Sunday 30 April 2017

Molly_G in progress

I spent a lot of hours today working on a new spaceship for Stars without Number. This spaceship, the Molly Gabriel, is one that has been put together out of spare parts. The owner managed to get his hands on a pair of tornado spike drive engines. But all he had in his position was an orbital shuttle.  So the rest of the ship was cobbled together in spacedock from spare parts readily at hand.

The MollyG work in progress


The central core of the ship is access to the engine controls and fuel bunkers. It is surrounded by a lattice of metal that holds everything together. Along the sides of the lattice are hooks that hold up to 8 M-sized pressurized containers. There is a spot to park the shuttle on top of the lattice so the owner has the option of visiting planets without having to dock with a space station and hitch a ride with a local shuttle. The shuttle is not big enough to carry cargo so the ship needs to be offloaded in orbit.

I still have a lot of work to do on this spaceship. I might add a weapon hard-point to the underside. Only the shuttle and the cargo containers have been textured. I will post the statistics once I have everything complete.

I imagine this as the kind of ship a scrappy independent would be using. Just the type to agree to move travelers to that next adventure location.

Saturday 29 April 2017

Barrow of the Unknown Prince

ADVENTURE BACKGROUND

The North Road Inn and the thran of Taryn are the backdrop of a scenario involving the adventurers in the hunt for a killer with the prize being a hidden Jarin tomb.  This scenario is designed to bring a disparate group of adventurers together in the wilderness of Nuthela where many different cultural types interact.  Adventurers best suited for this scenario are from the Jarin, Ivinian, Taelda, Anoan or Harnic cultural groups.

About 600 years ago, a Prince of Jara who fought alongside the Khuzdul at Sirion died on the march back to Azadmere.  As a friend of the Khuzdul they granted his last wish and buried him in the fashion of Jara in a stone-lined earthen mound.  Since they were far from Gedan the Prince was buried in Nuthela not far from the Ovien River.  Knowledge of his tomb by the Jarin was lost within a few generations.  Centuries passed, the barrow went undiscovered, and became completely overgrown with trees and thick brush.

Likely the barrow would never have been discovered, appearing to be just another low foothill of the Rayesha mountains.  However, about 100 years ago a landslide changed the course of a small stream and washed away the side of the barrow revealing  the stone-lined entry to the tomb.  Eventually the entire passage was uncovered and the entry chamber became immersed in three feet of water.  It remained this way, clear to anyone passing by, but located off the beaten track.  In 714 TR a Kaldoric merchant from Olokand lost two pack mules while crossing the Ovien ford.  He unwisely set out with one retainer to locate them, passing up a small stream where he was set upon by a group of gargu-kyani.  His retainer died holding off the gargun while the merchant fled upstream.  Just when he thought he would be discovered he spotted the small entry cave to the barrow and hid inside.  Once inside he was amazed by the runic inscripted door and elaborate frieze as well as the wardog statues.  Unable to open the door he made note of the barrow's location and when the gargun had moved on he quickly left and caught up with the caravan going north.

The map he made became a matter of idle gossip while he was in Orbaal.  This gossip got back to the Jarin resistance, the aenghysa who felt this might be the location of the lost barrow of Barryn Albarra (the hound of Barra), a rallying cry for Jarin and a possible source for his magical spear.  However, before the aenghysa could approach the merchant he sold it to an Ivinian mercenary named Sorevaal.    Sorevaal has now recruited a few mercenary friends, shown them the map, invented tales of huge riches and convinced them to journey with him down the Fur road to investigate the barrow.

To complicate matters, one of the mercenaries, Bedan plans to steal the map from Sorevaal and gain the treasure for himself, and the aenghysa have also sent six men to find Sorevaal so they can get the map.  At this point the adventurers come into the story as they stop at the North Road Inn on the night in which one of the parties acts, kills Sorevaal and steals the map.


THE ADVENTURE EVENTS

The adventurers arrive in Taryn on Peanu 10 (mid-spring 720 TR).  In this hilly region, covered with mixed deciduous and coniferous forest, the snow has melted from all but the hill-tops and swollen the local stream to its largest size.

