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The Hamlet of Peripont

hrs1-hamlet • hrs1-hamlet • HRS1: Barks and Blades
Settlement Background The hamlet of Péripont is quite a small settlement, being inhabited by only around 80 people. Another 100 people dwell in the sparse farms surrounding the town, on either banks of the Tourmaline, and frequently come to town to run errands. Although it is modestly sized the hamlet is important as it is located next to the Bridge of Validard, an imposing stone structure that allows crossing of the Tourmaline river, and the intersection of the Northern and Eastern Roads. Péripont’s main economic activities consist of logging and farming. When the first settlers arrived over one hundred years ago, they started extracting copper from a natural cave located in the hills north-west of the hamlet. The extracted ore was of poor quality and the mine closed more than thirty years ago (see The Black Paws’ Cave). The town’s main square, simply called The Square, is where the townsfolk meet and where public events are held. Each Wednesday morning, the square turns into an ephemeral marketplace where farmers and merchants alike converge to sell food, goods, and spread news. This is the only location where the street is paved; the rest of town mostly consists of dirt roads. In terms of architecture, Péripont was built according to the traditional techniques found in this part of the continent; the houses, all made out of wood, then have their walls covered with lime render. The roofing of the dwellings is made out of blackened cedar shake giving these houses an elegant finish. Some more lavish houses even have glass windows. Overall the hamlet of Péripont is well kept and the people living here enjoy a comfortable existence. Important NPCs Three NPCs are described in this section. Other NPCs will be described under the location they are linked to. Mayor Fen Mortisse This man, in his early fifties, has held the title of mayor for more than ten years now. His face is beardless with the notable exception of a thin and long moustache. His hair is salt- and-pepper but still abundant and thick, reaching his shoulders. Fen Mortisse wears a long tunic with a thick leather belt held by a heavy bronze buckle. An ornate sheath containing a short sword is attached to it. He proudly wears the Ring of the Mayor, a jewel belonging to the town that is handed The Hamlet of Péripont down from one mayor to another. The ring is entirely made out of gold and set with an amethyst. The word "Validard" is engraved on the ring band while the name "Péripont" is chiseled around the gem. It is worth 400 gold pieces. Fen is calm, but can show authority when required to. The well being of the citizens of Péripont is his priority. Ever since he came into office, his main focus has been directed to boosting trade since the closing of the copper mine, a generation ago, greatly pained his community. He has always been of cautious nature, but has been growing increasingly wary since the barklings started harassing travellers on the road. He fears that the creatures might cause the merchants to stop coming or worse, the villagers to leave. Mayor Mortisse will thus be willing to pay the sum of 50 gold pieces to anyone taking part in an expedition to rid the town of the barklings. He can be convinced to pay up to 60 gold pieces, but will not be willing to pay more than that. The mayor cannot provide more help as there are no guards in the city. This gold is already more than what the hamlet can afford. Payment will be made only if the PCs can return "tangible evidence" the barkling threat has been neutralized. Mayor Fen Mortisse, Fighter Level 2: AC 15, AB +2, #At 1 shortsword, Dam 1d6+1, Mv 20', Sv F2, ML 9, XP 75 WIS 15 (+1), STR 13 (+1), CON 13 (+1) Equipment: chain mail, short sword, Mayor’s ring (400 gp) HP Beggar Tom Beggar Tom is quite a singular character in Péripont. He is seen as a bizarre figure, often talking to himself and recounting unbelievable stories while singing and reciting poems. Physically, Tom is quite frail, having been injured to the right leg and missing his left hand. He is also an aged man, being almost seventy. He is mostly bald, is missing most of his teeth and wears ragged clothes. He walks around slowly with cane and a hunched back. The old man lives in a small wooden hut not too far from Péripont, on a barren plot of land. He lives off the charity of the townsfolk, spending most of his time on the square or at the Split Moon Inn when someone is willing to buy him drinks. If the PCs pass through the square during the day or the evening, he will almost certainly engage them, offering to sing a song in exchange for a few coins. Although Beggar Tom is a mischievous character, he is harmless and would never hurt anyone. When he was younger, Tom worked at the copper mine which is now occupied by the Barklings. If asked about the Barklings and their whereabouts, he will immediately think about the mine, stressing that this cave is the perfect hideout. If the players have a map, he can mark the location on it, else he will draw a crude map and provide instructions on how to get there. Note that Beggar Tom will