13. WOODEN BUILDING WITH SHUTTERED
WINDOWS (Trading Post)
 
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
alignments, proclaiming that they happily
deal with anyone who is a paying
customer. Furthermore, they say, they
will gladly buy any items which you
happen upon, and pay a fair price too!

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>

AREA 13. TRADING POST

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.

TP 2. Footwear, Gloves, Belts

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#>

TP 3. Hand Tools

Hammers, adzes, planes, nails, saws, etc.
A file sells for 1 sp and up.
A saw costs about the same as a hand axe.

TP 4. Lighting Equipment

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.

TP 9. Armor and Helmets

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.>

TP 11. Traders' Quarters

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.

TP 12. Barn and Stables

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%.

TP 13. Barnyard

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.