Finch 3E

The Village of Dun Gordon

Author: Matthew J. Finch

Website for more DM Resources: https://mythmere.tripod.com/index.html

Copyright July 2002, Matthew J. Finch, all rights reserved. No claim is made to any intellectual property of others, including WOTC.

All content is Open Game Content other than names and non-game specific descriptions.

OGL: https://mythmere.tripod.com/ogl.html

Maps

Village Map

Area Map

The Jack o the Lantern Map

DM Introduction

Dun Gordon is a sleepy little village concerned mainly with pumpkins and pumpkin products. This resource is designed to provide a set of interesting, vibrant villagers for you to plug into your adventures as a spot for R&R or as the classic village in need of rescue. In the World of Rowan, Dun Gordon is located in the Mistral Verge region of Yrvaine.

Statistics of Dun Gordon

Population: 776

Gold Piece Limit: 133 gp

Total Wealth: 5,082 gp.

Sherrif: Fighter level 2 (Beard Boxnose)

Full-time guards: 7 (Milgwain, Murthy, Harford, Bert, Jarfy, Reemish and Feen)

Conscriptable individuals: 38

DM Description: The map (see link above) shows only the center of the village of Dun Gordon. Most of the village’s population is actually to be found in stone farmhouses scattered about the pumpkin fields, just beyond the mapped area. Because visiting adventurers are quite rare in Dun Gordon, most of the villagers will want to have a look at the party, and will bring a considerable quantity of food into the village to give to them (most of it with pumpkin as a major ingredient). Before leaving, the party should be thoroughly sick of pumpkins, bees, and curious peasants.

Class Breakdown: The following breakdown of character classes provides a picture of the total population of the village in case this is in some way necessary to your purposes as the DM. I feel that it is much more playable to focus on the village center and bring in other villagers when they are useful to the plot. It is much easier for your players to remember the personalities of a few key villagers than to be deluged with a mass of detail.
Bard (total: 3)
- level 1: 3 (Rufus Countryfellow, location 9)
Cleric (total: 7)
- level 4: 1 (Luniver Ystar, location 7)
- level 2: 2 (Moric Prayersayer, location 7)

Druid (total: 1)

-level 2 (Margaret of the Forest, not usually present)
Fighter (total: 7)
- level 6: 1 (Lord Pendergordon, location 1)
- level 2: 2 (Beard Boxnose, location 1)
- level 1: 4 (Milgwain, Murthy, Harford, Bert, location 1)
Rogue (total: 3)
- level 3: 1 (Botho Dweezel, location 10)
- level 1: 3
Sorcerer (total: 1)
- level 1: 1 (Feldrin the Mighty, location 12)
Wizard (total: 3)
- level 6: 1 (Glibrin) – lives in tower two miles from the main village.
- level 1: 2 (Linsack and Hailinn – in Glibrin’s tower)
Adept (total: 4)
- level 1: 4 (Llyneth Pendergordon, location 1), (Old Liza, location 5)
Commoner (total: 680)
- level 4: 1 (Gamy Perwellin, location 4)
- level 2: 2 (Farmer Tithe, location 6), (Branish the Shepherd, location 13)
- level 1: 677
Expert (total: 25)
- level 6: 1 (Gaffer Zeek, location 3)
- level 3: 2 (Ned Stitch, location 11)
- level 1: 22 (Terris One-Punch, location 2), (Minifred Prizewinner, location 9), (Claynfardis, location 15), (Mekko, location 14)
Warrior (total: 40)
- level 4: 1
- level 2: 2
- level 1: 37 (Jarfy, Reemish and Feen, location 1)

Farming in Dun Gordon: Pumpkins are planted in midsummer and harvested in October. Wheat is planted in March and harvested in the early summer. Pumpkins require a constant supply of moisture during the growing season. Pumpkins also are sensitive to cold temperatures and plants can be injured by even a slight frost. The best average temperature range during the growing season is between 65° and 95°F; temperatures above 95°F or below 50°F will slow the growth and maturation of the crop. Because they are a warm season crop, pumpkins generally are seeded in the field in early July. Pumpkins also can produce a sizable yield when planted without tilling into a harvested grain field. Growers usually plant as seed approximately 1,600 to 2,800 plants per acre in single rows 6 to 8 feet apart with 30 to 40 inches between plants in the row, depending on the plant type.

