Significant Locales:
General Store:
All supplies in the miscellaneous gear lists apart from vehicles and mounts are available at 20% markup (does not apply to starting equipment) due to remoteness of location and limited production. (Equipment lists are on pages 15-16 of the Lab Lord Basic rulebook.)
The following items are available in addition to those listed in the main book. (The 20% is already included)
Barrel, Wooden - 12 sp - 40 lbs
Bottle, glass - 24 sp - nil
Box, Large Iron - 360 sp - 60lbs
Box, Small Iron - 12gp - 8lbs
Cask, Wooden - 6sp - 15lbs (64 pint capacity)
Half-Cask, Wooden - 4sp - 7lbs (32 pint capacity)
Chest, Large Wooden - 12sp - 40lbs
Chest, Small Wooden - 6sp - 5lbs
Compass, bronze - 10gp - 1/2lb
Mirror, Large Metal - 18gp - 8lbs
Mirror, Small Silver - 30gp - 1/2lb
Tent - 12gp - 20lbs
Sack, large oilcloth - 5sp - 1lb
Saddle, Riding - 30gp - 25 lbs
Saddle, Pack - 30gp - 25 lbs
Butcher/Grocer
A collection of market stalls handles the goods brought in from the hearty farmers who now till the ground around the city's walls and the meat hunted by those so inclined. Flour ground at the watermill to the east of town also ensures a healthy supply of breads.
Clive the Butcher will purchase any wholesome carcasses brought in, generally 1gp for a deer, 2gp for a boar, or 3gp for a bear.
Characters purchase "days of food" and are free to RP that as reasonable food items of their choice.
Rations, unpreserved (per day) - 2sp - 1lb
(Generally: Breads, fresh fruits, preserves, soft cheeses, leafy vegetables, nuts, seeds, etc, as desired.)
Note: These expire after seven days, usually clearing from inventory at the end of an expedition.
Rations, trail (perday, preserved) - 5sp - 1lb
(Generally: Hardtack breads, dried meat / jerky, smoked fish, dried fruits, nuts, honey, hard cheeses, root vegetables, etc, as desired.)
Feed (per day) - variable cost and weight
Different pack animals consume different amounts. See the break-out below, which is to simplify accounting.
Feed, Donkey (Per Day) - 2cp - 1/2lb
Feed, Mule (Per Day) - 4cp - 1lb
Feed, Pony (Per Day) - 4cp - 1lb
Feed, Horse (Per Day) - 6cp - 1lb
Other animals (Dogs, etc.) will be designated to eat a portion of rations, sharing food with their owner for simplicity. For example, Dogs will consume a 1/2 ration per day, fresh or dried.
Adventurer Trades:
-Single blacksmith with one apprentice. Metal goods from gear lists available at 20% markup, require crafting time except for very basic items.
-Single tailor/tanner with one apprentice. Leather and cloth goods available at 10% markup, require crafting time except for very basic items.
Industrial Trades: (for hire as needed)
2 Masons
2 Carpenters
10 General Laborers
Forester's Camp:
A significant amount of timber is required for the building projects of the ArchDuke. A lumber yard functions just outside the north gate and to the east, where logs are debarked, seasoned, and hand-planed. Perhaps two or three dozen men traverse here in their duties, felling trees in the northern forest and seeing them put to use.
Merchant's Camp:
Sprawling just outside the town's south gate, this area is an ever-changing array of carts, wagons, and purveyors. No wagons travel in the winter, but otherwise the options may change each month.
- They are keen to purchase treasures unearthed here which could be resold to the south. For stranger items, they offer a low-cost purchase now, or a higher-price consignment option - if you are willing to wait to be paid and thus share the risk, there is greater potential in the reward. (I will provide the appraised value. They will purchase objects d'art immediately for 25% of appraised value. Or, they will take it on commission and return in three months (10% chance of loss) and offer you 71-130% of appraised value, depending how well it sold.)
- They also import and deal in the pricey inks and powders needed by spellcasters for scrolls, should any need them.
A shriveled old crone works from the back of her wood-enclosed wagon, bursting with herbs and oddities.
- Will identify potions for 50gp each
- Will turn one dose of Blue Tormentil herbs into potions of Extra Healing. She returns one to you for payment.
Special Items Currently for Sale:
- One set of Assayer's lenses (+1 with research rolls). 50gp. [one available]
- One set Surveyor's Tools (improves mapping accuracy). 50gp. [one available]
- Potion of Treasure Finding. 200gp. [one available]
- Potion of Water Breathing. 200gp. [one available]
Spellcaster Accoutrements:
- Scented candles (1sp each)
- Blocks of compressed, resin-based clerical incense (2sp each)
Lab equipment (from house rules)
- Galavan - Gelding Warhorse. 300gp. Belonged to a knight making his way north but who died on the journey.
- Chocolate - Mare Draft Horse. 80gp. A stoic, broad-backed beast who escaped the goblin raid. [Battle familiarity]
Rheanna the Ferrier has come north with a new stock of mounts, arriving at mid-summer. She has a variety of animals available for interested buyers, willing to explore further from Gaul, or to ply the developing roadways between northland settlements.
300gp - War Horse
90gp - Flighty Riding Horse
110gp - Stoic Riding Horse [with Battle-familiarity]
50gp - Flighty Draft Horse
70gp - Stoic Draft Horse [with Battle-familiarity]
40gp - Flighty Mule
55gp - Stoic Mule [with Battle-familiarity]
40gp - Flighty Pony
55gp - Stoic Pony [with Battle-familiarity]
30gp - Riding Saddle
30gp - Pack Saddle
180gp - Horse barding (leather with metal plate: 60lbs, AC 5)
240gp - Horse-drawn wagon
100gp - Pony cart