not share that information unless asked specifically about the mine or the barklings. Of course, if this information is shared, Beggar Tom will expect a little something in return. Beggar Tom, Normal Man: AC 11, AB +0, #At 1 cane, Dam 1d2-1, Mv 10', ML 6, XP 10 Equipment: cane, bronze necklace of St- Bebrah (10 gp) HP The Hamlet of Péripont Philibert Drekh Philibert Drekh lives on a small farm about a mile west of Péripont. This man, in his early thirties, is quite tall and strong. His long curly blond hair and beard contrast greatly with his deep brown eyes. He is the husband of Naerie Drekh and a father to their four children. Not too long ago, his wife and eldest son, Roderic, were abducted by the Barklings while mushroom picking in the Badgerwood area. Ever since his wife and son disappeared about a week ago, he remained stuck at his farm, having to tend to the needs of his three other children on top of his work in the fields. Needless to say, the man is completely exhausted and fears the worst might have happened to Naerie and Roderic. Mr. Drekh will implore the PCs to help him rescue his wife and son. He cannot leave his remaining children to go looking for her let alone disappear while doing so. Philibert is not a wealthy man but if the PCs choose to help him, he will reward them with a family heirloom; A gold ring set with an emerald and the name Drekh carved on the band (worth 700 gp). If the PCs manage to bring both back alive, he will give them the ring. When asked about when he last saw his wife, Philibert will say that she left six days ago to go get mushrooms in Badgerwood. He will give a good description of her and his son (see rooms 9b and 22 in The Black Paws Cave) and explain that she was carrying a wicker basket and wore a red linen scarf over her head. The man also remembers Roderic leaving with his favourite toy, a wooden sword. He knows nothing else. Philibert Drekh, Normal Man: AC 11, AB +0, #At 1 club, Dam 1d4, Mv 40', ML 8, XP 10 Equipment: club, Drekh Family ring HP Keyed Locations
CHILDREN • 5
1. The Split Moon Inn building
This is where the adventure starts but if the PCs ask for more details on what the inn looks like, read the following boxed text. This inn is comfortable, clean, and well managed. In the common area, the tables are well tended and a pleasant smell comes from the kitchen. Most of the clientele is composed of locals but a few customers seem to be travelers as well. A large fire pit on the eastern wall provides heat and light, while rudimentary chandeliers strategically scattered around the area create a cozy ambiance. The walls are decorated with neck mounts of deer, wolves, and bears. Behind the counter in the far end of the common room, an old corpulent man patiently scrubs a pint before filling it with ale while a young redhead woman comes in and out of the kitchen carrying plates and mugs of ale. The Split Moon Inn is an institution in Péripont. Not only does it provide lodging to travelers, but it also acts as a tavern for locals. Périponters usually gather here after a long day of labor or simply to have a good time and find out what’s going on around town. In terms of size, the inn is the largest structure in Péripont, being even slightly larger than the Chapel of Saint Bebrah. The kitchen is in a The Hamlet of Péripont separate stone building contiguous to the inn while horses can be accommodated in a small stable located at the back of the inn. The Split Moon offers the following lodging options: a merchant’s suite (5 gp/night), four individual rooms (2 gp/night), and two shared rooms with six beds each (1 gp/night). A full meal costs 5 silver pieces, while drinks cost 2 silver pieces each. One of the Inn’s room is an apartment in which the Cyde family lives. A small locked chest hidden behind the parents’ bed contains the following: 834 cp, 395 sp, and 178 gp. All important NPCs found in this location are listed below. Alfred Cyde Inn Keeper and owner of the Split Moon, he is plump and in his late fifties. Although grumpy, he is appreciated by the citizens of Péripont. This does not prevent him from being moody and getting a smile from him is almost impossible. Behind this attitude however lies a real commitment to his customers and a genuine will to provide a memorable experience. If interrogated about the barklings, the man will complain that the recent attacks are scaring travelers and impacting his business. He will even pretend that some merchants and traders have already stopped coming on market day, impacting his spirits offering. Alfred Cyde, Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 6, XP 10 Equipment: key to his chest, 35 cp, 24 sp, 8 ep, 14 gp HP Bertha Cyde The inn keeper’s wife, Bertha, is much younger than her husband, probably in her early forties. She is also quite curvy and her very pale skin marries attractively with her long curly fiery red hair and well defined facial traits. This woman is quite nice and playful and often considered her husband’s opposite. She takes care of the cooking and spends most of her time preparing meals for the customers. Bertha’s specialty is her famous pork leg stew, a delicacy sought by many travelers. Bertha