B29 Expedition Outfitter’s
Main Showroom
An outfitter’s shop of awe-inspiring proportions lies beyond the sliding metal doors. Two stories of goods can be seen from the doorway, with a huge vaulted ceiling from which hangs a variety of boats, pontoons, canoes, and rafts. e walls are covered with large adventuring gear such as tents and sleeping bags. To your immediate left is a glass case full of fishing gear with a wide assortment of fishing poles and nets hanging on the wall behind it.Shelf upon shelf of adventurer’s clothing is massed on the main floor of the place. A long display table to your right bears a great variety of tools for underground travel, and a rock wall behind the table stands ready to demonstrate their effectiveness. Two staircases stand at the far end of the room, leading up to the second floor of the building, an open area that rings the room about 15 feet off the main floor.
Overview & Atmosphere
Originally a modest trading post, Expedition Outfitter’s has grown into Verbobonc’s premier one-stop shop for adventuring gear, answering the city’s rising tide of explorers, treasure-hunters, and monster-killers.
- Extensive Inventory: Everything from basic rope and rations to masterwork tools, climbing kits, boats, specialized weather gear, and oddities from distant cultures or subterranean folk. B29 Expedition Outfitter’s
- Two-Storey Showroom: Designed not just to store gear, but to show it off—customers can see tents pitched, lanterns lit, and tools demonstrated on a built stone test-wall.
- Adventurer’s Hub: Regulars linger to swap trail stories; notices from the Adventurers Guild and local caravans are often pinned near the counter.
The place feels less like a shop and more like an armory for journeys—half circus, half supply depot.
Layout
Main Showroom (Ground Floor)
Stepping in, you find yourself in a cavernous hall:
- Boats & Rafts: Canoes, pontoons, and small rafts hang from the vaulted ceiling by chains, swaying gently overhead.
- Wall Displays: Tents, sleeping bags, and weather-gear cover the walls, each hung so staff can unclip and unfurl them for demonstration.
- Fishing Corner: To the left, a glass case bristles with hooks, lures, and delicate reels; above it, racks of poles and nets for river-folk and would-be anglers.
- Tool Table & Rock Wall: To the right stands a long table heaped with underground tools—pitons, hammers, lanterns, chalk, measuring cords—backed by a deliberately rough rock wall used to show how the gear performs.
- Central Aisles: Shelves and racks hold clothing, packs, climbing kits, class tools, and more, arranged in rough sections (“Forest,” “Mountain,” “Wet Work,” “Understone,” etc.).
Two broad staircases at the far end rise to the balcony level.
Second Floor – Exotic Gallery
An open gallery rings the showroom, fifteen feet above the floor:
- Displays of exotic gear from merfolk, dwarves, and deep-delvers: underwater tools, strange lamps, compact survey gear, and experimental gadgets.
- Prominent cases hold the shop’s rare showpieces, such as:
- An old sea-captain’s spyglass, still faintly greened by years of brine and spray.
- A compact dwarven surveyor’s glass used on a great building project in the Lortmils.
Small counting desks and a back office sit at the gallery’s rear, where ledgers, special orders, and crates of incoming stock are managed.
Approaching Expedition Outfitter’s
Above a pair of sliding metal doors, a painted sign in bold letters proclaims: EXPEDITION OUTFITTER’S, flanked by little symbols of tent, pickaxe, lantern, and boat.
Through the open doorway you glimpse a riot of goods: boats and pontoons dangling from chains in the high, vaulted ceiling; walls smothered in tents and cloaks; racks of spears, coils of rope, and gleaming lanterns. Somewhere inside, a dwarf’s voice bellows about “proper boots or broken ankles,” answered by the lighter, laughing tones of a man debating the merits of three different kinds of rope. The air smells of canvas, oiled leather, pitch, and fresh-cut wood—a promise of dust, rain, and monsters yet to come.
