Thursday, February 12, 2015

The R.I.C. Warehouse

Next door to the outfitter is the warehouse owned and operated by the Royal Interplanetary Company. It is one of the more impressive structures in the settlement, standing two stories in height and built of stone. The banner of the RIC hangs at the front of the building. Two sets of iron-banded double doors, one at ground level and one elevated to the height of a horse cart—provide means of delivering and retrieving goods. There is also a single door for personnel along the side of the building.These doors require a DC 25 Disable Device check to open, or a similar Strength check to force. Failing that, they can be beaten open (hardness 5 and 25 hit points).



Inside the building, one corner is occupied by a waist-high loading dock (Area 1), with a wooden ramp running down from it to the floor. Most of the space, however, consists of a broad, open area lined with shelves (Area 2). These, in turn, are filled with all manner of goods. Heavier items like barrels and crates rest on the floor, with sacks on the lower shelves and smaller items like jars, bottles and smaller boxes placed higher. All of the non-living goods from table 6-3 in the Pathfinder core rulebook can be found here, as can other items at the GM's discretion.


There is also a small side room which IRC soldiers use between shifts (Area 3). It has a water barrel and ale keg in one corner and a hearth in another. There is also a table and chairs, along with a side table containing foodstuffs and the like. Two guards remain in the warehouse at all times, even when it is locked up after normal business hours (from the start of the forenoon watch to the end of the second dog watch). Two more are present during business hours, along with Lieutenant Vanderwald and the Company bookkeeper.

Mounted Patrols
In addition to guarding the warehouse, the cavaliers also conduct mounted patrols throughout the settlement, based out of the stables.


Lieutenant Cornelius Vanderwald
CR 6
XP 2400
Male human cavalier 7
LN medium humanoid
Init +0; Senses Perception -1
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dodge, +4 chain shirt)
hp 57 (7d10+14)
Fort +7, Ref +2, Will +1
Resist None
OFFENSE
Spd 30 ft.
Melee Longsword +10/+5 (1d8+2)
Ranged Light crossbow +7/+2 (1d8)
Special Attacks Challenge 3/day, cavalier's charge, banner
STATISTICS
Str 15, Dex 11, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Cleave, Dodge, Leadership, Power Attack, Weapon Focus (longsword)
Skills Climb +12, Diplomacy +11, Handle Animal +9, Ride +10, Sense Motive +9
Languages Common
SQ Mount, order (Lion), tactician, order ability (lion's call), expert trainer
Combat Gear Chain shirt +1, longsword +1, light crossbow, case of 20 bolts, signal whistle, cloak of resistance, potion of cure serious wounds

Cornelius Vanderwald has a personality very similar to those of his men, only more so. Although he serves Governor Reda faithfully, his secret hope is that his superior will one day be transferred to a planetary post, and thus he will be able to take command of Crossroads for himself.
Cavalier Soldiers
CR 1/2
XP 200
Male human cavalier 1
LN medium humanoid
Init +0; Senses Perception -1
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dodge, +4 chain shirt)
hp 12 (1d10+2)
Fort +4, Ref +0, Will -1
Resist None
OFFENSE
Spd 30 ft.
Melee Longsword +4 (1d8+2)
Ranged Light crossbow +1 (1d8)
Special Attacks Challenge 1/day
STATISTICS
Str 15, Dex 11, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Dodge, Weapon Focus (longsword)
Skills Climb +6, Diplomacy +5, Handle Animal +3, Ride +4, Sense Motive +3
Languages Common
SQ Mount, order (Lion), tactician
Combat Gear Chain shirt, longsword, light crossbow, case of 20 bolts, signal whistle

These men are servants of the Royal Interplanetary Company (and thus of their King), and they take their jobs very seriously. What they lack in imagination, they make up for in unswerving loyalty.


The Order of the Lion
The cavaliers on Crossroads are members of this order because it is tied to a sovereign; the details of to whom they owe their fealty are kept vague, allowing the GM leeway in working them into an existing campaign setting.




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