Outside the door, a shield and lantern
are
suspended from chains. The shield is painted, showing a sword && a cheese. This is the local trading post, wherein a merchant apparently provides for the needs of villagers, travellers and adventurers alike. |
Refer to Map 4 for a
floor plan.
See Area 13 for a detailed
room key.
The shop is run by one Rannos Davl,
who
is best described as slow, fat, clumsy
and
placid. His partner Gremag is tall and
thin,
with sharp features and protruding eyes.
Gremag tends to dither and fuss
at customers,
and at Rannos as well.
The whole front building is filled with
various goods. The barn has animals, saddles, and the like available to any willing to pay the price. Both traders claim disinterest in all
|
In the rear barn are
various animals for
sale—mules,
draft
horses, light riding horses,
ponies
(2-5 of each type), and one medium
war horse
war horse. Small mounts sold can be
restocked in 7-12 days from passing dealers.
If war horses are desired, it will take
7-30
days to obtain 1-2 heavy
or 1-3 medium or
light steeds, with a maximum of 4 such
animals obtainable in any 30 day period.
BUY: These nefarious traders sell
all items at a
minimum of 110% of the price given in the
book asking more first. <holy water
will actually be plain water. cf. h20>
SELL: For an item brought
in, if in good condition, they offer 25%
of
its worth, but can be bartered up to 40-70%.
A groom
and a man-at-arms working
here will hire out, at the rate of 2
gp per day
and only if the characters buy chain
mail
armor here, for their USE (and only if
1 of
the traders specifically approves.) Both
men
serve in the militia, spying
for the shopkeepers.
Ramos && Gremag are naturally desirous
of having their agent accompany the
party. If the group does not hire 1, the
traders will keep close track of their
activities
by any means possible, including following
them personally if the situation
warrants it (i. e. if they know that the
party
has been particularly successful). For
such
missions, a stock of magical devices hidden
away will be brought out for USE.
Rannos Davl is chaotic,
evil, and highly
suspicious. Gremag is as evil and even
more
chaotic. Both are servants of the Temple
of
Elemental Evil, who report activity in
Hommlet
to a brigand
courier. They aid any and
all other evil creatures who come in Temple
service.
Rannos Davl: AC 2 (leather
armor);
Master Thief (L10); hp 48;
#AT 1; D 2-5 (dagger);
XP 3522. Wears leather
armor +1, ring
of
protection +1,
medallion vs. crystal balls and ESP (under
his jerkin); <not in the DMG>
carries a dagger + 1, and keeps a shortsword
<(gladius)> +1 under the counter.
S 8 I 14 W 9 D 18 Co 15 Ch 7
<fat. fanatical. aloof introvert,
sensitive, hard-hearted, avaricious,
very honorable, driven,
wastrel, immoral, reverent, interest: religion>
Gremag: AC -1 (chain mail); Cutthroat
(A7);
hp 39; #AT 1; D 1-4 (dagger
of
venom)
+ poison (3 doses left); XP 1087.
Wears shirt of chain
mail +3 under 3
pinches of dust
of disappearance. <verbatim>
S 15 I 12 W 7 D 18 Co 15 Ch 7
<thin. trusting. hostile, morose,
dull, soft-hearted, covetous, cowardly, energetic, spendthrift, lusty,
saintly,
interest: history>
Groom: AC 7 (leather
& <medium> shield); Level 0; hp
4; #AT 1; D 1-8 (longsword)
or 1-6
(spear);
XP 14
<Sustare: pessimist>
Man-at-arms: AC 8 (leather
armor);
Veteran (F1); hp 8; #AT
1 or 2; D 1-8 (longsword)
or 1-6/1-6 (longbow,
ranges 7"/ 14 "/21"); XP 22
<Ward: moody>
Virtually all sorts of saleable goods are
offered here. If it isn't listed below,
include
any item which seems likely to be in use
by
villagers or demanded commonly by
dungeon explorers. Rare or unusual items
can be obtained at a price and in time
(and
will often be spurious
and faulty!). Magick
items are never sold here. Limit all quantities
according to the stock normal for a
small village.
<actual price lists would work out better, in some cases>
TP 1. Clothing and Packs
Peasant
equipment is about 90% of list
price, rounded down. Dungeoneering
items
are 110% of list, rounded
up.
