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Ravengro expanded Npcs

Name Kendra Lorrimor Sex/Race/Class/Level/Alignment/Personality/Quirks


F/Human/diviner/2/NG/Friendly, Outgoing, Bookworm, Educated/Talks slowly considering every word, seems shocked when people are crude, fiddles with her handkerchief when nervous

Starting attitude
Friendly

Interests
Occult, history, academia, alchemy

Secrets
Once read a vile book owned by her father and released something Once tried to exorcise a demon from a young boy in Lepidstadt, he failed and was sent to Ravengro by his peers as punishment Is really a coward and a disgrace to his order. His knightly title is inherited. Has a drinking problem. Is a member of Quess secret sex club. Deathly afraid of getting old, he once participated in the rape of a young girl in his youth something which still haunts him.

Location
The Lorrimor estate

Notes
Ally and possible romantic interest of the pcs. Dislikes crude, unpredictable and uncivilized people and violence. Dislikes troublemakers and pranksters. Fear and respect the supernatural, but strongly opposes evil.

Father Vauran Grimburrow

M/Human/cleric of Pharasma/7/N/Stern, pious, traditionalist/Hits people with his cudgel when they curse or act inappropriately, likes to put youngsters into their place

Councilman Vashian Hearthmount

M/Human/Cavalier/1/Aristocrat/1/LN/Cowardly, posh, poser/Uses horses in metaphors a lot, blames everything on the bloody outsiders, dries of sweat with his handkerchief when nervous

Indifferent (friendly to worshippers of Pharasma, Unfriendly to those he suspects deals with the undead or uses necromancy) Unfriendly

Religion, history, The community, traditions

Temple of Pharasma

Politics, hunting, equines, good food and drink, rumors

Town hall or at his house, the laughing demon tavern

Dislikes outsiders and adventurers and other heroic types.

Councilman Gharen Muricar

M/Human/Expert/3/N/Hedonist, lecherous, dandy, sarcastic/Always a gentleman when ladies are present, likes to talk down to other men, especially young and handsome ones, always carries a fine walking cane

Indifferent (unfriendly to young men with charisma 12+, friendly to young women with charisma 12+)

Politics, rumors, history, women, art

Town hall, his house or Vashians house, the laughing demon tavern

Dislikes people who refers to his age, dislikes young and handsome men.

Councilwoman Mirta Straelock

F/Human/Commoner/4/NG/Optimist, outgoing, motherly, friendly/Likes to sing and whistle, gets hysterical when angry or scared, always pats people on their shoulders or rub their cheeks

Friendly

Rumors, the community, stories, music, dancing, cooking, family

Her house, the town square, the town hall, the laughing demon tavern

Councilwoman Shanda Faravan

F/Human/Expert/3/LG/Judgmental, stoic, serious, valiant/Quick to pass judgment but also quick to forgive, likes to hold rousing speeches, dresses in conservative long dresses and avoids makeup

Indifferent

Politics, rumors, justice

Sheriff Benjan Caeller

M/Human/Ranger/2/NG/No-nonsense, Straight talker, Loyal, Brave, Poker face, Easy going, Slow to anger/Has a laidback approach to law-enforcement, strokes the rim of his hat when making a point

Friendly

Pugilism, Nature, The community, Gambling

Was blackmailed during her times as a royal accuser forcing her to let a horrible criminal walk free. Secretly in love with Jominda the alchemist

Her house, the jail, the town hall

Dislikes violent people and chauvinists. Dislikes those that disrespect traditions and family values. Has no patience with curmudgeons and pessimists. Hates criminals and evildoers. Dislikes those who dont know their place. Dislikes councilmen Gharen and Vashian.

Old river Pevrin Elkarid

M/Dog/N/Loyal, brave, protective/Barks at strangers, follows people he likes, likes people who wants to play with him M/Human/Commoner/1/NG/Friendly, hard working, smart-ass, talkative, overachiever/Annoyingly offers his services to anyone he sees, claims to know a lot while he really doesnt, likes to follow people around

Friendly

Friendly

Playing, running, barking Working, talking, rumors

The jail, the town square, the town hall, the restlands The town square The town square, the laughing demon tavern The laughing demon

Zokar Elkarid

M/Human/Expert/3/NG/Funny, playful, friendly, prankster/Likes to play pranks, jokes away all serious talk, juggles with his cook pans, makes up nicknames for people

Friendly

Jokes, Pranks, Cooking, Juggling, Rumors

Dislikes those that cant take a joke or are too serious.

