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Chapter One: The Town of Clearspring (6)

The Drugs and Grocieries Store

The building is two-storeyed, the upper storey leaning half a foot over the ground floor; its painted a soft orange tone. A large sign hangs from the upper storey, right over the entrance to the shop. The door is very wide, large enough to allow large crates to be heaved through them. (This is necessary, since the shop has no courtyard of its own. All deliveries have to be transported through here. The shop owner does have a horse and a cart of  his own, but they are kept in a stable a little further down the road.)

While the ground floor is dedicated to the shop, the owner, Loresh Daurphan, and his family live above, in comparatively spacious surroundings – quite important since Loresh has a large family of twelve heads: six children, his wife Teeya, her parents, Loresh’s mother, a nephew and the shopkeeper himself. (As a matter of fact, Loresh has another son – the seventh and youngest -, but Willett Daurphan has become a wizard and therefore been living mostly at the Wizard’s Tower.)

The store offers all kinds of wares, from seedlings for the farms over vegetables and fruits to small artisan’s goods as well as a few magical potions. They are arrayed in different sections in the large shop room (which is always patrolled by at least two members of the family, while one is manning the counter right next to the entrance). Of course the largest area are the farm supplies, by virtue of their size alone; the second are the groceries. The potions and other goods are in a small section right next to the counter, very carefully watched all the time.

It might be a bit surprising to find magical potions in this shop, but Loresh Daurphan’s youngest son – who is a wizard -, has by dint of his very profession opened a connection to the local Wizard’s Tower which uses Daurphan’s shop to sell some of its wares.


GM Tips

If you have a thief in your party, he’ll certainly think about stealing something from the shop. Go ahead, let him. Just remind him that it’s not nice, and that you always have to think about repercussions. (Hmm, the answer probably will be along the following lines, “One: I’m a thief, it’s what I do. Two: they’ve gotta catch me first!”)

Well, if you have already perused the information on Darawk priests available in the sourcebooks, you will have found a spell called Security Rune Blessing, which allows the priests to mark an item and track it down should it be stolen. Darawk priests often earn money by selling these runes, and thus securing items.

All the expensive goods in the shops are marked in this way. There is a magical appliance on the counter with which the rune is removed after the sale is complete – but the same appliance will sound an alarm should someone leave the shop with a rune somewhere on his body. In other words, if your thief tries to steal a potion, he’ll be discovered the second he tries to walk through the door. Now you’ll have to think of the repercussions… (and say to the player, “Didn’t I warn you?”)

NOTE: You should mention to the party that the shopkeeper slides each sold item over an ornamented box before handing it back to the customer and new owner.


NPCs present:

·         Loresh Daurphan, shopkeeper

·         Teeya Daurphan, his wife

·         {the rest of the family}

·         Eilig, alreu (who provides some of the artisan’s goods to Loresh – and likes to stick around the shop)


Items and prices:

Ordinary goods, such as fruits or vegetables, are rather affordable and cost only a few copper pieces. (Just in case your players should be interested in this. You may decide yourself what the exact price of, say, an apple is. And you should note this price for yourself since the players are liable to return, and they might very well remember how much an apple cost the last time around.)

Of considerably more interest are the potions offered by Loresh Daurphan.

Healing potions will probably be the highest in demand. Nonetheless, there are also a few other potions on sale, which might help your party along the way.

  Name Price Notes  


10 gp

against poison


Healing Potion

20 gp

heals 2d10


Healing Salve

20 sp

heals 1 point / wound; 5 uses



1 gp




Antidote: Counters the effects of poison, no matter whether of animal or plant nature

Healing Salve: Herbal paste which is applied directly to the wound. It speeds up the natural healing process and prevents any festering of the wound.

The salve may be applied only once to a wound and heals one hit point of damage. (Of course there is nothing to keep the players from applying the salve a second or third time, but only the first time will have any effect.)

Unknown: Loresh tells the players that he received this potion from a stranger as payment. The stranger was running a high fever and demanded that Loresh should use this potion to cure him. Unfortunately, Loresh sighs, the man died before he could tell any more about the potion.

Loresh obviously has no idea what exactly the potion is, and so he offers it for sale in the hope that a customer of his can make good use of it.


GM Tips

You may decide freely what exactly the “unknown” potion is. Ideally, you will keep your options wide open and only make a final decision when the characters actually use the potion.

Keep in mind what the party’s needs at the time are. If they have taken serious damage, and the continuation of the adventure is in peril, you should have the “unknown” potion turn out to be a healing potion. (Unless you feel that the players have squandered all other resources and/or run into danger needlessly.)

Otherwise you could have the potion turn out to be ordinary water, or perhaps it has an entirely different function, such as a love potion or a sleeping drug.


The Tailor's Shop

Zevia Habarme has already been introduced as the owner of this shop. She bought the shop from its previous owner only some two years ago – after working as a seamstress there -, and the shop hasn’t entirely flourished thus far. Many customers have taken their business elsewhere, not wanting to deal with Zevia (who isn’t a local); instead they buy their wares from a number of seamstresses working out of their own homes. Their products aren’t as good as what Zevia’s selling, but she’s having to fight the prejudice against her.

The advantage to the player characters is that she has decided to use fighting prices, lowering them seriously to undercut her competition. (Which means bartering any lower is completely out of the question; Zevia’s prices are already as low as she can possibly go, and she’s a tough bargainer.)

The house is a bit delapidated, since Zevia hasn’t had the funds to put in the necessary repairs. The shop itself though is very clean, obviously she dusts regularly and washes off every spot she can find. It’s as pleasant a little shop as you could possibly find, and once you hear Zevia’s story, it will look even nicer, I’m sure.

