Shimmering Kingdoms True20
Town of Wheatly's Rest
Just over three leagues south of Finsdale along the Golin River, this township was built on the site of a battlefield. Named after Sir Hermond Wheatly, a great military leader who gained victory on the field at the cost of his own life, a statue of Sir Hermond stands to this day in his honor. The city is a waypoint for travelers heading south and the last major fishing town before the road diverges from the Golin River into Deepwood. The city is also known for its barge and ferry service through Finsdale and continuing into the Great Lake Glamer.
This information was originally created for an adventure, and has not been edited…
Wheatly’s Rest is a large town that has become a trade center on the Golin river, and its food comes from small farming villages scattered in the nearby countryside; There are no fields on the eastern side of the Golin, but there are numerous farms on within a mile or two on the western bank. Forestation has been cleared in a radius of about a 750 feet outside the town on the east side of the river, but much of the west bank is still heavily wooded.
Wheatly’s Rest (large town): Conventional and Monstrous; AL LG and LE; 5,000 gp limit; Assets 1,200,000 gp; Population 4,807; Mixed (human 79%, halfling 9%, elf 5%, dwarf 3%, gnome 2%, half-elf 1%, half-orc 1%), Authority Figures: Baron Euphemes II, male human Ari5, LG;
The street fair going on during the adventure effectively doubles the town’s total assets to 2,400,000 gp, though it does not affect the maximum value of individual items. Each neighborhood in the town has its own gold piece limit on the maximum value of a single item for sale in that neighborhood, reflecting the different levels of affluence in different areas of the town.
The town of Wheatly’s Rest is divided into six neighborhoods, or wards. No walls or other clear divisions separate the wards, but the quality of a neighborhood changes rapidly as one travels along the single main road through town, The neighborhoods are shown on the Wheatly’s Rest map and briefly described below. Important locations marked on the map are described in the adventure text. Wheatly’s Rest has forty-eight professional guards who work on two shifts. In general, the guards on duty in a particular neighborhood respond to a disturbance in that neighborhood within 2d10 minutes. The guards on specific detail are listed below. Statistics for town guards, veteran guards, and Lieutenant Shella are presented below.
If the characters enter town through the gates, the guards insist on limiting the characters’ ability to cause trouble in the town. This is common practice in many cities, Wheatly’s Rest notwithstanding. The restrictions are not too limiting and can easily be circumvented. Their purpose is more symbolic: a reminder that Wheatly’s Rest is not a dungeon or battlefield. With that in mind, the guards impose the following restrictions.
- All edged weapons must be peace-bonded (daggers excepted). The guards attach swords to scabbards with leather straps. For axes, spears, and similar weapons, the guards put a leather bag over the blade and tie it with a leather strap. Similarly, they tie bags over open quivers and bolt cases, or secure them closed. Readying a peace-bonded weapon for normal use requires a full-round action and makes the character vulnerable to attacks of opportunity. Attacks with peace-bonded, axes or spears suffer a -2 penalty to attack and damage rolls.
- Wizards and sorcerers must wrap a thick leather strap around the middle and ring fingers of each hand, and “peace-bond” their spell component pouches by tying them securely shut. The guards cannot necessarily tell by looking at a character if he or she is a wizard or sorcerer, and they rarely challenge bards. They ask any character they suspect might be a spellcaster to be peacebonded (particularly characters who seem relatively unarmed compared to their companions), and they may search a character for spell components if unsatisfied with the answer. If someone is caught lying to the guards, they angrily impose a 10 gp fine. Casting a spell with somatic components while a character’s fingers are bound imposes a 30% chance of spell failure. Removing the band or untying a spell component pouch requires a full-round action and makes the character vulnerable to attacks of opportunity.
- Clerics of known neutral or evil deities must “peace-bond” their deities’ symbols. This involves fastening each such symbol to the cleric’s belt, so it cannot easily be brought to bear for spellcasting. Freeing the symbol requires a full-round action and makes the character vulnerable to attacks of opportunity.
- Druids and rangers must place all divine focus items into pouches and tie them shut. Untying a pouch requires a full-round action and makes the character vulnerable to attacks of opportunity. If the guards sound an alarm, four additional guards from the Eastgate patrol arrive in 1d4+2 rounds.
If a character refuses to submit to peacebonding, the guards deny the character’s companions entry to the town as well. If the party attempts to force its way in, the guards attack to capture the group, summoning help by sounding a horn one of the guards carries. If the party looks for a different entrance into town, they meet similar restrictions at any gate. They may attempt to scale the 25-foot high town walls with a series of Climb checks (DC 30). Magical means may also provide entry to the town. If the characters scale the walls, there is a chance that townsfolk may notice the attempt and alert the guards.
The Keep and Silver Hill
Character: Wealthy, elite.
