D&D&LB: Spending Money in Haetrope

Since experience points are gained by spending money, it’s important to know what you can spend it on!

Remember that this list is not constant! Traders come and go through town, which may cause various items to be available for only a short time. Also, the more money you spend in the town, the richer the town will become.

Haetrope: Large Town
Needed To Level: 5 more PC levels are required before the town levels again. Levels gained while in other towns do not count.

Carousing

Carousing is spending money to throw parties, buy drinks, and spread good will amongst the populace. This is a good way to improve your ability to find hirelings, improve the disposition of the town towards your group, etcetera. While partying and drinking with the townspeople, you may even learn about profitable ventures you could engage in, or treasures you could pursue.

Carousing is unique. All other ways of spending money result in 1 xp per 1 gp spent. Carousing results in 3 xp per 2 gp spent.

You may spend any amount of money you wish on carousing. But here is an idea of what an amount of money will get you:

1gp = 1 round of drinks at the inn.
100gp = A party with ale and decent food for a small group of people, such as the town guard.
300gp = A party with ale and good food for a small group of people, such as the town guard.
800gp = A lavish party for a small group of people, like a visiting aristocrat, or the town council.
1500gp = A festival for the entire town of Haetrope

Streetwise

Streetwise is a version of carousing which is only available to Thieves. Like normal carousing, it grants 3 xp per 2 gp spent.

Streetwise represents a Thief’s ability to make contact with a city or town’s undesirable elements. [This idea is not really developed yet, and it may not be useful in a small town like Haetrope. None the less]

TRAILING

Players may train their hirelings in their own class by spending 2GP to give their Hireling 1XP. If they wish to train their hireling in a different class, they must spend 3GP per 1XP. The player gains XP for any gold they spend on hireling training.

Haetrope’s Merchants

Helmuar, of the Temple of Liliu

  • Vial of Holy Water = 25 gp
  • Wooden Cross = 2 gp
  • Silver Cross = 25 gp

Liereg, The Blacksmith (Bevor is still in town. However, Liereg doesn’t hate you, and offers more fair prices.)

  • Dagger = 3 gp
  • Hand Axe = 3 gp
  • Mace = 5 gp
  • Short Sword = 8 gp
  • Long Sword = 10 gp
  • Battle Axe = 7 gp
  • Morning Star = 6 gp
  • Flail = 8 gp
  • Spear = 1 gp
  • Halberd = 7gp
  • Pole Arm = 7 gp
  • Greatsword = 15 gp
  • Lance = 4 gp
  • Pike = 5 gp
  • Chain Armor = 30 gp
  • Plate Armor = 50 gp
  • Helmet = 10 gp
  • Shield = 10 gp
  • Iron Spikes = 1 gp
  • Horse Barding = 75 gp
  • Any standard weapon with an ornate design = *5 gp (+ any bonus material cost)
  • Custom Weaponry or Armor = Price to be negotiated case-by-case

Leginab’s Habedashery

  • Many items of fine men’s clothing. (Between 100-400gp, depending on the item).
  • Custom item of of cloth finery. (Base price of 1000gp, with additional cost depending on work involved.)

Gregor’s General Store (Gregor is very old. His daughter Emale runs the store now).

  • Hemp Rope = 1 gp per 50 ft
  • Silk Rope = 5 gp per 50ft
  • 1 week of Iron Rations (Flatbread, Potato, crumb of cheese, salted meat) = 1 gp
  • 1 week of Standard Rations = 5 gp
  • Quart of Wine = 1 gp
  • 3 stakes & mallet = 3 gp
  • Steel mirror = 5 gp
  • Silver mirror = 15 gp
  • 6 Torches = 1 gp
  • Lantern = 10 gp
  • Flask of Oil = 2 gp
  • Small sack = 1 go
  • Large sack = 2 go
  • Backpack = 5 gp
  • Water/wine skin = 1 gp
  • Saddle Bags = 10 gp

