Mor's End Craft & Trade Submissions


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GladiusNP

First Post
A tinker for your purview...

Duncan Fletcher

Duncan lives across from Bert’s Barrels and Baskets, but spends most of his time walking the streets of Mor’s End. Duncan is a tinker, and patches pots, re-tiles roofs, repairs wiring and small tools, and generally fixes and repairs broken items of all sorts. Most of Duncan’s clientele are found in the Squats, and are those labourers who can’t afford the cost of replacing items.

Duncan’s home is small, but neatly kept up. He’s usually not at home, though his large, overweight deerhound usually lays across the stoop. The door is usually kept locked.

Duncan walks around Mor’s End wearing a pack which is full of small metal nails, pieces of tin, iron, and copper, and wires, tools, and various other oddments and trinkets. He usually dresses in good, sturdy hiking boots, and tan leather breeches. He often wears a vest of brown leather, which has all sorts of tools strapped too it, including pliers, small saws, tin-snips, and scissors. Under this, he usually wears a grey felt shirt. He has a ready sort of a smile, and is bald, though he has a drooping grey mustache. He is lean and tough, and walks like a much younger man. He has twinkling green eyes, and often has a kind word for passers-by.

Duncan’s route usually passes through most of the Squats, with the jangling of his pack announcing his wares. He also takes, about once a week, a journey up through the posh district, where he has one or two regular customers. He also takes a stroll past the Muddy Waters every Friday, often picking up a meal of river perch for his dinner. Duncan occasionally, about once every two weeks, heads out into the country, selling his services to the country-folk.

He is reasonably well-informed on most of the going-ons in the city, but is known to keep most of opinions to himself, though he often comments on the politics of the city, especially when the various trade guilds interfere, something which makes him very angry.

Duncan also gets on fabulously with all of the dogs in Mor’s End. He often gives a snack to each of the dogs’ he meets, and even gets on with the fearsome hounds used by the town watch. He usually has a quick word to Glenda as she closes up shop, and she usually saves a last tart or pastry for Duncan.

Duncan has a slightly different routine, however, when the sun goes down, for he’s one of the best second-story men in Mor’s End. He uses Randall Shipwreck as his fence, beguile watch-dogs during the day, and cases his mark on his walks through the day. Though Duncan actually makes enough from his tinker work to support himself, he is far wealthier than he appears – he’s made a fortune from stealing. His ‘trips’ are to other cities, where he pulls off his most daring thefts – though what he steals in Mor’s End is scarcely small potatoes.

Duncan doesn’t resort to petty theft. Indeed, he is scrupulously honest in paying for everything, and would never pick-pocket a merchant, cut a purse, or mug someone. He would never rob a poor household either, only the rich. He keeps it for himself, however. He considers his targets for at least two months, and is very cautious – and very, very good.

Duncan’s home, though filled with good-quality furniture, isn’t particularly luxurious – he knows how to keep a low profile. Other burglars know that taking on any house in Duncan’s street is foolish, and when Geeve Sneeble (see NPC thread) attempted to rob a nearby curio shop, Duncan had some very stern words with him – punctuated with a knife-point. The two are now very much enemies.

Plot-hooks.
1. A gang of street thugs (maybe from the Broken Dagger gang) has set up shop near Duncan's home. Sick of the attention of the watch and the threat to his neighbours, Duncan decides to take them out. He gets in over his head, and asks the party for some help.
2. Duncan is making a trip to the north to rob a house in a northern city, when he's captured by bandits. After he doesn't return, the party is sent to find him by his concerned neighbours. Is he alive? Will the party free him? Why is Duncan carrying a small fortune anyway? Will they discover the real reason he went north?
3. He's a thief, and a very good one. Should make any adventure more interesting if Duncan takes a hand.

Duncan Fletcher: Male Human, Rogue 6, Age 34: HD 6d6+6; hp 32; Init + 8; Spd 30; AC 17; Atk + 4 base melee, + 8 base ranged; +5 (1d6+1, Sword, Black Adder [+1 sword bought from Brandon’s shop, Endearing Edge through a intermediary); +8 (1d8 Crossbow, light); +3/+3 or 2 (1d6+1 /1d4 or 1d6 subdual, Black Adder and Dagger or Sap), Sap +4 (1d6 subdual) Dagger +5 (MW 1d6); AL CG; SQ: Sneak Attack +3d6, Uncanny Dodge (can’t be flanked, never looses DEX bonus to AC) Evasion. SV Fort + 3, Ref + 9, Will + 4; STR 11, DEX 18, CON 12, INT 17, WIS 14, CHA 13.
Skills:
Appraise +8, Balance +9, Bluff +6, Climb +9 (+11), Profession (Tinker) +8, Disable Device +12 (+15), Disguise +6, Gather Information +6, Hide +13, Jump +5, Listen +11, Move Silently +13, Open Lock +13 (+15), Spot +11, Search +12.
Feats: Dodge, Improved Initiative, Two-weapon fighting, Ambidexterity.

