Capítulo 1 Instrucciones de seguridad
1.2 Pautas de seguridad
The Craftsman District is a maze of streets and neighbourhoods designed around specific crafts. Streets are often named after the crafts assembled around them, such as Baker’s Street or Miller’s Street. Shops and houses are generally three storeys high with attics. The shops themselves are located on street level and the living quarters are built on top of the shops. The noises and smells in this area vary widely from street to street and a visitor can often find the shop he is looking for simply by following his nose or ears. The district also includes services designed for the craftsmen. Taverns and brothels catering to the needs of the craftsmen are common and some only permit entry to guild members of one craft guild or another. The Craftsman District also features its own bazaar selling much needed raw materials.
Red Lion: A tavern in the Craftsman District, the Red Lion is noted for not being laid out in a typical floorplan for a tavern. At some point in the past, a fire had gutted the building, the ground floor collapsed into the cellar and had never been replaced. Instead, the owners built a balcony around the hole at street level and the cellar became the common room. The benefit is the soft temperature of the tavern, for it
remains at a cool temperature even at the hottest hours of the day in Zamora’s sweltering summers. Rooms above the ground-floor balcony provide a place for rest and entertainment with one of the many prostitutes who work here. The kitchen is also at ground level, so a constant stream of serving girls ascend and descend the stairs at the back of the common room carrying trays of food and drink. The tavern caters to the craftsmen of the district. Potters and metal workers are the most common patrons. Mugs tend to be wooden here, unlike the leather jacks prominent in the Desert.
History
The Craftsman District grew as Shadizar’s specialisation of industry become more and more prominent. The city’s bakers, cobblers, stone masons and carpenters associated with one another and banded together for protection and mutual aid. As these associations grew larger and more important in Shadizar, the guild leaders petitioned the king of that era for more rights and these rights were granted to them in order to protect Shadizar against outsiders so long as the craftsmen upheld some measure of civic service and duty.
Additional Information
Most craftsmen in Shadizar are of the commoner or scholar class (non-sorcerous, generally speaking). Skill Focus and other feats designed to enhance skills are typical feats for craftsmen to take. Craftsmen do not make a living from combat, so combat-oriented feats are rare. Craft masters take the Leadership feat to attract apprentices and journeymen, although few can afford to house and maintain their full allotment of 1st level apprentices. Craftsmen tend to have an allegiance toward their guild, giving them a +2 Charisma bonus when dealing with other guild members who share their allegiance.
Maldiz
Medium Humanoid Zamorian commoner 10/ thief 5 Hit Dice: 10d4+20+10 (55 hp)
Initiative: +13 (+4 Dex, +9 Reflex save) Speed: 30 ft.
DV (Dodge): 22 (+7 level, +4 Dex, +1 Light-Footed dodge)
DV (Parry): 19 (+7 level, +2 Str) DR: —
Base Attack Bonus/Grapple: +8/+10 Attack: Dagger +12 melee finesse Full Attack: Dagger +12/+7 melee finesse
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And you are a shameless flatterer. Come, Conan. I want you to meet Maldiz, the finest blacksmith in Shadizar, even if he is my uncle.
Roy Thomas, Devil Wings over
Shadizar
Damage: Dagger 1d4+2/ 19–20 x2 / AP 3
Special Attacks: Sneak Attack +3d6/+3d8 (+4d6/+4d8 if carrying less than 20 lb.), Sneak Attack Style (dagger, broadsword)
Special Qualities: Zamorian Traits, Skill Focus (Appraise), Skill Focus (Bluff), Trap Disarming, Trap Sense +1
Space/Reach: 5 ft. (1)/5 ft. (1) Saves: Fort +10, Ref +13, Will +6
Abilities: Str 15, Dex 18, Con 15, Int 18, Wis 11, Cha 16
Skills: Appraise +18, Bluff +18, Craft (blacksmith) +22, Craft (goldsmith) +19, Diplomacy +26, Disable Device +8, Forgery +6, Gather Information +16, Knowledge (local) +13, Listen +9, Open Lock +8, Profession (bartender) +13, Sense Motive +14, Sleight of Hand +11, Use Rope +9
Feats: Craftsman ss, Eyes of the Cat bonus, Great Fortitude, Leadership, Light-Footed bonus, Negotiator, Skill Focus (Craft (blacksmith)), Skill Focus (Diplomacy), Skill Focus (Gather Information), Skill Focus (Profession) Reputation: 30 (talented) (He may add a +8 bonus to his Bluff, Intimidate and Gather Information checks) Leadership: 18/20 (9th level cohort; 150 1st level followers, 6 2nd level, 3 3rd level, 1 4th level)
Code of Honour: None Allegiances: Blacksmith’s guild, tavern merchant’s guild, Reputation
Possessions: Brown tunic, apron, red turban
ss See Conan: The Scrolls of
Skelos.