Honeybees are important for complete pollination and fruit set. One hive per acre is recommended for maximum fruit production. Insecticides applied to flowers or weeds in bloom can adversely affect pollinating insect populations, especially honeybees. (Note: largely quoted, with omissions, from web materials of the Pennsylvania State University).

Map Key:

  1. Dun Gordon Keep. The castle has four small towers about twenty feet in diameter and forty feet tall, and a large drum tower about sixty feet in diameter with a pointed roof and crenellated balcony. The walls are thirty feet high. During the day, the gates of the castle stand open to the villagers. Dun Gordon is dominated by the personality of its dynamic (one might say hyperactive) Baron, Lord Pendergordon. Pendergordon is a fifty-year-old former adventurer (Ftr4/Ari1) who settled down with the Baroness, Llyneth of Dun Gordon (Ari1/Adp1), after a twenty year career. Lord Pendergordon is a tinkerer, and is working with several townsfolk on a homemade catapult for the keep, based on the old one already in service. They have already built a working model. Pendergordon’s other projects involve finding new products to make from pumpkins, which grow very well around Dun Gordon (the pumpkin liqueur and the dried pumpkin rations were not successes), a library (it has sixteen books on farming, animal husbandry, etc.), writing a history of the Dun Gordon clan, and trying to get a good bard into the town. The castle buildings include a stable, a kennel (with falcon mews), and a barn.
  2. Lord Pendergordon, human male Ftr4/Ari1: CR 4; Size M (5 ft., 8 in. tall); HD 4d10+8 + 1d8+2; hp 39; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 21 (+2 Dex, +1 armor enhancement, +5 chainmail, +2 large shield, +1 amulet); Attack +8 (+4 Base, +2 Str, +1 weapon focus, +1 masterwork weapon) melee, or +6 (+4 Base, +2 Dex) ranged; SV Fort +6 (+4 Base, +2 Con), Ref +3 (+1 Base, +2 Dex), Will +4 (+3 Base, +1 Wis); AL LG; Str 15, Dex 14, Con 14, Int 11, Wis 12, Cha 14.

    Skills: Appraise +4 (+4 Rank), Climb +4 (+2 Rank, +2 Str), Profession (Siege Engineer) +1 (+1 Rank), Profession (farmer) +1 (+1 rank), Profession (teamster) +1 (+1 Rank), Handle animal +9 (+7 Rank, +2 Cha), Hide +2 (+2 Dex), Intimidate +6 (+4 Rank, +2 Cha), Intuit direction +3 (+2 Rank, +1 Wis), Knowledge (architecture and engineering) +2 (+2 Rank), Listen +3 (+2 Rank, +1 Wis), Move silently +2 (+2 Dex), Read lips +1 (+1 Rank), Ride +9 (+7 Rank, +2 Dex), Sense motive +3 (+2 Rank, +1 Wis), Spot +1 (+1 Wis), Swim +6 (+4 Rank, +2 Str). Feats: Blind-fight, Cleave, Dodge, Improved Initiative, Mounted combat, Power attack, Weapon focus (longsword), Weapon focus (heavy lance).

    Gear: +1 Chainmail, large steel shield, masterwork longsword, masterwork heavy lance, two potions of cure serious wounds, amulet of natural armor (+1). Heavy warhorse named Merrymaker.

    Sherrif Beard Boxnose, human male Ftr2: CR 2; Size M (5 ft., 9 in. tall); HD 2d10+4; hp 20; Init +1 (+1 Dex); Spd 30 ft.; AC 19 (+1 Dex, +8 full plate); Attack +3 (+2 Base, +1 Str, +1 weapon focus) melee, or +3 (+2 Base, +1 Dex) ranged; SV Fort +5 (+3 Base, +2 Con), Ref +1 (+0 Base, +1 Dex), Will -1 (+0 Base, -1 Wis); AL LG; Str 13, Dex 13, Con 14, Int 12, Wis 9, Cha 11.