Possessions:
Weapons: +1 Sword, short, Black Adder. Duncan’s sword is one of Brandon’s more impressive blades. The hilt is wrapped in grey leather, and the pommel is enamelled jet-black. The cross guard is not particularly ornate, save for two small pieces of snowflake obsidian set pointing out at the edge of each side. The blade itself, however, is breathtaking. Worked in a darker, almost black metal, the sinuous form of a snake runs up each side of the blade, with acid-etched scales in a very small, painstaking pattern. The rest of the blade is dark grey, almost the dull colour of iron, rather than the lustre of most steel – Brandon used a special (and illegal) mix of chemicals to keep the blade from glimmering at night. Dagger, masterwork; Crossbow, Light with 20 bolts, black leather sap.
Armor: Dark Grey Masterwork studded leather.
Goods: Thieves' tools, Masterwork. Climber’s Kit. Bonuses included in parenthesis.
Magic: Bag of Holding I, Potion belt with 2 each of cure serious wounds, darkvision, neutralize poison, and 1 each of haste, spider climb, sneaking, and hiding. (If this seems off, I didn’t calculate the exact gp value. He might be a little under/over)

Tactics – Duncan usually disdains the use of his potions, preferring to use his formidable skills. If in serious trouble, however, he’ll drink one, depending on which is appropriate. He’s a pretty good shot, but will usually attempt to knock out guards with his sap if possible. He’s not a killer. He’ll usually fend off an opponent with his sword, and try to knock them out with his sap. He is a pretty decent hand with a blade, and has killed his fair share of thugs and various muggers. If he doesn’t get his opponent with his sneak attacks (he usually wins initiative, giving him several sneak attacks) he will probably retreat. He never robs a place twice.
 
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Lalato

Adventurer
Re: rules

David Argall said:
Hmm...how strictly are we sticking to core rules? I am thinking of some half-dwarves [about level 1, but...]

We've been sticking with the SRD. However, since dwarves make up the largest minority... I don't see why a half-dwarf wouldn't be allowed. I would think, however, that a half-dwarf would have a very hard life... never fitting in with dwarves... and barely fitting in with humans... Still... I'm intrigued.

Krug? You out there... want to make an executive decision on this?

--sam
 

Krug

Newshound
A half-dwarf... Well he has to be a unique individual. I don't want there to be lotsa half-dwarves running around, making qtr-dwarves.. ;)
 

Krug

Newshound
Mrak Stonefist, Dwarf Weaponsmith

Mrak Stonefist is a dwarven weaponsmith who's more concerned with quality rather than quantity. He has fine-tuned the procedure of churning out cheap weapons en masse for The Muster, Mor's End citizen militia. Other dwarves have criticized him, but he says his wares are cheaper and there's no reason to make good weapons for those that barely use it anyway. He and his two sons are too busy keeping up with making new shoddy weapons and repairing the armor of the Militia to create anything of high value. His shop is located near the castle and close to the Merchants area, and it charges 20% less for weapons.

Personality: Don't bug Mrak. He's working and unless you're talking about a deal he won't be interested.

Plot Hooks: Mrak and his sons have received a sizable order, but unknown to them, the weapons are meant for a gang of orc bandits.

Mrak Stonefist, Exp2/Ftr1
Str: 15 Dex: 13 Con: 14 Int: 14 Wis: 7 Cha: 12
AL: N HP: 20
Armor: Chain Mail
Weapons: Warhammer
Skills and Feats: To be filled in later

Any weapon made by Mrak breaks on a roll of 1.
 


GladiusNP

First Post
Leviticus' Worked Clay Goods.

Aaron Leviticus is a potter who lives in the same street as Duncan Fletcher, and his shop is actually right next door to the tinker’s house. He sells pottery both to merchant’s for export, and directly to the public. Most of his non-glazed (with the Glazer’s Recipe) pottery is sold to the public for use as everyday crockery – though he has made several large formal sets for some middle class families. Although he sells a lot of his goods to the working class, he’s a very well respected artisan, and the Glazer’s Guild sells all of his products very quickly.

Aaron works and lives in a two story shop. The lower floor is pretty much open to the street, with three walls, and a large kiln on the back wall, and a stone floor. There are also two potter’s wheels, a large one and a smaller one, and a bench on the left wall, scattered with paints, brushes, glazes, and unpainted pottery. On the right wall, across from the workbench is a large display case, with a variety of goods.