Businesses: Luxury goods, library.
Prices: Double normal, except for masterwork items.
Gold Piece Limit: 5,000 gp.
Buildings: Free-standing estates.
Guard Detail: Four town guards on patrol: Lieutenant Shella and veteran guard (day) or two veteran guards (night) in the keep.
Character: “Holy quarter.”
Businesses: Temples, shrines, icons, good-luck charms.
Prices: 150% normal. Gold Piece Limit: 3,000 gp.
Buildings: Large row houses.
Guard Detail: Two town guards at old Ford Gate, two town guards on old Ford Road.
Character: Bustling market.
Businesses: Artisans and traders.
Gold Piece Limit: 2,000 gp.
Buildings: Row houses with shops on ground floor, apartments above.
Guard Detail: Two town guards in Chatterstreet Market.
Character: Rough-and-tumble, transients.
Businesses: Inns, taverns, merchant warehouses, entertainment, provisioners.
Gold Piece Limit: 1,000 gp.
Buildings: Row houses, freestanding warehouses and outdoor businesses, free-standing inns with yards.
Guard Detail: Four town guards at East Gate, four town guards on patrol.
Character: Eccentric, intellectual.
Businesses: Booksellers, scholarly specialists.
Gold Piece Limit: 3,000 gp.
Buildings: Freestanding houses with small yards.
Guard Detail: None (Silver Hill patrol is nearby),
Character: Poor, rough.
Businesses: Undesirable (dyers, perfumeries, tanners).
Gold Piece Limit: 500 gp.
Buildings: Row houses, free-standing businesses.
Guard Detail: Two town guards at Southspur Gate. Two town guards on Southspur Street.
Baron Euphemes II: Male human Ari5; CR 4; Medium-size humanoid HD 5d8+10; hp 38; Init 5 breastplate, 3, +1 longsword), +5 ranged (1d8/19-20, light crossbow); AL LG; SV Fort +3, Ref +1, Will +7; Str 14, Dex 11, Con 15, Int 10, Wis 13, Cha 14. Height 6’ 6". Skills and Feats: Diplomacy +12, Intimidate +10, Knowledge (history) +4, Knowledge (nobility and royalty) +4, Ride +8, Sense Motive +9; Iron Will, Mounted Combat, Skill Focus (Diplomacy). Possessions: masterwork breastplate, masterwork large steel shield, +1 longsword, masterwork light crossbow, 20 masterwork bolts, potion of heroism.
Commoner: Human Com1; CR 1/3; Medium-size humanoid; HD 1d4; hp 2 (average); Init +0; spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, unarmed strike); AL LN; SV Fort +0, Ref +0, will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Craft or Profession (any two) +8; Skill Focus (Craft or Profession [x2]).
Lieutenant Shella: Female human War7; CR 6; Medium-size humanoid; HD 7d8+7; hp 47; Init 4 chain shirt, 1/19-20, bastard sword), +5 ranged (1d8/19-20, light crossbow); AL LN; SV Fort +4, Ref +1, will +1; Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 12. Height 5’ 10". Skills and Feats: Intimidate +11, Listen +8, Spot +8; Alertness, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Leadership.
Sergeant Lennot: Male human War5; CR 4; Medium-size humanoid; (5 ft., 7 in. tall); HD 5d8+10; hp 36; Init 6 Banded Mail, 3), Dex 13 (2), Int 11 (1), Cha 13 (+1). Skills and feats: Climb +9, Handle animal +4, Hide +1, Jump +6, Listen -2, Move silently +1, Ride +9, Speak language +1, Spot -2; Mounted combat, Track, Trample.
Militia Member: Human War1; CR 1/2; Medium-size humanoid; HD 1d8; hp 4 (average); Init 1 padded); Atk +1 melee (1d8, longsword), +1 ranged (1d8/19-20, light crossbow); AL LN; SV Fort +2, Ref +0, will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. Skills and Feats: Climb +2, Craft or Profession (any one) +4, Intimidate +2, Jump +2, Swim +2; Endurance, Skill Focus (Craft or Profession).
Town Guard: Human War1; CR 1/2; Medium-size humanoid; HD 1d8; hp 4 (average); Init 4 chain shirt); Atk +2 melee (1d10, halberd), +1 ranged (1d8/19-20, light crossbow); AL LN; SV Fort +2, Ref +0, will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. Skills and Feats: Climb +2, Intimidate +2, Jump +2, Spot +3; Alertness, Weapon Focus (halberd).
Veteran Guard: Human War2; CR 1; Medium-size humanoid; HD 2d8; hp 9 (average); Init 4 chain shirt); Atk +3 melee (1d10, halberd), +2 ranged (1d8/19-20, light crossbow); AL LN; SV Fort +3, Ref +0, will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10.