    Skills: Balance +2 (+1 Rank, +1 Dex), Gather information +2 (+2 Rank), Hide +3 (+2 Rank, +1 Dex), Knowledge +3 (+2 Rank, +1 Int), Listen -1 (-1 Wis), Move silently +1 (+1 Dex), Search +2 (+1 Rank, +1 Int), Spot -1 (-1 Wis, +3 Rank); Feats: Cleave, Combat reflexes, Power attack, Weapon focus (greatsword). Gear: greatsword, full plate armor, light crossbow, 40 bolts.

    Guards Milgwain, Murthy, Harford and Bert male human Ftr1: CR 1; Medium Humanoid (6 ft tall); HD 1d10+1; hps 14; Init +6 (Dex +2, Improved Initiative); Spd 20 ft.; AC 19 (+4 scale mail, +2 large shield, +3 Dex); Atks heavy pick +5 melee (+4 Str, +1 base); or light crossbow +2 ranged (Dex); SA n/a; SQ n/a; SR n/a; AL LN; SV Fort + 2, Ref +2, Will +0. Str 17; Dex 15; Con 13; Int 15; Wis 11; Cha 12. Skills: Climb +4, Handle Animal +4, Jump +4, Ride +8. Feats: Toughness, Dodge, Improved Initiative.

    Gear: Scale mail, large steel shield, heavy pick, dagger, light mace, light crossbow, 30 bolts, 40 gps in belt pouch.

    Jarfy, Reemish and Feen male human War1: CR ½; Medium Humanoid; HD 1d8+3 (7 hp); Init +0; Spd 20 ft.; AC 16 (+4 scale mail, +2 large shield); Atks +2 melee (+1 base, +1 weapon focus); or + 1 ranged (+1 base); Damage shortspear 1d8, light crossbow 1d8; SA none; SQ none; AL LN; SV Fort + 2, Ref +0, Will +0; Str 11 Dex 11 Con 11 Int 11 Wis 11 Cha 11. Skills: Swim +1, Climb +1, Intimidate +2, Spot +2, Listen +2. Feats: weapon focus (short spear), toughness.

    Gear: scale armor, large shield, short spear, light crossbow, 30 bolts.

