Scenic Rot Fang village was built on the ruins of an old Dwarf outpost overlooking a chasm. There's almost two hundred Kobolds families packed in this small area, living in relative safety, though many of them are poor. Scattered among the tents and shacks, the crumbling stones of the Dwaven buildings still stand to house the most wealthy of merchants and warriors.
1.Dwar'eet'iks den-A crumbling former Dwarf bar, the chief tends to hang out here with the rest of his most loyal warriors and a few village concubines. Off limits to most everyone else. It's a stone building, with two floors-Dwar''eet'ik keeps the entire top floor to himself, and the bottom has tables, chairs, and a single working beer tap.
2.The Ring-Dwar'eet'iks new fighting pit, made out of whats left of the bars cistern. The only way out is with a rope-the walls are impossible to climb without tools. If the hunters catch anything nasty enough, they throw it down here, and if the cheif catches anyone who disrespects him, they go down too. He's had several executions this year, most of them to a fungus squid which only just recently got sick and died after eating a concubine that gave it stomach cramps. Tak'mir doesn't know what's in it now.
3.The Last Drop-Owned the limping fighter Zzas, and located on the edge of the village, overlooking a massive chasm, this place is Tak'mirs favorite hang out spot. In fact, most every Kobold found this place after the chief kicked everyone out of the Den. It serves good food and cold drinks-courtesy of a local Kobold Cryomancer-and has a nice atmosphere. He has a crush on the waitress there...not that she knows that.
4.The High Mark-Spotted in center square, this is Gork'chuks shop, and no one sells so much as a hatpin around here without him noticing. Tak'mir can sell things here, usually for higher prices if it's rare or valuable. Arak claims he doesn't mind if Tak'mir is selling to Gork'chuk.
5.The Deposit-Right next door to the High Mark, this open air market is where Tak'mir can buy all sorts of good food, cheap too, even if prices have begun to skyrocket due to Dwar'eet'iks bi-weekly binges taking up all the stocks.
6.House of Bashing, Beheading and Bisecting-Tak'mir doesn't go here often, as it's the towns biggest smithy, and he usually prefer to buy his weapons from fences or the guild. Still, there's alot of shiny stuff here...as if he'll ever be able to afford it. Roz'rim the Smith is the owner, and won't buy from him directly, unless he finds something *really* good-he has to go through a fence for that.
7.Greenhide Armorers-Same as above, the armor sold here is of the best quality his tribe can buy, but most of is way out of his price range. They won't buy anything from him but animal parts and skin-which they pay top coin for, the rarer the better.
8.The Low Row-Tucked away in the poor district that Tak'mir lives in, the Low Row is a shop that Arak'rak'tar, Tak'mirs friend, founded in direct competition to Gork'chuks. Tak'mir can also sell things here, but Arak doesn't have the money to throw around on trinkets, preferring to deal in necessities like food, medicine, and simple goods, which he sells back to needy kobold families at lower prices-he's highly respected among the tribe for this.
Gork'chuk has strongly hinted that he won't look too kindly on anyone who sells to Arak'rak'tar, especially including Tak'mir.
9.Thief Guild-A hidden place known only to the cities thieves, not even the chief knows about it. Tak'mir can always find work here, as well as relaxation and training in the shadowy arts, not to mention special equipment.
Thief Guild Services/Goods
-Training- The Guild masters impart their skills for 25 coins each, though you only have time for one session tonight-training gives you +1 to relating rolls or an abilty as indicated. Tier 2 and above cost an extra 25 coins per level.
1. Lockpicking (Listen to the tumblers..)
2. Sneaking (Be light as a shadow, more silent than a whisper)
3. Awareness (Let's you spot traps and ambushes)
4. Magic Sense (One of the "Thiefomancer" arts-the self made term for Kobold trouble making magic, this allows you to detect simple magical auras, from items, people, or animals.)
5. Death Dealing (Increased damage when attacking from stealth)
6. Archery (Teaches proficency in the short bows-Kobolds are not naturally used to bow craft, and get a -1 to hit without this.)
7. Poison Use (How to apply it to your weapons without killing yourself)
8. Mechanics (Knowledge of simple mechanical devices like smoke bombs and caltrop grenades-great for disarming traps and repairing things, and needed for higher levels of engineering.)
9. Evasion (A class on running your tail off when you get into trouble-not a combat skill, only used for running away.)
10.Tier 2/Throwing Marksmanship (+1d4 damage on a successful throwing weapon hit)
Thrown Weapons, 10 coins each
Throwing Knife/1d6 Piercing damage, thrown weapon
Bola/1d6 Blunt damage, thrown weapon
Exotic Thrown Weapons, 20 coins each
Whirling Axe/1d10 Slashing damage, thrown weapon,
Boomerang/1d6 Blunt damage, thrown weapon, returns to user
Javelin/1d8 Piercing damage, thrown weapon, ignores 1 armor
10xThrowing Stars/1D3 Damage, +1 to hit, can throw up to three a turn
Gear, 50 Coins each-having gear allows Tak'mir to reroll one failed attempt related to it
Lockpick Set
Climbing Rig
Tool Kit/Mechanics
Poisoners Handbook
Shadowstone/Sneaking
Devices 15 Coins each-needs mechanic skill to use
Caltrop Bomb/spreads dozen of spiny balls over a wide area. No one can walk through them quickly.
Smoke Bomb/An old classic-covers your escape in a cloud of thick black smoke.
Web Bomb/When it explodes, the target is immobilzed in thick, gooey strands.
Explosive Grenade/A new invention from the Goblins, this one does alot of damage in a short range...unreliable.
Landmine/A device that can be rigged to a trip wire, or a pressure plate. Can be loaded with any other device as ammunition.
Flame Gel Canister/Harvested from lava worms, Flame Gel is extremely flammable.
Acid Flask/Highly caustic Giant Spider venom.
10.Ring of Stone-Most of the warriors of the Tribe hang out here, practicing with weapons and staying alert. Most of more honorable fighters of the clan are here, those who arn't interested in hanging out in the Den-Kobold weapon instructors are keen to teach anyone who shows promise some basic self defense moves for a bit of coin. Tak'mir enjoys a nice rumble now and again to keep his senses sharp.
11.Tricksy Master-A shop run by a Dwarf of all things! He's been deemed insane by the kobolds, but they tolerate him because he can decipher languages and identitfy strange artifacts. He sells all sorts of junk he claims is "magical", and some of it sure is...just not good magic.