d20 Cartography Unlimited Umberham - A Town.pdf

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Umberham --
A Town
By Anna M. Dobritt
Cartography Unlimited for
RPGs
Requires the use of the Dungeons & Dragons, Third Edition Core Books,
published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast,
Inc. and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20
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including but not limited to Cartography Unlimited for
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Some of the portions of this product which are delineated
as OGC originate from other sources of Open Game Content,
as credited in Section 15 of the Open Game License in this
product.
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are copyrighted year 2008, Cartography Unlimited for RPGs,
all rights reserved. Reproduction or use without the written
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Umberham
--
A
Town
Written By Anna M. Dobritt
Edited By: Anna M. Dobritt
Layout: Anna M. Dobritt
Cartography: Anna M. Dobritt
Additional Graphics: Anna M. Dobritt
Artwork: V. Shane APE # 1, APE #2, APE #4, APE #5,
APE #6
Rick Hershey, Standard Stock Art: Issue 1 by Small
Niche Games
Some artwork from Fantasy Filler Art copyright Rick
Hershey, All Rights Reserved
The Forge Studios - Medieval Landscapes TFS11 ,
Copyright 2007, Pawet Dobosz
The Forge Studios - City Life TFS19 , Copyright
2007, Maciej Zagorski
This edition of Umberham -- A Town is published under
version 1.0a of the Open Game License, version 6.0 of the
d20 System Trademark License and version 6.0 of the d20
System Trademark Guide, by permission from Wizards of
the Coast.
Designation of Product Identity: the following items
are hereby designated as product identity in accordiance
with section 1 (e) of the open game license, version 1.0a:
proper names; Katia Glyndryl; Tordain Ironclub; Mylo Blint;
Kartak Bashbone; Silrythya Elgion; Xanion Evenstar; Tarcik
Lyornd; Roscoe Oakroot; Ardis Plind; Riordan Plind; Rory
Plind; Glyndra Miorn Plind; Umberham; all Cartography
Unlimited for RPGs trademarks, logos and identifying marks
and trade dress, including all product and product line names
© Copyright 2008, Cartography Unlimited for RPGs
OPEN GAME CONTENT DECLARATION:
All stat blocks are open game content, including names
except proper names in bold italics. In addition, all text
except description and background is entirely open content,
as is any material inside a table.
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Introduction
The road between cities in a fantasy world can easily cover several days of travel. Whether on horseback, by wagon
or on foot, travelers usually find themselves making camp, cooking their own meals, and keeping watch. Having a
hot meal served at a table with a tankard of ale to clear the dust of the road from one’s throat is something adventurers
and travelers welcome.
Merchants and caravan masters appreciate having a town to stop at, particularly when their wagon is in need
of repair or a horse has lost its shoe.
A small town can also serve as a home or base of operations for an adventuring party. Characters can find
needed healing, extra party members, information, and shops to sell all the treasure they’ve accumulated.
For GMs, a ready-made town that easily fits into their campaign world can be used as a source of rumors,
information for an on-going large adventure or for introducing new NPCs.
Even though this product is Umberham -- A Town, the write-ups for the buildings and NPCs can be used
separately.
I hope this product will help cut down your game time preparation.
- - Anna M. Dobritt - -
Cartography Unlimited for RPGs
http://www.rpgcartography.com
March, 2008
Elven Blood; AL NG; SV Fort +6, Ref +8, Will +7; STR 16,
DEX 16, CON 13, INT 16, WIS 15, CHA 13.
Skills: Appraise +5, Bluff +4, Climb +5, Concentration
+7, Craft (Trapmaking) +4, Diplomacy +5, Gather Information
+8, Handle Animal +7, Heal +7, Hide +12, Intimidate +2,
Jump +7, Knowledge (Dungeoneering) +6, Knowledge
(Geography) +6, Knowledge (History) +6, Knowledge
(Local) +4, Knowledge (Nature) +10, Knowledge (Nobility
and Royalty) +4, Listen +7, Move Silently +15, Ride +7,
Search +8, Spot +8, Survival +4, Tumble +6, Use Rope +5.
Feats: Armor Proficiency: heavy, Armor Proficiency:
light, Armor Proficiency: medium, Endurance, Manyshot,
Rapid Shot, Shield Proficiency, Simple Weapon Proficiency,
Track, Two-Weapon Fighting, Weapon Focus: Longbow,
Weapon Focus: Longsword.
