BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Engleher Market

One part open-air farmer’s market, one part log-cabin trading post, the Engleher Market is a gathering place for locals and a one-stop shop for all manner of general goods. Tended by a dour, humorless man named Lathan Nolock, Engleher Market is open every day from dawn to dusk, with one exception: Lathan closes the market down on every Gates 5th in honor of his dear departed wife, Ayla, who was mauled to death 30 years ago. The killer turned out to be a werewolf druid named Jaul Mezmin, whom Lathan believes remains at large to this day. Lathan remains bitter and fearful toward druids, particularly those who worship at Vrur's Stone Ring.

Purpose / Function

Building Residential
Lots 2
Structure Bonus +1 item bonus to Establish Trade Agreement
Wares food, adventuring gear, simple weapons, light armor

Hirelings

Patrons of the Engleher Market may request hired hands from Mr. Nolock. He will commission hirelings to individuals with an Ignored reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.
Level -1 Wage 18 GP Merchant
Merchant (Human) - Tradesperson -1
COMMONWHITE, BLACKMEDIUMHUMANOIDHUMAN

Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. For encounters involving negotiation or mercantile skill, a merchant is a 4th—level challenge. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore.
Perception Expert
Languages Common, (possibly other depending on situation)
Skills Deception Master , Diplomacy Legendary , Mercantile Lore Legendary , Performance Expert , Society Master

STR +2 , DEX +0 , CON -1 , INT +2 , WIS +2 , CHA +4

Items Crossbow (10 bolts)
AC 13
Saving Throws Fort +1, Ref +2, Will +10
HP7
Speed 25 feet
Melee Fist: Trained / 0 / -4 Agile, Nonlethal, Unarmed | Damage: bludgeoning

Ranged Crossbow: Trained / -1 /[roll;1d20-6|-6] Range 120ft, Reload 1 | Damage Piercing

Special Abilities Appraising Eye The merchant can use their Mercantile Lore to Recall Knowledge about any item they are offered for sale or appraisal. A success will always determine the book value of any item (except for any additional value that magic may add to a common-looking item.) The merchant can also attempt to Identify Magic using their Mercantile Lore check instead of the usual Arcane, Nature, Occult, or Primal check - and they do not need to know in advance that the item is magical.

The crossbow should be positioned in the shop hidden behind/beneath a countertop. It will be loaded and hidden behind a counter.It will take the merchant 1 action to retrieve and aim the weapon. plus any movement needed to get to it in the first place. Don't forget the reload action required between shots.

Level 1st Wage 36 GP Merchant Runner
Merchant Runner - Tradesperson 1
WHITE, BLACKMEDIUMHUMANOID

Apprenticed to wealthy merchants, these young runners act as intermediaries between craftspersons and merchants. They are the first to become aware of new products and windfalls. They also have a carefully cultivated relationship among the purveyors of a settlement. For encounters involving negotiation or mercantile skill, a merchant runner is a 6th—level challenge. A merchant runner might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore.   Recall Knowledge - Humanoid (Society): DC 15   Unspecific Lore: DC 13   Specific Lore: DC 10
Perception +8
Languages Common
Skills Deception +12 , Diplomacy +14 , Mercantile Lore +12 , Performance +10 , Settlement Lore +12 ,Society +10

STR +2 , DEX +0 , CON +0 , INT +2 , WIS +2 , CHA +4

Items Items crossbow (10 bolts), padded armor
AC 19
Saving Throws Fort +1, Ref +2, Will +10
HP7
Speed 25 feet
Melee Fist: +5 / +1 / -3 Agile, Nonlethal, Unarmed | Damage: bludgeoning

    Ranged crossbow +5 [0/-5] (range increment 120 feet, reload 1), Damage 1d8 piercing
Ranged Crossbow: +5 / 0 /[roll;1d20-5|-5] Range 120ft, Reload 1 | Damage Piercing

Special Abilities Appraising Eye The merchant can use their Mercantile Lore to Recall Knowledge about any item they are offered for sale or appraisal. A success will always determine the book value of any item (except for any additional value that magic may add to a common-looking item.) The merchant can also attempt to Identify Magic using their Mercantile Lore check instead of the usual Arcane, Nature, Occult, or Primal check - and they do not need to know in advance that the item is magical.

Hobnobber The market runner's network of contacts make them among the first to be aware of any news in the settlement.
Parent Location
Owning Organization

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!