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Castle Brush
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>>732615
>extras
Garibald doesn't have much else of tangible value that he'd be willing to part with, nor magic of his own, but he does have potentially valuable information, thief/assassin/heretic sorts of skills in which he could offer some tutelage or even an outright apprenticeship, and contacts to whom he could write a letter of introduction. Or, of course, some promise of future cash and/or favors, with the caveat that you'd have to figure out some way to get in touch with him again in order to collect.
>>732938
>Marijke is the only person
Actually, with a starting purse of cash, the 'rich bastard' multiplier on that, and her share of loot, Letkra could afford them as well. That'd be all her personal cash on hand, though, even after a discount for her immediate familiarity with operation of the retractable crampons and toe-spike (since that makes the shopkeeper suspect someone stole them from her in the first place).
>>733209
>knife
Tiny little dagger, just a sharp point with no cutting edge? One silver, weighs a quarter-pound.
Small knife? One and a half silver, weighs half a pound.
Big scary knife, edging up toward handaxe or shortsword? Two silver, weighs a full pound.
A sheath is included; going without reduces weight a little bit, but you'll run into problems with wear and tear. Prices can go up to 10x base for better quality steel, which holds a sharper edge and is less likely to break, or a little less than half base for blades scarcely better than jagged scrap metal with a leather wrap on one end to stop it tearing up your hand. If you want to let everyone know that you can afford to spend more than one gold per knife, there are also various decorative embellishments available.
>whetstone
Free, with purchase of any decent-quality knife. Unless you mean one of those thrice-blessed Philistan foehammer whatsits, that dwarven commandos use? Out of stock. They'd be 25 silver apiece in peacetime, but given all the skirmishes with the gugs you'd be lucky to find one for less than 50 right now.
>Lantern
One silver, weighs two pounds, one-pint internal reservoir of oil lasts for 24 hours with the minimal stable flame, or as little as six hours if you dial the wick up high for signaling purposes. Two silver for an enclosure around the flame, either an elegant glass chimney, or reflective metal to focus all the light in a 60 degree cone (for signaling and/or stealth purposes). Three silver, and double the weight, for the deluxe model: sturdy wire cage around the glass, elaborate system of baffles to regulate airflow so the flame (supposedly) won't blow out even amid hurricane-force winds.
>oil
One silver gets you ten pints, container sold separately.
>Lightweight chains
One silver gets you five feet of jewelry-grade copper chain, which weighs 0.03 lb per foot and isn't really designed to bear significant loads, or nine feet of the lightest grade of iron anchor chain, which weighs 25 times as much per foot and is rated for two tons. Anything in between you'd need to special-order, but Passholdt has an absolutely immense, and well-diversified, metalworking industry, so really it's just a matter of the delays involved in sending someone there with the money and back with the goods.
>skeleton key
Two and a half silver for a basic set of (reusable) tools that could be used, by an appropriately qualified professional, to open locks on your own personal property for which you happen to have misplaced the key. If you should dream up alternate applications which might be any less legal or ethical, for liability purposes the shopkeeper would prefer not to be informed.
Magic items exist which can undo any mechanical lock, and break (or at least temporarily suppress) many magical seals, but they're rather more tightly regulated than mundane tools. Ten gold gets you just the parts for a single-shot 'skeleton key,' and then you'd need a specialized workshop for the actual assembly, completely separate from the alchemy lab. Mostly the sort of tools that a clockmaker would use, plus two or three polarized lenses, some gossamer torsion webbing, an anvil as close as possible to aetherically neutral, that sort of thing. A proper valgrind coupler would make the process a lot easier, but you could rig up an adequate substitute from mostly zinc and turnip juice.
>silk climbing rope
One silver gets you 40 yards of 3/8" rope, weighing 6 lb, rated for loads up to 300 lb.