Eventually, the adventurers end up at the North Road Inn where they will find that a group of four Ivinians have taken up residence in two of the front average rooms and have been in Taryn for 3 days.  Since arriving Sorevaal has stayed often with Idgel and spoken with him at length about the countryside south on the Fur Road.  Sorevaal was directed to Ondag (#13) whose Taelda wife knows about the local area and asked her about streams north of the Ovien ford.

EVENT 1: A Drunken Party
On the night the adventurers arrive at the Inn Sorevaal, Bedan, Ilmgar, Lyvan and Ramald are drinking heavily in the Inn.  Their presence has kept away all locals and there are no others travellers at the Inn (with the possible exception of the adventurers).    Coming in out of the rain are six Jarin travellers wearing heavy slickers to protect from the rain.  They rode in on horseback.  These men are the aenghysa led by Gyffal and include Chamka, Iser, Told, Shem and Aethelad.  They do not wish to confront the Ivinians as of yet and will retire to the common room quickly if possible.

The sight of rain-soaked Jarin will amuse Bedan who is a bit of a joker and he will poke fun at the, "drowned Jarin rats", "wouldn't last at sea", "canna fight worth a dram", etc.  This may provoke a fight if the adventurers do not intercede but before blood is spilled Vallus will stop the fighting with his skill with the staff.  Denia will cast Disruption on any overly active participant.  Gyffal will come down after the disturbance and talk at length heatedly with Vallus, adventurers may here Gyffal say, "you help us, our that Ivinian dog will find out who you are!"

EVENT 2: Pitched Battle
In the early morning hours of the next day while it is still pitch black outside, the parties act to gain the treasure map.  While Vallus and Dania stay safely locked in their room, he has agreed with Gyffal not to get involved, the aenghysa attack the Ivinians in their rooms.  While Aethelad goes out and readies the horses in the yard for flight and opens the Innyard gates - the other five aenghysa will force the door to Sorevaal's room.  The fight will be loud with the surprised Ivinians howling battle cries.  Assuming the adventurers do not get involved the Ivinians will drive off the aenghysa by sheer ferocious fighting.  Chamka, Iser and Aethelad will flee into the night and hide in the surrounding forests of Nuthela.  Gyffal and Shem will be killed and Shem will be lightly injured and unable to escape.  Amongst the Ivinians Sorevaal will be badly injured and near death, Lyvan is killed and Bedan and Ramald are lightly injured. Once Vallus and Dania come out of hiding, Dania will heal Sorevaal but he will remain bedridden for days.

Ivinian Mercenaries
STR 13 CON 14 SIZ 12 INT 9 POW 8 DEX 12 APP 10
Move 3 Hits 13 Ftg 20 MSR 5 DM +1d4
R&LL 2/5 AB 2/5 CH 2/6 R&LA 2/4 HD ⅘ Broadsword (1d8+1) SR 2 A% 47 P% 25
Dagger (1d4+2) SR 3 A% 37 P% 13
Fist Attack 42, Conceal 50.
Note: The AP statistics assume they are wearing their leather armour in all likelihood in this particular event they will only be wearing linen tunics of AP 0.

Aenghysa
STR 12 CON 12 SIZ 12 INT 10 POW 15 DEX 12 APP 11
Move 3 Hits 12 Ftg 20 MSR 5 DM 0
R&LL 2/4 AB 2/4 CH 2/5 R&LA 2/3 HD 2/4
Shortsword (1d6+1) SR 2 A% 37 P% 35
Dagger (1d4+2) SR 3 A% 57 P% 56
Bow (1d8+1) SR 3 A% 41
Fist Attack 42, Sneak 76, Hide 45, Conceal 50.
Note: They are wearing leather armour and carry shortswords and daggers.

EVENT #3: Murder!
The next day Idgel and several of his guardsmen will be at the Inn harassing any Jarin guests.  During the day Idgel will be visiting Sorevaal while his guardsmen stalk about the town spoiling for a fight.   Eventually, four guards, Idgel and Ramald will set out after the Jarin by mid-day.

