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town
The Town
jn1-town • jn1-town • JN1: Chaotic Caves
The town lies at the crossroads of a river and an old paved highway, on the border between the wild country crawling with monsters and the civilized lands. It thrives on trade and commerce: several smithies provide weapons and body armor, merchants offer food, clothing, and basic goods, a Cleric and healer plies her wares, and horses and wagons are available, as are freight, coach, and courier services. Near the bridge are docks with a narrow wooden pier and storage shed where boats might be purchased or rented. An irregular wooden stockade 15' high surrounds most of the town, slowly being replaced by a heavy stone wall about the same height and ten feet thick. East, North and South Gates: heavy wooden gates that can be barred from the inside, each with a hut beside it for a watch of three soldiers from the garrison (see area 38); a cobblestone highway winds through the town from the north to south gate. The Orchard (apples, pears, pecans) is the common property of the town. The GM can add residents and NPCs as needed; most villagers are Normal Men, worth 10 XP each. (This skeleton town is unnamed in the module and can be placed anywhere.)
Rumors (JN1 p. 2 -- anything marked [FALSE] is false only in the sense that it isn't prepared for in this module): 1. Lizard men raid the local shipping now and then, carrying off loot. 2. Most of the monsters being encountered are orcs, goblins, gnolls, and other lower-level creatures. No giants or dragons or other big brutes as of yet. 3. Three witches haunt the roads near a village further into the wilderness, selling evil potions and petty magic in exchange for souls. [FALSE] 4. There is an old funeral crypt far off into the wilderness that the monsters are probably using as a base. This rumor might be misleading, or spot-on as the GM wishes. 5. Old crypts can suck the life out of the unwary. 6. A vampire is raiding the outlying villages, swooping off with children. [FALSE] 7. A great octopus lurks in the river. [FALSE] 8. Human bandits are causing problems for outlying farms. 9. Every seventh night the night-watch feeds a prisoner to a pack of trolls living under the bridge that crosses the river in return for maintenance done by the trolls on the bridge. [FALSE] 10. Some travelers have been attacked by Magic-User and Cleric spells (though not often and not necessarily of any great power). 11. There is a metal-eating monster on the loose. [FALSE] 12. People have been killed and eaten by ghouls near the crypt area.
CHILDREN • 47
1. Hunters And Dog Breeders Residence building
These hunters also breed hunting and guard dogs. They have several large pens for dogs. Father: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP 2 Sons: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP
2. Chicken Ranchers And Home building
These ordinary people raise numerous chickens for eggs, meat and feathers. They have coops as well as a fenced-in area that the chickens can get in and out of – and flee to if chased by dogs. Widow Woman: AC 11, HD ½ (1d4 HP), #At 1 kitchen knife, Dam 1d4, Mv 40', Sv NM, ML 7 HP 2 Older Children: AC 11, HD ½ (1d4 HP), #At 1 club, Dam 1d4, Mv 40', Sv NM, ML 7 HP
3. Family Residence building
This two-story home is heavily built from large oaken beams. The top story overhangs the bottom one. The occupants do odd work for a living. Father: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP 5 Sons: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP
4a. Smith building
This man has two apprentices who help tend the forge. They spend a good deal of time making nails, tacks, and other items. The smith mainly makes iron hardware, from hinges and fireplace pokers to iron railings for those who can afford them. Smith: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6 +1 (bonus for strength of 14), Mv 40', Sv NM, ML 7 HP 2 Apprentices: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6, Mv 40', Sv NM, ML 7 HP
4b. Smith With Arms And Armor Shop building
This smith services the local militia and garrison, working on weapons and armor when not dealing in pots, tool making, and such endeavors. Smith: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6+2 (bonus for strength of 16), Mv 40', Sv NM, ML 7 HP Apprentice: AC 11, HD ½ (1d4 HP), #At 1 hammer, Dam 1d6, Mv 40', Sv NM, ML 7 HP
4c. Farrier building
The farrier is an Elf, but tends to hide it, not being very Elf-like in appearance. She serves as a general veterinarian for those who know little about animals. She also has an old nag for sale (the owner gave it up rather than pay their debt). Farrier: AC 11, HD 1, #At 1 staff, Dam 1d4+1 (bonus for strength of 13), Mv 40', Sv NME, ML 7 HP
5a. Militia Leader / Cobbler building
The cobbler who lives and works from this home also serves as the militia leader. He sells shoes, sandals, and related items. Cobbler: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP
5b. Sweet Family Residence building
These people make sugar from sugarcane, and sweets from the sugar. They can provide hard candies as well as powdered sugar for confections. They also have a store of molasses and honey (they are always eager to buy more of either).