Luthko Avanaki

M/human/Commoner/2/NG/Laidback, calm, tired, lazy, burned out/Always reluctantly follows his wifes orders, sighs whenever a customer asks for something, likes to take naps on the rocking chair at the back porch when his wife is not around

Indifferent

Taking naps, reading, being left alone, fishing

Marta Avanaki

F/human/Commoner/2/NG/Bossy, snooping, outgoing, loud, energetic/Bosses her husband around, spoils her children to keep them away from her store, likes to tell rumors, goes out of her way to please those of a higher standing

Friendly, (Unfriendly towards Alendru which she blames for her sons death) Indifferent

Bossing people around, rumors, baking, knitting, singing

Jorfa

F/dwarf/fighter/2/expert/3/LN/Secretive, pragmatic, servile, patient, nostalgic/Sometimes rubs an old medallion while gazing melancholically out into the air, slow to get involved, gets nervous around other dwarves, becomes irritated and tight-lipped when angered

Working, History, The community, Family, tradition

Jominda Fallenbridge

F/Human/alchemist/2/CN/professional, flirtatious, educated, scandalous, adrenalin-junkie/Uses sexual innuendo a lot, walks around sizing people up, smells strongly of perfume, wears a lot of makeup and scanty clothing

Indifferent

Medicine, herbalism, alchemy, crime, secrets, danger

Leromar the deputy

M/Human/warrior/1/N/Bully, physical, popular, jock, competitive, overconfident/likes to give people friendly punches, chews on straws, toughs up in front of girls, respects elders

Indifferent

Girls, Athleticism, Bullying

Riff the deputy

F/Halfling/warrior/1/NG/Competitive, hot-head, tomboy, bad loser/spits chewing tobacco to make a point, quick to punch people who mocks her, juggles a slingstone when talking, likes honest people and crude jokes

Indifferent

Trestleblade the deputy

F/Half-Elf/warrior/1/NG/perfectionist, juvenile, clueless, trustworthy/constantly doubts herself, scared to disappoint her peers, constantly practices swordplay

Friendly

Brawling, competitions, bad jokes, honesty, drinking, chewing tobacco Swordplay, poetry, nature, history, art

Has secret dreams of getting away from his wife and the boring life of Ravengro and retire as a fisherman. Dreams of singing in an opera. Secretly fantasizes of being taken away by a handsome rogue. See adventure, secretly wants to have kids but knows shes getting to old Secretly dabbles in crafting dangerous substances. Secretly engages in vandalism for the kick of it. Secretly likes to torment animals and dabble in vandalism and other petty offences. Is a member of Quess sex club. Has a secret crush on the sheriff.

Ravengro general store, the Restlands

Dislikes being bossed around, despises loud noises and people that talks to much.

Ravengro general store, the town square, the laughing demon

Dislikes being talked down to. Becomes furious if people talk bad about her children. Is haunted by the loss of her son Remon.

Ravengro forge

Dislikes people who tries to get to know her better. Dislikes lazy people and takes pity on bookish and frail people.

Jomindas Apothecary

Dislikes boring and stupid people. Hates being told what to do. Dislikes laws and traditions.

The jail, the laughing demon, the town square, the restlands

Dislikes smart people, dislikes outsiders, dislikes frail or physically unimposing people, dislikes magic and things he doesnt understand.

The jail, the laughing demon, the town square, the restlands The jail, the restlands

Dislikes chauvinists and under-achievers. Dislikes uppity and dandy people.

Vrodish the deputy Luramin Taigh

M/human/warrior/1/NG/Brotherly, brash, fair, boastful, hearty/Laughs a lot, likes to protect smaller people, respects those that can stand up for themselves, gets angry when someone threatens the weak and helpless, carries around a teddybear which he sometimes talks to M/Human/expert/4/LN/Shrewd, professional, no-nonsense/Has no patience for small talk or excuses, carefully counts and weighs every coin given to him or loaned out, always well dressed and well groomed but has a faint smell of tobacco on him, twirls his waxed moustache while waiting for others to finish their sentences

Friendly

Indifferent

Justice, friendship, playing, working, family Business, Money, Riddles, Mathematics, Smoking some good pipeweed, Reading a good book Business, S&M sex, Bossing people around, chains and leathers, forbidden pleasures Cooking, Singing, Dancing, Partying Magic, academia, children, math, occult, history

Quess Yearburn

F/Human/expert/4/LN/Matriarchal, stern, strict, domineering, controlfreak/Quick to put people in their place, has an aura of authority, has bad breath and ink on her hands,

Unfriendly

Secretly wants to learn magic but her father has forbid it. Blames himself for the death of his younger sister Currently working on a novella about a businessman and his unlikely romance with a young duchess Hosts a secret sex club which uses a faux Zon-Kuthon bible as inspiration

Dislikes bullies and evil people.

The jail, the Restlands, the laughing demon The silk purse

Dislikes unfairness and evil.

Dislikes people who cant get to the point. Dislikes unsophisticated humor. Dislikes simpletons and bad writing. Dislikes spendthrifts and dogooders. Dislikes chauvinists, and bossy men.

