CORWYN

Yn thw heart ov deepest, darkest
Bryarvyd lyes thw ancyent elven vyllage ov Corwyn.
Shhh... Dorothy, I don't think were in Kuvera anymore...
CORWYN (village): Conventional - noble ruler and advisory council, Thee Eldar Three; AL CG; 200 gp limit; Assets 4,200 gp; Population: 425 (95% elves, 2% half-elf, 2% human, 1% other).
Authority Figures:
Notable NPCs:
Treegvard: Male and female elf Warriors; Veterans (5), Archers (10), Regulars (20), Adepts (5), Warhounds (10).
THEE TREEGVARD
Protectors of Corwyn. Able to fend off vast hordes of spiders, goblins and werebeasts, oh my!
TREEGVARD VETERAN, Elf Warrior 3: HD 3d8 (hp 16); AC 12; Attack +6 melee (1d8+2), or +5 ranged (1d8); Str 16, Dex 15, Int 11, Wis 11.
Languages: Common, Elven, Goblin.
Skills: Hide, Intimidate, Listen, Move Silently, Search, Spot, Combat Reflexes, Improved Initiative.
TREEGVARD ARCHER, Elf Warrior 2: HD 2d8 (hp 12); AC 13; Attack +5 melee, or +4 ranged; Str 15, Dex 14, Int 10, Wis 10.
Languages: Common, Elven, Goblin.
Skills: Hide, Listen, Move Silently, Profession (Militia), Spot, Point Blank Shot, Precise Shot.
TREEGVARD REGVLAR, Elf Warrior 1: HD 1d8 (hp 7); AC 10; Attack +2 melee, or +1 ranged; Str 12, Dex 10, Int 10, Wis 10,.
Languages: Common, Elven.
Skills: Jump, Search, Spot, Tumble; Weapon Focus (longsword).
TREEGVARD ADEPT, Elf Adept 2: HD 2d6 (hp 8); AC 10; Attack staff (1d6 melee), or sling (1d4 ranged); Str 10, Dex 12, Int 14, Wis 10.
Languages: Common, Elven, Sylvan.
Skills: Craft (Bowmaking), Craft (Leatherworking), Hide, Listen, Search, Spot, Scribe Scroll.
Spells: 3/2.
ELVEN WARHOVND, Cooshee, medium magical beast: HD: 3d10 (22 hp); AC 15; Attack: claw +6 melee (1d4) and bite (1d8); SA: Improved grab, trip; SQ: Darkvision 60', scent, sprint. Str 16, Dex 15, Int 4, Wis 12.
Skills: Hide, Listen, Move Silently, Spot, Survival, Alertness, Track
Improved Grab: To use this ability, the cooshee must hit with two claw attacks. If it gets ahold, it automatically deals bite damage each round it maintains the hold. Cooshees get +5 to this opposed roll.
Sprint: Once per hour, a cooshee can charge up to 5 times its normal speed (200 ft.)
Trip: A cooshee that hits with a claw or bite attack can attempt to trip the opponent.
Cooshee are the trained and highly intuitive warhovnds of the Valar. Careful, they bite...
INTERESTING PLACES AROUND CORWYN
CALLI'S LEATHER WORKING: The fact that this establishment is located near the edge of town, and the horrid scents of the tanning process that assault anyone who approaches, should be sufficient to tell anyone that this is the shop of a leatherworker. A tanned wolf pelt hangs from a stick above the door, however, just in case the other clues aren’t sufficient. Calli (N female half-elf Expert 4) is willing to repair or make any leather goods for standard cost, but she does not work on armor.
TINA THE WITCH'S COTTAGE: In a small three-room cottage a mile east of town along the Old Road lives Tina Wemovth, a gypsy witch. Tina tends her garden and earns a living selling potions and other minor magical trinkets. PCs can buy potions, scrolls, and miscellaneous magical items from Tina, as well as have such items identified as follows:
TINA'S SERVICES COST
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Identify Potion 10 gp
Identify Item 100 gp
Brew Potion cost +10%
Scribe Scroll cost +10%
Craft Item cost +10%*
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* Assuming she knows the spell
ITEMS FOR SALE COST
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POTIONS:
WANDS:
ITEMS:
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TINA WEYMOVTH, Gypsy Witch; Medium Half-elf Spell-caster 5: HD 5d8 (hp 19); Spd 30 ft.; AC 13; Atk +2 melee (1d4+2, +2 dagger); Str 8, Dex 14, Int 16.
Special: Low-light vision (60 ft), Spells, Gypsy Music.
Languages: Common, Elven, Sylvan, Goblin.
Spells: All 1st and 2nd Level spells.
Possessions: +2 dagger, +2 ring of protection, robes of charm.
See also: