Services in Hope Hope is little more than a village scraping out a meagre existence on the fringes of the savage frontier. It is not a bustling city or even a well-stocked town. When you need something, you'll be relying on visiting merchants or your own ability to scavenge in the wilderness. Even so, there are a few sites of note within the village walls. As your legend grows and you open up more avenues of revenue for the village, you may yet unlock alchemists, artificers, magic item crafters, temples, and more - for now, however, you're left to pick over what little the village has. The Stuck Pig Acting as both tavern and inn, the Stuck Pig is the largest structure in Hope - a long, single storey structure marked by a sense of permanent damp. Tended by a corpulent human by the name of Otto Bristleback , the 'Pig', as locals call it, offers up a menu of greasy pies, fatty meat, too-small root vegetables, and stale ale. Its rooms are of a similar standard, marked by bed-bugs, drunks, and petty theft. For those wishing a bunk in the dormitory, the price of just 1 copper piece a night is a gamble. For those wanting a spot more privacy, a private room is 1 silver piece, with an additional silver piece for a lock. The Stuck Pig's main source of attraction to adventurers, however, is the sizable bounty board that dominates its wall. Here, would-be adventurers can see what rumors and jobs exist in the surrounding lands. Menu ALE 1 ep/mug
SMALL BEER 1 sp/ flagon
WINE 1 ep/glass
HONEY MEAD 1 gp/ flagon
BARK TEA 1 sp/mug
BREAD 1 cp/slice
PUDDING 1 sp/bowl
VEGETABLE SOUP l sp/bowl
VENISON STEW 1 ep/bowl
ROAST FOWL 1 gp/plate
ROAST JOINT 2 gp/plate
HOT MEAT PIE l ep/pie
GOAT CHEESE 1 sp/wedge
FRUIT I sp/plate Goldar's Emporium Run by a foul-mouthed retired dwarven adventurer by the name of Goldar Ironfist , the Emporium is Hope's general store and provisioner. Here, the majority of common adventuring supplies can be found in abundance, but things of higher quality or rarity are seldom available. In addition to selling goods, Goldar's Emporium will purchase items from players at 33% of their marked value. For a full list of what is available at Goldar's Emporium on a regular day, see the follow-on post below. Muredach's Smithy Manned by a hulking minotaur, the local smith stocks the basics when it comes to arms and armor. More exotic weaponry and more expensive armor are seldom available for purchase, although Muredach knows the making of such things if you're able to provide the gold and the materials. Like Goldar , Muredach will purchase goods from players at 33% of their marked value. A full list of items available at Muredach's Smith can be found in the follow-on post below. The Tower of Ulman Dark Ulman Dark is something of a fixture in the local landscape, an eccentric exiled necromancer whose experiments saw him cast out of polite society and forced to seek refuge in the wilderness of the Savage Frontier. While his work may seem unsavoury, Ulman Dark is likely to become a firm friend of adventurers for a number of reasons. First and foremost, he'll provide good coin for bodies brought to him. The rate varies based on the rarity and condition of the bodies, but selling corpses to the necromancer can be a good way to earn a little extra coin. In addition, Ulman sells a number of items that any adventurer worth their salt may be interested in: Removing Poison : A character that has been poisoned within the
last 24 hours may be purged of the poison. The procedure involves
replacing the patient’s blood using a quantity of goat’s blood, as well as
drawing 10 hp worth of blood from humans, to include in the transfusion. Ulman requires payment of 100 gp to make the attempt, and there
is a 20% chance of failure. Curing Disease : Ulman uses a combination of purging, leeching,
and medicinal concoctions to cure diseases, charging 250 gp for the
attempt. His physic has a 20% chance to fail, and a 1% chance to kill
the patient outright. Brewing Potions : Ulman can brew semi-magical healing concoctions that restore 1d4 hit points. The potion must not be taken more than
once in a 24-hour period, for the second draught is a deadly overdose,
although a successful DC 15 Constitution saving throw negates this. He
charges 100 gp for one of these draughts. Raising the Dead : Ulman charges 1,000 gp to attempt this difficult
task and has a 30% chance to fail in some way (see below). If he fails,
he weakens and is unable to do anything but lay in bed for a period of 1
month thereafter. If 3 gems worth 250 gp or more each are used in the
procedure, the chance of failure drops to 10%. Failure results are listed
on the table below: 1 - Character remains dead 2 - Character returns from the dead but with 1d2
permanently lost Constitution points and 4 levels of
exhaustion for 2 weeks 3 - Character’s body dissolves into a putrescent ooze 4 - Character returns from the dead, but grows to
ogre size, gaining 4 extra hp and 1d4 points of strength, but losing 2d4 points of
Intelligence. 5 - Character's body remains dead, but their soul returns as a wraith. 6 - Character remains dead. The Adventurer's Guild A newly built stone structure at the heart of Hope, the Adventurer's Guild hopes to someday act as a base of operations for all would-be adventurers in the region. For now, it is little more than a small office in which bounties can be paid out to adventurers upon their return from the wilderness. On occasion, the Guild may have an item of special interest available for purchase. They are also the only establishment likely to purchase magic items from players, although their prices are seldom generous. The Gemcutter Run by a gnome named David , the Gemcutter also doubles as Hope's bank and loan-shark. Players wishing to safely store their fortunes can do so with David . Here anyone can change money or gems for a 10% fee. David can also keep a person's wealth stored safely
at no charge if it is left for at least 1 month. Otherwise
there is a 10% fee. Loans at an interest rate of 10% per
month can be obtained for up to 5 gp with no security
deposit; over 5 gp requires some item of at least twice
the value of the loan. For those wishing to have gems cut, David charges 10% of the gem's current value and will then consult the following table: Gem is ruined and is now worthless. The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 20% The gem is not ruined, but decreases in value by 10% The gem's value increases by 10% The gem's value increases by 10% The gem's value is increased y 20% The gem's value is increased by 50% The gem's value is increased by 100%