The silk purse, The outward inn

Sarianna Vai

F/Human/expert/2/NG/Enchanting, friendly, outgoing, serene, shy, easygoing/Likes to sing but only when shes comfortable or drunk, used to getting a lot of attention, always asks people to taste her food

friendly

Alendru Ghoroven

M/Human/wizard/5/expert/1/N/Strict, eccentric, old-timer, obsessive/Has a disturbing fascination for young children and teenagers, constantly sucking on candy in his mostly toothless grin. Stops to put in his dentures when doing business. Smells of mothballs and mint. Genuinely loves children and is not a pedophile.

indifferent

Lets Quess use her Inn to host her secret sex games Was molested as a child by his cruel master

The outward inn

Dislikes violent and crude types. Dislikes overly religious and serious people. Dislikes undisciplined people. Dislikes disrespectful people.

The unfurling scroll

Gibs Hephenus

M/human/warrior/4/CN/misogynist, heckler, xenophobic, miserly, troublemaker/collects womens paraphernalia which he keeps under his mattress, likes to play with his war razor, acts antagonistic against outsiders and women

Hostile

Heckling, rumors, slandering, drinking, harassing

Old man Harken*

M/human/adept 4/CN/drunkard, mysterious, mad, rambling/Rants about forces beyond your comprehension, smells of alcohol, constantly drinks from an unmarked bottle, gazes at people with intense mad eyes

Unfriendly

Drinking, Pestering people, Rambling incoherently, collecting occult paraphernalia

Had a particularily stern mother who hit him when he was disobedient, attends Quess secret club as a sort of selfpunishment As a youngster he played with forces he didnt understand and it drove him mad

The town square, his hack, the outward inn, the laughing demon

Hates women and outsiders.

The town square, his shack outside of town, the laughing demon

Fears spellcasters, Is friendly if offered alcohol

*new npc Trust:


Each npc made friendly through role-playing or doing personal quests grant one trust point. Each npc made helpful in the same manner gains the pcs 3 trust points. Likewise each npc made unfriendly looses the pcs one trust point, and each made hostile looses them 3 trust points.

Personal quests: Kendra Lorrimor:


Trigger: Making Kendra helpful and asking about her past Reward: 1 trust points, If the pcs help her she will give them an old silver box containing a Varisian charm. The box is worth 20 GP, The Varisian charm takes up the bracelet spot and automatically casts Protection from evil (CL: 3) the first time the pc is targeted by a mindaffecting spell from an evil creature, or an evil summoned creature comes within 15 feet or someone tries to posses her. After the duration ends the charm corrodes and becomes worthless. The charm is worth 300 gp. Kendra once read a forbidden tome in her fathers library. She unleashed something that day, something she still fears. She was haunted by nightmares for days after that, but she dropped the tome into an old well in the woods. After that the wood surrounding the well has become withered and sick. She has since realized what must be done to rid the well of the curse, but she hasnt dared to do it herself. The pcs gain +4 circumstance bonus on further diplomacy checks to improve Kendras attitude towards them if they fulfill this quest. Kendra tells the pcs that the spirit of the tomes author haunts it, it has become an undead phantom known as an Allip and reveals all the information she knows about allips (assume she takes 10 on her knowledge check) and tells them about the allips ability to enter peoples dreams. To help battle the Allip Kendra arms the pcs with a scroll of protection from evil and a scroll of magic weapon. She also hands them four vials of holy water and tells them how they can destroy the tome. The cursed well: (EL 4) The well stands in a clearing about two miles south of Ravengro near an old abandoned cottage. The area with the well is easily spotted and smelled. The well stands in the middle of a 20 foot clearing. The entire clearing is surrounded by withered trees and sickly and rotted vegetation giving of a rancid sweet odor. The entire area is desecrated as the spell. A perception check DC 12 notices several animal carcasses under the rotted vegetation. The well is a crumbling stone construction surrounding a 20 foot deep hole. The well has mostly dried up, a 2 foot deep pool of black mud covered in rotting leaves and decaying animal carcasses can be found at the bottom. The walls are smooth and slippery, but a rusty old chain leads to the bottom. The chain is stuck and requires a DC 20 strength check to pull up. At the end of it is a rusty old bucket filled with the same black mud as below. The bottom of the well is unnaturally dark and act as if a darkness spell (CL: 4) has been cast there. With a DC 15 Perception check and 1d4 rounds of searching the pcs can pull a mud soaked leather sack from the bottom of the pool. There is also the blackened, wormridden skeleton of a 13 year old child (Stability DC 10, 0/1d3) at the bottom of the well. The silver buckles of the childs long decayed shoes can be found with him. This is Marta Avanakis missing son Remon and returning the corpse and the buckles to her fulfills her personal quest and if the pcs tell about the creature they also completes Alendrus quest since he was blamed for killing the child to cover up his supposed molestation of this young child.