The next night Bedan kills Sorevaal by stabbing him in the heart and steals the map.  He then disappears with a pack mule south on the Fur road.  When the body is discovered, Vallus will be extremely worried because he died in his charge while Idgel is out tracking the Jarin, and because Bedan is also missing possibly kidnapped for ransom.  Ceno will mention that while he was sleeping in the stable loft he was awakened by a laughing Bedan loading up the pack mule the Ivinians brought and setting out of the Inn.

If the adventurers are not completely dense, they will decide to track Bedan on his trail south to the Jarin Barrow.  If they wait for Idgel's return several days later, (they were unsuccessful), they will see Idgel charge that Vallus killed Sorevaal and was in on the original attack.  Because of the dishonourable mode of the attack Ramald will insist that Vallus be dragged away and beheaded.

EVENT #4: Tracking Bedan
Adventurers tracking Bedan will likely lose his trail somewhere on the Fur road, since a successful roll must be made every 2 turns.  Instead they can try following the Fur road south and hope to spot where Bedan and the pack mule pull off of the trail.  Or if the question Ondag's wife (#13) they will find that Sorevaal had asked about streams flowing into the Ovien just north of the Ovien ford.  Using Search skill at the mouth of the 3 streams near the Ovien Ford they will be able to find the mule tracks in the mud near one of the streams.  The trail can be successfully tracked upstream for 2 leagues before they spot the pack mule tied to a tree beside the stream.  A Search of the nearby area will reveal an opening at the bottom of a forested hill at the waterline of the stream.  Bedan's trail leads inside the Barrow.

Gamemaster Map for the Barrow

EVENT #5: Jarin Barrow
The Khuzdul raised up this barrow over the stone-walled tomb of a Jarin Prince almost 600 years ago.  Since that time it lay undisturbed until Bedan broke down the entry door to the tomb within the last day.  One of the tomb guardians has since attacked and possessed Bedan, and another awaits the adventurers.

(1) The Barrow Entrance
The Barrow entrance is a 25 foot long, 5 foot wide stone passage with a peaked stone roof formed from large flat stones balanced against one another.  The passage is flooded with 2 feet of brackish, smelly water and choked with debris borne in by the water.

The entrance leads to a 15 foot square chamber with a 7 foot high ceiling, stone walls and 1 foot of water covering the stone floor.  Much of the debris washed up the entrance way has come to rest in this chamber.  Aside from the wood and stone flotsam, the chamber has a doorway framed by two, square stone pedestals.  On the pedestals are identical statues of crouching wardogs, teeth bared in challenge.

The bottom of the stone door is still intact and bears strange runic (Khuzdul) inscriptions, while the rest of the door reside in pieces on the floor in the passageway beyond.  Bedan forced entry to the passage by smashing the doorway with a stone hammer.

At the end of the dry passageway beyond the door, is another stone doorway that has been smashed with Bedan's hammer.  This time only a 1 and 1/2 foot hole has been smashed out of one side of the door to allow passage.  The walls of the passageway were carved by the Khuzdul to show a human warrior battling gargun aided by Khuzdul.

(2). Outer Chamber
The chamber beyond the door is dry and dusty.  The walls are made of stone blocks carved in elaborate friezes that depict a Jarin warrior fighting many gargun (left wall) and a representation of Ilvir as a serpent head on human chest, arms and shoulders with the lower torso of a snake.  In one hand Ilvir clutches a large severed claw.  The wall directly ahead is blank except for a warning carved in the stone in Khuzdul runic and Old Jarin lakise.  The message states, "A Curse on any who would disturb the rest of this brave Jarin Prince".  Anyone who speaks Jarin will be able to get a basic understanding of the message.  Those that speak Orbaalese or Harnic will recognize the word for "Jarin Prince" and the word "curse".