Three mannequins are on one side of the room, wearing beautiful dresses of Zevia’s making. The dresses are designed for evening functions, probably far beyond anything Clearspring might demand. It’s a sign of Zevia’s own hopes and dreams (and not a little proof of her abilities). Shelves on the opposite side of the room hold simpler clothes, neatly folded, with price tags on them.

A raven (by the odd name of Sailor) is perched on a a stand next to the mannequins, eyeing each entering customer suspiciously.


NPCs present:

·         Zevia Habarme, seamstress and shopkeeper (NOTE: At noon, she closes her shop and goes to The Drunken Badger for lunch. Sometimes, when no business seems likely to come around – which is far too often for her liking -, she closes up as well and hangs a sign into the door, pointing potential customers to the nearby inn. All her regular customers know exactly that it will take only some five minutes for her to be called and open up again.)


Items and prices:

  Name Cost  
  Belt, broad 30 sp  
  Blouse, furred 75 sp  
  Blouse, linen 50 sp  
  Cannons 50 sp  
  Cape, full 40 sp  
  Chemise 70 sp  
  Chemise, linen 30 sp  
  Cloak, fur 4 gp  
  Cloak, travel (2 gp) 1 gp  
  Cloak, wool 80 sp  
  Corset 2 gp  
  Doublet 2 gp  
  Dress, common (80 sp) 60 sp  
  Dress, noble 25 gp  
  Fullcloth Underwear (60 sp) 20 sp  
  Gloves 10 sp  
  Gown, common 50 sp  
  Gown, fancy 5 gp  
  Hose (50 sp) 35 sp  
  Jerkins  50 sp  
  Leggings, deerskin 10 gp  
  Leggins, linen 50 sp  
  Moccasins / slippers 50 sp  
  Nightshirt  (75 sp) 50 sp  
  Parka 2 gp  
  Robe, common (1 gp) 70 sp  
  Robe, fancy 5 gp  
  Shirt, linen 50 sp  
  Tunic, linen (60 sp) 50 sp  
  Vest, leather 1 gp  
  Vest, wool (30 sp) 10 sp  


Other shops

These three shops should suffice to fully equip your party. They also dress up the town nicely, and you might think of ways of turning them into hooks for future adventures.

Other stores in town serve a more specialized area; they might be of interest to the party (and if you think so, put together a list of wares of your own from the lists provided in the Player’s Handbook Chapter 7: Equipment.) That probably will only happen some way along the road of your campaign. In the following, we list a few shops that you might use in Clearspring:

·         Butcher’s Shop: There’s probably more than one in town, anyway. The groceries you can buy here are meats, mostly pork and rabbit. Occasionally, deer and other game is offered as well. (One of them at least delivers his goods to the Daurphans’ groceries store, so that butcher may not sell his wares himself.)

·         Shoemaker’s Shop: Specialized in shoes – making and repairing -, here you’ll find a bigger range of shoes and boots.

·         Carpenter’s Shop: Wooden furniture is sold here, but you can also hire the carpenter to manufacture special goods. Of course, the carpenter will also take care of jobs in a customer’s house. (Obviously this can only become of interest to the party if they should decide to settle down in Clearspring.)

·         Stonemason’s Shop: Much like above. Make note that the stonemason has his shop near the mines from where he procures his base materials.


The Townhall

In the very middle of Clearspring’s main road, there is a plaza. Once a month it serves as market place for the surrounding farms, selling their goods and trading amongst themselves. The plaza is also the location of public announcements and the annual fair (on the Summer Solstice), when amusement stalls are set up and all of Clearspring comes together to have a great celebration.

A fountain is located in the plaza’s center, before a statue of the legendary Falken general who led the ancestors of Clearspring’s population to this place. (The statue has nothing at all in common with that man for it was manufactured only half a century ago. No paintings have survived to tell what the general looked like in real life.)

At the plaza’s opposite end from the road, the three-storeyed Townhall is located. The building is older than all the others around it, and its state of repair has seen better times. It’s in dire need of fresh paint, its old, yellowed coat is cracked and stained. The roof is leaking in some places. Still, Townhall is serviceable – at least as far as its current needs go.

Some people wonder why the building is as large as it is. After all, more than half its rooms are empty. What is being used, is the council room which doubles as a courtroom whenever needed (i.e. a case is presented to the mayor who is also the town judge), the mayor’s own office, a reception room where the two town clerks work and receive any pleas or information from the citizens – all of these rooms located on the first floor. Some other rooms have been converted to storage.

The mayor, Kayrol Bearrun, lives on the second floor, using only two of the many rooms available. Since the death of his wife three years ago, his only companions are four cats who probably know Townhall in more detail than anyone alive today.

The third floor has been empty for at least two generations. Rumor has it that at some time in the past all of Townhall was office space, and the mayor of those days had a residence of his own along the plaza – a residence that has been torn down in the meantime. Back then, Townhall bustled with activity all throughout the day. Supposedly there might be traces of it on the third floor, perhaps documents dating back to this time. But nobody has gone up there to investigate, at least none who have told of their findings.


GM Tips

I’m sure you can already think of a few ways of putting that empty third floor to good use as a story hook. One introduction would be to mention that one day someone was dared to explore the third floor – and vanished without a trace. (Of course, nobody in town believes that something in sleepy Townhall could have been deadly; they’re rather convinced this person skipped town to escape the vengeance of a husband – or something of the sort.)

I suggest that you wait quite a bit before springing this adventure on your party. Have them visit Townhall a few times, get to know it as an utterly boring place. Nothing that could possibly harbor a deadly secret. When you then introduce the hook to them, they’ll be as astonished as the people of Clearspring would be!


NPCs present:

·         Kayrol Bearrun, mayor

·         Dearben Havshaw, senior city clerk

·         Noraya Montoyl, city clerk


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