Fourtower Bridge "Frytornsbro"
Town of 700 mostly human traders, merchants, and knaves. Only about half are considered residents and are all human. Four distinct towers form a castle/keep that contains a stone bridge that crosses the Silver River to collect tolls from the many caravans and merchants. Most of the homes are wattle and daub with an entire new warehouse district along the river of stone and longships. A fenced in green (that is mostly brown) in the northwest district is full of wagons and animals.
Background
Governed by four previous adventurers (Athalgrim, Dagunn, Majken, and Silar). This once used to be a minor river and road toll until a group of adventurers were given the Western Thistlemoor as their fiefdom. They sent bards around telling tales of the dungeons they made their fortunes on and it brought adventurers, then loot, and then merchants to transport the loot back south to the cities of the Kingdom. Now they make a cut off the earnings and trade (Silar is the propreiter of the Moorland Merchant Managers) developing the settlement more and more by the day.
THE BRIDGE: guards, colored fires.
Keep of the Four
Square plastered 3 level keep with wooden hoarding and a gallery walkways to the other towers. A magically protected gold and treasure vault is built in its donjon players can keep their gold and items safe in for a 10% withdrawal fee.
Athalgrim (Black beard, jutted jaw, Warden) base of operations for the Warden Rangers and his mercenaries. Its donjon contains prisoners for questioning (two cells) and a magically guarded treasure vault.
Wares
- Can silver weapons for 4x the normal cost.
Training
- Weapons Training: When a fighter hits a creature with an attack they initiated, they may take a Stress to immediately initiate another attack. They may keep doing this as long as they keep hitting and have empty inventory slots to take the Stress.
- Trophy Hunter: A ranger may collect a trophy from a creature they killed. A trophy like this grants them a Buff on attacks against those creatures and on saving throws against their abilities. A trophy takes up one inventory slot
- Join the Warden Rangers by killing a worthy beast (HD 4 or more) and gain a Squire (unpaid porter)
Observatory Tower
Round tower devoid of decoration. Smoke, bellows, and bubbling liquids can be heard at all times of day. Woglin servant mostly kept hidden that maintains it all. Dagunn (Elf - ears full of earrings, bubbly, alchemist sorcerer).
Wares
- Alchemist Kit 200gp
- Dissecting Knife 30gp (gather x2 monster parts in a turn)
- Universal Antivenom 20gp (1 dose, a creature taking this immediately when poisoned automatically succeeds the poison’s savingthrow)
- Bottle of alchemist fire 30gp (sticky substance that burns when exposed to air, 3 dmg each Round)
- Tonic of Healing 75gp (Drinker heals 6 Wounds and is healed of all diseases or poisons affecting them.)
- Cauldren Leftovers 50gp
Training
- Spell Grapple: If a wizard is near another caster who casts a spell of a level the wizard would be able to cast, they may attempt to wrestle control of the spell away from the other caster. To do so, they take a Stress and make an opposed WIL roll. If they win, they take control of the spell and may choose new targets for it.
- Scribery: You may create scrolls for only 75 GP per spell level. When you cast a spell using a scroll, add a +1 bonus to any SL values in its description. In addition to this, whenever you gain a HD, you may choose to forgo increasing an attribute and instead permanently memorize a spell you have access to. You can cast this spell without the need for a spellbook or scroll.
- Cute Little Guy Familar: Winged homunculus familiar (Skill 2, HD 1, Claws 2 dmg)
Bell Tower
Tallest and thin tower. Pyre for funerals outside. Sun bell that rings each hour (special sound for rituals and ceremonies). Astrology tapestries. Sacred pool in the base. Majken collects relics here and provides healing services along with her clerics. Has the Star Iron reliquary. It can be used to consecrate a site, making it impossible for undead and magical darkness to enter for as long as the reliquary remains there. The ritual takes a Watch.
Wares
- Shining Water 30gp.
- Oracle Bones 25gp.
- Smite Stone: a crystal of condensed prayers, throwing it on the ground will shatter it and call down a lightning strike that deals 8 dmg. 250gp.
- Silver Sun (healing hand/turn undead). Devote yourself to Lunasol. You sell it and you get blinded :).
Training
- Spiritual: Any weapon they carry is considered magical when fighting creatures normally unharmed by mundane weapons.
- Full of Light: Gain a Buff on saves vs. the abilities of undead creatures.
Round Tower
Simple round tower without windows or ports. Banquet Hall and cellar of wines and spirits. Silar hosts the banquets and gatherings of the nobility and burgesses here as well as his meetings for the Moorland Merchant Managers.
Wares
- Amulet of Titan Skin (Critical hit against the wearer is automatically turned into a normal hit, after which the amulet turns to dust)
- Traps 30-200gp Training
- Backstab: After hitting a creature that is unaware of them, they may take a Stress to double the attack’s damage.
- “Management Skills": They gain a Buff when trying to do thieflike things (pickpocketing, picking locks, sneaking, etc.)
WAGON CORRAL: wagons & tents, livestock, mercenaries.
Covered Cart
A cart filled with lockboxes just visible under a waxed tarp. Two bodyguards in grey and green gambeson with cudgels stand by.
John Smith (Human - einstein black hair, measured voice, fence) sits on a stool, fiddling his ring and greeting passerby’s. Will buy strange or suspicious wares or smuggle them into the longships for a fee.
The Wheeled Keg
Drunkards. Brawls. Weekly fights.
RIVERWALK: stone warehouses, longboats, heavily guarded
Auction House
Busy. Bidders, clinking pockets, mercenaries. Pinky Preston and walk around here talking with adventurers and merchants, showing off minor wares.
Wares
- Gecko Skin Suit. Sticky. 150gp
- Snake ringmail. 5 Armor. 100gp
- Polearm (5dmg two slots, reach) with wind designs. Can hurt non-physical targets. 75gp.
The Warehouse
Three gates to the docks. Millie (human - knowing smile, jokes, supply ledger) sells basic supplies out to adventurers and manages shipments along the river.
Wares
- 2d6 Supplies a week. 10gp.
- Uncommon Items 30gp
Ruined Tower Foundation.
Dirty floor mosaic of someone bowing to the sun in prayer.
Resident Quarter: construction, children, gardens
The Moorland Magpie
Two floors. 4 Rooms for rent on second floor. Worn but clean. Cozy and welcoming atmosphere. Potato and firecracker soup always available for guests.
Innkeeper Lorna (human - half closed-eyes, somewhat pedantic, helpful)
Lornas husband Bren (human - strong brow, silent, direct) takes care of the stable.
Wares
- Crow pie. 1gp.
- Fried centipede legs. 2gp.
- Venison, carrots, and mead. 5gp
Stables
- Wash and Feed 20gp
- Kibble 100gp (mule - big teeth, hungry, lots of space)
- Bandit 550gp (horse - scarred by arrow wounds, courageous)
- Trotter 500gp (horse - endurant riding)
- Barney 80gp (donkey - droopy, “brahhhhhEEEEeee”, hopelessly depressed)