Crouched in a comatose state beneath the message is Bedan.  A pack also lies on the floor along with a sword, shield and burnt out candle.  Bedan appears uninjured, and can be shaken into to consciousness.  When he comes around he will begin to giggle and then laugh hysterically at the adventurers before settling back down to the occasional fit of giggles and drool on himself.  Bedan was able to open the door to the Chamber of Khuzdul traps to the left and has been possessed by a Spirit of Madness.  Searching Bedan will reveal a crumpled old map showing the location of the barrow, and a purse containing 47 pennies.

The door to the chamber to the left (area #3) is fairly obvious once light is shone on the wall, the door slides back into the wall if the catch is released.  The catch is released by pressing on the sword in the hand of the Jarin warrior.  Examining the sword reveals that it is raised more than the rest of the frieze and that the cracks around the sword extend into the wall.  Once released the door can be slid with some difficulty out of the way.

The door to the chamber to the right (area #4) is more carefully hidden, and can only be detected on a Search roll.  It is released by depressing the severed claw in Ilvir's hand.  Like the other door it can be slid out of the way with some difficulty.

(3). Guardian Chamber

In this small, stone chamber (7' square) there is a large stone pot and a pile of debris of a second apparently identical stone pot.  Each is carved in runic Khuzdul writing.  The intact pot is incredibly heavy and stands 3 feet tall and 1 foot in diameter.  Each had a stone lid placed atop it.  The lid for the broken pot lies on the chamber floor.  Scattered amongst the debris on the floor are the dried remains of offerings of food and clothing, and a new wooden handled stone mallet.

The intact stone pot can be shattered to open it, as Bedan did with the first or the lid can be removed.  In either event the first person to open the pot will be engaged in spirit combat by a Passion Spirit of Fear.

Fear Spirit
POW 14 Move 14 Magic Pts  14
Note: Matches its Magic points against the victim's INT.  If the victim loses then he suffers the loss of 1d3 magic points.  If reduced to zero points then he is covertly possessed and suffers the effect of being permanently Demoralized, (defend full percentage but all attacks at half percentage), until exorcised.

The Fear spirit looks like a black cloud, with a skeletal face and hands peering out of it to those in the chamber.  The pot contains the rotted remains of clothing or furs that have turned almost to dust and 3 pieces of bronze jewellery (Jarin made).  A brooch of silver worth 800 pennies, a corroded bronze torc worth 50 pennies and a silver necklace with pendant worth 1500 pennies.

(4). Prince's resting place.
The right -hand chamber is a stone room 7 feet square and high.  In this chamber is a stone bier against the far wall.  Unlike usual Jarin custom the prince's remains were not set on the bier, instead the bier is actually a lidded tomb.  The tomb lid is a SIZ 22 stone.  Adventurer's trying to move it combine their STR (*5%) - 110% to get the base %chance to move the stone.  The lid is carved with Khuzdul runes and Old Jarin lakise script proclaiming this to be, "Avereign, Prince of Pentiel.  Gargun-slayer and Khuzdul friend".

Should the adventurers manage to remove the tomb lid they will find the skeleton of a human in decayed finery, clutching a broken, corroded broadsword to his chest.  About the skeleton's neck is a bronze and silver collar of Jarin make worth 2300 pennies.  At his right side is a Khuzdul Throwing Axe of fine workmanship only lightly corroded worth 1000 pennies.  The axe has a spell matrix enchantment upon it which allows it to cast Bladesharp.   The chance of success of this spell is the holders POW*5 and it takes one of the user's Magic Points.  The conditions on the enchantment do not allow the spell to be used on Khuzdul, or used by Gargun or Sindarin.  Finally, on the Princes' finger is a gold ring worth 500 pennies.

EVENT #6: Aenghysa Ambush!
The adventurers were not followed by the aenghysa, but the group that escaped the botched raid at the Inn, (Chamka, Iser and Aethelad), have staked out a position along the Fur road to ambush the adventurers if they return to Taryn.  Wary of engaging in another head on attack, Chamka and Aethelad have taken up positions in some oak trees near the road and will fire on the adventurers with arrows.  Meanwhile, Iser who is on the ground behind some bushes will tell them they are surrounded by many Jarin and must hand over Barra's treasure or die.  If faced with a fierce defence the aenghysa will flee into the forest.