Aaron can usually be found working on the larger wheel. He’ll usually do this during the day, and paint pots in the early evening. Although he is a member in good standing of the Glazer’s Guild, he doesn’t always bother glazing his pottery with the special glazes of the guild, instead selling to the city’s working class. Aaron usually has smudges of clay up and down his muscular arms, and wears a grey-stained worker’s apron, a short-sleeved shirt, and pants. He’s a strong man, and is a proud member of the Muster – he was trained in the greatsword by his now-dead father. His hair is jet-black, with some grey growing in at the temples, and he has large brown eyes.

He rarely misses a guild meeting, and always has a strong opinion to voice. He’s one of the more vocal potters in the guild, and along with Amorphius Stanglure (see Craft and Trade thread, page one) forms the core of the potter’s leadership within the Glazer’s guild. The Glazer’s Guild is not always terribly happy with Aaron for this reason.

Aaron was born down on the docks, the son of a wealthy retired caravan guard and his mistress. His father, Paulson Leviticus, died when Aaron was twelve, and his mother took Mrs. Leviticus’ jewelry and fled Mor’s End. Aaron was taken under Mrs’ Leviticus’ wing, for she was childless herself. She raised him, and get him an apprenticeship with a respected potter. When she died, she left Aaron most of her estate, and the rest to the church of the god of healing. With the funds, Aaron set up his own shop, owning it free and clear – something which allows him to take on the Glazer’s Guild, since he doesn’t have to worry about money as much as some of the other potters.

Aaron has a wife and two sons. His wife, Cynthia Leviticus, is a quiet woman with very bright red hair, large blue eyes, and fair skin. His sons, Palorn and Jackson (also called Jackie) both still live at home. Palorn (Wiz 2) has become part of the wizard’s guild, and is actually the Keeper of the Gate, something which Aaron is very proud of. Jackson is a boy of twelve. His main ambition is to join the town watch, and he’s often out in the street, swinging around a stick, or pestering his father to let him borrow granddad’s greatsword. Aaron, however, plans to leave his business to Jackson – and uses him as an apprentice, something Jackson doesn’t enjoy at all.

Plot Hooks
1. Jackson Leviticus has run away. Aaron hires the party to find the youngster – who is hiding in part of the warrens.
2. Aaron is being threatened by mysterious masked thugs. Who are they working for? Aaron suspects the Glazer’s Guild. Is he correct?
3. Palorn has been entrusted with a much sought spell-book by the Wizard’s guild. He has taken it home and hidden it in his bedroom, reasoning it’s not a place someone would look for magic. Duncan Fletcher contacts the party, tells them of this, and asks them to set up surveillance of the house. They just can’t be seen by anyone. (Works well if the party mage is a member of the Wizard’s Guild.)

Aaron Leviticus, male human Com4 (Potter): CR 3; Medium-size Humanoid (human); HD 4d4; hp 14; Init +0; Spd 30 ft; AC 10; Melee unarmed strike +4 (1d3+2) or Greatsword (+2, 2d6 +2); AL NG; SV Fort +1, Ref +1, Will +1; Str 14, Dex 10, Con 12, Int 13, Wis 12, Cha 12. Feats: Skill Focus (Craft, Pottery), Weapon Proficiency (Greatsword), Skill Focus (Diplomacy). Skills; Craft (Pottery) +10, Diplomacy +7, Swim +9, Profession (Painter) +9.

Cynthia Leviticus, female human Com1 (Housewife and Mother): CR 1/4; ECL 1; Medium-size Humanoid (human); HD 1d4; hp 2; Init +0; Spd 30 ft; AC 10; Melee unarmed strike +0 (1d3); AL NG; SV Fort +0, Ref +0, Will +0; Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 11. Feats: Alertness. Skills; Profession (Housewife) +4, Spot +4, Listen +2.

Cynthia is a slightly nervous woman. She usually pleads with Aaron ‘not to make a fuss’ whenever he’s off to a Glazer’s meeting, and is well aware of their reliance on the guild’s recipe. She was the youngest daughter of the potter that Aaron was apprenticed to, and was courted by Aaron in the final year of his apprenticeship, a match the father (Jackson Targren) approved of.

Palorn Leviticus, male human Wiz2 (Keeper of the Gate): CR 2; Medium-size Humanoid (human); HD 2d4+4; hp 12; Init +0; Spd 30 ft; AC 12; Melee unarmed strike +1 (1d3) or Dagger (+1, 1d4); AL NG; SV Fort +2, Ref +2, Will +3; Str 11, Dex 14, Con 14, Int 16, Wis 11, Cha 11. Feats: Scribe Scroll (free feat), Silent Spell, Still Spell, Toughness.