Cyde, Normal Man: AC 11, AB +0, #At 1 rolling pin, Dam 1d4, Mv 40', ML 7, XP 10 Equipment: rolling pin, bronze bracelet (15 gp) HP Charlotte Cyde This beautiful young woman just reached majority. She resembles her mother greatly though she is much thinner. Her long red hair is her most striking feature. At the inn, she takes care of cleaning the rooms, the horses in the stable, and waits tables when things get busy. Charlotte is quite courageous and valiant. She is bored in Péripont and would love to leave. The young woman dreams of traveling and discovering the world to the chagrin of her parents who would love her to marry and take over the inn. When the PCs first walk into the Split Moon, she will be the party’s waitress. She will enthusiastically ask questions about their The Hamlet of Péripont reason for coming. She will explain that she dreams of becoming an adventurer and that she would gladly join a group of adventurers if only she had a sword. Giving her one along with vague promises of adventure will be enough to convince her to join the party. Charlotte Cyde, Human Thief 1: AC 13, AB +1, #At 1 weapon, Dam by weapon, Mv 40', Sv T1, ML 6, XP 25 STR 8 (-1), INT 10, WIS 8 (-1), DEX 15 (+1), CON 10, CHA 13 (+1) Equipment: leather armor, backpack, thieves’ tools, 8 sp, 3 gp, copper necklace with a St- Bebrah symbol on the pendant. HP Nozar Nozar is a merchant that arrived in Péripont three days ago. He was originally traveling with Endil, Basil, and Marbic (see Missing Cargo in section Introduction). When first encountered, Nozar will be sitting with Endil in the common room at the Split Moon. Nozar is a vulgar boorish character who reinvented himself as a small time merchant after a life of larceny and a lengthy jail sentence. He is completely bald, has a large scar on his left cheek, and is in his late forties. The man unfortunately retained his scoundrel traits and will act in his own interest before anyone else’s. His evil toothless grin should tell the PCs this man should not be trusted. If asked about the barklings, the man will recount an attack that came from all sides with at least a dozen barklings ambushing them. He will indicate the exact location of the attack (see The Ambush Site in Péripont and the Surrounding Area) though he will tell the PCs they are wasting their time, arguing that there is no way his other companions made it out alive. Nozar will also speak lightly about Basil and Mabric’s fate, going as far a joking about their death. Nozar’s plan is to rest another day or two at the inn to recuperate and then head back with Endil to Douman to claim the insurance the two men secretly took out on the goods they were transporting. He is in no way interested in succoring his colleagues or retrieving the goods, "an idiotic waste of time" according to him. He will however mention that the barklings probably stole a few hundred gold- pieces worth of merchandise, which he cares little about since he plans on getting the insurance money instead. Nozar, Human Thief 2: AC 14, AB +1, #At 1 shortsword or 1 dagger, Dam 1d6 shortsword, 1d4 dagger, Mv 40', Sv T2, ML 7, XP 75 DEX 13 (+1), CON 13 (+1), CHA 5 (-2) Equipment: leather armor, shortsword, dagger, gold earrings (100 gp), silver ring (30 gp), and a silver necklace with a pendant shaped as a dagger (75 gp), 21 sp, and 16 gp. Insurance letter for the shipment. HP The Hamlet of Péripont Endil Endil is much younger than Nozar, being in his early twenties, but has become infatuated with his companion who treats him, at best, like his valet. The young man is blond and is slowly starting to grow a beard. He is slender but his height makes him look tough. The young man will be more polite than Nozar and will actually show remorse if questioned alone about how they managed to survive while the other two got killed by the barklings. If questioned insistently about what happened on the road, he will reluctantly admit that they fled, abandoning the other two, but will explain that it was their only chance of surviving and if they would’ve helped they would not be here to talk to you. Endil is just as uninterested as Nozar about finding his former companions as he is convinced that they died during the ambush. Endil, Normal Man: AC 11, AB +0, #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7, XP 10 Equipment: dagger, bronze ring (10 gp), 16 sp, 6 gp HP
2. The Chapel of Saint Bebrah building
The chapel of Saint Bebrah is a small church and the only place of worship in the hamlet of Péripont. When the PCs first visit the church, read the following boxed text. Walking on to the town’s square, you find yourselves in front of the only stone building of the hamlet. The chapel is sober and constructed in the Romanesque style with an imposing gable roof and the town’s typical blackened cedar shake. Its bell tower dominates Péripont, overlooking the square, and a large set of stone stairs built in the shape of a parvise leads to the entry. Narrow stained glass windows can be seen all round the chapel. For a hamlet the size of Péripont this place of worship is quite impressive both in its style and architecture. The chapel is dedicated to Saint Bebrah, Patron Saint of Péripont. This