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.
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.
Male gnome wizard (conjurer) 7/cleric 1
CG small humanoid
Init +3; Senses Perception +0; low-light vision
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
Spd 20 ft.
Melee Quarterstaff +2 (1d4)
Ranged Light crossbow +5 (1d6)
Special Attacks Acid dart
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.
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.
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.
Various fighter 9
CN medium humanoid
Init +5; Senses Perception +1
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
Spd 30 ft.
Melee Cutlass +15/+10 (1d6+7)
Ranged Shortbow +13/+8 (1d6+2)
Special Attacks None
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
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.
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
Various dwarf fighter 5
LN medium humanoid
Init +0; Senses Perception +2; Darkvision, 60 ft.
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
Spd 20 ft.
Melee Dwarven waraxe +9 (1d10+4)
Ranged Heavy crossbow +5 (1d10)
Special Attacks Hatred, weapon training 1 (axes)
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.
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.