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Tellen Rapids

Tellen Rapids is ruled by a half-demon named Kozmit, who took control of the village by assassinating his father, a vrock. The village is of central importance to the campaign because of the presence of the Flickering Flame Tavern just outside its boundaries.The Flickering Flame Tavern is the meeting-place for one of the only organized groups of resistance against Night.

Flickering Flame Tavern. Andrew Ostler, an alcoholic paladin, runs this tavern, which is solely an eating and drinking establishment (there are no rooms for let). Ostler is Gifted, and his tavern is a secret gathering place for those very few others who have met the Black Unicorn.

Andrew Ostler, male human Exp1/Pal3: CR 3; Medium-size Humanoid; HD 1d6 (expert) plus 1d10 (paladin); hp 21; Init +1 (Dex); Spd 30 ft.; AC 13; Atk +7 melee (1d6+4, quarterstaff) or +5/+1 melee (1d6+3 [x2], quarterstaff); SA Smite evil 1/day; SQ Detect evil, lay on hands, divine health, aura of courage, alter appearance; AL LG; SV Fort +7, Ref +6, Will +12; Str 16, Dex 13, Con 10, Int 9, Wis 16, Cha 18.
Skills and Feats: Handle Animal +8, Knowledge (local) +4, Knowledge (religion) +4, Perform +8, Profession (brewer) +7, Profession (cook) +7, Ride +5; Iron Will, Two-Weapon Fighting, Weapon Focus.
Special Attacks: Smite Evil: Once per day, add +4 to attack and +3 to damage against evil opponent.
Special Qualities: Lay on Hands: Heal up to 12 hp per day. Aura of Courage: Immune to fear, allies gain +4 morale bonus to saves vs. fear. Alter Appearance: As change self, level 5 caster, duration 1 turn + 1 rd./level (Gift).

Healer. Arthur o'the Woods, a reclusive herbalist to all appearances, dwells in this little hut abutting the forest edge. While Arthur does provide healing and herbalist services, he is also the gangleader of a small troupe of thieves and bandits that operates in the area.

Arthur o'the Woods, male human Rog3: CR 3; Medium-size Humanoid; HD 3d6; hp 12; Init +7 (Dex); Spd 30 ft.; AC 13; Atk +2 melee (1d4 or 1d6, dagger or club) or +5 ranged (1d4 or 1d6, dagger or club); SA Sneak attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to AC); AL CN; SV Fort +1, Ref +6, Will +3; Str 10, Dex 17, Con 11, Int 16, Wis 15, Cha 13.
Skills and Feats: Appraise +9, Bluff +7, Decipher Script +9, Disguise +7, Forgery +9, Heal +5, Hide +9, Listen +8, Open Lock +9, Pick Pocket +9, Profession (herbalist) +8, Use Magic Device +7; Dodge, Improved Initiative, Mobility.

Boatwright.

Weaver. Gwyneth (called Weaver) is the townÕs weaver and seamstress, operating this shop for her living since the death of her husband seven years ago. Her husband Matthew was the son of a Knight of the Chalice and, against GwynethÕs will, sought out the lore of the Knights seeking to become one, but he was killed by the Knights of the Shadow. Their son, Tinko, is nine years old, and rather a twisted little child. Gwyneth is at her witÕs end in dealing with Tinko, and tends to border on hysteria most of the time. Her business is doing rather poorly.

Blacksmith.

The Rose Blossom (Brothel). A new business in Tellen Rapids, this was one of KozmitÕs first "improvements" to the village when he took rule over from his vrock father seven years ago. The proprietor, a tiefling scumbag named Broze, travels throughout the Tellen valley looking for beautiful women, whom he kidnaps and enslaves in this place. Broze is capable of truly amazing feats of torture when his "employees" disobey him, so they perform their jobs faithfully, if lacking in enthusiasm.

Broze, male tiefling Ftr1/Rog3: CR 4; Medium-size Humanoid; HD 1d10 (fighter) plus 3d6 (rogue); hp 27; Init +7; Spd 30 ft.; AC 13; Atk +4 melee (1d6+1, shortsword) or +6 ranged (1d8, light crossbow); SA Sneak attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +6, Will +3; Str 13, Dex 16, Con 10, Int 15, Wis 10, Cha 16.
Skills and Feats: Bluff +10, Diplomacy +9, Disguise +9, Escape Artist +9, Forgery +8, Gather Information +9, Innuendo +6, Intimidate +10, Listen +10, Use Rope +9; Dodge, Improved Initiative, Iron Will.

Church. This wrecked hull of a building was once an elaborate stone edifice, carved with religious symbols of great beauty. Now the stone is blackened with smoke, the roof is collapsed, and the doors boarded shut. There are a variety of secret ways to enter the building, however, though only fiends use them. The place is anathema to true priests of Javen, since the altar has been foully desecrated and the symbols within destroyed.

Mill. Solomon Miller is a Steward of Javen, and holds secret meetings for worship and ritual every week in the basement of the mill. Miller is not Gifted, though he is loyal and faithful to Javen and risks his life daily for the perpetuation of the faith. He is mistrustful of any who would claim miraculous powers in the name of Javen.

Twisted Vine Tavern.

Baron's Mansion.

Kozmit, male half-fiend/half-human Ftr6: CR 8; Medium-size Humanoid; HD 6d10+24; hp 65; Init +3; Spd 20 ft.; AC 22; Atk +12/+7 melee (1d10+4, +1 bastard sword); SQ Spell-like abilities, poison immunity, acid/cold/electricity/fire resistance 20, darkvision 60 ft.; AL CE; SV Fort +9, Ref +5, Will +1; Str 18, Dex 17, Con 18, Int 13, Wis 9, Cha 19.
Skills and Feats: Bluff +8, Climb +7, Diplomacy +8; Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack, Sunder, Weapon Focus (bastard sword).
Special Qualities: Spell-like Abilities: Once per day—desecrate, unholy blight; three times per day—darkness.
Possessions: Masterwork full plate, masterwork large steel shield, +1 bastard sword, brooch of shielding.

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