Otari PCs (from M3 4726 AR)
Grognar Venkervale (Gus), dwarf male, a Greataxe wielding Dwarven Fighter , bartender at the Rowdy Rockfish tavern, working for his mother Brelda Venkervale. Brelda's older (& favourite) son Lasda vanished almost without a trace a year or so ago - locals saw him walking out of town with a hooded stranger carrying a lantern. Brelda suspects he's gone for good.
Keshani (Judith), human female, a circus-raised Monk, haberdasher's assistant (see below)
Kyra (Matt), human female, a Priestess of Saranrae, whose wit is as sharp as her scimitar , assistant cleric at the Dawnflower Library. Sometimes troubled by strange dreams of past life as an epic hero, accompanied by Valeros and other mighty heroes. Kyra wandered into Otari six years ago as a teenager, with no memory of where she came from, but wearing the garb of a Qadiran novitiate of Saranrae. She was taken in by Vandy Banderdash, halfling priestess of the Dawnflower Library, and has lived there ever since.
Crocus (Bill), human male, a Wizard for whom magic is the ultimate power. From an aspirational Korvosan family, a former student of the Acadamae in Korvosa. After an academic dispute and false accusations of plagiarism, Crocus was denied Graduation and forced to leave the Academy in disgrace. Travelling west to Otari, and short of funds, he took a position as shop assistant at Wrin's Wonders, a curiosity shop where minor magic items can be bought and sold at reasonable prices. Wrin Sivinxi, the friendly Tiefling proprietor, is troubled by the eerie light from Gauntlight Keep, visible at night from her tent.
Valeros (Kermit), human male, a sometime mercenary Fighter wondering if adventuring is a better career . His memories from longer than six years ago are very hazy, though he vaguely remembers living in Sandpoint, far to the west in Magnimaran territory. Sometimes troubled by strange dreams of past life as an epic hero, accompanied by Kyra and other mighty heroes. Valeros has lived in Otari for a year or so, after several years spent as a mercenary on the Korvosan Frontier. He currently works for the heavily scarred half-orc foreman Klorte Hengus at the Otari Lumber Mill, where his strength stands him in good stead.
1. Judith PC: Keshani (nephilim monk) is part of a loose group of refugees from Cheliax who has been taken in by her distant 'aunt' Xanthia, the owner of a local haberdashery. The group had originally been a small travelling circus, but accusations of theft and (unspecified) antisocial behaviour levelled at them by a branch of Hell Knights had led to the circus fragmenting as each sought to proclaim their own innocence while blaming their erstwhile colleagues. Keshani's teacher, the Impossible Yao Mei (a martial artist originally from Tian Xia), had quickly vanished as had many of the other leading acts of the circus, leaving their apprentices and the riggers to deal with any consequences. Despite being notably deft, with fine hand-eye co-ordination, Keshani is not convinced her future lies in dressmaking...
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| Keshani, Haberdasher's Assistant |
Friends: Grunda the dwarf, a young dwarf hatmaker, fellow employee of aunt Xanthia.
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| Brelda Venkervale, Dwarf tavern owner of the Rowdy Rockfish |
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| Grunda, Haberdasher's Assistant |
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| Darthus the Farmer, drinker at the Rowdy Rockfish |
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Bess, a fishgutter at the Otari Fishery
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1. THE GIANT’S WHEEL - Otari Lumber Mill
The Otari Mill is known locally as the Giant’s Wheel, as its towering, 30-foot-diameter waterwheel is truly a sight to behold. The wheel’s immense size is needed to generate enough torque to power the mechanized treadmill loading logs into the flume and keep the saws running within the mill. Much of the lumberyard’s income comes from the town’s two larger lumber families, who pay to have their lumber processed here. The mill is a noisy place, with the constant grinding and churning of the wheel itself competing with the whine of the saws and the clatter of the loading ramp.
The Menhemes family leaves the day-to-day administration of the mill to a heavily scarred half-orc
foreman named Klorte Hengus. In his youth, Klorte made a name for himself in the fighting pits of Korvosa, wielding paired hatchets - he picked up the moniker “the Lumberjacker.” Klorte
has put that violent past behind him and fails to see any ironic humor in the fact that he’s now employed
by honest-to-goodness lumberjacks.