When the pcs starts the ritual to destroy the tome, they anger the spirit bound to the tome, which immediately emerges from the well and attacks. Allip (bonus bestiary) (stability loss DC 15, 1/1d4) Due to the desecrating effects of the tome the Allip has +3 channel resistance, +1 profane bonus to attacks, damage and saves, and +4 hp. This Allip also has the ability to cause its wisdom damage to one sleeping creature every night unless it makes a DC 15 will save. The creature also takes 1d3/1d8 stability loss (using the same save as the save against wisdom damage). A creature damaged by this attack has horrible nightmares and suffers the effects of sleep deprivation. As long as the attacks persist the creature cant regain any lost stability points. The Allip can attack anyone within one mile of the tome with this attack. This particular Allip also has the spell-like ability to cause darkness at will at CL: 4. If the tome is protected by a consecrate, protection from evil or hallow effect the Allip cant manifest as long as that spell remains in effect. The Allip will rejuvenate within 2d4 days (as a ghost) if the tome is not destroyed. To destroy the tome the pcs must first cast a spell with the good descriptor on the tome then use channel positive energy or holy water and deal at least 30 points of damage to the tome with these attacks. If the pcs are unable to do this themselves they can ask Father Grimburrow for help, but unless hes been made helpful he will demand a task from the pcs (or if they prefer, payment). If the tome is destroyed the Allip vanishes in a burst of dark energy, uttering a sound as if a thousand madmen were screaming at once. If the pcs are foolish enough to take the Tome with them the Allip will follow and start to attack everyone close to the pcs with its dream attack, slowly driving them mad. When all of the pcs friends are at the brink of madness it will start to attack him instead. If the pc is foolish enough to try to read the book (which is in Aklo) he will take 1d4 points of wisdom damage and 1d6 stability loss for every hour he reads the tome. If he is reduced to 0 wisdom from this study he will be targeted by a magic jar effect from the Allip which will be restored to its former self (a level 10 wizard, 20 Int, 5 wis, 16 cha) while the pc becomes a new Allip forced to guard the tome. The tome takes 10-int (Minimum 2 hours) modifier hours to read and contains the spells: Cause fear, Detect thoughts, See invisibility, Hideous laughter, Touch of idiocy, Darkness, Scare, Arcane sight, Tongues, Clairaudience/Clairvoyance, Rage, Suggestion, Black tentacles, Confusion, Crushing despair, Phantasmal killer, Fear, Contact other plane, Feeblemind, Mind fog, Dream, Nightmare, Sending, Blight, Magic jar , Each time the pc studies these spells (Even if copied to another book) he will lose 1 wis point per spell level he memorizes from the tome. The tome radiates a desecrate spell (CL: 10) and any plant life within the desecrate area will start to wither and rot and within a month will all be decaying and diseased. Anyone foolish enough to eat any of this vegetation or drink any water there has a chance to contract demon fever (DC 18). The book is impervious to normal damage and can only be destroyed by a dispel evil or similar high level effect, a paladins smite ability, any form of holy damage or as shown above. The Allip will try to kill anyone who tries to destroy the tome.

Father Vauran Grimburrow:


Trigger: Killing any undead attacking the town OR healing any villagers without demanding payment, Trust 1+ Reward: 3 trust points, Healing and spell-casting services Father Grimburrows quest is simple, If the pcs can prove to him that they have destroyed any undead threatening Ravengro or its villagers or they heal any wounded or sick villager without demanding pay theyll gain the clerics respect and earn 3 trust points and the old priest will also cast anyone spell or use channel energy for free once for every undead they can prove they destroy. If the pcs make him helpful he will cast any spell he knows or channel energy for them for free as long as no one else in the village needs it more. They are also allowed to rest in the temple if they wish. The priest will also heal the pcs for free as long as they do a favor for him (typically one full days work either at the temple or helping townsfolk) for each spell he casts or each channel he uses to heal them. If they refuse the old priest will demand payment as normal. If they complete the clerics quest they also gain +4 circumstance bonus on any diplomacy checks to further improve the priests attitude towards them

Councilman Vashian Hearthmount


Trigger: After the fire in the townhall. Trust 1+ Reward: 3 trust points, a chosen steed from the mayors stables (A heavy warhorse with military saddle and bit n bridle, this particular horse has +2 in strength and constitution and maximum hit points), he also invites them to have dinner with his family. If the pcs make a DC 20 sense motive after speaking with the mayor for at least 10 minutes, they realize that he is an honorable man at heart, but he is deathly afraid of losing the respect of his fellow townsfolk and sees the pcs as competitors in the face of the recent haunting. The pcs must allow the mayor to take credit for one of their deeds or improve his reputation by speaking on his behalf to the townsfolk (a DC 20 diplomacy, bluff or Perform: oratory check in front of at least 10 townsfolk). If the pcs start to spread rumors about the mayor or lets his secrets get out, he will immediately become hostile towards the pcs and start a campaign to have them chased out of town. The mayors campaign to get them thrown out loses the pcs one trust point for each day they stay in Ravengro. If they complete the mayors quest they will also receive a +4 bonus on diplomacy checks to further influence the mayors attitude.

