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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