Campaign Journals

Adventures in Faerun

Town Hall

By Cthulu Ftaghn


Read the following passage to the players as they enter the Town Hall:

This beautiful old building is the center of Kheldell's town government. The wide double doors lead from the marble pillared porch into an ornately tiled hallway. A neatly printed directory in the center of the room displays the building's layout. The quarters of the Captain of the Guard lies around the hall to the left. In front of you and to the left is the Hall of Records, Kheldell's library. Immediately to your right another set of double doors leads into the office of the Town Speaker.

Map Key

1
Quarters of the Captain of the Guard
2
Hall of Records
3
Office of the Scribe
4
Reception Area
5
Office of the Town Speaker
6
Watch Guard Barracks

 

1. Quarters of the Captain of the Guard

This is where Hemming, the Captain of the Guard stays while on duty. His position is largely ceremonial, and his primary duty is to write up the watch bill for the rest of the Town Guard. Hemming is a good man to have on your side in a fight, although it is very difficult to provoke him into drawing his sword.

A reputation as an extreme pacifist has caused Hemming to lose a measure of respect not only from his fellow guardsmen, but also many of the townfolk.

Hemming, male human Rgr3: CR 3; Size M (5 ft., 7 in. tall); HD 3d10-9; hp 12; Init +5; Spd 30 ft.; AC 11; Attack +6 melee (Heavy Pick), or +4 ranged; SV Fort +0, Ref +2, Will +2; AL LG; Str 16 (+3), Dex 12 (+1), Con 5 (-3), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).

Pick, Heavy Damage: 1d6+3

Languages Spoken: Common, Draconic.

Skills and feats: Bluff +3, Forgery +2, Hide +1, Innuendo +3, Jump +9, Knowledge (arcana) +3, Knowledge (religion) +2, Listen +5, Move silently +1, Search +6, Spot +3, Wilderness lore +6; Alertness, Improved initiative, [Track], Weapon focus (pick, heavy).

 

2. Hall of Records

The history of Kheldell is recorded in the Hall of Records. Certificates of birth, death and marriage, business licenses, building permits, records of grievances along with all manner of official documentation are meticulously filed on these polished dust-free shelves.

The Hall of Records also serves as the town's library containing a variety of maps, biographies, bard's tales, histories, musical scores and works of entertainment and fiction. The scribes of Candlekeep would be proud of this collection.

 

3. Office of the Scribe

This small office is where Avor the town scribe works. He has the library flawlessly catalogued and is able to help citizens and curious travelers find whatever information they desire in just a few moments.

Avor is also the town historian, notary and keeper of records. All official paperwork relating to Kheldell, its government and citizens is handled in this office.

Avor, male elf (wood) Brd4: CR 4; Size M (5 ft., 3 in. tall); HD 4d6; hp 12; Init +3; Spd 30 ft.; AC 13; Attack +6 melee, or +6 ranged; SV Fort +1, Ref +7, Will +3; AL N; Str 16 (+3), Dex 17 (+3), Con 11 (+0), Int 7 (-2), Wis 8 (-1), Cha 17 (+3).

Languages Spoken: Common, Elven.

Skills and feats: Craft +5, Hide +5, Listen +1, Move silently +3, Perform +9, Search +0, Spot +1; Run, Spell focus (conjuration).

 

4. Reception Area

This is where those who wish an audience with the Town Speaker can make appointments or sit and wait. Arnora, pretty young assistant to the Speaker, is in charge of keeping the schedule. She does well to make sure all grievances are heard, documents are signed, and budgets are balanced while leaving the Speaker plenty of time for a good game of daggers at the Stag at Rest.

Arnora, female human Com1: CR 1; Size M (4 ft., 11 in. tall); HD 1d4-2; hp 2; Init +2; Spd 30 ft.; AC 12; Attack +3 melee, or +2 ranged; SV Fort -2, Ref +2, Will +3; AL N; Str 17 (+3), Dex 14 (+2), Con 7 (-2), Int 17(+3), Wis 16 (+3), Cha 16 (+3).

Languages Spoken: Common, Elven, Dwarven, Gnome

 

5. Office of the Town Speaker

This is where Bunnbjorn, Town Speaker for over 2 decades, presides over his office. Bunnbjorn is a retired adventurer who has seen just about everything. He keeps order in his town and has a way of keeping the people happy. Through prosperous and hard times there's always enough gold in the town coffers to bring in the new season with a grand festival outside of Town Hall.

Bunnbjorn has a reputation for liking his mead cold and his women hot. After hours on any given day, he can be found at the Stag at Rest dominating the dagger board with a faithful crowd of cheering onlookers. The people of Kheldell love their leader and tend to overlook his weaknesses of the flesh in favor of his encouraging smile, unerring wisdom, and strong hand of justice.

