I realized I have failed to really describe the town of Rosethorp on the blog. Now that there is a ruler and the beginning of order on the borderlands settlement of Rosethorp and the Watcher Barony, it is probably time to write this up. A lot of this is ripped from Stericksburg's Status written by Peter Dell'Orto.
Nobility
There is a newly founded noble clan in Rosethorp, residing in Watcher Keep, called the Giantslayers. They are the rulers of the Watcher Barony, with the chief of the clan being Baron Fleck Giantslayer, a Half-Orc who has already had a lifetime of adventuring, but was pushed into settling down at the Keep, proving to be an asset too valuable worth losing.
Also residing at the Keep is 'the Giantslayers', an adventuring party managed by Lord Fleck's Priestess, named Bea. They are the local peacekeepers, not quite knights, but definitely not just random local adventurers. Despite their connection to Lord Fleck and House Giantslayer, they are not nobles and do not have the Lord's authority to do whatever they want.
Equipment and the Market
General Notes: equipment bought in town has a markup equal to 1d*10%, sometimes more, at the minimum. Some equipment from outside of DFRPG is allowed if it is deemed widely available for one reason or another, but this is not the norm.
Weapons: most weapons are freely available in Rosethorp. Swords and other 'noble' blades usually take 1 day/$100 to procure. Weapons with one prefix (e.g. Fine, Dwarven, Balanced) are usually available on 12-. Items with more than one prefix are available on a 9-. Very specific combinations are available on a 6-. All weapons can be ordered specially. Boltac, the caravan master in town, sells dwarven weapons in town and rarely lets you pay anything less than 125% of the book price.
Ammunition: Standard arrows and bolts are common enough in most variations that they don't need to be rolled; crushing, cutting, etc arrows are available on a 15- and provides (2 x margin of success) rounds of ammunition of that type. On a critical, ammunition is effectively unlimited. Specialty ammo types with many prefixes are available on a 12-.
Armor: normal leather and cloth armor is always available. Scale and mail armor are also always available, but take 2d days to make. Fine variations of standard armor are available, but take 1d/2 weeks to be made after the armorer takes your measurements. Armor made of non-standard materials is only available by special order. Shields of all types are pretty common; mirrored and dwarven shields are available on a 9- from Boltac, though don't expect to pay book price for either of these.
Equipment: basic adventuring equipment (poles, torches, door-stakes, mallets, etc) is always available for purchase at book price. Specialty equipment is occasionally available in the market, but requires players to check the market. Otherwise, you must order specialty equipment. Fine adventuring equipment is occasionally found in town (on a 9-) but isn't numerous. Very Fine adventuring equipment is rarely sold anywhere and requires many contacts and a lot of searching to find.
Magic Items: the art of enchanting is almost completely lost! Magic items are not available for special order, unless you are a member of the Fighters' Guild. The Fighters' Guild can occasionally source magic weapons, however, they are sold to you at ludicrous prices.
Poisons: non-lethal poisons as well as monster drool is available in town on a 9- roll. Especially lethal poisons (e.g. Death Potions) are outlawed and are illegal to possess; only members of the Thieves' Guild may attempt to look for them on a 9- roll.
Potions: potions are not easily found in town. Singular doses of healing potions are sometimes found at the market, but this isn't common. Players are free to brew their own potions or source potions from Boltac, if they wish to pay his idea of fair prices.
Scrolls: universal scrolls of identification, detect silver, divine intervention, and remove curse are usually available at all times, though Frank the Wizard (who writes them) only has the time to produce two per week. Any clerical scrolls from PI 1-3 are available on 12-. Any wizardrous scrolls of spells that are on the base Magic-User template are available on a 12-. Universal or powered versions of either are available on a 9-, while scrolls with both are available on a 6-.
Spell books: for the most part, you cannot find spell books in town. Sourcing spell books from other players is a possibility. There is a 9- chance each week for a random spell book to be available for sale at the Mages' Guild, which contain 1-3 spells and have a random language and quality. Spells not in GURPS Magic or DFRPG are never available in town.
Power item charging: both Brother Peter and Frank the Wizard offer power-item charging, taking them 20 minutes per energy imbued. This means restoring large amounts of power within a short time back in town is not possible.
Hirelings
General Hirelings (2% per)
- Torchbearers: 2
- Laborers: 3
- Guards: 1
- Cultists: 2
- Servant: 1
Fighters
- Steven, 3% share. 72pts, +0 morale. Longbow.
- Rick, 2% share. 74pts, +0 morale. Spear and Shield.
- Douglas, 5% share. 85pts, +1 morale. Axe and Shield.
Thieves
- Michael Jr, 3% share. 70pts, +0 morale.
- Ken, 3% share. 70pts, +0 morale.
- Gary, 5% share. 85pts, +1 morale.
Magic-Users
- Micheal Sr., 10% share. 75pts, +1 morale.
Spells: Apportation, Darkness, Silence, Simple Illusion, Hide
Clerics
- None!
