City Guide 3: Coffer of Coins

One of the dangers of having PCs go into a town for rest an relaxation is that the majority of the time you have no idea what should be there. Many PCs of course just want to go to the latest and greatest tavern for a barfight. But there are those out there that want to go shopping. Those are the ones that will ask the dreaded phrase Whats on the shelves?

Does the rattle of gems in the jar get your ears perking; does the clink of coins in the coffer make you start to gleam in the eye? Do you like gold, jewels of all kinds? Do you like to trade and are you fair or foul in your dealings with others? This book is for all those who are mercantile at heart, the third in the City Guide series brings you a look at the wheelers and the dealers of the many cities, those who can make or break a Kingdom with the weight of their fiscal power. Merchants and Shopkeepers, Bankers, Tellers and those who are just plain greedy are rife in this book, are you interested in their secrets?


Includes:
13 Locations
Over 20 NPCs
dozens of new items

Locations:
Andoras Quality Inlays
Beads and Prayers
Circle of Stones
Coppersmith/Affordable Notions
Uriels Usuries
Karapan Ringsmith
Jeweled Goblets/Overflowing Cheer
Metalsmithing Guild
Kearik Stonetears Gems
Strongaxe Silversmithery
Smith of Rare Metals
Sargasso Rings Emporium
 

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DarkQuest Games
City Guide: Coffer of Coins

61 page, pdf download from RPGNow, $5.95 (currently on special at $5.00) -- although in reality, it's only 59 pages including the OGL, because I guess someone forgot to erase the two superfluous blank pages at the back before creating the pdf!)

Coffer of Coins is the third volume of the City Guide series from DarkQuest games, though confusingly Vol. 2 has not yet been released, though apparently "Nautical Necessities" is also due in June 2002.

"One of the dangers of having PCs go into a town for rest an relaxation is that the majority of the time you have no idea what should be there. Many PCs of course just want to go to the latest and greatest tavern for a barfight. But there are those out there that want to go shopping. Those are the ones that will ask the dreaded phrase "Whats on the shelves?"

This is the basic premise behind the City Guide series. You're running your own homebrew campaign or adventure, or perhaps even a bought version, but suddenly your players want to stop off in a village/town or, indeed, city to stock up on supplies. Where to send them? Or they've completely failed their Knowledge/Profession/Craft checks on some new magic item, or the worth of some piece of jewellery. Where to ask? This series provides the answer.

The first volume detailed a great many potions, scrolls, taverns and the like, and that has been reviewed elsewhere on this site. This volume turns its attention to the metal makers, the jewellery specialists, the smiths and gem merchants.

The tone is pleasantly light throughout, and although they take the risk of trying to make jokes in some of the text, it happens to be very much my sense of humour, so I can't really complain. "Abren Mauler was not having a very good day. In fact, on a scale of days from one to ten, this ranked right up there with minus seventeen..."

Wait a moment, I hear you cry, that sounds awfully like something from a novel, not something you'd find in a description box to read out to players. Well, very true, but this short story is almost like a freebie novellette at the start of the whole book, and gives the volume its title, the Coffer of Coins. I won't spoil it for you by telling you anything about it, however.

After the storytelling introduction, the book turns to the nitty gritty of what it is actually about. Although not numbered as chapters, they might as well be, for each is a self-contained description of a merchant's stall or trader's shop in a typical D&Desque city. At least, this is a single pdf file, unlike their first release, which at least in the version I got, was 13 quite unconnected, difficult to navigate, separate pdf files of about 4-6 pages each, coupled with extra license files, covers and other bits. This is a much more satisfactory system, with sensible use of PDF bookmarks to aid navigation even more.

These chapters are:

"A Circle of Stones" -- a lapidary, or rather a gem merchant
"Affordable Notions" -- "Drottor Dornkirk, Master Coppersmith"
"Overflowing Cheer" -- Chalices, goblets, cups and steins (have to look that one up? I did. But that's one of the beauties of this book, it's written by medieval enthusiasts, so from that point of view, highly educational!)
"Smithing Guild"
"Kearik Stonetear's Gems" -- another gem cutter, but one that never really gets as far as the jewellery stage...
"Strongaxe Silversmithery" -- "Gundar Strongaxe, Master Silversmith, Affordable Plating and Coating."
"Smith of Rare Metals" -- "Sven Stronganvil, Master Smith of Rare Metals, Custom Forging available."
"Andora's Quality Inlays" -- and engraver or inlayer of weapons, shields, etc.
"Beads and Prayers" -- a religious trinket shop run by Melvick Davin --a handsome halfling with great religious knowledge, and a delicious old gossip to boot...
"Sargasso Ring Emporium" -- non-magical ring supplies, valuations, etc.
"Crecmair Fine Pewterware" -- well, that says it all, really, doesn't it.
"Uriel's Usuries" -- "Usury, Moneychanger, Appraisal, Pawn, Coiner, Minter"
"Karapan Ringsmith" -- magical ring supplier