EVENT #6: Return to Taryn
By the time the adventurers return to Taryn, Vallus and Idgel will be at odds over who is responsible for Sorevaal's death with Ramald pushing for Vallus' death.  If the adventurers return with Bedan and the map, Bedan will gleefully admit to killing Sorevaal and the issue will be closed.   If the adventurers admit to entering a Jarin tomb then Idgel will attempt to arrest them and seize the treasure for himself.  Later, releasing the adventurers with nothing but what they had when they originally came to Taryn.

Vallus will be eternally grateful to the adventurers on their return and they will always have a free bed and meal (within reason) at the North Road Inn.  Dania will heal any injured adventurers.  Treasures discovered in the Jarin tomb will not be tradeable in such a small thran as Taryn but could be sold in Lerial or any sizeable settlement in Kaldor.

Thursday 27 April 2017

The Village of Taryn

Part two of an adventure I am posting that uses the RuneQuest III rules and takes place on Harn. This time I detail the Jarin village where the North Road Inn is located.




THE THRAN OF TARYN


1.  ISSEL MANOR
(Idgel Isselsson) Ivinian
The manor house consists of a compound surrounded by a wooden palisade. In the compound is a single story wood lodge style manor, wooden stable and attached mud and wood garrison. Idgel
the Lord of Taryn lives here in the lodge with his wives Marela and Tallia, his son Homb, and two Jarin thralls, Aethly and Makas.  The garrison holds the eight Ivinian guardsmen that came with Idgel to Taryn.   Idgel claims the common land near the river and it is farmed by local Jarin.


2. WOODCRAFTER
(Maras of Caryw) Jarin
Maras is an average quality woodcrafter, serving the thran’s needs.  He built most of the wooden lodges in the thran except for the Inn.


3. MILLER
(Uthaed of Llyrol) Jarin
The mill has an Oxen powered grindstone set partially under an overhanging roof.  Uthaed makes much of his profit by selling grain to the Taelda for furs.  His wife Feclka is a Taelda.  He has 3 sons in their low teens who spend much of their time off with Taelda hunters much to his concern.


4-7 & 15. FARMERS
These Jarin farmers pay a portion of their crops in tax and to use Idgel's land.  The small amount left over is for their own profit.


8. HIDEWORKER
(Ongdu of Stanlyn) Jarin
Ongdu buys furs and hides from his brother Ondag to make into clothing he sells to travellers.  He is married to Leria and has one daughter and two sons.  The daughter Martha works at the North Road Inn.


9. SHRINE OF ILVIR
Three large Oak trees shade this square limestone block carved to represent Ilvir as a many-headed serpent.  Their is a blood-stained stone bowl for offerings in front of the stone block.  All Jarin in Taryn are followers of Ilvir and sacrifices of goats are common, especially since the arrival of Idgel.


10. WEAPONCRAFTER
(Tyn of Shese) Jarin
This small lodge has an attached outdoor forge with two-walled windbreak and wooden overhang.  Tyn the weaponcrafter lives here with his two sons Barra and Jellas who assist him at the forge.  He does not talk about the whereabouts of his wife who died in the Jara rebellion.


Normally a thran of this size would have little need for a weaponcrafter but Tyn makes a good business selling (covertly) to the Taelda and repairing caravan guard weapons and the Ivinian garrison weapons.  Tyn is a Jarin patriot and ensures the quality of his work for Ivinian customers is low.


11. SALTER
(Eldas of Tawheim) Jarin
Eldas salts the meat brought into the thran by Taelda hunters, passing caravans and slaughter of the thran’s goats.  He is aided by his young wife Gaywien and his sister Arweth. Arweth is an unattached Jarin hunter of age 20 and has several Jarin suitors.  She has also attracted the unwanted attention of one of Idgel's guardsmen.