>grappling hooks
four silver, 2 lb, rated for the same loads as the rope
>pitons
Half a pound each, one silver gets you twenty
>bear trap
Seven silver, eleven pounds for a spring-loaded leghold trap rates for actual bears. Could make a workable version yourself, given bar stock and blacksmithing tools, but it's a fairly standard item, so you'd be competing with mass production.
>map
Five silver, 0.1 pound for a detailed, accurate map of a well-known area, or sketchier charts of anywhere someone's known to have returned from alive. What scale?
*cosmology
*broad strokes of geography, major kingdoms
*trade routes, major cities and landmarks
*dirt roads, individual towns (this is the largest scale that identifies your current location as something more specific than "between Passholt and the sea")
*one cell on my 12-mile hex grid map, covering an entire city and it's immediate surroundings, or as much wilderness as could be scouted in a day or three
*one square mile, with every building marked and some detail on the major ones
*a few city blocks, large farm, or dungeon level, including every door and window
>healers kit
Ten silver for all the basic tools and reagents needed to keep your own half-mummified physiology in good working order, and a fine selection of first aid supplies as well. Whole set weighs 10 lb, including a small water-resistant satchel.
>10 foot pole
Surveyor's kit (already purchased for checking out the "basement," and yes, I'd still like you to try drawing up that map) includes two. Purchased separately, without calibrated markings, two silver gets you five and they weigh 5lb each.
>marbles
Glass beads, close enough to perfectly spherical that they'll roll freely on a smooth surface? One silver gets you three pounds, enough to pose a tripping hazard across five or six square yards of otherwise clear floor, if cheap green glass is acceptable.
>crossbow
Basic wooden model is seven and a half silver, six pounds, and another half-silver per five bolts. Steel spring model for hunting big game is thirty silver, twelve pounds, needs a cranequin to reload (maybe an ogre could pull it back by hand, with heavy gloves on). Ammo is interchangeable between the two. Broadheads are the default, effective against most targets and messy to remove; bodkin points make a deeper but narrower wound, so they're preferable when you need to penetrate heavy armor, or can confidently target some vital area deep inside.
>signal whistle
One quarter of a silver coin
>hand mirror
Three quarters of a silver coin
>large waterproof cloak and wide brimmed hat
Four silver, six pounds, if you don't care much about looking stylish. The cloak also presents some potentially interesting options in combat, which Garibald could teach you how to employ effectively.
>black powder and a small fire-arm
Hooboy.
Charcoal, of course, you can buy off the shelf as fuel. One silver gets you forty pounds of charcoal, or a single pound (ten uses) of nitrate-infused fungal tinder, or six dozen sulfur-encrusted pine splinters, none of which are especially suspicious as firestarting equipment for an expedition. To produce an actual explosion, you'd need much higher purity reagents than that, which means either a visit to a dedicated alchemical supplier (which would create a paper trail) or a massive supply of low-quality materials run through various distillation and filtering processes by your own labor, before you can even start experimenting to figure out the right ratios. Then, as for gun barrels... those aren't just hammered out from bar stock. That kind of project requires some heavy-duty metalworking, with supply lines that can't be hidden in a basement.
Really, if you plan to develop firearms, you'd want a whole town or small city supporting the enterprise, completely outside the Drakocracy's influence... say, carved out of wilderness far beyond the frontier, or deep underground. Just setting all that up is a heroic task, so, good thing you already found some ambitious friends.
>>732728
>good for something
How would you feel about working your way up from "sir" to, say, Baron, or maybe even Margrave? First, you get rich somehow, probably through further adventures: 2500 gold can buy one point of Capital, a single chip in the big game. You can then spend it to claim territory, build farms and forts and mills and mines and cities, and get even richer by collecting taxes on the activities thereof.
>>732675
>hunting
Roll for it. Also, which way are you headed? Without crossing a significant body of water, your options are limited to the 120-degree arc between due west (along the road to Passholdt, beside the Stoneheart river) and south-southeast (along the bank of that tributary which you took a ferry across to arrive at the inn).
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