History and Background
Expedition Outfitter’s has grown from a modest trading post to a renowned outfitter under the ownership of two distinct yet complementary personalities, blending practical know-how with an eccentric selling style.
- Establishment: Founded to cater to the increasing number of adventurers drawn to the region’s famed wilderness and dungeons.
- Evolution: Expanded to include rare and exotic items to attract a more diverse clientele.
Goods and Services
The store prides itself on offering a wide selection of both common and rare items, accommodating the needs of novice travelers and veteran explorers alike.
- Adventuring Gear: Ranges from common items like ropes and torches to masterwork and magical gear.
- Exotic and Rare Items: Includes underwater tools from merfolk and gadgets from subterranean races, showcased on the second floor.
Costs and Pricing
Prices at Expedition Outfitter’s vary depending on the mood of the owners and the rarity of the items, with a general range around standard market value.
- Standard Items: Generally priced within 10% below or above the typical cost.
- Rare Finds: Such as the old captain’s spyglass and the dwarven surveyor’s glass, are priced as premium items due to their uniqueness and history.
Community & Relationships
- Adventurers Guild (B26): Close working relationship; guild postings often mention “gear discounts at Expedition Outfitter’s,” and Halgrim keeps a steady trade in outfitting new companies for their first contracts. B29 Expedition Outfitter’s
- Local Adventurers: Regulars treat the shop like a gathering hall, swapping intel and boasting; Halgrim and Durgin hear much and forget little. B29 Expedition Outfitter’s
- City & Community Events: The partners provide gear prizes for climbing contests, scouting competitions, and public “learn to camp” days run by the Vigil Wardens. B29 Expedition Outfitter’s
Adventure Hooks
- The Vanished Shipment
A wagon of specialized gear bound from the Lortmils never arrives. Halgrim suspects bandits—or worse, Temple agents—targeted it. He offers discounts and rare items if the PCs can recover the shipment or at least the dwarven surveyor in charge. - Everburning Trouble
Someone is using everburning head-lanterns and Ink beads to mark clandestine routes in the sewers beneath Verbobonc. Durgin recognizes his own work and wants those items accounted for before the Vigil Wardens start asking hard questions. - The Spyglass’s Secret
The old captain’s spyglass shows more than the naked eye—perhaps faint ghost-images of a long-sunk ship, or glimpses of a distant ruin in the Gnarley. A wealthy collector seeks to buy it quietly; Halgrim would rather loan it to a trustworthy party to investigate its visions. - Price of a Bad Mood
Durgin’s temper and a patron’s arrogance lead to a very public shouting match. Days later, that patron is found dead in the wilds, poorly equipped with shoddy gear bought elsewhere. Whispers start that Durgin “doomed him on purpose.” The dwarf snarls at the rumor, but his business suffers until someone clears the air—or uncovers the saboteur truly responsible.
Welcome to the Expedition Outfitter’s
The bell over the door gives a hearty jangle as you step in out of the street. The world narrows to canvas and cord, steel hooks and oiled leather. Lanterns spill warm light over racks of packs and bedrolls, coils of rope, and a forest of spears and walking staves. Overhead, a narrow canoe sways slightly on its chains as the door shuts behind you.
Behind a counter stacked with neatly rolled maps, a lean, sun-browned man looks up from checking the edge on a climbing piton. His hair is wind-tangled, his sleeves rolled to the elbow, and there’s the easy balance of a cliff-scrambler in the way he leans on one hip. His eyes flick over you—boots, blades, the scuffs on your packs—and you can almost see him taking inventory of your lives so far.
Halgrim’s Dialog
“Hah! New faces…and not the kind who got lost on the way to the dressmaker.”
He sets the piton down and comes around the counter in three quick strides, wiping his hands on a leather rag.
“Name’s Halgrim Stoutwill—my madness built this place, and Durgin’s temper keeps the stock honest. Welcome to Expedition Outfitter’s. If you’re thinking of walking anywhere the cobbles don’t reach, you’ve come to the right door.”