6. Stonemason Family Residence building
These folk have been contracted to do much of the stone quarrying and labor involved with replacing the wooden town wall with a stone one. 2 Stone Masons: AC 11, HD ½ (1d4 HP), #At 1 pick, Dam 1d6, Mv 40', Sv NM, ML 7 HP
7. Shop And Residence Of Baker building
Breads, cakes, pies – you name it, they can be bought here. A large supply of flour, sugar, and other ingredients are also on hand. They run a grain mill (whether it is small with a mule powering the grindstone, or a large waterwheel-powered mill is up to the GM).
8. Family Residence building
This family deals in a little bit of everything: cooking, sewing, labor, hunting, and fishing.
9. Family Residence building
As with #8, these people work at anything they can make money at. They are currently busy helping with the quarrying of stone for the wall (see #6).
10. Banker building
The banker is a strong fellow whose sons help him manage and guard the business. He usually keeps only minor funds readily available (20 gp, 100 sp, and 200 cp). Underneath the floorboards of the home is a heavy iron-banded box with a tricky lock (with a needle trap; save vs. Poison or die). It is empty except for a bunch of giant centipedes kept in bags. The bottom of the box is loose and under it is a buried bag with actual funds: 3 x 50 gp gems, 100 gp, 500 sp, and 300 cp. These items are covered in a clear, odorless poison and anyone handling them must save vs. Poison or die (alternately, become gravely ill and must make another saving throw 1d6 hours later or die). Banker: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+3 (bonus for Strength of 18), Mv 40', Sv NM, ML 7 HP 2 Sons: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+2 (bonus for Strength of 16), Mv 40', Sv NM, ML 7 HP 6 Giant Centipedes in box: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7 HP
11. Warehouse building
This warehouse stores such items as seed grain, and produce levied for taxes. Items can be stored for a fee paid to the mayor. During harvest or sheering season it can be full, and at other times room is often plentiful. 12a: TAX COLLECTOR AND OTHER OFFICES: These offices and living quarters are home to a tax collector (normal man) and deputy (a 2nd- level Fighter) who keep up with the local trade, land taxes, and such. They are often out on some other business. When collecting taxes or carrying significant funds, they enlist four or so of the town's garrison (from #38) and travel in a coach, using a locked and poison-needle trapped strongbox. There are few funds at the office (they deliver the collected taxes to the local baron/king before they can pile up). Tax Collector: AC 11, HD ½ (1d4 HP), #At 1 shortsword, Dam 1d6, Mv 40', Sv NM, ML 7 HP Deputy: Human Fighter 2, AC 17 with chain mail, #At 1 longsword, Dam 1d8+1, Mv 20', Sv F2, ML 8 STR 15 (+1), WIS 14 (+1), DEX 16 (+2), CON 15 (+1)
12b. Mayor's Office And Land Office building
The mayor often isn't here unless a formal meeting is called; he keeps office regularly one or two days in the midweek. Files hold reams of paper concerning land claims, businesses, births, deaths, and other household documents.
12c. Town Hall building
This large town hall is used for town meetings, dances, and as shelter in case families from the outside flee here from a monster raid. It is mostly empty, with some rooms on the second floor.
13. Widow Woman Residence building
This home belongs to a widowed woman and an older spinster woman who helps with upkeep in return for room and board (neither lady will fight). They make money taking in travelers as a bed-and-breakfast, and by running a school and small library from their house, as well as everyday work like sewing and selling produce from a large garden out back.
14. Mayor's House building
The mayor is hard- working and honest, although he does tend to talk a lot (especially to women) when he should be working. He also has farm tools and deeds to a sheep ranch, and sells wool during the sheering season. Mayor: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
15. Healer (Cleric) House building
The current Cleric can barely speak the local language and relies a lot on a heavily-accented dialect of Common to communicate. She is well-liked, and quick to help good people. She is pacifistic, but will don chain mail and shield and wield a mace if called for. A tolerable surgeon and doctor, she keeps a collection of ordinary medicines and supplies on hand. Healer, Human Cleric 2: AC 13 (18 with chain mail and shield), #At 1 mace, Dam 1d8, Mv 40' (20' in armor), Sv C2, ML 8 DEX 16 (+2), CON 14 (+1), CHA 17 (+2) Spells: 1st level – cure light wounds HP
16. Empty Family Residence building
The owners have recently moved out and sold the house to the town. It is up for rent by the mayor.
17. Barber's Residence building
The wife of the barber who lives here (and several other town people) will comment that he has started acting suspiciously lately: he sneaks off alone for quite some time. If the PCs investigate, they will find he has happened onto what he thinks is a wonderful fishing hole in a stream and is sneaking off to fish it. The GM might reward 25 to 50 experience points for being curious and following him to find what he is doing, or none if the players have their characters act absurdly. Barber: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
18a. New Merchant building
The woman who owns this shop has moved here recently with her husband and ex-husband. They are well stocked with basic goods (lanterns, oil, smoked meats, etc.). They are honest. 3 Owners: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
18b. Tavern Of The Full Tankard building
A selection of local beers can be had here; the owner brews his own. Wines and liquors have to be imported and cost more than normal. The proprietor hires an old, scraggly homeless man to sweep up and do chores.
18c. Dress Maker And Tailor building
This is owned by several Halflings who rely a lot on the people at #27 for their inventory. They also deal in other cloth goods (sheets, etc.).
19. Bachelor Residence building
A bachelor occupies this home. He owns and runs several boats on the river. Bachelor: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP
20. Militia Weapons And Armor Storage building
Plus general supplies for sieges, including barrels of salted fish from the river. It currently contains several old pole arms, spears, flails, and axes, plus a few suits of leather armor and shields.
21. Beer Brewer And Home building
A red-nosed dwarf and several family members run a sizable brewery from this location, providing a lot of the local beer. 3 Brewers, Dwarf Fighter 1: AC 13, #At 1 hammer, Dam 1d6, Mv 30', Sv D-F1, ML 7 HP
22. Merchant building
These people do not deal in armor, weapons, holy water and such, but have a supply of food, rope, and sundry goods. The merchant is a kindly but doddering and absent-minded old man; he is helped by his stooped-over wife (both are noncombatants). If the PCs do a lot of business here, they might note that occasionally a pint of oil is only 2/3 full or some other mishap has occurred. They have to pay attention to avoid being short- changed. The owners usually have 2d6 x 5 gp, 4d6 x 5 sp, and 5d6 x 5 cp on-hand.
23. Stables building
Local boys are hired to care for any animals put up here.
24a. Old Coot (Story Teller) building
This old fellow is quick to beguile passersby with wild tales and bad information. He doesn't know much more than anyone else about the area, rarely going out of town. His wife (a noncombatant) is loyal to him, but quickly tells anyone he tries to talk up that he's a born liar. Old Man: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
24b. Old Coot's Family Business building
They make soap, butter, cheese, etc., purchasing milk and vegetable oils from other people as needed. A deep, cold cellar out back stores many of their raw materials and final products.
24c. Old Coot's Immediate Family building
Three hard-working sons (one is a bachelor) and two wives live here with a half-dozen kids (noncombatants). They have about 1d6 x 10 gp in coins in their home. 3 Sons: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP 2 Wives: AC 11, HD ½ (1d4 HP), #At 1 knife, Dam 1d4, Mv 40', Sv NM, ML 7 HP
24d. Old Coots' In-Laws building
Two of the coot's daughters live here along with their husbands and children. They have about 1d6 x 8 gp in coins in their home. 2 Husbands: AC 11, HD ½ (1d4 HP), #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7 HP 2 Wives: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
25. Tavern, Rooms For Rent building
The owner is a friendly, short fat woman (noncombatant) who usually hires local women to cook and clean when she has a lot of guests. She relies on the baker a lot. Local beers are available and cheap enough, but wines have to be imported and are costly. Several men and women gather around one of the tables in the bar area to play cards each night. They use plain wooden chips for counters. Whoever plays the worst during the week has to buy a round of beer on the weekend.
26. Woodworking Family building
While engaging in various other things, this household also runs a woodworking shop, building cabinets, chairs, tables, etc. They have various tools (augers, planes, saws, etc.) as well as clay pots of glues, and stains in their shop. Husband: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP Wife: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP Son and Daughter: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
27. Clothiers Family Residence building
These people take in clothes to dye, wash, and fix. They spin large quantities of thread, and have several large looms for weaving cloth. Most are noncombatants.
28. Hunters And Trackers building
These hunters bring in meat, hides, and usable animal parts. The father is too old to care about adventuring but the sons will go on escapades for a decent share of the proceeds. If hired for tracking, they charge a fee of 1 to 2 gp a day. They know the area well, though they do not know where the monsters dwell, staying away from dangerous spots. 2 Brothers: AC 11, HD ½ (1d4 HP), #At 1 spear or 1 shortbow, Dam 1d6, Mv 40', Sv NM, ML 7 HP
29. Leather Worker And Private building
RESIDENCE: These people buy hides from the pig farmer, hunters, and others to work into high-quality leather. They make belts, jackets, packs, and (if special-ordered) leather armor. Leather Worker: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
30. Pig Farmer building
This household has many pigs as well as wooden corrals, sheds for shelter, storage sheds, and cooking and tanning pots. A herd of free-ranging pigs is being shepherded by a young son or daughter in the nearby woods. Pig Farmer: AC 11, HD ½ (1d4 HP), #At 1 staff, Dam 1d4, Mv 40', Sv NM, ML 7 HP
31. Lumber Concern, Offices, And building
STORAGE: This concern also sells saws, nails, and other tools, and will hire out for construction work. They are under contract to cut down the trees in the northwest of the map to make room for the expansion of the walls, using local labor as needed.
32. Garrison Commander Residence And building
OFFICES: The officer in charge of the garrison lives here. There is no formal town police force. He typically allows his troops to help keep the peace and deal with crime, although that is not their actual job. Garrison Commander, Human Fighter 3: AC 15, #At 1 shortsword, Dam 1d6, Mv 20', Sv F3, ML 8
33. Garrison Officers And Mess building
The three junior officers of the garrison live here; there is also a stockade for prisoners. These officers keep up with crossbow bolts (including twelve silver-tipped ones) and other such gear. 3 Human Fighters Level 2: AC 15, #At 1 shortsword, Dam 1d6, Mv 20', Sv F2, ML 8
34. Private Residence building
Home to the owners of the freight service (#35). They both have wives; the home is also shared by the mother of one wife and an aunt of the other. The women and children are all noncombatants, other than three grown sons. 3 Grown Sons: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
35. Freight Service, With Wagons And building
STORAGE: Owned by two brothers, this company is willing to rent (to people they know) or sell wagons and carts. They often hire locals as teamsters to help ship goods (especially lumber) in and out. They hire riders for courier work as needed. 2 Brothers: AC 11, HD ½ (1d4 HP), #At 1 dagger, Dam 1d4, Mv 40', Sv NM, ML 7 HP
36. Empty And Old building
An old, leaning gray home that was abandoned by the previous owners and claimed by the town in lieu of taxes.
37. Church building
This large, single-story building has a sermon room as well as inner shrine and offices intended to be used for church business. Several empty rooms are kept available for visiting dignitaries. A poor box holds about 20 gp, 100 sp, and 500 cp, used to help the needy and community. A small tower holds a small, loud bronze bell that is rung to announce services, meetings or danger.
38. Garrison Barracks building
This building has two stories and is heavily-built to serve as a mini-fort. The bottom floor is an empty square that is partitioned into four parts. The top has more rooms but is empty, ready in case more troops are needed. Bunks are plentiful, and there are a few tables and chairs as well. The garrison of 18 spearmen and 12 crossbowmen usually live here, but are scattered out on patrol or at the gate houses. Of these, 6 have chain mail and the rest have leather armor. All have shields. Local men and women serve in the militia, bringing whatever weapons they can if called up. 6 Human Fighters level 1 with chain mail and shield: AC 16, #At 1 weapon, Dam 1d6, Mv 20', Sv F1, ML 7 HP 24 Human Fighters level 1 with leather and shield: AC 14, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, ML 7 HP
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