Bishop

Bishop

Bishop is a fit man in his late forties. His tanned skin is criss-crossed with scars and his face is weather worn. Even though he is of average height, his wide shoulders make him look squatter than most. He is missing fingers on his left hand, lost long ago to a trap deep in the catacombs of a forgotten ruin. He wears the same travel-worn clothes to the Hovel (the nickname for the Wanderer’s headquarters in Ferryport) as he does when on the road.

Bishop if the Wanderers

Background
Bishop was the best of the Ferryport Wanderers in his younger days, risking the darkest roads and the deepest ruins. He was always fair with those who traveled with him, never seeking more fame or fortune than his fellow Wanderers. Unlike most, he often drifted between traveling groups, or went on the road on his own. He is well traveled, carrying messages and packages from Ferryport to the Border Forts in the North or the Wastes of the East. Even though he still spends time traveling, he accepted the position of Lead Wanderer of Ferryport five years past. Each year since, he has been overwhelmingly reelected.

Motivations
Bishop does not care for the politics of Ferryport beyond how it affects his fellow Wanderers. He pays the dues to the city, and lends the company’s services at a very discounted price to officials of the city. In Ferryport, those who wear the badge of the Wanderers are well respected due to Bishop’s leadership.

 

Bishop
Race: Human
Age: 49
Classes: Fighter
Level: 6
Challenge Rating: 5
Size: M
Handed: Ambidextrous
Initiative: +2

Defense
Hit Points: 58
AC: 16 , touch 14 , flat-footed 14
Saves: Fort +8 Ref +6 Will +4
Sanity:
Weaknesses:
Fears:

Offense
Speed:
Base Attack: +6/+1
Melee: Scimitar +8/+3 (1d6+2, 20/x2)
Ranged: 0 ft. +8/+3 (1d6+2, 20/x2)
Special Attacks:
Mana:

Statistics
STR 14 DEX 14 CON 13 INT 13 WIS 11 CHA 12
Skills:
Acrobatics 5, Athletics 6, Awareness 2, Endurance 2, Knowledge 3, Persuasion 4, Survival 2, Thievery 4
Talents: Expanded Critical, Mythic Heroic Action, Negotiator, Powerful, Stunning Strike, Take a Hit

Bizarre Bazaar

Bizarre Bazaar is an oddities and specialty shop located in North Kowal. The owner, Kabir Chaudhary, is a straightforward man who just wants a good deal and the best items. He is a hard man to barter with, but he is fair. He deals in contraband, with seemingly no fear for himself.

This three story shop is painting gaudy colors and has all manner of tapestries hanging from flag poles, beams, or plaster walls. The bright green front doors stand open and the smell of incense drifts out.

Inside fabrics of all kinds line tables, while more valuable looking items are behind glass. Everywhere you look strange things can be seen. A rat skeleton with the head of a fish. A moth three times the normal size skewered to a board. Skins from unknown creatures. Many containers covered in runes or symbols. Along the back wall, behind the counter weapons and armor hang from pegs in the warm wooden walls.

A man sits behind the counter, a broad smile flashing white and gold teeth under a healthy moustache. His thin frame hunches slightly, but his fingers and deft and seemingly in constant motion. His brown skin is extenuated by the garish colors he wears.

Welcome welcome my friends. Welcome to the Bizarre Bazaar.

NPC’s:

Kabir Chaudhary
Stats:
Kabir: STR 9, DEX 13, Con 10, INT 16, WIS 9, CHA 14

Blehr Theater

This Bordon theater is famous for its elaborate dramatic performances. It is a massive three-story wooden building inhabiting most of a city block near the center of the city.

Formerly owned by Mirkai Blehr, it has since been remodeled after a mysterious fire destroyed most of the building, and is now run by powerful members of the Sworn.

Boggart

Small, mischevious creatures who enjoy harassing and harming the other races of Uteria.

Boggarts are the creatures behind so many myths. These short two foot tall saucer-eyed monsters have been called many things – gremlins, kobolds, sprites, or bogeys. They lurk anywhere it is dark and filthy. They use crude tools or their hands to scrounge and scavenge for food and treasure.

They dislike most other creatures and will be a mild nuisance to violent aggressor to the other races of Uteria. They lurk in the dark, attack when people are asleep or hurt, and steal or destroy the belongings of others. They are blamed for a wide range of problems from broken wagon wheels to stolen chickens.

