This supplement
updates the asteroid colony known as Crossroads to show how it has
grown and changed following the events depicted in the Godsharp
Saga adventures. For more information about those happenings,
refer to the following article.
Refer to the map
above for the relative positions of the following locations.
11. Bathhouse
Refer
to the map above for a layout of the bathhouse. The bathhouse has a
reception area with a desk (1) in front, and private stalls for
changing (2) in the middle. Around them are located four large common
pools (3) along with four smaller, private ones (4). In the rear is a
room with storage tanks (5), one hot and one cold, and pipes and
valves for distributing the water.
Axelrod
CR
6
XP
2400
Male
gnome wizard (conjurer) 7/cleric 1
CG
small humanoid
Init
+3; Senses Perception +0; low-light vision
DEFENSE
AC
13, touch 13, flat-footed 10 (+3 Dex, +1 natural, +1 deflection)
hp
31 (5d6+1d8+6)
Fort
+6, Ref +6, Will +8
Resist
illusion resistance
OFFENSE
Spd
20 ft.
Melee
Quarterstaff +2 (1d4)
Ranged
Light crossbow +5 (1d6)
Special
Attacks Acid dart
STATISTICS
Str
10, Dex 16, Con 12, Int 17, Wis 11, Cha
12
Base
Atk +3; CMB +2; CMD 15
Feats
Augment Summoning, Magical Aptitude, Scribe Scroll, Spell Focus
(conjuration), Spell Mastery (Summon Monster I, II and III)
Skills
Appraise +13, Knowledge (arcane) +13, Knowledge
(religion) +5, Linguistics +13, Profession (sailor) +9, Spellcraft
+15
Languages
Gnomish, Common, Sylvan, Elven, Draconic
SQ
Defensive training, gnome magic, hatred, illusion resistance, keen
sense, obsessive, weapon familiarity, arcane bond (quarterstaff),
arcane school (conjuration), cantrips, aura, channel energy 1d6,
domains (earth and good), orisons
Combat
Gear Clothing, spellbook, component pouch, quarterstaff, light
crossbow with 20 bolts, cloak of resistance +1, ring of
protection +1, amulet of natural armor +1; headband of
inspired wisdom +2, three campfire beads
Wizard
Spells per Day: 4/5/4/3/1
Wizard
Spells Known: All cantrips; grease, mage armor, mount, summon
monster I, unseen servant; acid arrow, glitterdust, summon monster
II, web; dispel magic, phantom steed, stinking cloud, summon monster
III; dimension door, summon monster IV
Cleric
Spells per Day: 3/1+1
Cleric
Spells Prepared: Guidance, mending, stabilize; detect evil,
protection from evil
Axelrod
is a friendly, happy-go-lucky, brave (some would say foolish) and
inventive gnome. Having given up the life of an aethership captain,
he converted to the worship of Gaea, the Earth Mother; his current
scheme is running a bathhouse on the Crossroads asteroid colony—an
undertaking that has proven more challenging than he imagined.
12. Constabulary
As the settlement
is expanding, there's been a call for more law and order; Lieutenant
Corenelius Vandemere, a cavalier of the Order of the Lion, has
stepped up to provide it. Along with a couple of sergeants and half a
dozen ordinary constables, they keep the peace in town. The
constabulary has a front room (A) with tables and chairs for
visitors, along with a desk for Vandemere himself. His sergeants have
their own desks in a side room (B), and a short hallway provides
access to three holding cells (C).
Lieutenant
Vandemere: Refer to the Crossroads
supplement for stats.
Constables:
Same as above.
13. Tavern
As an alternative
to the Sign of the Ourobouros, which also provides lodging and food,
an enterprising former captain named Michalis opened this
establishment that only sells drinks. It caters to more of a
rough-and-tumble crowd than its rival, and the customers at both
places seem to like it that way. This tavern consists of little more
than a big, open bar area (A) with stools for twenty and tables for
as many more, and a small back room (B) in which the potables are
stored.
What most of the
locals don't know is that this is part of an effort by the
Freebooters' Fellowship to infiltrate the settlement.
