Detailed below is a trading compound typical of those used in remote
locations by organizations such as the Royal Interplanetary Company;
refer to that map for the following location descriptions.
A. Main House
The center of activity in the compound is this two-story building,
which is home to the RIC representative and his servants; refer to
the map below for a detailed layout. The house's front room (1) is
two stories tall, with stairs leading to the upper level. From here,
a single door leads into the comfortably furnished sitting room (2),
which boasts a sofa and armchairs, along with side tables. Double
doors lead to the dining room (3), which is dominated by a broad
table and chairs. In the rear of the house is the kitchen (4), with a
broad hearth and space for preparing food, and a door leading out the
back; it is flanked by the pantry (5) and servant's quarters (6).
The house's upper level consists of bedrooms. Three of them (7) are
for visiting agents of the Company and other guests, while the fourth
(8), more comfortably furnished, is occupied by the resident agent.
All have beds that are comfortable, if not fancy, along with small
desks. Finally there is the office (9), with a large desk,
bookshelves and a locked, iron-bound trunk.
B. Storage Shed
This broad, single-story structure has double doors at both ends, to
facilitate moving goods in and out of it. The interior walls are
lined with sturdy shelves, and various containers—crates, barrels,
sacks and the like—are arranged in the center of the building.
C. Stockade
Walls built from hewn logs surround the compound, fifteen feet in
height. There is also a walkway, ten feet in the air, from which
guards can watch the surround area and, if need be, fire missile
weapons. The only gap in the stockade is a front gate, which can be
barred from the inside.
D. Landing
In front of the compound, a pier—ten feet wide and sixty feet
long—juts out over the water. The water around it is deep enough to
allow longboats and smaller ships, such as dhows and even barks, to
dock. Larger vessels, like merchantmen and galleys, must use their
longboats to load and unload passengers and cargo.
Using
the Trading Compound in an Aetherial
Adventures Campaign
This location can tie into all sorts of adventures, including the
following possibilities.
- If the PCs are interested in turning a profit from their travels, then they might want to buy and sell cargo as they travel between different parts of the world. In that case, the trading company agent could become a recurring NPC, one whom they visit between voyages.
- The PCs could also hire the agent to track down magic items or other important equipment for them.
- It could happen that the PCs are tasked with recovering a cargo that is being held inside the trading fort, requiring them to use stealth, guile, force or other means to retrieve it.
- If some hostile force attacked the trading compound while the PCs are visiting it, then they could find themselves pressed into service staging its defense.
- Ambitious characters might even become members of the trading company, working their way up through the ranks and eventually taking command of this facility. In that case, they'd have all kinds of opportunities for buying and selling goods—and, of course, would need to deal with the problems that arise from such dealings.
The Royal Interplanetary Company and
the Order of the Lion
A previous article provides more information about
the organizations mentioned herein.
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Trading Company
Agent
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
Trading
company agents usually lead very comfortable lives, and as such
are dedicated to their employers.
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Trading Company
Guards
CR
½
XP
200
Various 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
guards are little more than mercenaries, doing their jobs because
the pay is pretty good. Should a better offer come along, however,
then they might be willing to change their loyalties.
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