4. An aging barn stands behind the inn. The dilapidated structure 1. The Guardhouse: The guardhouse is the entrance to the keep but
is used by all of the villagers, at no cost. Patrons can board their animals is also designed for defense. Across from the portcullis is a steep ramp
here for 10 gold per day. The price includes meals for the animal. The which leads to a set of iron-bound , wooden doors. The passage is wide
bam holds several horses and a pair of milking cows. enough to admit horses and there is evidence that steeds have passed
through recently . To the left of the entrance is a winch that is bolted to
5. A man named Durick runs the only store in town. Once a mer the floor. This device can be used to raise and lower the portcullis.
chant in the Timiro Kingdom, the man has just recently moved to
Dunkirk. Items for sale include dry goods and some minor alchemical To either side of the half open portal are several tables with scanered
items, like healing potions, although these are extremely expensive. chairs. The wooden surface of each table is covered by piles of playing
Prices are 10% more than those listed in the RPG. The merchant resides cards and dice. A group of five dead soldiers, with their throats cut, sit
in one of the nicest homes in town (building 6). at one table clutching bloody cards. Piles of coins rest on the table be
side each of the corpses, there is a total of 68 gold.
6. The house of the village merchant is lavish when compared to
those of his fellow villagers. Burick has imported all of his high quality A voice comes from a smaller table across the room. The corpse of a
furniture from the Timiro Kingdom. A large, stone safe rests in the cor soldier sits with a throwing axe imbedded in its head. A large pile of
ner of the bedroom, it is protected by a pair of acid lizards. All of gold coins, a total of about 148 gold, rests in front of the corpse beside a
Burick's life savings is contained within the safe (1500 gold). small pile of playing cards. Across from the corpse sits a man in
brightly colored clothing with a lute strapped to his back. Before the
7. The largest house in town is home to the village headman. Al characters have a chance to say anything, the man whips out a knife,
though bigger than the average village house, it is no more opulent than pins the hand of the body to the table and begins to scream hysterically.
any of the other peasant dwellings. The only unique feature of the house
is the yard behind. There are a number of wooden pens in the yard "You're cheating again! Keep your damn hands on the table!"
which hold 5 wolves that guard the property. The headman is trying to
tame the beasts to serve as guards for Dunkirk. Whether or not the player characters make their presence known, the
man notices their arrival motioning for them to join him at the table. In
8. Next to the wooden dog pens, the headman's wife has dug her a friendly voice he will say.
own garden. All manner of vegetables are planted in the garden includ
ing tomatoes, corn, potatoes, and beans. "I wouldn't join that table (indicating the one with the corpses), it's
a real cunhroat game of poker if you know what I mean. You can join
9. The most prosperous business in town is housed by this stone our game if you like."
building, the only one in Dunkirk. This is the workshop of a dwarven
blacksmith who makes tools to sell to the local farmers and miners. The The man is Alder, an obviously insane minstrel who believes that
prices of these tools are 75% of those listed in the RPG. The dwarf the corpse is actually playing the card game. Alder will gladly deal the
makes weapons occasionally to stay in practice. He has a collection of players into the game if they so desire. Questions outside of the game
daggers, swords and axes. The smith is also more than capable of re are merely shrugged off. The minstrel only wants to play cards. If the
pairing any damaged armor or weapon. player characters try to leave the room, Alder works himself into a
frenzy and attacks with his knife.
10. The dwarf lives in a large home that is decorated extrava
gantly. All of the furnishings are imported and very expensive. The Alder, Minstrel
dwarf is paranoid about theft, hoarding all of his wealth. To protect his
valuables, the smith has purchased a domesticated Tusker who vi Alignment: Anarchist
ciously defends the property. Attributes: I.Q. 16, M.E. 14, M.A. 10, P.S. 12, P.P. 8, P.E. IS, P.B. 9,
Spd.lO
Mephisto the Tusker Hit Points: 32
Armor: Cloth A.R. 5, S.D.C. 6
Alignment: Miscreant Weapons: Knife ID6; W.P. bonuses +2 strike/throw, +1 parry
Attributes: Consistent as with those of animals with a high I.Q. and Level of Experience: 4th level bard
Spd.20 Combat Abilities: 2 attacks per melee, +1 parry, +2 dodge/damage
Hit Points: 48 Damage: By weapon or by hand.
Armor: Natural A.R. 6
Natural Abilities: Nightvision 30 feet (9.1 m), climb 40%, swim 40%, 2. Main Hall: The thick wooden doors in the guardhouse lead to a
vaulted chamber that measures 50 feet by 100 feet (15.2 by 30.5 m)
leap up to 6 ft (1.8 m) long and high, track by smell 48%. with a ceiling that is 20 feet (6.1 m) high. Like the rest of the keep, the
Weapons: None walls are made from granite blocks although the floor is paved with pol
Level of Experience: None ished marble. Numerous tapestries decorate the walls, including the
Combat Abilities: 3 anacks per melee, +2 strike/parry/dodge, +3 dam Griffon's royal banner and that of the Shaldon family. Save for a large
wooden table in the northwest corner, the room is devoid of any furni
age for both claws and bite. ture. Decorative suits of plate armor flank the many doors that lead
Damage: Claws ID8 damage or bite for 2D 12 damage. from the main hall.
Shaldon's Keep Opposite the entrance, centered in the north wall, is a set of double
doors. Doors have also been centered in the east and west walls. To
The keep is a squat, ugly building constructed from solid blocks of either side of the entrance there are doors that lead to the twin towers. A
granite. Except for the twin towers that rise behind the entrance, the for winch is bolted to the ground to the left of the entrance to raise and
tress is a single story. The gatehouse is positioned slightly lower than lower a second iron portcullis that hangs over the double doors.
the rest of the building. The perimeter of the fort is protected by a 30
foot (9. I m) tall wooden palisade. Banlements stretch along the insides There is an overpowering odor of rotting flesh in the main halJ. At
of the wall with small towers at the four corners. The gate through the tached to a stone pedestal in the center of the room is a man encased in
palisade is open and the banlements are empty. concrete from the waist down! The unconscious man is Michael, the
son of Bedevier Shaldon, who can be roused with little effort. Michael
The gatehouse is likewise deserted, no guards are visible inside or suffers from dehydration and hunger, not drinking or eating for five
out. The iron portcullis is strangely half open. As the residents went days. If it is night, or the room is dark, the young man will scream at the
crazy the population of the keep plummeted rapidly. Many of the in top of the lungs. He suffers from an irrational fear of the dark, a neuro
habitants were slain by others who became violent as well as insane. sis that developed several weeks ago.
Several items lie on the blood stained floor at the foot of the living
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