Councilman Gharen Muricar


Trigger: Making Gharen friendly and accepting his proposal (see below), Trust 15+ Reward: 2 Trust points, A casket of six bottles of exquisite wine (six bottles worth 50 gp each) Gharen wants the pcs to help him win Jominda Fallenbridges affection by allowing him to win against the toughest fighter of the pcs in a mock duel after that particular pc has offended Jominda in front of him. Alternatively if the Pcs comes up with the idea and makes a DC 17 diplomacy check, let Gharen take part of the credit for saving Ravengro by acting as their de facto sponsor and contact in Ravengro. He will only agree to this if they will put in a good word for him with Jominda however. They will also receive a +4 bonus on diplomacy checks to further influence the Gharens attitude.

Councilwoman Mirta Straelock


Trigger: The pcs wants her help, Trust 10+ Reward: 2 Trust points, homemade pastries (grants +1 morale bonus on will saves for one hour) If the pcs comes to Mirta she will be friendly, but wants a favor from the pcs to give them her help. If the pcs spend a day helping her at the day school, telling the kids about their travels and adventures and helping in watching the children and teaching them she will give the rewards mentioned above. Each additional day spent helping the children grants another trust point. At least six hours each day must be spent with the children to grant this bonus. They will also receive a +4 bonus on diplomacy checks to further influence the Mirtas attitude.

Councilwoman Shanda Faravan


Trigger: The pcs manage to make her friendly, Trust 21+ Reward: 2 trust points, 1000 Gp if they give her proof that the culprit is arrested, Access to the towns records Shanda tells the pcs about being blackmailed from a corrupt bureaucrat named Velkar Mott in Lepidstadt. She wants the pcs promise that they try their best to expose the bureaucrat if the ever go to Lepidstadt so that she can clear her conscience. The pcs needs to make a DC 20 diplomacy (or bluff if they lie) check to trust that the pcs will try their best. Her secret is that she was duped into letting someone into the city archives in Lepidstadt and they stole important political documents from the vaults. She only learned later that the culprits had bluffed her into thinking they were someone else. She never told anyone but somehow Velkar found out and used the information to let an aristocrat responsible for several heinous crimes (raping young girls, and even killing one) get free to save her from getting fired or even facing trial for giving away national secrets. They will also receive a +4 bonus on diplomacy checks to further influence the Shandas attitude. (The plot with Velkar and the evil aristocrat can be expanded upon in part 2 of Carrion Crown, the Broken moon if the GM wishes)

Sheriff Benjan Caeller


Trigger: Making him friendly and realizing hes in love with Jominda, Trust 21+ Reward: 2 trust points, He will give the pcs free use of his deputies for as long as theyre in town and his old masterwork longsword bearing an old raven insignia on its pommel (the pommel holds a secret compartment which can be found with a DC 20 perception check, inside is a small vial containing a single dose of Silversheen) If the pcs gets him to admit his affection for Jominda they can either try to help him to win her affection or convince him shes no good for him. The only way Jominda will accept the sheriff is if he can prove to be a dangerous and fearless man. Having him executing or at least publically humiliating a criminal would impress her. She would also be impressed if the sheriff publically defended her honor. If the sheriff could be convinced to help her cover up her criminal endeavors she would also be pleased. If the pcs manage to arrange for two of these events and makes a DC 20 diplomacy or bluff check on the sheriffs behalf she will accept to a date with the sheriff. If the pcs knows Jomindas not good news, they might try to convince the sheriff not to pursue his amorous ventures. To do so the pcs must prove to the sheriff that Jominda is engaged in illicit business or arrange it so that the sheriff sees her in the arms of another man. If so the pcs can make a DC 20 diplomacy or bluff check to convince the sheriff to let go. They will also receive a +4 bonus on diplomacy checks to further influence the sheriffs attitude.

Old river
Trigger: The pcs befriend the dog with a DC 15 handle animal check, Trust 0+ Reward: 1 trust point, Deed to the Hephenus farm, silverware worth 200 Gp, 300 Gp worth of various coin, A silver sickle, two bottles containing Oil of magic weapon, A vial of antitoxin The dog takes the pcs to a secluded place in the woods and starts to dig. The pcs must immediately make a will save DC 16 will save or suffer the effects of a crushing despair spell as they are filled with a sense of hopelessness and sorrow, they also loose 1d3/1d8 stability (DC 16 will). If the pcs make a DC 15 perception or survival checks they see that the earth is disturbed here. If the pcs dig, they find a bag containing the remains of a skeleton. If the pcs give the corpse a proper burial they will be visited by a benevolent ghost the following night. The ghost is that of Barnes Hephenus, Gibs Hephenus brother. He tells the pcs the following. I thank you for releasing me, so long has my spirit been bound to this wretched corpse. I knew my dog wouldnt let me down. In life I was Barnes Hephenus and I was betrayed by my brother Gibs one fateful night. We were arguing about one of my brothers drunken bo uts, when he hit me with a whiskey bottle opening up my jugular, I bled to death in minutes all the while secretly cursing my brother. My disembodied spirit could only watch as he chopped up my body with a wood axe and put the pieces into the bag you found. He buried me there in those cold dark woods, but something stopped me from getting to my final resting place. Be it resentment for my brother or something else, thanks to you, I am finally free. As a reward I will tell you were I hid the inheritance from my parents, Pharasma knows you deserve it a hell of a lot more than that murderous brother of mine anyway. He tells the players where to find the hidden inheritance which is hidden in a box buried under a huge willow tree in a clearing near the river. And with that the apparition disappears.

