8 minute read
Ringing Steel
City Guide I Ringing Steel
The building is a small cottage like structure, with the smell of sulphur in the air and the sound of metal ringing constantly. During the day the front doors are opened. On the door there is a heavy iron knocker in the shape of a twisted Gargoyle.
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Oak Door: Hardness 5, Hit Points: 22, Break DC 22, Open Lock DC 25.
1)Store Front
Two long counter line either side of the room in the storefront. A rickety old chair leans against the wall on the right side of the room.
On the counter along the right side of the room is two large shallow wooden bowls. The first bowl holds iron nails for building. The second bowl holds assorted two, three, and four pronged eating utensils, and two different sized spoons.
One the counter along the left side of the room are a variety of swords and knives for sale. A small oil lamp is hanging on an iron hook above the weapons, it is only lit near dusk.
Goods
Gregor doesn’t sell a sheath with his blades. What he does provide a small leather loop with a metal circle to put the blade through and hang it on your belt. He will also give you a iron square that can be used as a token to get a discount on leather sheath over at a friendly leathersmith he knows. Gregor doesn’t believe he yet has the skill to produce a masterwork sword, he can however provide masterwork daggers. He is usually in the process of creating one masterwork dagger every 3-4 months, most of them custom requests from his regular customers.
Gregor prefers to trade-in in old products for new ones at roughly the same value, instead of paying to buy items from PCs. If requesting money for items he will pay ½ value for masterwork weapons, and 1/3 value for good quality weapons. If presented with an inferior quality weapon he will appear rather upset and spit on the ground claiming the item is not worth dung. All further dealings with Gregor will receive a 2 penalty on any merchant rolls.
Caltrops 1 gp Eating utensils 1 gp/set Crowbar 3 gp Grappling hook 1 gp Manacles 20 gp
Dagger 2 gp Masterwork Dagger 400 gp Dagger, Throwing 2 gp Longsword 20 gp Shortsword 8 gp
Skills: Appraise +4, Bluff +4, Forgery +2, gather information +4, listen +4, ride +2, search +4, sense motive +2, use rope +2, Craft (blacksmithing) +2, Craft (calligraphy)+4.
Feats: Far Shot, Point Blank Shot.
Possessions: Dagger, longsword, crossbow, belt pouch containing 6 gp, 47 sp, and 14 cp.
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City Guide I
Description and personality: Hal is a thieving conniving slime. He regularly cheats Gregor. For every customer that pays for products in silver or copper coins, Hal takes 10 percent of the sale and pockets it. Hal talks to each and every person entering the store as if they are his best friend. He remembers everything, but acts towards even those that insult him, as if he is doing things in their best interest.
Hal is rather artistic. He has practiced and learned the ability to etch designs in the blades that Gregor makes. He utilizes a simple acid made from tomatoes to etch the design in the blade after he paints the reverse of the design on the blade. He later rubs off the paint leaving the final design. For simple designs such as runes or silhouettes he charges 1 silver an image. For more complex designs he charges 1-5 gold.
Ringing Steel
3)Forge
The forge is a dark and dingy place, as it much easier to see the glowing metal in the shade. The temperature of the fire brings the place to an almost unbearable temperature for most people.
The smith's forge has a fire in a hearth fuelled by charcoal, which is in a shallow clay bowl raised off the ground at waist height. Next to the hearth is two different sized anvils. Multiple bellows of various sizes are around the fire allowing them to raise the temperature to the desired amount. Next to the anvil is a supply of water and vegetable oil for cooling. A table full of punches with which to make holes, shears for cutting sheet metal and files for smoothing the metal is available for use.
Note: Several shovels lay against the wall of the room, used for shoveling the coke (coal product that looks vaguely like popcorn) into the fire. As well as removing the waste product from the fire so that it doesn’t starve the fire.
Skills: Appraise +3, Climb +1, Ride +2, Sim +2, Craft (blacksmithing) +5, Craft (weaponsmithing)+5.
Feats: Power Attack, Quick Draw, Run.
2)Storage Room
A large copper basin is set in a wooden tabletop. There is a single pipe flowing up from the corner of the basin turning back into it. Turning a knob on the basin will allow water to flow into this sink. At least 4 small ingots of silver are on a small side table in this room, along with several dozen bars of iron are neatly stacked in a pile for use. A copper bowl stands filled with charcoal coke which is used to fill the bowl out in the forge.
Built into the table is a large enchanted decanter of endless water that Gregor found on his adventuring days. The devise is actually quite large and not portable without a wagon.
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City Guide I Ringing Steel
Possessions: chainmail, masterwork dagger, blacksmith tools, longsword +1, ring of protection +1, masterwork weaponsmith tools, masterwork leather boots, 42 gp, 77 sp, and 12 cp.
Description: He is dressed usually in a patchwork leather pair of pants, variety of black, brown, and green patches, well suited to protect him from his work, as well as look reasonably fashionable when it isn’t covered with ash. As expected when near the fire he doesn’t wear any metal objects. And while usually shirtless, he has a thick brown leather apron to protect him from the fire. He usually changes his boots before working near the fire. During the workday at the fire he has on very thick-soled brown high leather boots. When away from the forge he wears a pair of fine green leather boots his friend made him as a gift. Personality: Being a shop keep wasn’t Gregor’s goal in life. He was pretty set on being an adventurer and exploring the world. Unfortunately early in his career as an adventurer, he bought a blade that had some pretty shoddy workmanship involved. His blade broke in the middle of combat and he almost lost his life. The large scar running from his throat to the middle of his chest will attest to the results of the battle. One of his companions didn’t make it out alive, since they had expected Gregor to be able to protect their back. Gregor vowed that he would learn all he could about blades and be the best master swordsmith around. He hasn’t quite attained that goal yet, but his blades aren’t bad. Everyone expects him to be a dwarf or some other hunched over man who can wield a hammer able to strike down a God. Gregor is extremely insulted by this. Coupled by the fact that the sword with poor workmanship came from a dwarf, he hates them with a passion. He will throw any dwarves out of his shop on site, yelling at them to go seek out their own kind.
Donal, Male Human War1: CR1; Medium-Size Humanoid (5 ft. 7 in. tall); HD 1d8+1; hp 9; Init +0); Spd 30 ft.; AC 10 ; Atk +2 AL NG; SV Fort +3, Ref +0, Will +1; Str 13, Dex 10, Con 13, Int 10, Wis 13, Cha 8.
Skills: Appraise +3, Handle animal +1, Hide +1, Listen +1, craft (blacksmith) +4, Spot +1, Swim +1.
Feats: Quick Draw, Run.
Possessions: blacksmith tools, longsword, dagger, 8 gp, 27 sp, and 6 cp.
Description and personality: It is Donal’s job to take the clinker out of the fire. Clinker is waste product of coal, it has brownish markings and somewhat shiny appearance, like a lump of melted glass with sand and cigarette ash mixed in. The phrase "cleaning the fire" refers to digging these gooey lumps out of the bottom of the fire pot, where they are blocking off the flow of air to the fire. It usually leaves Donal coated with the fine ash powder.
Donal never knew his mother, she having died in childbirth. He wants to be a swordman. Unfortunately his father apprenticed him to Gregor 4 years ago. Yet he can still dream. Donal will attempt to convince anyone he thinks as an adventurer to teach him swordplay. He even has a few gold worth of coins that he will spend to get training. Mostly his money is in silver and copper.