saint is linked to the Common Faith, a monotheist system of beliefs dominant in the Country of Sorgwald. Saint Bebrah is the patron saint of loggers, farmers, herbalists, and perfumers. She is often represented wearing a long silk dress, a crown of flowers, and holding a sickle. When the PCs first enter the chapel, read the following boxed text. Entering the chapel, a pleasant smell of incense catches your nose. Your steps resonate as you walk between two rows of wooden pews. In front of you, a beautiful altar faces the benches while a delicate light, filtered by the stained glass windows caresses the interior of the chapel. A large painted statue of a beautiful young woman wearing a thin dress and a crown of flowers, and holding a sickle stands behind the altar. You immediately feel at peace. The chapel is open from dawn to dusk and everyone, provided they don’t cause problems, is welcome. Two masses are celebrated every day; one in the morning and one in the evening. The Sunday morning mass is the most important and usually the one that reunites most of the townspeople. Father Grigor Father Grigor is the town’s priest. He is the sole representative of the Common Faith in Péripont and has dedicated his life to the Chapel of Saint Bebrah and Péripont’s parishioners. He is in his mid thirties and, after studying at a seminary outside the Country of Sorgwald, he traveled a bit, accomplishing various missions on behalf of the church. He was then appointed priest in this region and ended up becoming the vicar at the Chapel of Saint Bebrah. This man is benevolent, tall, and good looking, with deep blue eyes and a well defined jaw. He loves to smile, but mostly remains in a meditative state. Father Grigor enjoys a great deal of influence with citizens of Péripont and although he refuses to admit it, out of modesty, they will usually refer to him instead of Mayor Mortisse when in need of counseling. The Hamlet of Péripont If Father Grigor is asked about any help the town might need, he will briefly explain Philibert Drekh’s situation. He will ask the PCs to pay him a visit and see how they can help him find his missing wife and son. If the PCs accept and give their word that they’ll help, Father Grigor will give the party a Potion of Cure Light Wounds to help them in their journey. Father Grigor will also seek the player’s help to retrieve a liturgical (and magical) item that was stolen from the church a few months ago. The priest will recount that one morning he found one of the glass windows shattered and the altar opened. An aspergillum (a sprinkler) and an aspersorium (a vase) were suddenly missing. This artifact known as the Sprinkler of Saint Bebrah (see room 10 in The Black Paws Cave for complete detail) is very dear to the church and Father Grigor will greatly compensate the PCs if they retrieve the artifact, giving them a beautiful gold string necklace decorated with various gemstones worth 1400 gold pieces. The priest has no proof of it, but he suspects the barklings to have stolen the Sprinkler of Saint Bebrah since he found traces of small footsteps on the floor while cleaning up the mess. What Father Grigor does not know is that these small footsteps belong to a band of pixies, the same ones that were driven out of the cave by the barklings upon their arrival (see area 24 in The Black Paws Cave). Anyone in need can come to the church to receive magical healing or blessing. Father Grigor can provide one such spell per day and a contribution to the Church of the Common Faith will be expected in return. It is up to the GM to determine the price of such assistance, but it should be no lower than 25 gold pieces for each spell the vicar casts. Father Grigor, Cleric Level 2: AC 11, AB +1, #At 1 fist, Dam 1d3, Mv 40', Sv C2, ML 8, XP 75 CON 13 (+1), WIS 15 (+1) Spells: cure light wounds Equipment: gold necklace with a pendant bearing the effigy of Saint Bebrah HP Mart Mart is a teenager who helps Father Grigor around the church. He is an orphan that was taken under the wing of Father Grigor who plans on sending him to the Seminary when he reaches majority. The assistant takes care of cleaning the church, ringing the bell, and helping out with the service. Mart, Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 7, XP 10 HP
3. The Broken Anvil building
The Broken Anvil is Péripont’s only forge and weapon smith. This establishment is managed by Gistor Blez and a dwarf named Brolin Frosthammer. When the PCs first visit, read the following boxed text. This large building is on the main road, a bit south of the square. It consists of a large house to which a side roof was added. Right in front, a wooden sign displays the symbol of an anvil being fractured by a lighting bolt. "The Broken Anvil" has been added beneath the symbol. Under the side roof, you see two men working and striking iron while a thick black smoke comes out of a furnace’s chimney. At first glance, this looks like the town’s forge. The smithy also acts as a small shop that sells tools and supplies. Mechanically speaking this means that all goods in the Equipment section of the Core-rules can be bought here except for food. Likewise, common weapons and armors can also