  3. Smithy. A two-story stone building open at the front of the ground floor to show the forge of a blacksmith. This is the smithy of Terris One-Punch (human male Exp1/War1). Terris is a muscular man about forty years old, with long black hair going gray in long strands at the temples. He wears a medallion of the god Kord, whom he follows in preference to Pelor. He likes to accentuate this minor distinction between himself and most of the rest of the village, and if a cleric of Kord should visit the village, Terris will stop at nothing to introduce himself and engage in a long conversation.
  4. Cottage of Gaffer Zeek (Exp6). This cottage is built of whitewashed fieldstone, with the windows bordered in round river stones. Gaffer Zeek is an old man, but he knows more about pumpkins and a variety of other topics than anyone else in the village. He is a good friend of Lord Pendergordon’s, and the two of them will often potter about in the castle, working on one or another of Pendergordon’s numerous hobbies. As a gadgeteer, Gaffer Zeek will be instantly drawn to any gnomes in an adventuring party, and will happily show off any number of whizamagoo models built of wood and canvas sitting on the shelves of his cottage. Gaffer Zeek is sixty-six years old, and is a widower.
  5. Cottage of Gamy Perwellin (Com4) and the Perwellin clan. A small and rather run-down stone cottage with a thatched roof. There seem to be children oozing from every crevice of the stonework. You can count five at least. There are actually eight Perwellin children, all told. Gamy owns a wagon and a horse, and makes his living hauling pumpkins, furniture, and peasants from place to place, especially on market days. Gamy is well-liked, but is quite shy. If the party meets him, it will likely be because other villagers pulled him over for an introduction.
  6. Cottage of Old Liza the Witch. This is a stone cottage with a thatched roof. There are herbs and flowers growing in window boxes, and a well-tended garden all around the cottage, protected from animals by a low hedge. This is the home of Old Liza the Witch (Adp1/Com1).
  7. Cottage of Farmer Tithe (Com2). This is a stone cottage built solidly and well-chinked with mortar. The cottage has a thatched roof and is whitewashed. There is a horseshoe nailed over the door next to an iron symbol of Pelor. This is the cottage of Farmer Tithe and his wife Dame Tithe.
  8. Chapel (You may have to adapt this to your own campaign). Exterior Description: The chapel is a large two-story stone building with a bell tower. It is well-built, but not fancy. Interior Description: The inside of the chapel has a low ceiling, supported with heavy wooden beams. This is a chapel maintained by Lord Pendergordon for the worship of the good deities. The village cleric is Luniver Ystar, a cleric of Pelor. Her sermons generally include praises to other deities of good alignment in addition to Pelor. Luniver’s quarters are on the second floor of the chapel, together with her acolyte Moric Prayersayer (human male Clr2), also a cleric of Pelor.
  9. Grove of Trees. This is a pleasant grove of oak trees in the midst of the otherwise pumpkin-rich landscape. One of Claynfardis’ beehives is in the grove, but bees won’t bother you if you don’t bother them. Unless the DM says otherwise, of course. The darndest things can piss bees off, actually. When in the village, the Druidess Margaret of the Forest usually camps in the grove and eats at the castle.
  10. The Jack-o-the-Lantern. This is a large, two-story building of mortared fieldstone on the ground floor and plaster and timber on the second floor. The sign over the door is an orange jack-o-lantern on a black background. Note: This page contains a link to a map of the Jack of the Lantern. The Jack-o-the-Lantern is run by Jack Lanthorn (2nd level fighter), who was a henchman of Pendergordon’s and settled down when he did. The Jack rents small rooms for 1 gp (a comfortable goosefeather mattress on a rope and wood cot, with a bolt on the door), and its great suite for 5gp a night, which includes a central room with table and chairs, four comfy armchairs, arms rack, fireplace and dartboard, and four bedrooms off the central room, each with a huge feather bed, two with desks and chairs. The door is of wood, iron banded, with a great bolt, a latch, and a lock, with a cowbell set on the inside of the door. The price of rooms includes food of very high quality. Note that lots of townsfolk are going to come to visit, so the illusion of privacy is nothing more than that. The resident bard of the Jack-o-the-Lantern is the not-particularly-talented Rufus Countryfellow (human male Brd1). The cook is Minifred Prizewinner (human female Exp1). Minifred’s room is the small room off the kitchen; Rufus sleeps in one of the guestrooms unless a paying customer rents the room.
  11. Jack Lanthorn male human Ftr2: CR 2; Size M (6 ft., 3 in. tall); HD 2d10+2; hp 15; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 15 (+1 Dex, +4 chain shirt); Attack +6 (+2 Base, +3 Str, +1 masterwork weapon) melee, or +3 (+2 Base, +1 Dex) ranged; SV Fort +4 (+3 Base, +1 Con), Ref +1 (+0 Base, +1 Dex), Will -1 (+0 Base, -1 Wis); AL NG; Str 17, Dex 13, Con 13, Int 14, Wis 9, Cha 11.

    Languages Spoken: Common, Dwarven, Goblin.

    Skills and feats: Appraise +4 (+2 Rank, +2 Int), Concentration +3 (+2 Rank, +1 Con), Diplomacy +2 (+2 Rank), Forgery +3 (+1 Rank, +2 Int), Handle animal +1 (+1 Rank), Hide +1 (+1 Dex), Listen +1 (-1 Wis, +2 Alertness), Move silently +1 (+1 Dex), Open lock +3 (+2 Rank, +1 Dex), Perform +2 (+2 Rank), Profession (innkeeper) +3 (+1 Rank, +2 Int), Spot +1 (-1 Wis, +2 Alertness).

    Feats: Alertness, Blind-fight, Endurance, Improved initiative.

    Possessions: Chain Shirt, greatsword (masterwork), heavy crossbow, 40 bolts, potion of cure moderate wounds.

