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crossroads_tavern [2019/02/12 18:11] andrewcrossroads_tavern [2023/10/09 18:55] (current) dave
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 =====THE TOWN OF CROSSROADS TAVERN====== =====THE TOWN OF CROSSROADS TAVERN======
-{{::crossroads_tavern.jpg?400|}}+{{:crossroads_image.png?600|}} 
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 +**Statistics Population**: 2000 people; Military: Knights 20, Soldiers 80, Militia 400; Dirtbags: 80; Specials: 20; Facilities: Inns: 3, Taverns: 5, Temples: 1, Armorers: 2, Blacksmiths: 4, Alchemists: 1, Herbalists: 3, Building Company: 0, Mage Guild: 0, Gangs: 2  
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 +**Rumors of a Dungeon** The rumors run that the Hand of the Basilisk gang has uncovered a series of tunnels and underground chambers from long ago under the town.  They use them for hiding loot and breaking in to buildings from beneath.  It's been said that there is a sealed stone doorway leading who knows where in these tunnels. See: [[crossroads_dungeon|Dungeon Beneath Crossroads Tavern]].
  
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-Statistics Population**: 2000 people; Military: Knights 20, Soldiers 80, Militia 400; Dirtbags: 80; Specials: 20; Facilities: Inns: 3, Taverns: 5, Temples: 1, Armorers: 2, Blacksmiths: 4, Alchemists: 1, Herbalists: 3, Building Company: 0, Mage Guild: 0, Gangs: 2  
  
 **Military/Government:** The property owners in town form the Town Assembly, who elect a Master of the Town to run the court, collect tolls and other taxes, maintain public buildings and the town walls. He also nominates candidates for the Town Marshal, who must be approved by the 4 lords of the surrounding castles, in order to assure the neutrality of the town in the struggles of these lords.  **Military/Government:** The property owners in town form the Town Assembly, who elect a Master of the Town to run the court, collect tolls and other taxes, maintain public buildings and the town walls. He also nominates candidates for the Town Marshal, who must be approved by the 4 lords of the surrounding castles, in order to assure the neutrality of the town in the struggles of these lords. 
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 **2--Old Man Jenkins:** independent armorer in the town, has 2 blacksmiths working with him (Pete and Tom): there is a 60% chance that he has any particular hand weapon from the list available, but always has 2-3 suits of chainmail and 20 or so shields. Takes special orders.  **2--Old Man Jenkins:** independent armorer in the town, has 2 blacksmiths working with him (Pete and Tom): there is a 60% chance that he has any particular hand weapon from the list available, but always has 2-3 suits of chainmail and 20 or so shields. Takes special orders. 
  
-**3--Burno Squampo:** Dwarf armorer, works for the town marshal, shares workspace with Gummo, a dwarf blacksmith. +**3--Burno Squampo:** Dwarf armorer, works for the town marshal, shares workspace with Gummo, a dwarf blacksmith. Burno's grandma was eaten by ogres, so he will throw out any ogres, half ogres or those who hang with them.
  
 **4--Mauro Benini:** independent blacksmith, makes tools for town, shoes horses.  **4--Mauro Benini:** independent blacksmith, makes tools for town, shoes horses. 
  
-**5--Habib the Wonderous:** mysterious alchemist, has a large shop filled with exotic powders, potions, and tinctures. 75% chance that any particular alchemical substance available. Good source for magic-item, scroll or potion-making supplies. +**5--Habib the Wonderous:** mysterious alchemist, has a large shop filled with exotic powders, potions, and tinctures. 75% chance that any particular alchemical substance available. Good source for magic-item, scroll or potion-making supplies. About half the time, a little wooden boy minds the store while Habib is at work in his laboratory.
  
 **6--The Old Inn:** the is a large lodging as old as the town itself. It is a favorite of merchant-travelers coming through town. It has a large number of small rooms, each with a bunkbed set. Run by Jerry Innsman, 12th genertion innkeeper. Everything is systematized, enter lobby/booth, pay fee, get token with room number. Go to booth each day, before 10am to renew for another day. Same fee for room whether one or 2 people use it. There is a stable for horses.  **6--The Old Inn:** the is a large lodging as old as the town itself. It is a favorite of merchant-travelers coming through town. It has a large number of small rooms, each with a bunkbed set. Run by Jerry Innsman, 12th genertion innkeeper. Everything is systematized, enter lobby/booth, pay fee, get token with room number. Go to booth each day, before 10am to renew for another day. Same fee for room whether one or 2 people use it. There is a stable for horses. 
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 **14--House of the Clear Horizon:** herbalist shop run by Rengor the Half Elf. Rengor has a 75% chance of having any herb that heals or cures in stock (1d6 doses, aces). He also will have 1-6 packets of Grape Nuts for sale.  **14--House of the Clear Horizon:** herbalist shop run by Rengor the Half Elf. Rengor has a 75% chance of having any herb that heals or cures in stock (1d6 doses, aces). He also will have 1-6 packets of Grape Nuts for sale. 
  
-**15--Witchburger's:** herbalist shop run by a self-proclaimed witch named Dimitria. She has a 50% chance of having any herb in stock (1d6 doses, aces). She is also a poisoner who can produce common-level poisons, but she is very cagey about letting it be known. +**15--Witchburger's:** herbalist shop run by a self-proclaimed witch named Dimitria. She has a 50% chance of having any herb in stock (1d6 doses, aces). She is also a poisoner who can produce common-level poisons, but she is very cagey about letting it be known. Most Catters swear by her ass cream.
  
 **16--The Natural Goodness of Pie:** herbalist shop run by Orno Muntz. There is a 1/3 chance that he has any desired herb. But, he also bakes Awesome Pies, and he will have 1d4 for sale.  **16--The Natural Goodness of Pie:** herbalist shop run by Orno Muntz. There is a 1/3 chance that he has any desired herb. But, he also bakes Awesome Pies, and he will have 1d4 for sale. 
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 **21—Cloth Row**  a row of cottages owned by people in the cloth trade.  There are 2 tailors (one is known as Stupid Pete who is notoriously bad at making deals, Wis 6).  The rest of the owners are spinsters or weavers. **21—Cloth Row**  a row of cottages owned by people in the cloth trade.  There are 2 tailors (one is known as Stupid Pete who is notoriously bad at making deals, Wis 6).  The rest of the owners are spinsters or weavers.
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 +**22-Chapter House** this is the former secret safehouse of the Steady Scouts from Algart, now put to use by the half gross heroes.
  
  
crossroads_tavern.1549995061.txt.gz · Last modified: 2019/02/12 18:11 by andrew