Spells Known (Rgr --/2): 1st -- Alarm, Animal
Messenger, Calm Animals, Charm Animal, Delay Poison,
Detect Animals or Plants, Detect Poison, Detect Snares and
Pits, Endure Elements, Entangle, Hide from Animals, Jump,
Longstrider, Magic Fang, Pass without Trace, Read Magic,
Resist Energy, Speak with Animals, Summon Nature’s Ally I .
Spells Prepared (Rgr --/2): 1st - Animal Messenger,
Speak with Animals .
Umberham
Size: Small Town; Power Center: Conventional (mayor);
Power Center Alignment: Neutral Good; GP Limit: 3000
gp; Assets: 318,000 gp; Population: 2120 (40% human,
19% half-elf, 17% dwarf, 9% elf, 7% gnome, 5% halfling,
3% half-orc).
Authority Figures: Katia Glyndryl half-elf female Rgr
6/Ari 2 (mayor); Tordain Ironclub dwarf male Ftr 10 (captain
of town guard and watch).
Katia Glyndryl, Female Half-Elf Rgr 6/Ari 2: CR 7;
Medium Humanoid (Elf); HD 6d8+6 (Ranger), 2d8+2
(Aristocrat); hp 48; Init +3; Spd 30; AC: 19 (Flatfooted:
16 Touch: 15); Atk +10/5 base melee, +10/5 base ranged;
+10/5/+9 (1d8+3, Longsword, Masterwork; 1d4+1, Dagger,
Masterwork); +9/4/+9 (1d6+3, Sword, short, Masterwork;
1d4+1, Dagger, Masterwork); +10/5/+9 (1d8+3, Longsword,
Masterwork; 1d6+1, Sword, short, Masterwork); +13/8
(1d8+2, Longbow, composite (+2 Str Bonus), Masterwork);
+12/7 (1d6+2, Shortbow, composite (+2 Str Bonus),
Masterwork); SQ: Immunity: Sleep Effects (Ex), Low-light
Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF:
Possessions
Armor & Weapons: Mithral Shirt. Arrows (50), Masterwork;
Dagger, Masterwork; Longbow, composite (+2 Str Bonus),
Masterwork; Longsword, Masterwork; Shortbow, composite
(+2 Str Bonus), Masterwork; Sword, short, Masterwork.
Goods: Light warhorse; Saddlebags; Military saddle; Bit
& bridle; Explorer’s outfit; Noble’s outfit; Belt pouch; Candle
(2); Chalk, 2 pieces; Flint & steel; Ink (4 vials); Inkpen (3);
Map case; Paper (5 sheets); Sealing wax; Sewing needle;
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Signal whistle; Signet ring; Spyglass; Whetstone.
Magic Items: Boots of Elvenkind; Bracers of Armor
+2; Cloak of Elvenkind; Figurine of Wondrous Power,
Silver Raven; Handy Haversack; Rope of Climbing; Ring of
Protection +2. Coins: 894 gp; 3 sp; 4 cp.
Map case; Paper (7 sheets); Sack; Sealing wax; Sewing
needle; Signal whistle; Signet ring; Silk rope 50’; Spyglass;
Whetstone.
Magic Items: Amulet of Natural Armor +2; Belt of Giant
Strength +4; Bracers of Armor +2; Handy Haversack; Ring
of Protection +1; Ring of Climbing. Coins: 514 gp; 3 sp; 4
cp.
Merrthin, Male Improved Familiar, Cat: CR 1/4; Tiny
Magical Beast (Augmented, Extraplanar); HD 1/2d8
(Animal); hp 3; Init +2; Spd 30; AC 14; Atk -2 base melee, +4
base ranged; +4/-1 (1d2-4, 2 Claw; 1d3-4, Bite); SA: Smite
Evil (Su); SQ: Low-light Vision (Ex), Scent (Ex), Darkvision
(Ex): 60 ft., Spell Resistance (Ex): 0 +5; AL N; SV Fort +2,
Ref +4, Will +1; STR 3, DEX 15, CON 10, INT 3, WIS 12,
CHA 7.
S kills: Balance +10, Climb +0, Hide +14, Jump +4,
Listen +3, Move Silently +6, Spot +3.
Feats: Weapon Finesse.