  12. House and Shop of Botho Dweezel. This is a two-story building with a stone ground floor and a wooden second floor. A sign out front proclaims that this is the Office of Botho Dweezel. Botho (Rog3) is the only traveling merchant in the village, stocking an assortment of goods from what the villagers would refer to as the "outside world." In the shop, Botho stocks such items as scented soap, razors, a mirror, three tindertwigs, ink, paper, and some buttons.
  13. Cottage of Ned Stitch. This is a one-story stone cottage with a thatched roof. It is the home of Ned Stitch (human male Exp3), a leatherworker, tanner, and thatcher; the village’s all-around handyman for skilled tasks. Ned is a cheerful country bumpkin who loves to fix and make things. He is one of Lord Pendergordon’s close cronies as a result, though he tends not to be involved in the intellectually challenging planning phase of Pendergordon’s projects.
  14. Sorcerer’s Cottage. This is a two-story stone cottage with a thatched roof. There are arcane markings over the door. Feldrin the Mighty (Sor1) was born with a caul, and the village expected great things of him. He went adventuring to the city, but returned chastened, convinced that he doesn’t have what it takes. Adventuring terrified him, in a word. He is very bitter about it, and now lives at home with his mother, Analdrea Cottager (human female Com1), casting spells for money and growing pumpkins.
  15. Feldrin, male human Sor1: CR 1; Size M (5 ft., 3 in. tall); HD 1d4-1+3; hp 4; Init +0; Spd 30 ft.; AC 10; Attack -1 (+0 Base, -1 Str) melee, or +0 (+0 Base) ranged; SV Fort -1 (+0 Base, -1 Con), Ref +0 (+0 Base), Will +3 (+2 Base, +1 Wis); AL N; Str 9, Dex 11, Con 9, Int 13, Wis 12, Cha 14.

    Languages Spoken: Common

    Skills: Alchemy +3 (+2 Rank, +1 Int), Concentration +1 (+2 Rank, -1 Con), Profession (Farmer) +3 (+2 Rank, +1 Int), Hide +0, Knowledge (arcana) +5 (+4 Rank, +1 Int), Listen +1 (+1 Wis), Move silently +0, Scry +3 (+2 Rank, +1 Int), Spot +1 (+1 Wis), Swim +1 (+2 Rank, -1 Str). Feats: Scribe scroll, Toughness.

    Possessions: Traveler’s robes, quarterstaff.

    Sorcerer Spells Known (5/4): 0th -- Detect Magic, Light, Mage Hand, Read Magic. 1st -- Magic Missile, Spider Climb.

  16. House of Branish the Shepherd. This is a stone building with a small attached shearing pen and sheepfold. This is the home of Branish the Shepherd (Com2). Branish is the only farmer in the area not involved in growing pumpkins, to which he has a mild allergy. If he visits the Jack-o-the-Lantern (which he does, often), he will sit near the wall, sniffling into a handkerchief, eyes watering. Master Branish is tall and thin, with cadaverous sunken eyes (likely the result of living in constant contact with his allergies).
  17. Mekko the Potter. This cottage is built of stone, with deep windowsills filled with plants in decorative pots. The roof is thatched. Mekko (human male Exp1) owns a kiln, which is also used for making charcoal and lime (lime is used in making paint, and is made by burning bones or limestone). Mekko is short and dumpy, with a large bald spot.
  18. Cottage of Claynfardis the Beekeeper. Bees buzz sleepily around this whitewashed stone cottage, which has several clay hives set out around it. In addition to the hives at the house, Claynfardis (human male Exp1) maintains hives throughout many of the fields, sharing the honey with the owner of the field. Claynfardis is of average build, with his long blond hair tied into a braid. There are usually a couple of bees circling lazily around him wherever he goes.
  19. Crossroad. The road slopes downward in a gentle grade, into a valley seemingly filled with pumpkins. All of the fields in the area are given over to pumpkins, and they seem to be excellent specimens of great size and vibrant orange color. Stone dwellings painted in bright colors are nestled in between the pumpkin fields, and the road leads to a small village common built in the lee of a modest castle.
  20. The farms described below are keyed to the large-scale map.

