First Hall

First Hall is the most western town of the Ferryport city state.

First Hall is a small town, and as such, has only one inn, aptly named “The First Inn”, as it was the first (and so far only) inn built in First Hall. It is built of the same timbers and white stucco as most of the other buildings and houses in the town, and is over 400 years old.

The town is centered around a fresh water spring, which has a fountain built over top, carved in the shape of a beautiful woman in robes with a large urn from which the water flows naturally up from artesian pressure.ferryport-lands-web

Flesh Golem

Golem, Flesh

Challenge Rating: 7

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 79 (9HD)  

Armor Class: 18, touch 8, flat-footed 18  (-1 size, -1 Dex, +10 natural)

Saves: Fort +3 Ref +2 Will +3

Weaknesses: Cold, Fire, Tritium

 

Offense

Speed: 30ft

Base Attack: +6

Melee: 2 slams +10 melee (2d8+5)

Special Attacks: Berserk

 

Statistics

Abilities: STR 21, DEX 9, CON –, INT –, WIS 11, CHA 1

Skills: Acrobatics -1, Athletics +12,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1

Talents:  —

Special Qualities: Damage reduction 5/tritium, darkvision 60 ft., immunity to magic, low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: Standard

 

Berserk

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

 

Fort Deadrick

City Statistics

Crime 1; Economy 2; Law 6; Knowledge 4; Magic 5

Highest Stat is 10, lowest 1

 

Large Town: Population 2100

80% human, 15% elfling, 3% dwarf, 2% faun

 

Government: Aristocracy

Ruler Lady Balan

She has ruled for 60 years since her husband passed away.

Attitude: Downtrodden. The town has been suffering famines and sickness for decades. The past 3 years have been the worst, corn and soybean crops have all rotted in the fields. All that has survived is cabbage and potato crops.

Superstitious: the peasants are fearful of Lady Balan, and see witchcraft in many places, but also seek a saviour.

The town is mainly under the thumb of the magistrate.

3 constables

Places of interest:

  1. Courthouse
  2. The Flogged Pony Tavern
  3. Crying Raven Inn and Tavern
  4. Belastikof Goods
  5. Ed’s Smithy
  6. Doctor Genbi (dwarf)
  7. Butcher
  8. Graf the leatherworker and bootmaker
  9. Masoleum
  10. The Fort

Frost Worm

Frost Worm

Challenge Rating: 12

Size: Huge

Type: Magical Beast (Cold)

Initiative:  +4

 

Defense

Hit Points: 147 (14HD)

Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18

Saves: Fort +14 Ref+ 9 Will +6

Weaknesses: Fire

 

Offense

Speed: 30 ft. (6 squares), burrow 10 ft.

Base Attack: +14

Melee: Bite +21 melee (2d8+12 plus 1d8 cold)

Ranged: –

Special Attacks: –

Sanity Effects: First Encounter 2/1d8+1

 

Statistics

Abilities: STR 26, DEX 10, CON 20, INT 2, WIS 11, CHA 11

Skills: Acrobatics +4, Athletics +10,  Awareness +7, Endurance +5, Knowledge N/A, Persuasion+0, Spellcraft +0, Survival +0, Thievery +0

Talents: 4 points or recommended; Alertness, improved initiative, Weapon Focus (Bite), Unbreakable Will, Greater Weapon Focus (Bite)

Special Qualities: 15ft Reach, Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire

Ecology

Environment: Cold Plains

Organization: Lone

Treasure: none

 

Trill

A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th.

 

Cold

A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

 

Breath Weapon

30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw.

 

Death Throes

When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).

 

Gades Trade

Gades is an older trade company, that owns most of the warehouses in Ferryport, and makes most of its money off of small fees helping goods find their way to the correct buyers.

Games

Eyes

Eyes is a game of 6 sided dice. Those who are playing place an ante, then all roll their dice. They then place a bet, select which dice they wish to reroll, and then reroll. After the reroll, the best rolls win.

Rolls

  • 1-6 High
  • Pair 2-6
  • Eyes (2 x 1s)
  • Triple
  • Triple Eye (3 x 1s)

Gerey Soray

Gerey Soray is an ex-guardsman from Kowal. He left the city to be free of the Uthgard influence on the city. He leads up the guards for Elmhearth now.

Gerey is an old, skinny, grizzled man, his thinning grey hair is kept short. He has a neatly trimmed beard, and his chainmail is always thoroughly oiled. His large bastard sword across his back is adorned with his family crest, three acorns.

He is loyal to Helfen and the settlement.

Ghoul

Ghoul
Challenge Rating: 1
Size: Medium
Type: Undead
Initiative: +2

Defense
Hit Points: 13hp (2d12)
Armor Class: 14, touch 12, flat footed 12 (+2 Dex, +2 natural)
Saves: Fort +0 Ref +2 Will +5
Weaknesses: —

Offense
Speed: 40
Base Attack: +1
Melee: Bite +1 (1d6+1+ paralysis) and 2 Claws +0 (1d3 plus paralysis)
Ranged: –
Special Attacks: ghoul fever, paralysis
Sanity Effects: First encounter 0/1d2

Statistics
Abilities: Str 13, Dex 15, Con 0, Int 6, Wis 14, Cha 8
Skills: Acrobatics +2, Athletics +1, Awareness +4, Endurance -, Knowledge -, Persuasion -, Spellcraft 0, Survival +2, Thievery +2
Talents: 1 point or recommended: Alertness
Special Qualities: Multiattack, Darkvision 60’

Ecology
Environment: Any
Organization: Any

Treasure: Standard

Ghoul Fever
Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 CON and 1d3 DEX for two weeks.

Multiattack
The creature’s secondary attacks with natural weapons take only a -1 penalty.

Paralysis
Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.