Boggart

Challenge Rating: 1/4

Size: Small

Type: Humanoid (goblinoid)

Initiative: +3

 

Defense

Hit Points: 4 (1HD)

Armor Class: 16, touch 13, Flat footed 13 (+2 armor, +3 dex, +1 size)

Saves: Fort +1 Ref +4 Will -1

Weaknesses: Bright light

 

Offense

Speed: 20’ Climb 20’

Base Attack: +1

Melee: Rusted Dagger, +0 (1d4-1, crit: 19-20)

Ranged: sling +4 (1d3-1)

Special Attacks:  —

Sanity Effects: —

 

Statistics

Abilities: STR 9, DEX 16, CON 10, INT 8, WIS 9, CHA 8

Skills: Acrobatics +3, Athletics -1,  Awareness -1, Endurance +0, Knowledge -2, Persuasion -2, Spellcraft –, Survival -1, Thievery +3 (+5 on hiding or moving silently)

Talents: 1 point or recommended: Stealthy

Special Qualities: Darkvision 60’

 

Ecology

Environment: Underground, Marsh, Sewers

Organization: Solitary, pair, swarm, tribe

 

Treasure: Standard


Bright light: If a boggart is exposed to light brighter than a torch, it fights at a -2 to hit, and its awareness is dropped by -2.

Bone Alliance

The Bone Alliance is whispered of by those who fear conspiracies around every corner. Naughty children are often coerced with the threat of being carried off by the “Bone Witches” if they misbehave. Most believe they are just stories, but the Bone Alliance is very real. They pursue and gather the old knowledge of spellcraft and attempt to keep it out of the hands of those who would control adepts of magic for their own gain.

Their name is taken from a historic band of outlaw mages who fought against the Magi of the West hundreds of years in the past.

Bordon

bordonGuardian of the West, Bordon sits within the Swordspine mountains, keeping watch over the largest pass between the east and west. It is quite impressive to see first hand. Nestled in a valley, its brown walls stand over 150 feet tall and 30 feet wide at the base, pierced by a single entrance. The gates of Bordon stand 25 feet tall, and are made of the same stonework as the walls. Reliefs of battles fought and won are carved from top to bottom in the doors. The walls and much of the city were crafted by the dwarves of Greyhelm.

From Crossroads of the Never

Toryn:

Bordon was built mostly by the dwarves as a military city, guarding the passageway between East and West, so other than the artistry of those three stone tributes to ancient warriors that stand outside the gates, most of what you see is utilitarian in nature. There is very little that did not once serve some purpose. Many deride it for its lack of aesthetics, but I believe it tells us much about our ancestors. If nothing is built without purpose, then everything built can tell you something about its creators. There is a deep honesty in such practical masonry.

And yet, despite its plainness, its grandness is undeniable. Everything you see is massive in scale, as if built to house a civilization of giants. It is overwhelming, and can make a person feel small.

The most beautiful part of Bordon, however, is its incredible mountainous backdrop, which is the most gorgeous wonder of nature I’ve encountered. The gray mountains reach far into the sky, dotted and lined with trees that turn a multitude of colors in the fall. Creeks and waterfalls abound, winding their way through canyons and valleys. Natural springs sparkle in the sun and provide crystal clear water like none you have ever tasted. The highest white-capped peaks often stab through the thick, roiling clouds above.

Brelmani Ayo

Brelmani is a new merchant in town, or was he an older merchant who just returned? He is a strange man, with his hands in anything that can make him money. He owns a manor outside of the city on a very large tract of land near the village of Yorik.

Bulette

Bulette

Challenge Rating: 7

Size: Huge

Type: Magical Beast

Initiative: +6

 

Defense

Hit Points: 84 (8HD)

Armor Class: 22

Saves: Fort +11 Ref +8 Will +5

Weaknesses:

 

Offense

Speed: 40ft, burrow 20ft

Base Attack: +8

Melee: Bite +13 (2d8+9/19-20) and 2 Claws +12 (2d6+6)
Special Attacks: leap, savage bite

 

Statistics

Abilities: STR 23, DEX 15, CON 20, INT 2, WIS 13, CHA 6

Skills: Acrobatics +2, Athletics +6,  Awareness +3, Endurance +5, Knowledge N/A, Persuasion -2, Spellcraft N/A, Survival +1, Thievery +2

Talents: Improved Initiative, Unbreakable Will, Investigator, Weapon Specialty (Bite)

Special Qualities:  darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Space 15 ft.; Reach 10 ft.

 

Ecology

Environment: Temperate Hills and Plains

Organization: solitary or pair

Treasure: None


Leap

A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 18 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

 

Savage Bite

A bulette’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

 

Byrn

Byrn 

 

 

  1. Willow Tree Inn (1.b Willow Tree Inn Barn)
  2. Town Hall
  3. Simon’s Stables
  4. Tellin’s General Store
  5. Black Smith Shop – Khaerg: Owner and Blacksmith
  6. Lena’s Herbs
  7. Musty Tome – Maps and Book supplies
  8. Byrn Graveyard
  9. Old Bathin’s House

Byrn  (Bee-Yeern)