  21. Northwine Farm. This is a prosperous-looking pumpkin farm with a four-story farmhouse, a smaller cottage behind the farmhouse, and a barn. The farmhouse is a fieldstone building with red-shuttered windows. The barn is a fieldstone building. There is a beehive behind the barn. Cullen Northwine and his wife Naomi own the farm.
  22. Woodbottle Farm. This is a well-kept farm with a four-story farmhouse, a smaller cottage behind the farmhouse, and a barn. The farmhouse is a fieldstone building with blue-curtained windows. The barn is a stone building. A brook runs through the farm. Druin Woodbottle and his wife Windreth own this farm.
  23. Greenbrook Farm. This is a small farm with a four-story farmhouse, a barn and a chicken coop. The farmhouse is a wooden building with round windows. The barn is a fieldstone building. Prymeath Greenbrook and his wife Gwyneth Greenbrook own this farm, and rent the top floor to another family, Highmish and Falaria Fastenbit.
  24. Littlefurrows Farm. This is a stone-walled farm with a two-story farmhouse, a barn and a duckpond. The farmhouse is a fieldstone building with arched windows. The barn is a fieldstone building. Pryburn Littlefurrows and his wife Millicent Littlefurrows are the owners of the farm.
  25. Whitscleeve Farm. This is a rich-looking farm with a two-story farmhouse, a barn and a duckpond. The farmhouse is a wooden building with floral-curtained windows. The barn is a stone building. A number of apple trees are scattered throughout the farm. This farm is the home of Dainna Whitscleeve, an unmarried woman of thirty years of age.
  26. Willowhill Farm. This is a medium size farm with a two-story farmhouse, a barn and a fenced yard for animals. The farmhouse is a half-timber building with yellow-shuttered windows. The barn is a half-timber building. The barn appears to have been damaged recently by fire. The farm is owned by Farley Willowhill.
  27. Waywich Cottage. This is a small farm with a one-story farmhouse, a barn and a chicken coop. The farmhouse is a fieldstone building with a piece of needlework tapestry in one window reading "Light and Health". The barn is a half-timber building. A pair of boulders marks the gate of the farm. This small landholding is rented by Lord Pendergordon to Fergus Fifeweed and his young wife Cynthia.
  28. Pond’s End Farm. This is a large farm with a one story farmhouse, a barn and a duckpond. The farmhouse is a stone building with shuttered windows painted with grimacing faces. The barn is a fieldstone building. A number of birch trees are scattered throughout the farm. This is the farm of Wickon of Pond’s End, and his wife Issilda.
  29. Pumpkinhallow Farm. This is a prosperous-looking farm with a one story farmhouse, a barn and a fenced yard for animals. The farmhouse is a half-timber building with round windows. The barn is a wooden building. This is the farm of Durfield Pumpkinhallow and his wife Gweniver. Both of the Pumkinhallows are quite fat, and they are a very good-natured family, well-liked in the village.
  30. Cricketfallow Farm. This is a poorly-kept farm with a one story farmhouse, a barn and a chicken coop. The farmhouse is a half-timber building with small shuttered windows. The barn is a half-timber building. This is the farm of Ryan Cricketfallow, a lazy good-for-nothing. His wife left him two years ago to live with her parents.
  31. Penwindle Farm. This is an old-looking farm with a weathered three-story farmhouse, a smaller cottage behind the farmhouse, and a barn. The farmhouse is a fieldstone building with iron good-luck charms over the door. The barn is a stone building. A number of oak trees are scattered throughout the farm. This is the farm of Baldric Penwindle and his wife Timothea Penwindle.
  32. Rainhollow Farm. This is a small farm with a four-story farmhouse, a barn and a duckpond. The farmhouse is a half-timber building with a small stained-glass window over the door. The barn is a fieldstone building. There is a large herb garden behind the farmhouse. This is the farm of John Rainhollow and his (soon to be) wife Relicin of Ferffallow. Relicin is not a native of the village, having met John at a village fair and returned to Dun Gordon with him.
  33. Bymoot Farm. This is a large farm with a one-story farmhouse, a smaller cottage behind the farmhouse, and a barn. The farmhouse is a fieldstone building with a piece of needlework tapestry in one window reading "Eat, Drink and be Merry!" The barn is a fieldstone building. This is the farm of Mundibus Bymoot (male halfling com1) and his wife Murinda (female halfling com1).

Significant or interesting villagers not on the map:

The wizard Glibrin (Wiz6) holds a fief granted by the Dun Gordons nearby. He is in occasional magical contact with Pendergordon, and will drop in if Pendergordon tells him that there are interesting visitors. Glibrin has two apprentices, Linsack (male human Wiz1) and Hailinn (female human Wiz1), but they are both fairly reclusive, and are unlikely to come to the village.

The Druidess of Dun Gordon, Margret of the Forest, does not live here, but rambles between Dun Gordon and another village called Burnyside, preferring to stay nearer to Burnyside, which is a heavily forested area.