Pevrin Elkarid
Trigger: The pcs hires him, Trust 1+ Reward: 1 trust point for each day the pcs hires him and they manage to control him, will do simple chores like acting as a messengers for them If the pcs hires Pevrin for 1 sp/day, he will work as a guide and messenger and can do simple chores like shopping and cleaning their rooms. He will however be a constant annoyance giving the pcs a -2 circumstance penalty on all perception and charisma based rolls as while hes around. If the pcs manages to convince him to go around gathering information for them (a DC 20 diplomacy check) the pcs will get a +2 circumstance bonus on diplomacy rolls to gather info and knowledge (local) rolls. They can also have him spread a good word about them which will grant them 1 trust point for each day they use him for this purpose, this may however backfire. To keep Pevrin disciplined they must make a DC 15 intimidate check, on a failure the pcs will lose a trust point instead of gaining one. They will also receive a +4 bonus on diplomacy checks to further influence the Pevrins attitude.

Zokar Elkarid
Trigger: The pcs laughs at one of his jokes, Trust 1+ Reward: 2 trust points, free room and board for as long as they stay in Ravengro, Zolkar wants to get back at Father Grimburrow after the old priest humiliated him in public after being insulted by one of Zokars jokes. He wants the pcs to help him with a practical joke against the old cleric to get back at him. He doesnt want to insult Pharasma, but would like to put the old curmudgeon in place. His plan is to have one of the pcs fake death, make him pale and cold using make-up and prepare for the funeral, then have the pc rise from the coffin during the sermon to scare the priest. But he will accept other ideas from the pcs if they seems better. If the pcs refuse to help Zokar he will tell them theyre no fun and ask them to leave. He will then plan to play some jokes on the pcs. They will also receive a +4 bonus on diplomacy checks to further influence the Zokars attitude. Some pranks he might try to pull on the pcs: Having someone (Probably his brother) dressed up as a maiden (DC 15 to see through the disguise) claiming their house is haunted. The house is the home of someone else, maybe the mayor or Alendru. When the pcs snoop around their caught by the residents and must explain what they are doing there. They might have to talk with the sheriff. Spice their food with something which makes them particularily gassy (DC 15 fortitude save each time they make a charisma based check or take a -2 circumstance penalty to the check due to flatulence, lasts for 1d3 days) Send them on a ghost hunt, when they arrive the ghost is a goose covered in linen and painted with luminescent paint (DC 15 to spot the ruse)

Give them chairs that break, hide paper snakes in their pie (DC 10 will or be shaken for one round), put sneezing dust in the pepper pot (DC 15 or be dazzled for 1d4 minutes), put some funny mushrooms in their ale (DC 15 fort or be fascinated for 1d4x10 minutes), Pyrotechnics in a candle explodes after a few minutes (DC 10 will save or be shaken and dazzled for one round), Hidden spring on the platters tosses the food in the pcs face (+0 ranged touch), Thunderstone in the mug covers everyone in wine or water (probably scented with really foul smelling musk) The pcs becomes the theme for all of Zokars jokes in the near future, the ridicule gives them a -2 circumstance penalty on all diplomacy checks in Ravengro since people have a hard time taking them seriously

Luthko and Marta Avonaki


Trigger: Either parent is made friendly, Trust 21+ or the pcs return with Remons body Reward: 2 Trust, A mithril small shield If the pcs befriend the Avonakis theyll tell the story of how their oldest son Remon disappeared one day about a year ago. Marta is quick to point the finger at that old crazed wizard Alendru and his black magic. He always showed a bit too much interest in children. she proclaims. The truth is that Remon was playing near an old cottage in the woods when the Allip summoned from the tome Kendra had stolen from her father attacked the child. The Allip made the child mad with its babbling and the confused youngster jumped into the well and broke his neck. If the pcs recover the body and shows the Avonakis proof by showing them Remons silver buckles they will gain the award above. They will also receive a +4 bonus on diplomacy checks to further influence the Avonakis attitude.