12.  PROVISIONER
(Wyllam of Setrew) Harnic
Wyllam is a recent arrival in Taryn, and he lives in the largest house in the thran (aside
from the Inn).  The 2-story shop/home has a stone bottom floor shop and wooden 2nd floor living area.   He supplies the caravans, travellers and some Taelda with provisions of all types.  The Mercantylers Guild of Tashal pays for him to operate here, and he receives regular shipments from them.  He is assisted by his wife Miram and his son Bokkas.


13.  FURRIER
(Ondag of Stanlyn) Jarin
Ondag is a big, fierce ugly man who is a close friend of the Taelda tribesmen.  His wife Allawyn is Taelda and his son joined a Taelda tribe.  He trades salt, beads and grain to the Taelda for furs which he sells to his brother Ongdu.


14.  HEALER
(Jareth of Methews) Jarin
Jareth is an old Trehaen from near Lerial who now works out of this unkempt shack as a healer (First Aid 90%).  He has a nasty scar that extends from his missing left ear to his chin.  He became the hero of the thran when he prescribed a healing balm with an added ingredient to give a painful rash when Idgel caught a cold after falling into the river.
 
16.  OSTLER
(Toomka) Taelda
Toomka lives in a small hut precariously balanced on Marak Tor above the thran. Toomka is a civilized Taelda of 15 years who looks after the thrans many goats, handful of sheep and two cows.  He also handles any veterinary problems with the miller's ox and caravan animals.  Toomka was an orphan adopted by the former Jarin ostler who passed on 3 years ago.


17.  HERMIT
(Odd Thom) unknown origin
Not much is known about Odd Thom, a wizened old man who lives high on Marak Tor.  He is of indeterminate ethnic origin possibly Harnic.  Since the ostler's death Thom has looked after and instructed Toomka.  Although an aged man he is tougher than he looks as a passing caravan  guard found out when Thom knocked him unconscious for forcing Toomka to look after
his horse.  No one but Toomka saw how the old man dealt with the young Harnic warrior.


18.  BROKEN TREE INN
(Vallus) Jarin

More details of the Inn that the thran is built around are given in the previous post.

Tuesday 25 April 2017

The North Road Inn

I am going to post the Adventure I wrote to start two Harn campaigns (1995, 2001). One used the RuneQuest III rules and the other used the Harnmaster II rules.  I think I will post with the RuneQuest rules.  Retyping the adventure and creating the maps has taken a little more time than I anticipated so I will post it in a few installments. For the first installment is the North Road Inn where the adventure begins.

North Road Inn


The North Road Inn is a large, country Inn located on the outskirts of civilized lands in Nuthela.  The Inn is the major attraction on the Fur Road of the thran of Taryn.  Taryn is a small thran hold of 60 Jarin under the sway of the Ivinian clan chief Idgel Isselsson who pays sometime tribute to Lorkin.  The Jarin population of Taryn makes ends meet by providing services to merchants passing along the Fur Road to Lorkin and Lerial.  The valhakor is supported by a garrison of 8 Ivinian soldiers to deal with any trouble.  The local barbarian tribes are Taelda and get along well with the village folk.  Taelda are often seen in Taryn trading for goods.
The settlement was troubled with gargu-kyani raids from Bwaft in the spring months until the arrival of Idgel four years ago.
Nuthela is a barbaric unsettled region of Orbaal.  The adventure provides an opportune place for adventurers of different backgrounds to meet and journey on together.  Depending on their cultural background adventurers are likely travelling north or south on the fur road to see the world or have come out of the wilderness to trade with civilization.