Then, there is a two page index, which although not hyperlinked, is still very useful, particularly if you're going to print the whole product out. To be honest, it's *only* really useful if you print the product out, because in the pdf world, having added the cover, every single content or index page number is out by a factor of 1. Not the end of the world, but a little frustrating. Incidentally, for those fainting at the prospect of having to print out 59 pages on an inkjet, this is not as terrifying a prospect as you might think, because after the extremely beautiful cover artwork by "Kallen", there is no further colour in the product.

Each location, although not supplied with maps (some sample ones are supplied free of charge at the DarkQuest website) -- is broken down into areas such as kitchen, workshop, bedroom, and treated just though it were part of a fully written-up adventure.

The various employers and employees are all given extensive backgrounds, and full stats and possessions, and many supplied with some very good, detailed and atmospheric pen portraits by Gillian Pearce (though I never realized that it must be illegal for an elf to have short hair! ;-)

My biggest problem with the work was its clunky feel on the layout front. Now, admittedly, this is my business, so I'm probably considerably fussier than most, but there are examples where the font changes mid sentence for no apparent reason, from a serif to a sans, and back again. Some of the text in boxes has managed to become exported as graphics, and because the resolution is typically low (as it should be) for the pdf download this has meant that there's a real danger of it becoming illegible. Furthermore, the boxes are so tight and thick round some texts, that they are in danger of obliterating the tips of the letters, tabbing is all over the shop (no pun intended!), and the page numbers have a nasty habit of jumping off the page and belabouring you around the face into submission. In spite of all this, the English is very good, proofing high at a verbal level, and, I know, from experience, much of what irks me, is less likely to be a problem for others. However, I think it's a shame, because work of this quality deserves much better treatment. But then for many, of course, the content of the Bible is significantly more important than the way it looks, and many would be happy reading a hotel Gideon, rather than the Book of Kells. Not me, of course, but that's just the way I am!

However, none of my criticisms can affect the fact that I consider this product to be of inordinate value, and with the number of plot hooks contained inside, this slender tome could be the starting point for a thousand adventures. But, what to score it? That is the question. Sometimes I feel this 5 point system is simply not sufficient. In an ideal world I'd like to give it 4.5, docking a little for poor presentation, as I would an essay in college. But, for goodness sake -- it's $5. That is almost nothing for the amount of material contained within. But on the other hand, that's only half the cost of the Banewarrens, and that is double the length, and looks completely gorgeous too. An unfair comparison? Perhaps. Were it not for the fact that the look has taken a distinct turn for the worse since City Guilds I, I might have plumped for the five, but in the end I'll stick by my 4.5, and hope someone else comes along later and ups the average for me. Still, I hope the recommendation shines through. A great and useful volume -- no regrets buying it whatsoever.
 

The City Guides from Dark Quest are a great idea. I think their basic premise is true; cities generally are so vast that players and GMs alike often get lost when they try and move their roleplay there. The first City Guide, "Everyday Life", did really well. It presented a number of everyday shops, shopkeepers and staff in a roleplaying friendly way. I think "Coffer of Coins", which as City Guide 3 seems to have overtaken City Guide 2 on the release schedule, is pretty much the same. The main difference between the two is the in the quality of layout. The presentation style of "Coffer of Coins" really doesn't work. Whereas the first have grey shaded boxes to highlight terms and descriptions, "Coffer of Coins" has stark white on black boxes that dominate the whole page. Whereas "Everday Life" makes heavy use of stat boxes, "Coffer of Coins" puts the same sort of stats in boxes with badly rounded corners. In addition, the text in these "roundtangles" run too close to the too thick sides and although it doesn't make it very much harder to read it does make it much less pleasant on the eye. "Coffer of Coins" has extremely clunky page number boxes, also white on black, at the bottom of each page and these are large, annoying and sometimes sink into the equally annoying round corner stat boxes. I really don't like the presentation of "Coffer of Coins" and if that were all I was going to review then I'd end here on that negative point. There is more at stake here than just presentation, the Guide itself contains nearly sixty pages (not counting the blank ones) of succinct and useful information.