Jorfa
Trigger: Making Jorfa friendly and convincing her to tell the tale about the lost warhammer, Trust 23+ Reward: 1 trust point, Jorfa will make a +1 weapon of the PCs choice as a reward for fulfilling her quest and give them a 10% discount on all mundane items in her shop for as long as she remains helpful Jorfa once lent a magical warhammer to the warden of Harrowstone to help defeat the prisoners during the uprising. The hammer is a masterpiece Jorfa had made as a gift to her clan in hope that the hammer would earn her redemption for her past transgressions. But she never could build up courage enough to try to present the hammer to her clan, and after having the hammer on display in her shop for years she leant it to warden Hawkran after he had admired the hammer for a long time. She thought it would be better to have the hammer be used instead of gathering dust on a shelf. When the warden was locked within the prison the hammer was left with him. Jorfa wants the hammer for sentimental reasons and she cant bear to have it locked away in some haunted dungeon. She asks if the pcs can help recover the hammer. The hammer can be found in area U11 of Harrowstone prison together with the rest of Warden Hawkrans gear. The hammer is a +1 thundering warhammer. If the pcs succeeds in this task they will receive a +4 circumstance bonus on all further diplomacy rolls to influence Jorfas attitude.

Jominda Fallenbridge
Trigger: One of the Pcs discovers Jomindas illicit business and accepts her offer, Trust 10+ Reward: 1 trust, 5 spell levels worth of magical potions of any type Jominda wants the pcs to get the sheriff off her back, she dont care how only that hes gone when she receives her new supplies of drugs, dangerous components and poisons. She will meet her contacts on the roads outside of Ravengro and bring the supplies to her shop. She cant have the sheriff or his deputies snooping around then. Trestleblade and Riff are especially troublesome since they are very suspicious of Jominda already and always come around to ask her questions and they have made a specific point about checking her supplies the next time they arrive. Jominda proposes the pcs put some poison in their food or drink to make them sick the day of the delivery. She will provide the pcs with enough doses of Oil of taggit to poison five people if they want to do it that way. The poison should last long enough to allow Jominda to complete her business. The cargo is due 2d4 days after the pcs trigger this quest. The contents of the cargo is up to the Gm but assume at least 3000 gps worth of poisons and drugs as well as dubious potions and elixirs. The drugs and poisons refined by Jominda is sent back to Lepidstadt and beyond to be distributed on the streets. If they complete this quest the pcs also gain a +4 circumstance bonus on any further diplomacy checks to influence Jomindas attitude.

Leromar the deputy


Trigger: The pcs goes to explore Harrowstone for the first time after the attack on the Townhall, Trust 21+ Reward: 3 trust points if Leromar survives Leromar wants to go with the pcs to Harrowstone where he will probably be more of a hindrance than a help. If the pcs refuse to take him they lose 1 trust point as Leromar will complain to the other villagers that the pcs wants all the glory to themselves and think they are better than us locals. If Leromar dies the pcs loose 6 trust points as the villagers expects the pcs to protect Leromar and will blame them for his death. If the pc s bring Leromar and he survives they will receive a +4 circumstance bonus on all further diplomacy checks to influence his attitude.

Riff the deputy


Trigger: Riffs attitude is friendly and the pcs speak to her, Trust 24+ Reward: 2 trust points, 300 Gp Riff wants the pcs help to expose Jomindas illicit drug trade. She knows Jomindas expecting a cargo any day now and wants the pcs help in finding out when and where the deal is going down. She especially wants to show the sheriff, whos blind affectation to the scheming alchemist, has blinded him to the truth. See Jomindas quest above for details about her delivery. If the pcs help Riff expose Jomindas drug trade they gain a +4 circumstance bonus on all further diplomacy checks to influence Riffs attitude.

Trestleblade the deputy


Trigger: Trestleblade is made friendly and the pcs engages her in conversation, the Pcs must be at least level 2, Trust 21+ Reward: 1 trust point, A Feather token (Tree) Trestleblade confines in the pcs that she wishes she had the confidence and skill to become a great warrior. She has heard the stories about the pcs adventures and hopes that they might give her a few pointers. To complete her quest the pcs must train with her for at least 4 hours every day and make an attack roll against AC 20 every day they train to see their progress. Only one pc makes this check, but anyone else aiding in the training can roll an aid another check to grant a +2 bonus to the roll. When they have succeeded in at least 10 such checks Trestleblade has learned enough to upgrade her warrior class to the fighter class and gain a level as well. If they complete Trestleblades quest they gain a +4 circumstance bonus on any further diplomacy checks to influence Trestleblades attitude.

Vrodish the deputy


Trigger: The pcs makes Vrodish friendly, Trust 7+ Reward: 1 trust, Vrodish will stick up for the pcs reducing all future trust loss by one (minimum of one) for as long as he remains friendly Vrodish has lost his lucky teddybear and now he cant find it. He can hear the bear, which he calls Eddy, scream for help in the night in his dreams. The teddybear was stolen from him by a raven in the town square. The raven was last seen headed towards Harrowstone prison. The teddybear can be found along with a dead raven on the east balcony of Harrowstone prison area R7.

