Crispijn's Jewellers (SS1)
Crispijn Oosserijker runs a jewellers shop on the Riddra side
of Stoessel. Of course, few, if any of the items he has for sale
were obtained legally Crispijn is the main jewellery fence
in the city, and he specialises in removal of identification
and the alteration of stones. He is a con man to the bone, and
perfectly willing to rip off any unsuspecting buyer as fully
as possible.
The shop is situated in the more run down area of Stoessel,
near the Riddra bridge, away from the bustling warehouses. The
windows are dark and grubby, with rotting bars protecting them,
and it looks like no one has been in for some time. In the bay
window are a collection of rings, necklaces and watches, all
with handwritten price tags prices way below the norm.
Hanging above the door from a rusty hook is a hand painted sign
reading: Crispijn's.
The building is built on three stories the ground floor
is the shop, the first floor is the workshop and the top floor
is Crispijn's living quarters. A rusty bell rings loudly when
the door opens, for Crispijn spends most of his time in the workshop
upstairs. The room looks empty, even though there are jewellery
cabinets all around the walls. The cabinets all have a thin iron
lattice to protect them, and customers have to press their noses
to the dirty glass to peer inside.
The workshop upstairs is equally sparse a rough wooden
table covered with sacking, with a jumble of tools. In an inconspicuous
corner of the room is an iron safe, and this contains all the
unaltered pieces. His living quarters are similar, little more
than a bed and table.
Common Knowledge
"You're more likely to find something there that you
used to own than something new that you want!"
"He's a sly, mean devil. Don't be fooled by his stupid
appearance because that's all it is an appearance. He'll
have no qualms about putting a slug through your head if you
try to jump him. That's probably a bad idea anyway, lots of powerful
people find Crispijn useful, if you understand me?"
"Lets have a look. Ah yeah, I see that getting rid
of these would be a problem. Crispijn will buy 'em though, he'll
buy everything. Don't try and peel him over the prices, or push
him fugazies, that would be most unwise."
Crispijn van de Oosserijker: Fence, Ex Jeweller, Ex Apprentice
Social: C4
"I don't think I know you I haven't seen you
around before. Never mind, how can I help you?"
"Stop right there! Put your hands where I can see
them. Now get out of my shop before I put lead through
your incredibly small brains."
Crispijn is a small stooping man, but composed of incredible
strength for his size. He has longish grey/brown hair, a drooping
moustache and a goatee. He squints a lot, wrings his hands and
has an annoying habit of bobbing up and down effusively throughout
any transaction. This is just a cover though, and in times of
stress or during combat he becomes intimidating and almost inhumanely
calm. He wears a rough leather apron when working, and at other
times, cheap, labourer's clothes in dull, cheerless brown.
Growing up on Riddra he is perfectly able to look after himself,
and carries a small flintlock pistol wherever he goes. He has
the protection of high up Guild Members he is an efficient
workman, and a valuable contact for them. At the age of nine,
he was taken into Sister Marianne's Orphanage, and hated it bitterly.
He was found an apprenticeship at the Jeweller's Guild, and became
a professional jeweller. One night several years ago he was contacted
by one of his old childhood friends, and overnight Crispijn became
the largest fence in the city.
Crispijn follows his career because of greed and the challenge.
He is an expert at recutting the stones, fitting them to different
items of jewellery and making them otherwise unidentifiable.
He can spot a fake without trying, and will cease business with
anyone trying to sell them to him (often in a lethal fashion.)
Although he has a lot of money, he acts no different from any
other slum dweller, and many speculate on what he does with it.
Some say he has gambling problems, others say drugs or drink
have taken hold of him and still others that he supports an expensive
mistress in the Centralwijk. The truth is that he keeps it all
in Marcellus Van Walsum's Private bank. Exempt from Marienburg
taxes, the gold grows and grows, and one day Crispijn will pack
up and disappear overnight, vanishing into the empire.