Prices to adventurers will
be 125% of list,
80% to villagers.
<Boots, high, hard - 2
gp, 6#>
<Boots, high, soft -
1 gp, 3#>
<Boots, low, hard - 1
gp, 6#>
<Boots, low, soft - 1
gp, 3#>
<Gloves, kidskin, pair
- 3 gp, 1/2#>
<Belt - 3 sp, 0.3#>
Hammers, adzes, planes, nails,
saws, etc.
A file sells for 1
sp and up.
A saw costs about the same
as a hand axe.
Tinderboxes, candles, oil
lamps, wicks,
lanterns, etc. are sold
for 110% of list price,
rounded up.
TP 5. Food and Herbs <xj> <xj2>
Rations packed to go are
sold for 120% of
list price. Herbs cost 150%
of list.
TP 6. Ropes, Chains, and Dungeoneering Gear; Writing Materials and Religious Items
Each of these costs 110% of
list price.
TP 7. Pole Arms and Shields
Each of these costs 110% of list price.
<Shield, buckler - 5 gp>
<Shield, Large - 15 gp,
10#>
<Shield, Medium - 12
gp, 8#>
<Shield, Small -
10 gp, 5#>
<Shield, Small, Wooden
- 1 gp, 3#>
TP 8. Other Weapons, Missiles, and associated gear
Each of these costs 120% of list price.
Padded, leather and studded
leather
armor are in stock. There
is a 70% chance
that a ring
mail jack is available, 50% for a
suit of scale
mail, 30% for chain mail, and
10% for a suit of banded
mail. All are at
150% of list price. Suits
specially ordered
cost 200% of list price—half
in advance,
waiting time 13-30 days,
fit not guaranteed.
(Use 1d6: 1 = too small,
2-5 = fits, 6 = too
large).
TP 10. Tack, Harness, Wheelbarrows, Dungeon Carts
Most are available at list
price. Dungeon
carts are at 75% of list,
one to a customer!
<A cart is 50 gp, so
perhaps a dungeon cart is 37 gp + 1 ep here>
<Only a mule
can pull a dungeon cart>
<See Movement
of Land-Based Vehicles: 600# capacity>
<See Encumbrance
and Movement for Land-Based Animals: 12" (up to 500#), 6" (501-750#)>
<Yes, the cart can negotiate
some stairs, though this is SLOW and exhausting work (emptying the cart
before ascent/descent is highly recommended!). Figure 1 turn per 10' of
stairs.>
This room is adequately furnished
with
2 comfortable bunks, table
and chairs,
wall shelves and pegs, a
chest of drawers,
and a pair of lockers for
personal gear. A
small locked coffer
holds 300 gp, 150
pp, 50
gems (a mix of amethysts,
garnets,
pearls,
and tourmalines,
worth 100 gp each), two
potions
of invisibility, a potion of
speed,
and a
small black scarab inscribed with the
glyphs
TZGY. (The latter item is a pass into
an AREA of the
Temple of Elemental Evil, but
there is only a 20% chance
that even a sage
would recognize it as such.
) A portion of the <SEARCH = secret door>
outer wall is triggered
to swing out at the
bottom if a small board
is slipped sideways.
Refer also to the stable
notes, village key
area
13. Horses, ponies,
and mules are stabled
here. Various small animals
are also
available here—mice,
doves, chickens, etc.
All livestock
prices are 110% of list, warhorses
120%.
Out in the yard are 2-5 swaybacked,
potbellied,
spavined old plugs,
with a like number
of vicious, cowardly mongrel
dogs.
These miserable creatures
are for sale, at
70% of list price, as draft
horses and hunt-
ing dogs. The horses are
50% likely to stop
each turn to rest, and if
pushed by hard riding
or a heavy load, 50 % likely
to die (check
every turn). The dogs bite
and snap at handlers
at every opportunity, and
they will
certainly run away (and
return to the traders)
as soon as they are not
tied fast. Naturally,
the traders will claim that
it is a case of
caveat emptor, or that the
dog is absolutely
another which resembles
the one purchased
only superficially (perhaps
adding a spot of
dye to alter its appearance).
>> 14.