Guild Vendor

No banners. No bartering. No promises. The Guild Shop is less a marketplace and more a war table stocked with survival in mind. Lined with shelves of chipped iron, alchemical brews that hiss in their vials, and weapons still slick from field testing, this is where dungeoneers come to prepare—or delude themselves into thinking they’re ready. Managed by hard-eyed veterans and procurement officers who’ve seen more funerals than festivals, the shop trades only in necessity. Healing potions, enchanted tools, survival kits, and crude blades of every grade—if it won’t save your life, it’s not on the shelf. Guild members get first claim, but nothing here comes cheap… and everything here has been paid for in blood.   Prices (Wood & Bone)   Simple Weapons:  

Club: 2 Gold

Dagger: 4 Gold

Great Club: 4 Gold

Handaxe: 10 Gold

Javelin: 10 Gold

Light Hammer: 4 Gold

Mace: 10 Gold

Quarterstaff: 4 Gold

Sickle: 2 Gold

Spear: 2 Gold

  Simple Ranged Weapons:  

Crossbow, Light: 50 Gold

Dart: 3 Gold

Shortbow: 50 Gold

Sling: 2 Gold

  Martial Melee Weapons:  

Battle Axe: 20 Gold

Flail: 20 Gold

Glaive: 40 Gold

Greataxe: 60 Gold

Greatsword: 100 Gold

Halberd: 40 Gold

Lance: 20 Gold

Longsword: 30 Gold

Maul: 20 Gold

Morningstar: 30 Gold

Pike: 10 Gold

Rapier: 50 Gold

Scimitar: 50 Gold

Shortsword: 20 Gold

Trident: 10 Gold

War Pick: 10 Gold

Warhammer: 30 Gold

Whip: 4 Gold

  Martial Ranged Weapons:  

Blowgun: 20 Gold

Crossbow, hand: 150 Gold

Crossbow, heavy: 100 Gold

Longbow: 100 Gold

Net: 4 Gold

  Firearms:  

Blunderbuss: 40 Gold

Flintlock: 16 Gold

Cannon: 1000 Gold

Rifle: 50 Gold

Pistol: 20 Gold

  Ammunition:  

10 Arrows: 10 Gold

10 Bullets: 8 Gold

Cannon Ball: 3 Gold

10 Explosive Bullets: 20

Explosive Cannon Ball: 30

  Armor:  

Padded, Leather (Clothing): 10 Gold

Padded, Leather, Bone: 20 Gold

Studded Leather: 90 Gold

Aluminum: 120 Gold

Light Plate Aluminum: 150 Gold

Thick Aluminum: 190 Gold

Iron: 380 Gold

Chainmail: 400 Gold

Light Plate Steel: 700

Steel: 760 Gold

Heavy Steel: 1,520 Gold

Tungsten: 2,280 Gold

Titanium: 3,420 Gold

Platinum: 5,130 Gold

Refined Granite: 7,695 Gold

  Shields:  

Wood: 30 Gold

Aluminum: 90 Gold

Iron: 270 Gold

Steel: 540 Gold

Tungsten: 1,080 Gold

Titanium: 2,160

  Multipliers:  

Stone: 2 x Price

Iron: 3 x Price

Steel: 4 x Price

  Healing Potions:  

Minor Healing Potion (2d4+2): 40 Gold

Standard Healing Potion (4d4+4): 80 Gold

Greater Healing Potion (8d4+8): 200 Gold

Superior Healing Potion (10d4+20): 500 Gold

Revitalizing Potion (2d4 + level of exhaustion): 100 Gold

Stabilizer Serum (Stabilize as bonus): 75 Gold

  Utility Potions & Tools:  

Potion of Climbing (Climbing speed equal to walking for 1 hour): 60 Gold

Potion of Water Breathing (Breath underwater for 1 hour): 120 Gold

Potion of Darkvision (60 ft Darkvision for 1 hour): 80 Gold

5 uses, Glow Ink (Mark walls with guild visible ink for 1 week): 15 Gold

Ration Pack (Food for 1 rest): 10 Gold

Reagent Flask (Neutralizes basic poison for 1 hour): 25 Gold

Potion of Feather Falling (Fall safely for 1 minute): 90 Gold

Smokeless torch (Single use smokeless torch): 10 Gold

  Resistance & Protection Potions:  

Fire Resistance (1 initiative): 150 Gold

Cold Resistance (1 initiative): 150 Gold

Acid Resistance (1 initiative): 160 Gold

Poison Resistance (1 initiative): 150 Gold

Elixir of Mindshield (Advantage on wisdom saves vs fear/charm spells for 1 initiative): 180 Gold

Dustguard Tonic (Immunity to airborne spores and dungeon dust inhalants for 1 hour): 50 Gold

  Combat Potions & Enhancers:  

Potion of Speed (10 feet additional movement for 10 turns): 250 Gold

Potion of Heroism (10 temporary HP + Bless for 3 turns): 200 Gold

Warden's Eye (Advantage on perception checks for 1 hour): 90 Gold

Oil of Sharpness, 1 Weapon (Weapon becomes magical & +1 attack rolls for 1 initiative): 300 Gold

Berserker Brew (additional use of rage + 1 level of exhaustion): 400 Gold

Hunter's Sight Potion (Advantage on range attacks for 1 initiative): 120 Gold

Type
Shop, Generic
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