(In urban environments also
has +1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot.)
Maldiz was once a master blacksmith in Shadizar. Now he is a bartender. Maldiz’s
most reputed work, a masterpiece, was a forged
falcon. He has no nieces, although he allowed
a young
prostitute named Jenna to pretend to be his niece. He met Conan during the latter’s youth and melted down Conan’s gold into a heart-shaped bauble so it would be easier for Jenna to steal. After Conan slew the Night God of Shadizar, the worshippers, upon learning Conan had visited him the night prior, attacked Maldiz. During the fight, his hand was ruined and he had to abandon his forge. He receives a stipend from the blacksmith’s guild for his injury and is now a member of the tavern merchant’s guild. He is a
shameless flatterer, skilled in Diplomacy. Adventure Hooks: Maldiz is a good source of information for Player Characters. He has many contacts in the blacksmith’s guild, as well as in the tavern merchant’s guild. He tends to stay on top of local and foreign news, making him an excellent contact for the Player Characters. His followers include the prostitutes who work at his tavern, as well as members of the Dust and other information gatherers.
Craftsmen: Craftsmen may be of any class but most are either commoners or scholars. Many begin as commoners but, with intense study, multiclass into the scholar class. The most skilled and successful craftsmen are usually highly intelligent men and women, able to learn and utilise a variety of skills. Some craftsmen are so devoted to their art they take the True Professional feat (see page 16 of Book II: Secrets
of the Streets), allowing them to excel
at their craft beyond all expectations, thought this comes at the expense of other skills. The sample craftsmen
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Sample Zamorian Craftsmen
Medium Zamorian Commoner 1st level Apprentice 6th level Journeyman 10th level Master Hit Dice: 1d4–1 (3 hp) 6d4-6+6 (15 hp) 10d4+10 (35 hp) Initiative: +1 +4 +6 Speed: 30 ft. 30 ft. 30 ft.
DV Dodge: 11 (+1 Dex) 15 (+2 Dex, +3 level) 18 (+3 Dex, +5 level)
DV Parry: 10 13 (+3 level) 16 (+1 Str, +5 level)
BAB/Grapple: +0/+0 +3/+3 +5/+6
Attack: Dagger +1 melee finesse Dagger +5 melee finesse Dagger +8 melee finesse
Full Attack: Dagger +1 melee finesse Dagger +5 melee finesse Dagger +8 melee finesse
Damage: 1d4/ 19-20 x2 / AP 1 1d4/ 19-20 x2 / AP 1 1d4+1/ 19-20 x2 / AP 2
Space/Reach: 5 ft. (1)/5 ft. (1) 5 ft. (1)/5 ft. (1) 5 ft. (1)/5 ft. (1)
Special Qualities: Illiteracy, Zamorian Traits Illiteracy, Zamorian Traits, Skill Focus (Bluff)
Illiteracy, Zamorian Traits, Skill Focus (Bluff), Skill Focus (Profession)
Saves: Fort -1, Ref +1, Will –1 Fort +1, Ref +4, Will +2 Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 12, Con 8, Int 13, Wis 9, Cha 11
Str 11, Dex 14, Con 9, Int 14, Wis 10, Cha 12
Str 12, Dex 16, Con 10, Int 15, Wis 11, Cha 13 Skills: (In urban environments also has +1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot.)
Appraise +3, Bluff +2, Craft (any mundane) +9, Disable Device +5, Listen +1, Open Lock +5, Sleight of Hand +5, Spot +3, Use Rope +3
Appraise +6, Bluff +9, Craft (any mundane) +15, Craft (any mundane) +10, Disable Device +6, Listen +7, Open Lock +6, Sleight of Hand +6, Spot +5, Use Rope +4
Appraise +6, Bluff +9, Craft (any mundane) +19, Craft (any mundane) +14, Disable Device +7, Knowledge (local) +6, Intimidate +5, Listen +7, Open Lock +7, Profession (guild master) +7, Sleight of Hand +7, Spot +5, Use Rope +5
Feats: Skill Focus (Craft) Craftsmanss, Skill Focus (Craft),
Toughness
Craftsmanss, Leadership, Skill
Focus (Craft), Toughness
Code of Honour: None None None
Reputation: 3 (talented) 10 (talented) 24 (talented)
Leadership: — — 12/14 (1 6th level cohort
journeyman; up to 50 1st
level apprentices, 2 2nd level
apprentices and 1 3rd level
apprentice)
Allegiances: Craft Master, craft guild, guild masters
Craft Master, craft guild, creating masterpiece
Craft guild, Reputation, acquisition (Wealth and/or power)
ss = See Conan: The Scrolls of Skelos
above use commoner as the base class. More skilled or advanced craftsmen will often multiclass into scholar or even begin as a scholar.