It seems that the Archbishop Lazarus goaded many of the townsmen into venturing into the labyrinth to find the king’s missing son. He played upon their fears and whipped them into a frenzied mob. None of them were prepared for what lay beneath the cold earth… Lazarus abandoned them down there – left in the clutches of unspeakable horrors – to die.Deckard Cain
Upon arriving in the town of Tristram, the heroes find that all but the most stalwart townsfolk have either fled the horrors emerging from the depths below the cathedral or died at their hands. Most recently, a group of townsfolk were led into the cathedral by the Archbishop Lazarus and then abandoned to die. Only a few of the men and women who followed the Archbishop returned to the surface and most of those have since died of their wounds or been driven to madness. To make matters worse, the water in the town’s well has been corrupted by the hellspawn below, so the few remaining townsfolk are in desperate need for aid.
While the aftermath of the mob’s expedition into the dungeons and the poisoned well are the most urgent issues facing Tristram, the sprawling catacombs and caverns below the cathedral are home to countless threats.
The witch Adria arrived in Tristram shortly after King Leoric’s death. Many of the townsfolk are wary of her, but she has begun to prove herself to them by using her magic to help protect the town from the dark horrors beneath the cathedral.
Adria knows how to brew and is willing to sell the following items: blast vial, mage’s elixir (30 silver pieces each), thunder vial. She only has a small number of each in stock, and replenishing stock can take several days.
|Accuracy 2 (Light Blades), Communication 3 (Deception, Persuasion), Constitution 1, Dexterity 2, Fighting 0, Intelligence 3 (Arcane Lore, Psychic Arcana, Religious Lore), Perception 2 (Empathy), Strength 0, Willpower 3|
Spellpower: 13 Magic Points: 25|
Spells: Disorient, Empathy, Figment, Mind Reading, Psychic Contact
Talents: Alchemy (Novice), Illusion Arcana (Novice), Psychic Arcana (Journeyman)
Deckard Cain is a scholar who has served the residents of Tristram as a storyteller and a teacher. He is a descendant of Jared Cain, a member of the Horadrim, and has studied much of the Horadric lore that hasn’t been lost to time. He recognizes the true nature of the darkness that has befallen Tristram and knows that the world of Sanctuary is in grave danger.
Deckard will gladly share knowledge with heroes and can do research on their behalf. He is also willing to use his spellcasting ability in town to assist those who have gained his trust.
|Accuracy 1, Communication 2 (Investigation), Constitution 0, Dexterity 0, Fighting 0, Intelligence 3 (Arcane Lore, Historical Lore, Protection Arcana, Religious Lore, Research, Writing), Perception 2, Strength 0, Willpower 2 (Faith, Self-Discipline)|
Spellpower: 12 Magic Points: 30|
Spells: Arcane Awareness, Creature Ward, Draw Power, Identify Enchantment, Mage Lock, Spell Glyph, Spell Ward
Talents: Enchantment Arcana (Novice), Lore (Master), Power Arcana (Novice), Protection Arcana (Journeyman)
Griswold is a towering blacksmith who has stayed in Tristram despite the darkness afflicting the town. When hellish terrors rose from beneath the cathedral, he proved himself to be a capable warrior, but an injury to his leg has crippled him. His smithy is well stocked with arms and armor and he is more than willing to offer steep discounts to anyone fighting on behalf of the townsfolk. He is also willing to craft masterwork equipment with enough time or superior equipment if the right materials can be found.
|Accuracy 1, Communication 1, Constitution 3 (Drinking, Stamina), Dexterity 1, Fighting 2 (Bludgeons), Intelligence 1, Perception 1, Strength 3 (Smithing), Willpower 2 (Courage)|
Ogden owns and operates the only remaining tavern in Tristram. With the troubles in town, he isn’t charging refugees or potential heroes for rooms. He still charges for food and drink, but has been willing to let the ale and wine flow a little more freely than usual in an attempt to keep spirits up.
|Accuracy 0, Communication 3 (Bargaining, Etiquette, Persuasion), Constitution 2, Dexterity 1, Fighting 1, Intelligence 1 (Brewing), Perception 2 (Seeing, Tasting), Strength 1, Willpower 1 (Morale)|
Pepin is an herbalist and healer who has stayed in Tristram out of a feeling of duty to his fellow townsfolk. He is capable of brewing healing potions which he is willing to sell for 25 silver pieces each, but he only keeps a small number in stock at a time. He will also use the heal action on any wounded person who stops by his shop. He doesn’t charge for healing, but does appreciate donations to help him keep his supplies stocked.
|Accuracy 1, Communication 2 (Persuasion), Constitution 1, Dexterity 1, Fighting 0, Intelligence 2 (Brewing, Healing, Natural Lore), Perception 1 (Empathy), Strength 0, Willpower 2|
|Talents: Chirurgy (Journeyman)|
The village icon used in this post is Delapouite under CC BY 3.0. It is available at Game-icons.net.