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<blockquote data-quote="UnDfind" data-source="post: 48072" data-attributes="member: 2744"><p><strong>Part 2</strong></p><p></p><p>Okay, now we get into some of the stats.</p><p></p><p>The Town:</p><p></p><p>Heraldsford: Population: 290, AL: CG</p><p></p><p>Heraldsford is a town like many others. It is the central gathering place for the outlying farms and village communities, who come to sell their goods and enjoy the company of others. The town itself is relatively small, numbering just under 300 people. Not many pass through Heraldsford, as it's one of those places that's bypassed by most of the major trading routes. Only one road of any importance goes through the town, and the folk of Heraldsford only know it as "the Main road."</p><p></p><p>Heraldsford has two badges of authority presiding over the daily life of the town. The Mayor, Ruben Cullins (Male Human, Aristocrat 6) is a tall, no nonsense fellow who presides over the civil affairs of Heraldsford. The town magistrate takes care of the criminal courts and runs the town militia, guard, and the small jail connected to his office.</p><p></p><p></p><p>Arrival: Shortly after arriving in the town, the party finds that the town is abuzz with talk that the magistrate (a man named Dylan Gebb) has been found murdered in his bed. A Gather Information check (DC 15) will reveal that the local healer had declared the cause of the Magistrate's death was Greenblood oil.</p><p></p><p>The party may alert the acting magistrate (Kepper Indell, Male Human, Ftr 4) of the encounter on the way to town. If they do so, Kepper dispatches men to see what they can see. They return with the body of the injured man, but the three smugglers' body's have dissappeared. It is quickly discovered that the injured man had been affected by the same poison as the magistrate. Any captured smugglers brought back are taken into custody, and a reward of 10 gold is given for their capture (after the claims are logged). The acting magistrate informs the party of a reward (a good amount of money...every DM allows their party different amounts, so you decide) for any information regarding these two deaths.</p><p></p><p>The party will probably be looking for an inn, as night is closing fast. Any inquiries as to a good inn leads the party to the Inn of the Dancing Donkey, the only real inn in the town.</p><p></p><p>(((More later)))</p></blockquote><p></p>
[QUOTE="UnDfind, post: 48072, member: 2744"] [b]Part 2[/b] Okay, now we get into some of the stats. The Town: Heraldsford: Population: 290, AL: CG Heraldsford is a town like many others. It is the central gathering place for the outlying farms and village communities, who come to sell their goods and enjoy the company of others. The town itself is relatively small, numbering just under 300 people. Not many pass through Heraldsford, as it's one of those places that's bypassed by most of the major trading routes. Only one road of any importance goes through the town, and the folk of Heraldsford only know it as "the Main road." Heraldsford has two badges of authority presiding over the daily life of the town. The Mayor, Ruben Cullins (Male Human, Aristocrat 6) is a tall, no nonsense fellow who presides over the civil affairs of Heraldsford. The town magistrate takes care of the criminal courts and runs the town militia, guard, and the small jail connected to his office. Arrival: Shortly after arriving in the town, the party finds that the town is abuzz with talk that the magistrate (a man named Dylan Gebb) has been found murdered in his bed. A Gather Information check (DC 15) will reveal that the local healer had declared the cause of the Magistrate's death was Greenblood oil. The party may alert the acting magistrate (Kepper Indell, Male Human, Ftr 4) of the encounter on the way to town. If they do so, Kepper dispatches men to see what they can see. They return with the body of the injured man, but the three smugglers' body's have dissappeared. It is quickly discovered that the injured man had been affected by the same poison as the magistrate. Any captured smugglers brought back are taken into custody, and a reward of 10 gold is given for their capture (after the claims are logged). The acting magistrate informs the party of a reward (a good amount of money...every DM allows their party different amounts, so you decide) for any information regarding these two deaths. The party will probably be looking for an inn, as night is closing fast. Any inquiries as to a good inn leads the party to the Inn of the Dancing Donkey, the only real inn in the town. (((More later))) [/QUOTE]
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