City Guide - Everyday Life - 3.5e

Page 47

City Guide I

Expedition Outfitters

Expedition Outfitters

rafts. The 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.

Shop Description:

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.

Shop Exterior A large, unobtrusive warehouse looms before you. It is easily the size of one of the grander noble homes on the other side of the city. A simple wooden sign hangs above two sliding metal doors. The sign reads “Expedition Outfitters: Essential Goods for Adventuring and Survival.”

Note: Finding items without assistance is a pain, and Bazz is rarely in the mood to help people locate that perfect red hunting cap. A Search check (DC 22) is required to find particular items in less than ten minutes, and failure can mean up to a half hour per item. A Diplomacy check (DC 18) will get Bazz’s attention enough for him to direct the PCs to what they are looking for, but he is liable to charge them extra for his time!

When they retired, Gareth and Bazz bought a large warehouse by the docks. They intended to stock the large building with goods for sale at another location, but the practical Bazz suggested they merely turn their storage house into a shop itself. He saw no need for a fancy storefront, after all they and their customers were men of action not prone to being impressed by fancy window dressing and upscale amenities. The warehouse has no windows, and the only entrance is through the sliding doors in the front. These thin metal doors are sturdy, but they are locked from the outside by a chain and padlock, which is rusty from age and easily bypassed. Shaking the doors causes a major ruckus as they bend and bow back and forth.

2)Second Floor The second floor is filled with unique items from the native races of many different types of terrain. Signs offer tools used underwater by merfolk and ingenious inventions of subterranean races such as troglodytes and dwarves. Some of the tools look truly bizarre, and divining their purpose is difficult at best.

Sliding Doors: Hardness 8, Hit Points: 15, Break DC 30, Open Lock DC 18.

These items are often very expensive as they are hard to acquire, and any customers that appear to have a fair amount of gold will be quickly shuffled in this direction. Gareth loves to show his customers the stairs while he climbs an empty hanging rope up to the next level. He feels it adds flavor to their shop and lets customers know that he knows what he’s talking about. Also found on the second floor is a magically sealed and

1) 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

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