Two inches over four feet in height, muscular with a dark
brown beard and hair and brown eyes, Tordain has been
captain of the town guard since Umberham officially became
a town. For training town guards, Tordain has permission from
Riordan Plind to use the mercenary compound. Every three
months he selects two town guards to act as his lieutenants.
Eventually he will train one of them as a second captain of
the guard so he can take a little more time off to spend time
with his wife and son.
Tordain Ironclub, Male Dwarf, Hill Ftr 10: CR 10; Medium
Humanoid (Dwarf); HD 10d10+10 (Fighter); hp 70; Init +2;
Spd 20; AC: 23 (Flatfooted: 21 Touch: 15); Atk +16/11 base
melee, +12/7 base ranged; +19/14 (1d10+9, +1 Waraxe,
dwarven ); +17/12 (1d4+7, +1 Dagge r); +12/7 (1d10+3, +1
Crossbow, heavy ); SQ: +1 Attack vs. Orcs and Goblinoids,
+2 Appraise (Stone and Metal Items), +2 Craft (Stone and
Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells
and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants,
Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex),
Weapon Familiarity (Ex); AL NG; SV Fort +8, Ref +5, Will
+4; STR 22, DEX 14, CON 13, INT 13, WIS 12, CHA 13.
Skills: Climb +13, Craft (Armorsmithing) +2, Craft
(Blacksmithing) +2, Craft (Stonemasonry) +1, Craft
(Weaponsmithing) +2, Handle Animal +3, Intimidate +12,
Jump +4, Knowledge (Dungeoneering) +2, Knowledge
(Geography) +2, Knowledge (History) +2, Knowledge
(Local) +3, Listen +3, Profession (Miner) +3, Ride +3, Spot
+3, Swim +4, Use Rope +4.
Feats: Alertness, Armor Proficiency: heavy, Armor
Proficiency: light, Armor Proficiency: medium, Greater
Weapon Focus: Crossbow, heavy, Greater Weapon Focus:
Shield, heavy, Greater Weapon Focus: Waraxe, dwarven,
Leadership, Shield Proficiency, Simple Weapon Proficiency,
Tower Shield Proficiency, Weapon Focus: Crossbow, heavy,
Weapon Focus: Shield, heavy, Weapon Focus: Waraxe,
dwarven, Weapon Specialization: Crossbow, heavy, Weapon
Specialization: Waraxe, dwarven.
A History
Umberham began as an inn and a blacksmith. The inn served
as a gathering place for the farmers in the area and as a
stopping point for caravans and travelers from Traist to the
west and Orlin to the east. Two years after the inn opened
for business, a blacksmith set up a forge nearby. The farmers
were extremely grateful for now there was someone to repair
their farming tools. Travelers by horseback appreciated the
smith’s presence; for if their horse lost a shoe, they could
have it taken care of much sooner.
It wasn’t long before protection arrived for the inn, smith,
and farmers. A very successful mercenary company called
the Gold Arrows had a large compound built for their base.
From here, they regularly patrol the roads and cultivated
lands. The presence of the Gold Arrows greatly increased
trade and travel between Orlin and Traist.
Once the area had this new protection, more people and
businesses began to appear. Two important businesses for
caravans set up shop – a wheelwright and a wainwright.
Now caravan masters had somewhere to get their wagons
and wheels repaired between the cities.
Next to settle in the growing community was a general
shop. The shop caters to both adventurers and the residents
that live in the area. Much of the equipment for adventurers is
kept in a nearby warehouse. Only the smaller items are found
in the shop itself.
Merchants from Orlin and Traist who frequently passed
through the community decided to build a Guild House. This
gave them a place to meet their counterparts without having to
travel all that distance, thus saving time and money. Two very
important things for merchants, particularly the money.
The teamsters that load and unload the wagons and drive
them worked out a deal with the merchants and caravan
masters and had a place built just for them. Here they could
find out who was hiring and what the rates were, and it gives
them a place to relax or rest.
Possessions
Armor & Weapons: +1 Chain shirt; +1 Shield, heavy steel.
+1 Crossbow, heavy; +1 Bolts, crossbow (50); +1 Dagger;
+1 Waraxe, dwarven.
Goods: Light warhorse; Saddlebags; Military saddle; Bit
& bridle; Explorer’s outfit; Belt pouch; Candle (2); Chalk,
2 pieces; Fishhook (3); Flint & steel; Ink (3 vials); Inkpen;
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