Captain Michalis
CR
8
XP
4800
Various
fighter 9
CN
medium humanoid
Init
+5; Senses Perception +1
DEFENSE
AC
16, touch 12, flat-footed 15 (+1 Dex, +3 armor, +1 Dodge)
hp
72 (9d10+18)
Fort
+8, Ref +4, Will +3
Resist
Bravery +2
OFFENSE
Spd
30 ft.
Melee
Cutlass +15/+10 (1d6+7)
Ranged
Shortbow +13/+8 (1d6+2)
Special
Attacks None
STATISTICS
Str
16, Dex 13, Con 14, Int 8, Wis 13, Cha
10
Base
Atk +9; CMB +12; CMD 23
Feats
Critical Focus, Dodge, Improved Critical, Improved Initiative, Lunge,
Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Profession
(sailor), Weapon Focus (cutlass), Weapon Specialization (cutlass)
Skills
Climb +8, Profession (sailor) +11
Languages
Common
SQ
Armor training 2, weapon training 2 (light blades, bows)
Combat
Gear Studded leather armor, +1 cutlass +1, shortbow
+1, quiver of twenty arrows, miscellaneous personal items
The
captain epitomizes the very nature of a pirate, as befits one who
leads such a band of scallywags.
14. Smithy
Jorunn's facility
boasts a mess hall (1), barracks (2) that can sleep eight, small
warehouse (3), and its own elemental obelisk. There's also a
cargo lift (5) along with stairs for accessing the lower level.
Inside the asteroid there is a broad open space (7) with mine carts
for moving material, along with smithing stations (8) and a crucible
for smelting (9).
Some of the
locals, seeing the success of Jorunn's operation, have started to
discuss the possibility of connecting other asteroid to Crossroads,
thereby creating a string of interconnected rocks.
Jorunn
the Dwarf
CR
4
XP
1200
Various
dwarf fighter 5
LN
medium humanoid
Init
+0; Senses Perception +2; Darkvision, 60 ft.
DEFENSE
AC
13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp
42 (5d10+10)
Fort
+6, Ref +0, Will +3
Resist
Hardy, bravery +1
OFFENSE
Spd
20 ft.
Melee
Dwarven waraxe +9 (1d10+4)
Ranged
Heavy crossbow +5 (1d10)
Special
Attacks Hatred, weapon training 1 (axes)
STATISTICS
Str
13, Dex 9, Con 14, Int 10, Wis 14, Cha
6
Base
Atk +5; CMB +6; CMD 15
Feats
Point Blank Shot, Precise Shot, Rapid Reload, Skill Focus (Profession
(miner), Weapon Focus (dwarven waraxe), Weapon Specialization
(dwarven waraxe)
Skills
Climb +9, Knowledge (dungeoneering) +8, Profession (miner) +13
Languages
Dwarven, Common
SQ
Slow and steady, defensive training, stability, stonecunning, weapon
familiarity, armor training 1
Combat
Gear Clothing, chain shirt, masterwork dwarven waraxe, masterwork
heavy crossbow, case of twenty quarrels, backpack, masterwork mining
tools (pick, shovel, sacks, rope, hammer, iron spikes, lantern,
etc.), miscellaneous personal items, potion of cure moderate
wounds, stash of 6d20 gp
Jorunn
is a dwarf who commands a mobile smithy. Instead of plying the
drifting rocks of the Asteroid Belt, however, she has decided to set
up shop as part of the Crossroads colony, where she crafts armor,
weapons, and even mundane metal goods for sale to the locals.
15. Shrine
This building is
open for all visitors to practice their religious devotions. For this
reason, it has an open seating area (A) in front, with a domed
central area (B) surrounded by alcoves devoted to different deities
(C). Currently there are shrines to Ptah, Sol, Luna, and Gaea; one is
used for general meditation, and the last is empty. All are welcome
to practice their devotions here, provided that doing so causes no
harm to others. For that reason, worshipers of Lamashtu and the Void
do not frequent the place—but rumor has it that there are secret
meetings of those faithful in the tunnels beneath the settlement.
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