He jerks a thumb toward the hanging boats and the rock wall bristling with pitons.
“Roads out of Verbobonc aren’t what they were, mind you. Brigands thick as flies on spilled ale along the High Road, and the lanes near the Kron hills?”
He clicks his tongue, shaking his head.
“Too many caravans coming in light and going out lighter. Some of those ‘bandits’ know a bit too much about schedules, if you take my meaning. Folk whisper of cult coin in their purses.”
His gaze sharpens a notch as he studies you again.
“But that’s why we do a brisk trade, and why the city keeps letting mad souls like you walk about armed. You kit yourselves proper, you might make it there and back with your purses—and your heads—still attached.”
“So then, friends: are you bound for river, forest, hill, or somewhere so foolish there isn’t a good word for it yet? Tell me where you’re headed, and I’ll see you leave here with what you need to come back.”
Verbobonc Locations Referenced by Type

B29 – Expedition Outfitter’s
- Type: Large Adventuring Supply House
- District: Business Quarter (edge of the main market streets, near river-dock approaches)
- Owners: Halgrim Stoutwill & Durgin Ironbeard
- Primary Factions: Local adventuring companies, B26 Adventurers Guild, caravan masters, river captains, Vigil Wardens
Expedition Outfitter’s are defined by its owners, whose backgrounds in adventuring and unique personalities shape the customer experience.
The Owners
Halgrim Stoutwill – Human Partner
A lean, sun-browned man in his thirties with wind-tangled hair and the relaxed balance of a born climber.
- Background: Former caravan guard and sometime adventurer; he has scrambled up enough cliffs and dungeon shafts to know what gear actually works.
- Personality: Direct and efficient in speech, but expansive and enthusiastic when discussing routes, weather, and survival tricks. Known to climb his own shop walls to fetch high-hung items rather than use the ladder. B29 Expedition Outfitter’s
- Role: Faces customers, demonstrates equipment, negotiates bulk deals with the Adventurers Guild and caravans.
Durgin Ironbeard – Dwarf Partner
Short, barrel-chested, with a long grey beard in intricate braids and a chain shirt worn like a second skin.
- Personality: Gruff, blunt, and sometimes downright rude if customers waste his time—yet his eyes light with fierce passion when talk turns to proper tools, underground journeys, or dwarven craftsmanship. B29 Expedition Outfitter’s
- Role: Oversees stock quality, rare items, and dwarven/outlander gear; handles repairs and custom modifications to equipment.
Between them, they make a classic “good cop, bad cop” merchant pair: Halgrim sells you on the idea of adventure, Durgin makes sure what you buy doesn’t get you killed.

All items found on the adventuring gear table in the Player’s Handbook can be bought at this shop, and prices will be between 10% lower and 10% higher than the standard cost listed, depending on Bazz’s mood. All items are available in normal or masterwork if applicable. They even offer rare and expensive items such as the two spyglasses they have for sale. One of the spyglasses is an old captain’s glass, still green with the brine and salty sea spray it was subjected to. The other is a smaller glass used by dwarven surveyors during a large building project. The following items are also for sale:
Class Tools
- Climber’s kit
- Hourglass
- Magnifying glass
- Merchant’s scale
- Thieves tools
- Water clock
Clothing
All standard clothing can be purchased in a variety of styles and colors, and across a wide range of prices, including:
- Cold weather outfits
- Wet weather outfits (waxed waterproofs)
- Traveler’s outfits (for a variety of different climes)
- Exotic outfits (from a variety of different cultures)
Food
Standard trail rations can be purchased. Exotic meats and trail mixes can be purchased for a premium price (3 gp per day).
New Items
- Lantern, head 35 gp 4 lb
- Lantern, everburning head 150 gp 4 lb
- Ink bead 200 gp 2 lb
- False wall 40 gp 3 lb

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