Preview of My Next Adventure - Innsfjord

Below is a preview of the Village of Innsfjord from my upcoming adventure "Lights over Innsfjord". I haven't included the sketch of the town map, and as is obviously shown below a few of the entries have been deleted for this post to keep some surprise. 

All in all the twon has 12 named locations and has some wiggle room for Referee created stuff during or even after this adventure.

As always feedback is greatly loved and strongly begged for! enjoy!


I-3. The Keeper’s Flame Inn
A large stone building near the town “gate” with a large wooden sign with an etched and stylized flame. The inn is in surprising good condition, with washed stone walls and clean, thick glass in its windows. Light seems to always be glowing and dancing from the inside and a steady stream of sweet smelling smoke wafts from the chimney.

The Keeper’s Flame Inn has four rooms for rent on a nightly (1gp/Night) and weekly (5gp/Week) basis. Each of the four rooms can sleep three people (2 narrow beds per room and the floor) and comes with fresh clean linens and water pitcher (salt water) and bowl for cleaning. The inn has a common room that serves as a general dining room for guests and as a local tavern for locals.

The innkeeper of The Keeper’s Flame Inn is Bryn Brightloch, a short stocky woman with flame red hair. There are two serving maids who double as housekeepers (Lynne and Gherd) and a stable boy named Yusin who shares Bryn’s hair.

Bryn Brightloch(Thf3): HD 3d4hp; HP 8; AC 7[12]; Atk1 dagger (1d4); Move 12; Save 13; AL N; CL/XP 3/60; Special When attacking from behind and with surprise gains +4 to to-hit roll and inflicts double damage.

Gherd, Lynne and Yusin (Normal Humans): HD 1d6hp; HP 6, 4,5; AC 9[10]; Atk 1 dagger (1d4); Move 12; Save 18; AL N;CL/XP B/10; Special: None.

Bryn keeps a lockbox behind the bard that contains 100gp. The lockbox is trapped and and will release a crossbow bolt that deal 1d4+1 dmg and is tipped in poison.

I-4. The Apothecary
A short, squat building with a tiled roof and leaning stone chimney, that spews smoke of different sweet smells and colors at almost all times. A simple wooden sign is nailed to a post outside the small building:

“Apothecary: No love potions, aphrodisiacs or youth serums.”

The Apothecary is a one room building with a dirt floor and no windows. Nearly every inch has been taken up with shelves full of vials and bottles or by hanging herbs and other plants.

The players can buy herb, alchemical and natural supplies from the Apothecary, and can sometimes find a small selection of healing droughts (2 in 6 chance). The owner of The Apothecary can also identify any magical items or scrolls the players have found.

The owner of The Apothecary is Torbise Mantlechain, an older man with a bald head and a long yellowing beard from years of chewing pipeweed. Torbise is a cankerous old man who hates to be disturbed for “nonsense reasons”. 

Torbise Mantelchain(MU3): HD 3d4hp; HP 6; AC 7[12]; Atk1 magical dagger (1d4+1); Move 12; Save 13; AL L; CL/XP 4/120; Special Can cast spells equal to a third level Magic-User.

Torbise’s desk has a number of small gems and a large crystal ball. The gems have a total value of 250gp, the crystal ball can not be move and is held in place by magic. One of the games on the table is a gem of true sight which can see through all magical enchantments.

I-6. Blacksmith
A small two-storey stone and wood building with an attached side house. The stones are nearly blackened by smoke and the smell of o-zone is strong and sharp in the air around the place. An old anvil sits next to a split door on the side house, a simple sandwich board sign on top of the anvil reads “smith”.

The Blacksmith’s shop and work area are located in the building’s side house. The side house is a large one room, open ceilinged building with a dirt floor and giant double door that leading out toward the fjord. A third door in the blacksmith’s shop leads to the house proper but this is always locked (thief skill – 4 to unlock).

The house proper has two large rooms on the first floor and three smaller sleeping quarters on the second. Total amount of valuables in the house proper is between 250 – 1,000 gp.

The Blacksmith is Logi Fugl, a young, thickly muscled woman with long, braided golden-blond hair and iced-blue eyes. She speaks with a heavy, lilting accenting making it obvious that she is not originally from Innsfjord.

Besides Logi is her apprentice a young local boy named Fourd with a bad leg. He is young, but his build suggests a life of hard work.

Logi Fugl & Fourd (Normal Humans): HD 2d6hp, 1d6hp; HP 9, 4; AC 9[10]; Atk 1 forge hammer (1d4),dagger (1d4); Move 12; Save 18; AL N;CL/XP B/10; Special: None.

Most of what Logi creates in her forge is for use by the fishermen of the town or their wives. She can forge weapons and armor but on a strictly “made for order” basis as they have little use for such things in the village.

A wrought iron chest hidden under a pile of old leather aprons and gloves contain a set of +1 chainmail and a kite shield.

I-8. The Docks
Four small wooden docks stretch out from the edge of town over the icy waters of the fjord. Six to twelve (depending on the day and time) boats are tied to the docks, bobbing up and down in time with the mild movements of the ancient waters.

The docks are the very edge of the village and depending on the time of day are either extremely busy or nearly dead. The dead fish smell is strongest at the docks, but most of the people found there will rarely notice.

Fishermen (4-20) (Normal Humans): HD 1d6hp; AC 9[10]; Atk 1 dagger (1d4); Move 12; Save 18; AL N;CL/XP B/10; Special: None.

Smugglers (2-6) (Thf-1): HD 1d4hp; HP 2, 1, 3, 4, 4, 3; AC 7[12]; Atk 1 dagger (1d4); Move 12; Save 13; AL N; CL/XP 1/15; Special When attacking from behind and with surprise gains +4 to to-hit roll and inflicts double damage.

The majority of the docks - and the boats on it - are  filled with fish or fishing equipment, however, there is the rare chance of a smuggler’s crate, the value of the items in the crate are the discretion of the Referee.

I-9. Temple of Balance
One of the largest stone structures in the village, the Temple of Balance is very obviously a place of worship, if not a seldom used one. The building itself is immaculately clean and smells – somehow – of lavender. Three large fireplaces and several braziers light the interior of the building, yet no smoke scaring can be seen. 

The Temple of Balance is a place of worship as well as the general meeting hall for the village of Innsfjord. The priests of the Temple worship the Gods of Neutrality but do not bar the worship of either Law or Chaos within their walls. Their only caveat to this is that no violence should ever grace the Temple.

The Temple is overseen by Cleric Ghitsy Honorbond, an older man with a balding head of sandy blonde hair and muddy brown eyes. He is attended by two Ardents; Yuesf and Emila.

Ghitsy Honorbond (Clr4): HD 4d6hp; HP 20; AC 4[15]; Atk 1 mace (1d6); Move 12; Save 12; AL L; CL/XP 5/240; Special: Spells (2/1), +2 save vs. paralysis and poison, turn undead. Spells: Cure light wounds x2, speak with animals.

Yuesf & Emila (Normal Humans): HD 1d6hp; HP 6, 4; AC 9[10]; Atk 1 dagger (1d4), frying pan (1d4); Move 12; Save 18; AL N;CL/XP B/10; Special: None.

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