The first location, the Circle of Stones, is gem shop owned by a dwarf wizard. The idea is that you need not come up with pale excuses as to why high-class jewel stores are willing to trade with scruffy adventurers and have your characters visit the Circle of Stones instead. I like the pun name of the store and I always like to learn new words. "Lapidary" is a precious stone cutter. There are four and a half pages on the Circle of Stones and they run through the important rooms, people, secrets and items on sale as well as how easy or tricky it might be to steal from the place.

There are two pages for the Affordable Notions, which is the headquarters for a talented coppersmith. I think the reasons for your player characters to be dealing with a coppersmith is much less than with the gem cutter but I suppose it serves well enough as "A Random Shop" which your PCs may walk into.

Four and a half pages are found for the strange combination of a "gem and goblet" store. For some reason I didn't enjoy Overflowing Cheer as much as I did the Circle of Stones. I think there's more room to tag plot strands into the Overflowing Cheer but despite the bizarre inventory of the shop but I think the sort of plots and story twists that it'll attract will be pretty vanilla in nature.

The Smithing Guild is bread and butter stuff and I think it's the highlight of this PDF. Extremely helpful tips include how many smiths a town or city can support, the sort of price and percentage take a Guild might charge on any smith selling, importing or exporting and key prices for important metals. An ingot of steel is literarily worth its weight in gold. There's details for different types of forges; its easier to craft your sword in a large forge, there are different components used in the process, coal, charcoal, tincal and others.

Kearik Stonetear's Gems is, yes, another shop that deals with gems. It's not that the authors have gone mad, it's that the aim of this particular City Guide seems to be to provide a way for adventurers to go through the process of turning treasure into gold. This time it's an old gnome's store in the spotlight. There's a patch of text here that has a light grey background as a highlight and it just shows you how very much more successful the formatting trick is compared to the white on black boxes and round corner text boxes. There's a list of possible adventure hooks but they could just as well be applied to the gem and goblet store of Overflowing Cheer.

You wont make out the small "s" in Strongaxe Silversmithery in the font used in the PDF but you may make out the telltale signs of all to familiar with the awful fantasy clichés that so many players pander to when you notice the table of costs for silvering weapons includes the infamous katana in an otherwise conservative list.

The Smith of Rare Metals is another of this Guide's selling points (which makes two for and one against). There's a nice list of interesting innately magical metals that put an end to the mithral and adamantine duopoly. Ignisium and glacium have some nice protective bonuses and as their names suggest have temperature effects as well. Sanctium is even more potent still but very much more rare and isn't really usable by evil or chaotic characters.

What struck me most about Andora's Quality Inlays was the slight change in writing style. It becomes less formal, less like a book and more like a review. It's Andora the NPC that seems to be the driving force here, rather than the location or the utility on offer. The plot hooks slightly annoyed me here, suggesting that I may not have released that a small location can be used was cause to arch an eyebrow and suggesting that a player character becomes infatuated with Andora caused the other eyebrow to arch. The GM can't decide, shouldn't decide, whether player characters become infatuated in NPCs. Okay, sure, they're just suggestions but I reserve the right to arch eyebrows at them.

The Beads and Prayer shop ranks as one of the most original and there is some attempt to make the most of this in the plot hook suggestion but there's the same amount of standard "there could be a robbery".

The Sargasso Ring Emporium has that sort of name that will make players think twice and this combines nicely with the infamy of magical rings. The shop and NPCs are fairly standard but the sample rings are rather nice: fetching names at the very least. There's a much longer list of adventure hooks and ideas for this entry than with most of the others and I think it's clear enough the author of this section was suitably enthused with their ideas - which is a good thing.

Crecmair's Fine Pewterware is novel choice for a store. I imagine even brave and bold adventurers have the need to buy new cutlery. There's the usual detail of NPCs who man the store and the usual level of precision in putting it all together but aside from reminding us of the existence of pewterware it doesn't really do that much more.

Uriel's Ursuries represents a very much more likely stopping place for your band of adventurers. Money changing, money lending and of course loan sharking could be critical in many long term fantasy campaigns; especially the empire building style, but I suspect it rarely is. This section is handy for converting coins to ingots and slips of ingots.

We end with Karapan Ringsmith and there's a whole lot here. In fact, the level of extra detail in this last shop reminds of the detail I found in City Guide: Everyday Life.

This City Guide didn't overly impress me but I wasn't overly dismayed by it either. There's nothing here that will have you regretting shelling out a mere $5 for the download but if you already have the first City Guide or something similar then you might just shrug your shoulders and add it to your collection without a comment. I think having a City Guide is a good idea; it prints out well and is that sort of valuable resource which can lurk in the GM's folder and be used to turn an otherwise sloppy patch of campaign into something in line with the high quality bits.

This GameWyrd review can be found here.
 

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