The watch knows all about Crispijn and his obviously illegitimate
business, but they also know about the powerful people who back
him. A few small bribes keeps them happy, and none are too keen
for an early death at the hand of his pistol. Crispijn only ever
puts the smaller, less valuable pieces on sale in his shops for
purchase by the general public. He's clever enough to realise
that the watch would be forced into action the instant a 1000
Guilder ring belonging to a rich merchant's wife appeared in
his window. He still deals in such pieces, but all the transactions
are within a select circle of associates, and behind closed doors.
Very valuable pieces are often smuggled out of Marienburg to
Altdorf or Middenheim, and Crispijn has extensive contacts throughout
the Empire.
Within Marienburg itself, Crispijn has many contacts. He pays
Hans Kluger (SL11a) 5 gu a month to send on any customers to
him that Hans is unhappy dealing with. He uses Thijs Modegekker
(SR12a) when he wants to smuggle a valuable piece out of Marienburg.
If she knew of his existence, Sister Marianne (SL14a) would dislike
Crispijn, another one of her orphans gone bad. He knows many
members of the Guild (SB36) and operates with their permission.
he is contact with Jewel thieves from all over the city, as well
as many other members of the Suiddock west end.
M 4; WS 47; BS 58; S 5*; T 3; W 9; I 63*;
A 2; Dex 55; Ld 41; Int 32; Cl 39; WP 44; Fel 29
Age: 36
Alignment: Neutral
(Ranald)
Skills: Acute
Hearing, Blather, Disarm, Drive Cart, Evaluate, Fast Draw, Gem
Cutting, Haggle, Lightning Reflexes, Magical Sense, Palm Object,
Read Write, Super Numerate, Specialist Weapon pistol, Strike
to Stun, Very Strong
Possessions:
Sword, Knife, Uncut Jewels, Tools, Flintlock pistol, leather
jack, overalls
Trading at Crispijn's
Items for sale are varied, but as explained above, not overly
expensive. Rings, watches, necklaces, earrings, snuff boxes and
many more oddities can be found lurking, dust covered, on Crispijn's
shelves. Crispijn will buy jewellery at 10% of their original
value and can be bargained up to 15 %. For very rare or expensive
pieces, he will pay up to 25%, but he has to trust the dealer
before he will buy. He sells the jewellery for between 40 and
60 percent of its original value. Although the buying prices
are quite low, he will buy anything, in any quantity, and has
the up front cash to pay for it. Having said that, he will not
take large sales from new customers. He is very careful to avoid
exposure, and trust has to be built up. If the party contains
a jewel thief, they will eventually be directed to Crispijn's
after seeing a few other fences. If a good working relationship
can be built up, there are several adventures that can be used.
Adventure Ideas
Counting Chickens...
Crispijn is finally packing it in. However, when he visited
Marcellus, he was told that the money would need a week to be
transferred. Now Crispijn is in trouble. The guild would obviously
not be happy if Crispijn leaves, and would find out over a period
of a week. This can be run in one of two ways. The PCs can be
hired by Crispijn to get the money for him. They could raid Marcellus'
island and steal it from him, or persuade Marcellus to give up
the money, or borrow the money and return it when Marcellus pays
them. This could be complicated by the fact that Marcellus either
doesn't have the money or has no intention of losing such a chunk
of his fortune.
On the other hand, if the characters are connected with the
Guild, they could be instructed to track down Crispijn before
the end of the week, and before he flees Marienburg, so the guild
can 'persuade' him to stay.
Stealing is Illegal!
Crispijn heard mention of a buyer who wanted a rare necklace
owned by a rich Marienburg Merchant Lord. He asks the PCs if
they could steal to order, and deliver it to their contact, in
return for a third of the profits. Assuming the job goes fine,
the PCs are shocked to find that when they arrive at the agreed
location, they are jumped by several watchmen. Assuming they
escape, they will find posters of themselves plastered up around
Marienburg. If they try to find the contact, they discover he
has been murdered, and that Crispijn has disappeared...
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