be purchased in this store. What is available here is left to the GM’s discretion but as a general rule of thumb, The Broken Anvil should be a place where the PCs can find enough supplies and weapons to be able to defeat the barklings. The Hamlet of Péripont Gistor Blez This middle-aged man wears a long beard which is odd considering he lost most of his hair. He is quite tall and robust and his biceps inflated after years of beating iron. Gistor is friendly and loves examining his customers’ gear, as he is always looking for inspiration and new forging techniques. If interrogated about the barklings, he will say that he heard the stories of recent sightings and the attack on the merchants, but knows little otherwise. He will also mention a shipment that was due two days ago but that never came (see 1. The Split Moon Inn in this section). Gistor Blez, Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 7, XP 10 HP Brolin Frosthammer Just like Gistor, Brolin wears a long blonde beard, braided and laced with a strip of leather. Although he is quite short, the dwarf really gives off the impression of a true artisan. Brolin is not as friendly as Gistor but if a dwarven customer enters his establishment, he will be more than happy to have a chat in his native language. Although he will not disclose this information unless specifically asked, Brolin did see a pack of barklings lurking in the forest when he went to get wood to make arrows in Badgerwood about a month ago. Fortunately he was able to hide, but he saw them going north once they left the area. This is all he knows. Brolin Frosthammer, Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 7, XP 10 HP The Hamlet of Péripont
4. Bridge of Validard building
This large stone bridge is named after Ernish Validard, founder of Péripont and the engineer who oversaw the construction of the bridge more than one hundred years ago. This project was funded by the Duke of Sorgwald as a means to increase his influence in this remote region by providing a way for traders and merchants to cross the Tourmaline before reaching Douman. The structure is quite remarkable, being entirely made out of stone and consisting of a succession of three arches that support the bridge. This bridge is not only important for Péripont, it serves as a major intersection, vital for trading in the Country of Sorgwald since it connects both the Northern and Western roads. Crossing the bridge is free of charge.
5. Town Mill building
This mill was built next to the Tourmaline in order to harness its power. Hence the mill is powered by the river’s current which rotates a heavy wooden wheel. This device then rotates a mill stone inside so that various types of grain and cereal can be ground into flour. Farmers and even town’s people can come here and use this communal mill to grind their grain and produce flour. A small oven is also at the disposal of villagers to cook their bread. Since the mill is complex to operate and requires constant maintenance and repair, it is operated by three characters. The NPCs presented here are in charge of the Town Mill. Weren Weren holds the title of Péripont’s Mill Master. He has been working at the mill since he was a child and is now almost seventy years old. Although he is now frail and unable to do much, he still holds most of the technical knowledge to operate and mend the mill. Weren mostly sits at a desk next to the entrance and manages this facility while the physical work is done by Tilo and Meri, his two halfling assistants. Weren is bald and wears a short finely trimmed white beard. He has a hard time hearing and will ask the PCs to speak louder if they ever visit the mill. The man has not heard of the barklings and will not know what they are if asked about them. Weren, Normal Man: AC 11, AB +0, #At 1 club, Dam 1d4, Mv 40', ML 7, XP 10 HP Tilo This halfling is quite tall for his kind, being almost 5 feet tall. He wears his dark brown hair short and usually wears dark clothes covered in flour. At the mill, he is in charge of filling the linen bags used to transport ground grain. Tilo has not seen the barklings but about three weeks ago when he was walking in the hills north of Badgerwood, he noticed an odd smoke column that appeared to come from the old mine (see The Black Paws Cave). Tilo, Halfling Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 7, XP 10 Meri Along with Tilo, Meri takes care of running the mill. He is a halfling too, coming from the same village as his companion. Meri is a little more handy than Tilo and has a better understanding of the mill. He is in charge of repairing the broken parts and maintaining the device under Weren’s supervision. Meri is tanned and has long dark hair he keeps tied with a string of leather. When he smiles, the first thing everyone notices is his gold tooth. Meri is playful and loves talking about his mill. Meri, Halfling Normal Man: AC 11, AB +0, #At 1 fist, Dam 1d3, Mv 40', ML 7, XP 10 HP W
NPCs HERE • 3
Add via World page
MA
Mayor Fen Mortisse
Human Fighter 2 • AC 15 • HP 8
BE
Beggar Tom
Human Normal Man • AC 11 • HP 1
PH
Philibert Drekh
Human Normal Man • AC 11 • HP 3
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