Wednesday, November 26, 2014

The Docks and the Plaza

This post continues to develop the asteroid colony of Crossroads, focusing on the first locations that a newcomer is likely to visit.

-Nate


1. The Docks
One end of the asteroid is equipped with broad wooden platforms, fifteen feet wide and 150 feet long, for mooring aetherships. The nature of maneuvering in space allows captains to draw their vessels right up along the asteroid, requiring a DC 15 Profession: pilot check. Failure by five or more causes a collision, resulting in damage based on the size of the aethership in question to both the vessel and the docks. Those who make landfall are likely to be met by one of Luciano Reda's cargo inspectors and some dockworkers; those latter individuals double as enforcers if there is need.

Cargo Inspector
CR 2
XP 600
Male human bard 3
N medium humanoid
Init +1; Senses Perception +9
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 13 (3d8)
Fort +1, Ref +4, Will +4
Resist Bard abilities
OFFENSE
Spd 30 ft.
Melee Shortsword +1 (1d6-1)
Ranged Light crossbow +3 (1d8)
Special Attacks Bard abilities
STATISTICS
Str 8, Dex 13, Con 10, Int 15, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 12
Feats Alertness, Dodge, Persuasive
Skills Appraise +8, Bluff +8, Diplomacy +10, Intimidate +10, Knowledge (local) +8, Perception +9, Perform +10, Profession (Sailor) +7, Sense Motive +9
Languages Common, Dwarven, Elven
SQ Bard abilities
Combat Gear Leather armor, short sword, light crossbow, case of 10 bolts, musical instrument, pouch containing 1d20 for each type of coin, logbook, quills and ink

Each of these fastidious individuals values the cargoes brought into Crossroads and levies a 1% tax on them. Although regarded as somewhat aloof, they also enjoy sharing a story or a song in the tavern, and hearing new material from those passing through port.
Dockworker
CR ½
XP 200
Male human fighter 1
N medium humanoid
Init +1; Senses Perception +1
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 8 (1d10+2)
Fort +4, Ref +1, Will +1
Resist None
OFFENSE
Spd 30 ft.
Melee Longsword +4 (1d8+2)
Ranged Light crossbow +2 (1d8)
Special Attacks None
STATISTICS
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Cleave, Power Attack, Weapon Focus (longsword)
Skills Climb +6, Profession (sailor) +5
Languages Common
SQ None
Combat Gear Leather armor, longsword, light crossbow, case of 10 bolts, pouch containing 1d6 sp and 1d12 cp

These rough, tough individuals handle the loading and unloading of cargo in Crossroads. What is more, they act as peacekeepers should it become necessary. When not on duty, they can usually be found at the local tavern, or sleeping off recent festivities in one of the typical dwellings on the hillside.

2. The Plaza

More of an open expanse of rock than any kind of structure, this area sees a steady stream of traffic when ships are in port. At the same time, it can be home to impromptu marketplaces that pop up when locals or visitors have wares to sell. This is especially the case during the Festival of the Comet, an event that occurs annually.

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