About 20 years ago, The Jarin of Orbaal raised up against the Ivinian conquerors in a rebellion.  This rebellion was the most successful in the Lorkin region where Castle Lorkin was taken by rebels.  When Gweffryn the Jarin rebel leader was mysteriously beheaded at Lorkin the rebellion was quickly brought under control and the Ivinian retribution was both swift and vicious.  One of the Jarin rebel soldiers fleeing Lorkin was Vallus.
Fleeing south for Kaldor along the Fur road, Vallus took up company with a small late-spring caravan bound for Tashal.  The caravan came under attack by a band of garu-arak from Ejatus and all but Vallus were killed.  Although badly wounded, Vallus managed to crawl into the underbrush where he was discovered by Taelda hunters.  The Taelda took pity on Vallus bringing him to a Taelda witch known as Dania.  After remaining with Dania for a full year recovering from his wounds the two were married by Jarin custom and Vallus set about building the Inn on its present site.
Over the years more craftsmen have come to the site to service caravans and travellers on the fur road as well as to trade with the Taelda.  The local Taelda are friendly with the people of Taryn mainly due to the presence of the Taelda witch Dania who is greatly respected among the Taelda for her healing powers.
In 716 TR, an Ivinian cousin of Taarbri Geldestaar, Idgel Isselsson arrived with a small force of clanless Ivinians to claim the area for clan Geldestaar of Lorkin.  This was done with the approval of Taarbri but Idgel has been slow with payments of tribute and his position is secure only because he is isolated from Lorkin.  The Jarin  Prince of Lerial considered the area along the Fur road to be part of his fief but has not made any claim to the area since the power of clan Geldestaar backs Idgel's claim.  Those Jarin who made a living farming the land have either fled or been forced into serfdom.  Some Jarin craftsmen remain freemen, especially Vallus the Innkeeper who is the wealthiest man in the thran.  Idgel taxes the freemen of Taryn for the right to live on his land.  There is considerable Jarin discontent in the village and Idgel has been careful not to make his taxes ruinous, for fear of sparking a revolt.


The North Road Inn Layout


The Inn consists of a palisade compound with the two-story Inn and barn.  Both structures are built with a wooden structure and insulated walls of mud and straw.  The roofs are built of thatch and wood.  The Inn has an impressive stone floor in the main room made from local limestone.  Twin wooden gates block the compound and are barred at night.  The palisade is only six feet high and is not much of a deterrent.  The Inn yard has hitching post and water trough under the shade of an old maple tree that sits in a boxed planter.  There is an entrance to the cellar for provisions and back door leading to the outhouse as well as the porch to the main front entrance.



Stable
The stable is the province of Ceno the stable boy and son of one of the local farmers.  Ceno stables horses without question or mention of payment but will inform Vallus of any occupants of the barn (see price list).  Ceno is 14 and ready to see the world outside of Taryn.  He especially wants to see civilization and eagerly listens to travellers from Kaldor for news of the wider world.

Ceno (Jarin stable boy) STR 9 CON 12 SIZ 10 INT 10 POW 7 DEX 11 APP 13 Move 3 Hits 11 Ftg 19 MSR 5 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Club (1d6) SR 2 A% 25 P% 25 Dagger (1d4+2) SR 3 A% 25 Riding 50, Listen 55, Sneak 45
INN PROPER
The Inn is owned and operated by Vallus a Jarin of indeterminate late middle age.  Vallus built his Inn on this spot of the Fur Road because, "it was a nice, shady spot to rest awhile".  At one time he and his wife were the only workers at the Inn but with his advancing years, and increasing wealth, he has hired a cook, maid and stableboy.  Vallus is not a member of the Innkeeper's Guild but this is the norm in Orbaal and does not present any problems in getting supplies of brandy and wine from Olokand for the caravan travellers.
Price List
Drink
Ale 1f/pt
Brandy 6d/each
Cider 1f/pt
Mead    2f/pt
Food
Bread &  Cheese 2f/meal
Stew,  goat          1d
           Rabbit   2f
Soup (as above)
Venison 1d
Lamb    2d
Apple 1f
Rooms
Common                    2f/day
Average               3d/day
Quality                 6d/day
Stable                  1d/day


The Inn main room is floored with stone and has a layer of straw thrown over it for easy cleaning.  There are two long tables with benches and a small table surrounded by stools.  Barrels of mead, ale, brandy and apple cider reside on and behind the wooden bar.  The room is lit by 4 oil lamps at night and by the six second story windows during the day.  It is large and airy for Inns of Orbaal.
The kitchen has a stone brazier for cooking and a pallet where Ceno sleeps.  The stairs down lead to the cellar where wood and kitchen supplies are kept. The average rooms contain a wooden bunk-bed with straw pallets and a wooden floor storage box without lock.  The two quality rooms contain a large wooden bed with goose feather mattress and a wooden lockbox.  The common room is upstairs and consists of a wooden floor with straw pallets on the floor.