Spells – Per day, 3 1st level , 4 0-level.
Known – All Cantrips, Hold Portal*, Mage Armor*, Unseen Servant, Comprehend Languages*, Identify, Color Spray, Sleep, Expeditious Retreat. *=memorized

Palorn has a shaven head, with blue eyes. He dresses in guild-robes, in dark forest green with golden trim, the traditional colour for the doorkeeper. He is slightly embarrassed by all the fuss his parents make of his membership in the wizards’ guild. He’ll often, when he’s home, entertain the children of the street with prestidigitations of various sorts.
 

GladiusNP

First Post
Administrative details.

Hello Buttercup! Neglected to post Plot-hooks for Duncan the Tinker, and Glenda. Is it necessary to have plothooks for Glenda? She's not really going to get into trouble. If so, please tell me and I'll edit some in. Have done so for Duncan. Also, as a general note, are we going to compile the NPC's named as the shop-keepers? I'm just beginning to wonder what the number of experts left are. That's all.
 

GladiusNP

First Post
Gearson’s Bait and Tackle.

Down on the docks, on the southern side of the river, Simon Gearson’s shop sells bait, nets, fishing line, hooks, fishing poles, and various other gear used by the fishing community in Mor’s End. Simon also repairs nearly any kind of fishing gear that can be bought. Though he’s one of the only stores who specialize in bait and tackle, Simon has pretty reasonable prices.

Simon is down the very end of Parson Way, and often spends most of his day out on the docks, fishing from the end of a pier. His regular customers all know that Simon’s there, but those who’ve never visited the store often find it closed up – apparently at all hours. Due to this rather lackadaisical approach to business, Simon barely keeps his shop open, making just enough to get by, for his regulars all come down to see him at the pier.

Simon’s shop is a ramshackle old building. The outside is weather beaten clapboard, stained grey from many seasons of wind, rain, and storms. The inside is a rather chaotic affair, with nets, poles, rope, and hooks rather carelessly arranged, with narrow corridors just fitting between the piles of merchandise. Above the counter, on the back wall, hangs a long steel harpoon, which Simon is very proud of (according to him, it was used to kill a dire shark.) Simon’s bedroom is just behind the main counter, and usually has the door open, showing a jumbled mess of clothes, fishing gear, and dishes. Up at the front of the counter, twelve small barrels full of river water house the fish sold for bait. Simon scoops these out with a small net, and sells them to children and other fishermen.

All of this, of course, is contingent on Simon actually being present in the shop when customers come to the door.

Simon himself is a lean, wiry, and slightly dishevelled man, who looks like he’s in his early forties. He’s a permanent bachelor, and spends most of his days fishing while smoking his pipe, and most of his evening at dock-side taverns, chatting with his friends. He’s known to be slightly unreliable, but is the person to go to for all knowledge of the waters in Mor’s End. He has a weather beaten face, with salt and pepper hair, a stubbled chin (unless he’s remembered to shave), and clear, arresting blue eyes, set deep back in a web of wrinkles (gained from a lifetime of squinting at the sun on the river.)

Simon doesn’t really care about religion – holy days just mean the river’s empty of competing fishermen, and he has no interest in politics. Ask him about fishing, however, and he will spend hours talking about how subtle variations in the rain affect which fish are biting, and what the best tackle to land a river perch is.

Simon’s family (Linda Carson is his younger sister) have given up on him. His mother despairs of her son ever growing up, and indeed, the fishermen who buy from Simon hope he never does.

Plot Hooks –
1. Simon was fishing down on the docks when he pulled up something very unexpected – a dead body. He didn’t let that disturb him though, he caught a fine string of fish, then realized he should probably call the town watch. Who’s the person? Why were they killed?
2. Simon’s business is closing down – the landlord is sick of his late payment of rent. The party must help convince Simon to take his business a little more seriously, or he’ll be out on the street. The problem is, he doesn’t seem to care – as long as he can fish, everything is just fine.

Simon Gearson, male human Exp 2 (Fisherman): CR 1; Medium-size Humanoid (human); HD 2d6; hp 8; Init -1; Spd 30 ft; AC 9; Melee fishing knife +2 (1d2+1); AL CN; SV Fort +0, Ref +0, Will +4; Str 12, Dex 9, Con 11, Int 11, Wis 13, Cha 8. Feats: Skill Focus (Profession, Fisherman), Skill Focus (Rope Use). Skills; Swim +6, Rope Use +5, Knowledge (Nature [Mor River]) +5, Profession (Fisherman) +6, Wilderness Lore +6, Spot +6.

(Edit - grammatical errors.)
 
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