Cecilia, The Carpenter

  • 10′ Pole = 1 gp

Hefgar, the Leatherworker

  • Horse Saddle = 25 gp
  • Leather Armor = 15 gp

Hemdawn, the Apothacary

  • Giant Spider Antivenom = 40 gp
  • Giant Centipede Antivenom
  • Constitution Poison Antivenom
  • Strength Poison Antivenom
  • Wisdom Poison Antivenom
  • Intelligence Poison Antivenom =
  • Wolvesbane = 10 gp
  • Belladona = 10 gp
  • Garlic = 5 gp

Hyram, The Bower

  • Short bow = 25 gp
  • Long bow = 40 gp
  • Composite bow = 50 gp
  • Light crossbow = 15 gp
  • Heavy crossbow = 25 gp
  • Quiver 20 arrows = 10 gp
  • Case 30 quarrels = 10 gp
  • 20 arrows/30 quarrels = 5 gp

The Wester Sister’s Stables

  • Mule = 20 gp
  • Draft horse = 30 gp
  • Light horse = 40 gp
  • Medium warhorse = 100 gp
  • Heavy warhorse = 200 gp

 

Haetrope’s Services

Helmuar, of the Temple of Liliu

  • Heal the negative effects of dying (permanent -1 to an ability score, or otherwise.) = 500 gp Only works within 1 hour of near-death.
  • Remove poison from a character who has failed their Save v. Poison = 500 gp Only works within 1 hour of poisoning.
  • Revitalize a character, raising their max HP roll to the maximum for a game. = 300gp per hit die. (This is experimental, and may be altered if I don’t like how it is affecting the game)

Bevor, The Blacksmith (Due to the death of Harriette, Bevor’s prices for the party have risen.)

  • Shodding of horses = 1gp per horse.
  • Silvering of weapons = 100 gold pieces for 1d6, 400 gold pieces for 2d6 (Die are rolled with each attack. Roll of 1 means the silvering has worn off.)
  • Repairing weapons or armor = 1/2 the item’s original cost.

Beninda, Expert Locksmith

  • Open a chest locked with a mechanical lock = 100 gp

The Embassy of the Graen Elves

  • Minor information about elven lands (Trails, Rivers, Maps) 100gp
  • Moderate information about elven lands (Detailed legal info, highly detailed maps) 300gp
  • Major information (Locations of dungeons, lost treasures, etc.) 500gp
  • 1 year icense to travel within elven lands. (2000gp/person)

Garrison of the Bladebitten (Soldiers loyal to the crown. Will never act against its interests.)(Level 1 fighters, all)(25 soldiers total)(500gp penalty for each soldier who dies. Must be paid before another can be hired).

  • Mercenary work against humanoids, above ground. (20gp per day, per soldier, +10gp for each combat.)
  • Mercenary work against non-humanoids, above ground. (50gp per day, per soldier, +25gp for each combat).
  • Mercenary work in dungeon. (100gp per day, per soldier. +25 gp for each combat. 200gp penalty for each night they spend in the dungeon).

 

Traveling Merchants

The Cecelia Family’s Caravan

  • Copper pots and pans. (Seem to be somewhat magical. Not clear what they do.) 300gp
  • An assortment of skulls from various strange and wondrous beasts (20 skulls total, 100gp each)
  • A deck of cards kept in a wooden box. Unknown function, but known to be powerfully magical. (10,000gp)
  • 100 gold bars. (worth 10,000 gp)

Delilah’s Caravan

  • Mysterious chest which has never been opened. Locked with powerful magic. It is made of stone, with strange markings of an ancient civilization on it. (8,000gp)
  • A twin-dagger. The hilt is a gaping snake’s maw, and the two dagger blades are meant to appear like the snake’s forked tongue. (Definitely magical)
  • A covered painting. It is, supposedly, a portrait of Maelon Bladebite. But it is to be shown only to him upon its delivery.

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