In the common room their is a small wooden lockbox with 140 pennies in it.  Also behind the bar are hung various Taelda carvings and animal furs traded for service.





Inhabitants of the Inn
Torben (Harnic cook)
STR 16 CON 14 SIZ 13 INT 11 POW 13 DEX 11 APP 7 Move 3 Hits 13 Ftg 30 MSR 5 DM +1d4 R&LL 1/5 AB 1/5 CH 1/6 R&LA 0/4 HD 0/5 Cleaver (1d8+1d4) SR 3 A% 35 P% 15 Dagger (1d4+2) SR 3 A% 45 Animal Lore and PLant Lore 50
The cook of the Inn, who is better than average especially with the rabbit stew.  Torben is a 34 year old of Harnic ancestry from Abriel in Kaldor.  He learned to cook at his father's Inn the Red Horseman.  He came north to Orbaal as a caravan cook and made several trips before taking the job at the Inn. Torben sleeps in a private room near the back of the Inn.


Martha (Jarin maid) STR 6 CON 3 SIZ 16 INT 11 POW 6 DEX 14 APP 6 Move 3 Hits 10 Ftg 9 MSR 4 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Knife (1d3+1) SR 3 A% 15 Listen 75, Sneak 87, Sleight 78, Hide 66.
The Inn's maid is a local Jarin girl daughter of a local merchant.  She keeps the Inn nice and clean and occasionally helps out in the kitchen.  She is of marrying age at 15, but is quite tall, wiry and ugly and has no takers even in this small thran.  She spends as little as her time near strangers to Taryn as is possible.
Dania
STR 7 CON 11 SIZ 10 INT 16 POW 18 DEX 14 APP 16 Move 3 Hits 11 Ftg 18 MSR 5 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Staff (1d8) SR 1 A% 20 P% 15 Conceal 100, Sneak 85, Hide 89. Spirit (115): Heal 5, Second Sight, Strength 1, Detect Magic, Shimmer 1, Extinguish 2, Slow 2, Disruption.
The wife of Vallus. The local Taelda consider her to be a wise witch and offer her much respect.  Around the Inn she tends the gardens and animals in the pen. The respect offered her by the penned goats, chickens and cow is spooky to locals.

Vallus (Innkeeper) STR 13 CON 17 SIZ 14 INT 16 POW 19 DEX 15 APP 15 Move 3 Hits 18 Ftg 27 MSR 5 DM +1d4 R&LL 0/6 AB 1/6 CH 2/8 R&LA 0/5 HD 0/6 Staff (1d8) SR 1 A% 105 P% 100 Broadsword (1d8+1) SR 2 A% 85 P% 80 Dagger (1d4+2) SR 3 A% 95 P% 70 Sleight 40, Track 50, Orate 105, Conceal 50. Note: Iron-shod staff contains a bound spirit (Dispel Magic 5) of INT 5 and POW 21.
The owner/operator of the North Road Inn is 42 year old Jarin soldier from Lorkin.  He fled here after the failed Jarin rebellion.  A member of the aenghysa from Lorkin might recognize him because he was in the forefront of the rebellion and killed many Ivinians.

Vallus keeps an iron-shod lockbox in his room with fine clothes in it, his suit of Ringmail armour, iron helm and sword.  Also the wealth of the Inn in a wooden box - 1200 pennies.  Vallus grew up in his father's Inn near Lorkin, and took a leading role in the Jarin rebellion after his father's Inn was confiscated and given to an Ivinian clansman.  He still dislikes Ivinians, but age has tempered his anger and he will not take up arms against Idgel unless forced.