4. WRIN’S WONDERS
This curio shop bears no sign, but locals know it as Wrin’s Wonders: a place to marvel at whatever strange new trinkets and offerings its equally strange owner might have come across. The structure consists of a ring of what appear to be standing stones arranged in a 60-foot-diameter circle surrounding a 15-foot-high dome of wooden beams covered with triangular pieces of canvas. Closer inspection of the standing “stones” reveals that they’re also made of wood frames and canvas, cleverly painted to resemble granite. The area between the central dome and the surrounding circle is a collection of other dome-shaped tents used to store the shop’s wares. When it’s not raining, the fabric of these domes is pulled aside so shoppers can admire what’s for sale in the light of the sun—or the moon, for that matter,
as Wrin’s Wonders is always open. Wrin Sivinxi has what she regards as a very good reason for the curio shop’s strange arrangement—she sees safety in curves and menace in angles and suffers from a touch of claustrophobia. The central dome is her domicile, and she’s painted the interior surfaces to resemble a night sky featuring all the constellations of the Cosmic Caravan, so that even on overcast nights she can fall asleep under the stars.
14. THE ROWDY ROCKFISH
Despite its name, The Rowdy Rockfish is the quietest and quaintest of Otari’s taverns. A sign depicting a rockfish with his fins up in a boxing pose hangs above the door of this two-story wooden structure, but within, the calm demeanor of its patrons leads some to wonder if this might be the one tavern in Avistan to never host a barroom brawl. The Rockfish’s proprietor is a matronly dwarf named Brelda
Venkervale, a stoic but shrewd businesswoman. Her elder son Lasda vanished without a trace over a year ago. A few locals saw the red-bearded Lasda walking out of town with a hooded stranger carrying a lantern. Brelda suspects that her son is gone for good.
15. DAWNFLOWER LIBRARY
Otari’s largest temple stands at the town’s westernmost edge, atop an upraised shelf that juts out far below the clifftop. The library is constructed in the Qadiran style of Sarenite temples, with two smaller minarets flanking a golden dome. The building’s position allows it to catch the rays of the rising sun, which transforms the dome into a brilliantly glowing testament to the sun goddess—at least, on days that aren’t fogged in or overcast. A dozen acolytes of various faiths attend to Dawnflower Library. Shrines to Cayden Cailean, Erastil, and Gozreh can be found in the western portion of the building, while the primary shrine to Sarenrae takes up the eastern portion. The rest of the building contains the stacks. Dawnflower Library has a wide range of books ranging from fiction to history, satire to textbook, and even includes a sizable collection of (mostly) tasteful erotica. The current head priestess of the library is a chatty halfling woman named Vandy Banderdash, a devotee of Sarenrae. Always eager to greet newcomers regardless of their faith or vocation—with the exception of thieves, whom she can’t abide—Vandy has a strange knack for recommending literature tailored to the tastes of people she only just met.
Campaign Notes
Subsistence: As longterm residents of Otari you can generally cover your basic living expenses by working 4-5 days a week, and with the rest of your time either earn a couple extra silvers (1d3 sp), or do other stuff.
Magic Items may typically be sold at half price. A selection of items up to level 4 may be acquired at list price; commissioned items typically cost double list price. Items may also be crafted.
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| Otari & surrounding region. 20 minutes from Otari to the Gauntlight Ruins |
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CRAFTING
Crafting Trained Actions
Downtime Manipulate
Source Player Core pg. 237
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items.
To Craft an item, you must meet the following requirements:- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 17th or higher, you must be legendary.
- The item must be common, or you must otherwise have access to it.
- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items.
- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.
After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Income Earned
| Task Level | DC | Failed | Trained | Expert | Master | Legendary |
| 0 | 14 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
| 1 | 15 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
| 2 | 16 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
| 3 | 18 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
| 4 | 19 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
| 5 | 20 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
| 6 | 22 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
| 7 | 23 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
| 8 | 24 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
| 9 | 26 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
| 10 | 27 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
| 11 | 28 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
| 12 | 30 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
| 13 | 31 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
| 14 | 32 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
| 15 | 34 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
| 16 | 35 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
| 17 | 36 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
| 18 | 38 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
| 19 | 39 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
| 20 | 40 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
| 20 (critical success) | — | — | 50 gp | 90 gp | 175 gp | 300 gp |
General Skill
Source Player Core pg. 258
Prerequisites expert in Crafting (Skill)
You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
Crafting Example
Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item, using its formula. The GM secretly chooses a DC of 19.
The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 1 day building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.
However, Ezren has 13 more days on his hands, so he decides to spend additional time to complete the item. Because he's a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 13 days working, he reduces the total cost to complete the item from 65 gp to 52 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!)
If Ezren's Crafting check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day (the amount for a 6th-level expert), lowering the amount needed to complete the item after 13 additional days of work to 39 gp.agical Crafting Leads To...
Magical Scrounger, Signature CraftingTraits
General:A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill:A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.