11, Wis
11, Cha 12
Feats
Skills -
Possessions Pink Frock, Mr. Frufru (ragdoll).
Skills Diplomacy +2, Hide +20*, Listen
+7, Search +6, Sense Motive +7, Spot +7,
Survival +1 (+3 following tracks)
Possessions
A pseudodragon can deliver a vicious bite, but its
principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial
damage sleep for 1 minute, secondary damage
sleep for 1d3 hours. e save DC is Constitution-
based and includes a +2 racial bonus.
P OORI
Poori was the pseudodragon familiar of Nathan’s
former lover and fellow adventurer, the wizard
Alestre. Poori attached himself to Nathan after his
master’s demise and has since become Karine’s playmate
and protector. He rarely shows himself to outsiders, and
Nathan’s running joke is that he is the family cat.
Blindsense (Ex): A pseudodragon can locate creatures
within 60 feet by nonvisual means (mostly hearing
and scent, but also by noticing vibration and other
environmental clues). Opponents the pseudodragon
can’t actually see still have total concealment against the
pseudodragon.
Using his powers of telepathy, Poori was the voice of
Maris’ ‘conscience,’ and he is justifi ably proud of his
skills as a matchmaker.
Telepathy (Su): Pseudodragons can communicate
telepathically with creatures that speak Common or
Sylvan, provided they are within 60 feet.
Knowledge and Interactions: Poori used to be a familiar,
and so knows quite a lot about Spellcraft and matters
Arcana, including dragons. He shares a dragon’s avarice,
however, and is loath to part with his knowledge freely.
A gem or a bit of gold will loosen his tongue.
Skills: Pseudodragons have a chameleonlike ability
that grants them a +4 racial bonus on Hide checks. *In
forests or overgrown areas, this bonus improves to +8.
Poori
Pseudodragon, CR 1:
NG Medium Humanoid
Init +2 Senses Listen +7, Spot +7
Languages
---------------------------------------------- AC 18,
touch 14, fl at-footed 16
hp 15 (2HD)
Fort +4, Ref +5, Will +4,
------------------------------------------------
Speed 15 ft. (3 squares), fl y 60 ft good (10 squares)
Melee Sting +4 (1d3-2 plus poison)
Base Atk +2 Grp -8
Atk Options Poison
------------------------------------------------
Abilities Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha
10
SQ Blindsense 60 ft., darkvision 60 ft., immunity
to sleep and paralysis, low-light vision, spell
resistance 19, telepathy 60 ft.
Feats Weapon Finesse
1. O UTSIDE :
A purple, two-story wooden house sits surrounded by an
amazing garden of fl owers. A sturdy oak door has been
painted bright orange, and large windows are set into all
the walls of the house. A sign next to door reads: Nathan
Hardy: Coroner and Councilor.
Oak Door : Hardness 5, hp 22, Break DC 22, Open Lock
DC 15. Latched Window : Hardness 2, hp 5, Break DC 10,
Open Lock DC 15
2. F RONT H ALL :
e front door leads into a long hallway with a small
vestibule and coat rack on the left. Beyond the coat
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