Major NPCs
John, Tavernkeeper: John is the local tavernkeeper and owner of the Lonely Crest, a local bar and inn. He is bald with a well-kept brown beard that has two silver beads in it. He was born and raised in Rosethorp, though he built his business from the ground up. He is an excellent talker and knows his way around dealing with adventurers. He is also quite charismatic and handsome. John values the safety of the town most, refusing to help adventurers who don’t seem to have good intentions in mind. He is lawful and honest, believing that those values are what make a true man good. John almost always strokes his beard while talking to anybody for extended periods of time.
Jack, Expert Fighter: Jack leads the local branch of the Fighter's Guild and is known to be one of the former Knights of Baron Neb. Jack has long, brown hair and fair skin, and most unusually for a man of his kind, has a large, silver ear plugs, hollow in the center. Jack is fast and strong, built for war.
Rolston Tricky-Fingers, Master Burglar: Rolston is a wealthy man and a former adventurer that now 'secretly' leads the local branch of the Thieves' Guild. It is quite obvious by the half-dozen degenerate low-lives hanging around his house at all times. Rolston is extremely quick on his feet and healthy, making him the go-to man to talk to about the endeavors of thieves. He has short, thick hair and an imperial mustache.
Frank, Wizard: Frank is an older Wizard in the Mages’ Guild, a high ranking official for such a backwater location. Frank is extremely smart and is very adept at magic, but is weak due to his age. Frank is also quite wealthy and lives a luxurious life, though he is unorganized and messy, like most hyper-intelligent people. He lives in the Mages’ Guild, but is only there sometimes. If he is not there, he is either off somewhere unknown doing important things or at the tavern talking to his friend John. Frank has a long, silver beard always accompanied by a smoking pipe, as well as grey eyes and purple robes.
Brother Peter, Priest: Brother Peter is a local Priest of Odin, though he generally worships all gods. He, however, is still heavily devoted to Odin. Peter is an older fellow, and actually, used to be one of Neb’s knights and his main advisor, but relinquished his position as he began to see that Neb was no longer set on the people, but rather magic instead. He then became a member of the Cult and rose through the ranks quickly, thanks to his blessed nature. Peter was once rather strong, but isn’t now. He is also quite dexterous and smart, though only of average health (HT 10). Peter has curly, short hair, white with age, and a short beard. He has tan skin, wrinkled from the sun, and blue eyes.
Brother Damian, Acolyte: Damian is the adoptive son of Peter and an Acolyte in the Cult. He is usually found at the temple reading religious texts, at the bar drinking, or aiding his father in rituals. He has brown hair, tan skin, and green eyes. He is fit and strong, less of a magically inclined build than his father, and was apparently one of Jack's squires when he was a knight.
Robert, Blacksmith: Robert is the local blacksmith, who used to work alone, but now works with two of Baron Fleck's men, Azad and Baugar, in supplying the adventuring stock of the town as well as the militia with helmets, spears, axes, and arming swords. He also creates plenty of tools, like shovels and picks, as well as nails, horseshoes, and pans. He has short, black hair, blue eyes, and dark tan skin. Robert also has a quite magnificent mustache and goatee, which is his pride and joy, much like the beards of his dwarven companions he has begun working with.
Jolson of Thaim, Jeweler: Jolson is one of the few immigrants from Thaim who came here with Boltac's first caravan. He is a good friend of Boltac's and they supply each other with a steady flow of gemstones from both Thaim and the dungeons. He is an expert at his craft and can make quite magnificent power items if asked to do so. He has peach-colored hair, emerald green eyes, and a fine and thick mustache that covers his mouth completely.
Alsted, Head of the Market: Alsted is a shadowy merchant that is rarely seen in town, and if he is in town, he is visiting Bastilles, Jolson, or Boltac for dinner before disappearing once again. He runs all of the markets in town and runs the local Merchants' Guild branch, meaning nobody is allowed to sell items without going through someone part of the guild. His exact appearance is unknown, but it is known that he is from Eastfordshire.
Bastilles, Local Merchant: Bastilles is the second-in-command to Alsted and is a fine fellow. He is a hardy halfling from the borderlands of Antresia, where Demi-Humans are uncommon, who was driven out of his home by the Antresian Imperial Army during the conquest of the hills where his family lived. He is charming, smart, and is a well known gambler. Reportedly, he is willing to bet a decent amount of money on a Farkle game.
Boltac of Thaim, Caravan Master: there's no beating around the bush: Boltac is an asshole. He is incredibly stingy, often making adventurers spend money for the fun of it. However, he is also extremely reliable when it comes to sourcing anything the local adventurers need on a whim. All of what you see under equipment that is by order or is things that wouldn't be sold in a normal medieval settlement is his stock, which includes most adventuring equipment. Unless you know him personally, you aren't getting a discount, though.
Other
Characters who are not present at a session are assumed to be under employment in town, paying off their cost of living, but left with no free time to do anything else, including town rolls and skill training.
Players: If you notice something missing leave a comment or shoot me a direct message and I will address it. This might get updated over time if I remember to update it.
No comments:
Post a Comment