Luramin Taigh
Trigger: Make Luramin friendly, trust 21+ Reward: 1 trust, a free copy of his book, a trade note worth 100 gps which can be exchanged in any major settlement in Ustalav. Luramin asks the pcs to proofread his novel and post their critiques. To successfully do a good job they must make a DC 15 profession (scribe) or Linguistics check then point out the errors and areas that can be approved without offending him with a DC 15 bluff or diplomacy check. Reading through and editing the entire book takes 20-int modifier hours. If the pcs offends Luramin they lose 1 trust and suffer a -4 penalty on all further diplomacy and bluff checks against Luramin. If they fail at the editing process they wont get paid. If they succeed in this quest all further diplomacy checks to influence Luramins attitude gain a +4 bonus.

Quess Yearburn
Trigger: Make Quess friendly, Trust 26+, The pcs must have been to Harrowstone and returned Reward: 3 trust, hours of kinkiness, Letters of recommendation (can be used to gain a +5 circumstance bonus on a single diplomacy or intimidate check against a city official or bureaucrat of Ustalav), As long as they take part in the groups games they receive a +4 circumstance bonus on diplomacy checks to gather information about Ravengro and its citizens. Quess offers the pcs to join her little sex club. If they agree they can attempt a DC 20 intimidate check to impress Quess. If they impress her they complete her quest. If they refuse to join and start to spread rumors about it, theyll lose 3 trust since Quess and all the other members will start a Campaign to slander the pcs reputation. If they succeed in this quest all further diplomacy checks to influence Quesss attitude gain a +4 bonus.

Sarianna Vai
Trigger: Making Sarianna friendly, trust 12+, Must show interest in her singing Reward: 3 trust -1 for every 5 they fail their perform check with, Free room and board and non-magical healing services and tailoring/repairs Sarianna has always dreamed of becoming a famous singer. She dreams of holding her own show but doesnt dare to do it alone. If the pcs can convince her with a DC 20 diplomacy check she agrees to hold a show, but only if the pcs help her. Sarianna has a perform modifier of +9. The pcs can make an aid another check using any perform skill or a diplomacy/charisma check. Each successful check grants Sarianna a +2 bonus. The pcs must spend an entire day preparing for and performing the show. For every point of trust the pcs has one villager comes to see the show. The pcs can use a diplomacy check and 1d4+1 hours to gather more villagers. The DC is 15, for every five they beat the Dc with they can muster one additional villager. The DC for the perform check is equal to the number of villagers present at the show. If they fail miserably they may instead lose trust. If they succeed in this quest all further diplomacy checks to influence Sariannas attitude gain a +4 bonus.

Alendru Ghoroven
Trigger: Make Alendru friendly, trust 31+ OR find Romens body Reward: 1 trust, 5 levels worth of arcane scrolls (level 1-3 spells only) Alendru wants the pcs to help him prove his innocence. Ever since the Avonaki kid disappeared there have been vicious rumors about him, and not only the usual murmurings of necromancy and witchcraft. He has lost almost all his students and he cant go out on the streets without having people spitting at him or cursing behind his back. If the pcs can prove that he had nothing to do with the disappearance of Romen Avonaki he will reward them. If they succeed in this quest all further diplomacy checks to influence Alendrus attitude gain a +4 bonus.

Gibs Hephenus
Trigger: Prove Gibs crimes to the villagers Reward: 2 trust points (as long as they dont kill him) Reveal that Gibs is behind the desecrations and mutilations. Stop him.

Old man Harken*


Trigger: Giving Harken alcohol and making him helpful Reward: Can tell the pcs the story of Harrowstone as if they had made a DC 20 knowledge check. Giving Harken alcohol grants a +5 bonus on diplomacy checks to calm him down. If the pcs makes Harken unfriendly or Hostile he will attack them with thrown rocks and empty bottles and his teeth and fists.

Old man Harken (CR 2) Medium humanoid (Human) Old Human barbarian 3 (Drunken brute/savage barbarian) Al: CN; Init: +0; Senses: Perception: +6; Defense: AC: 9; FF: 9; T: 9; (+1 dodge, -2 rage) HP: 37 (3d12+12) Fort: +8 Ref: +1 Will: +3 (+4 vs. fear) SD: Naked courage, Uncanny dodge Offense: Spd: 30 ft. Melee: Unarmed strike +5 (1d3+2) or Improvised club +5 (1d6+2) Ranged: Thrown rock +3 (1d4+2) SA: Rage (9 rounds/day), Rage power (Brawler) Statistics: Str: 15 (11) Dex: 10 Con: 16 (12) Int: 12 Wis: 10 Cha: 16 Bab: +3; Cmb: +5 Cmd: 16 Feats: Caught off guard, Throw anything, Great fortitude Skills: Intimidate: +9, knowledge (Dungeoneering): +4, Knowledge (Local): +4, Perception: +6, Survival: +6 SQ: Raging drunk Languages: Common, Aklo Gear: Filthy rags, Bottle of swag, Handful of rocks

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