Bunnbjorn, male human Nob2/Ftr4: CR 5; Size M (5 ft., 1 in. tall); HD 2d8-2 + 4d10-4; hp 37; Init +3; Spd 30 ft.; AC 9; Attack +8 melee, or +4 ranged; SV Fort +3, Ref +2, Will +7; AL NG; Str 17 (+3), Dex 8 (-1), Con 8 (-1), Int 8 (-1), Wis 16 (+3), Cha 15 (+2).

Halberd Damage: 1d10+3

Languages Spoken: Common.

Skills and feats: Climb +10, Gather information +3, Hide -1, Innuendo +5, Listen +6, Move silently -1, Ride +6, Search +1, Spot +5, Swim +8; Alertness, Improved initiative, Improved unarmed strike, Lightning reflexes, Mounted archery, Mounted combat, Weapon focus (halberd).

6. Watch Guard Barracks

These simple barracks are where the Town Guard rest while on duty. Normally, there are 4 Guardsmen patrolling in pairs and 4 in reserve back at the barracks. Most of the male citizens of Kheldell are volunteer members of the Guard. They stand a 24-hour watch twice a month while receiving their normal wages from their regular occupations.

Guard 1, male human Com1/Ftr1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4+1 + 1d10+1; hp 14; Init +2; Spd 30 ft.; AC 12; Attack +1 melee (Short Sword), or +3 ranged; SV Fort +3, Ref +2, Will +0; AL NG; Str 11 (+0), Dex 14 (+2), Con 13 (+1), Int 8 (-1), Wis 6 (-2), Cha 9 (-1).

Short Sword Damage: 1d6

Languages Spoken: Common.

Skills and feats: Hide +4, Intuit direction +2, Knowledge +0, Listen -2, Move silently +2, Spot -2; Iron will, Skill focus (intuit direction), Weapon finesse (sword, short).

* * * * *

Guard 2, male half-elf Nob1/Ftr1: CR 1; Size M (5 ft., 1 in. tall); HD 1d8-3 + 1d10-3; hp 9; Init +4; Spd 30 ft.; AC 10; Attack +1 melee, or +1 ranged (Shortbow); SV Fort -1, Ref +0, Will +5; AL NG; Str 11 (+0), Dex 11 (+0), Con 5 (-3), Int 8 (-1), Wis 13 (+1), Cha 11 (+0).

Shortbow Damage: 1d6

Languages Spoken: Common, Elven.

Skills and feats: Concentration -2, Hide +0, Intuit direction +3.5, Listen +3, Move silently +0, Pick pocket +2, Search +1, Spot +3, Use rope +1; Improved initiative, Iron will.

* * * * *

Guard 3, male halfling (lightfoot) War1/Ftr1: CR 1; Size S (2 ft., 11 in. tall); HD 1d8+2 + 1d10+2; hp 22; Init +2; Spd 20 ft.; AC 13; Attack +4 melee, or +5 ranged (Crossbow, Light); SV Fort +7, Ref +3, Will +1; AL NG; Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 15 (+2), Wis 10 (+0), Cha 10 (+0).

Light Crossbow Damage: 1d8

Languages Spoken: Common, Dwarven, Gnome, Goblin, Halfling, Orc.

Skills and feats: Balance +4, Bluff +0.5, Climb +3, Hide +6, Intuit direction +2, Jump +3, Knowledge +3, Listen +2, Move silently +4.5, Speak language +2, Spellcraft +3, Spot +0, Wilderness lore +1; Weapon focus (flail, light), Weapon focus (pick, heavy).

* * * * *

Guard 4, male gnome (rock) Nob1/Ftr1: CR 1; Size S (3 ft., 7 in. tall); HD 1d8+3 + 1d10+3; hp 21; Init -2; Spd 20 ft.; AC 9; Attack +2 melee (Hammer, Light), or +0 ranged; SV Fort +5, Ref +0, Will +1; AL NG; Str 11 (+0), Dex 6 (-2), Con 17 (+3), Int 11 (+0), Wis 9 (-1), Cha 16 (+3).

Light Hammer Damage: 1d4

Languages Spoken: Common, Dwarven, Elven, Gnome, Goblin, Orc.

Skills and feats: Alchemy +2, Appraise +4, Hide +2, Innuendo +3, Jump +2, Listen +1, Move silently -2, Speak language +4, Spellcraft +0.5, Spot +3; Lightning reflexes, Quick draw.


The work contained on this page is the property and copyright of Cthulu Ftaghn and is used by Candlekeep with permission.


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