Turbert's Blacksmiths
14 year old Human construction, large sized
Location: Stafing
Owned by: Turbert Custurer
A large brick walled house, just finished. The dwelling also serves as a Blacksmiths.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Turbert Custurer | Master Smith | 34 | Male | Human | He is an adult human with grey eyes, very short auburn hair, a big bushy beard, and olive skin. |
Items for sale
At this location, items are priced between 95% and 101% of their base value.
Available | Price | Value | Item | Description | Weight |
---|---|---|---|---|---|
1 | 51 gp | 50 gp | Alchemist's supplies | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 8 lbs. |
1 | 24 gp | 25 gp | Anvil | 100 lbs. | |
1 | 2 gp | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
2 | 1 gp 9 sp | 2 gp | Grappling hook | 4 lbs. | |
20 | 2 cp | 2 cp | Horse Shoes | Protect your horse from hoove damage caused by stones and rocks. | 2 lbs. |
4 sp 9 cp | 5 sp | Horseshoeing Service | A full fitting while you wait, includes 4 new shoes for a happy horse. See Horse Shoes for current stock levels. | ||
1 | 9 gp 6 sp | 10 gp | Lance |
A Martial Melee weapon. 1d12
piercing damage.
Range: 5.
Properties:
Reach, Special
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. |
6 lbs. |
1 | 51 gp | 50 gp | Longbow | A Martial Ranged weapon. 1d8 piercing damage. Range: 150/600. Properties: Ammunition, Heavy, Two-Handed | 2 lbs. |
1 | 15 gp | 15 gp | Longsword | A Martial Melee weapon. 1d8 slashing damage. (Two-handed: 1d10 + Slashing damage.) Range: 5. Properties: Versatile | 3 lbs. |
2 | 1 gp 9 sp | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
1 | 240 gp | 250 gp | Musket | A Firearm weapon. 1d12 piercing damage. Range: 40/120. Properties: Ammunition, Loading, Two-handed, Unreliable | 3 lbs. |
4 | 2 gp | 2 gp | Pick, miner's | 10 lbs. | |
1 | 1 sp 9 cp | 2 sp | Quarterstaff | A Simple Melee weapon. 1d6 bludgeoning damage. (Two-handed: 1d8 + Bludgeoning damage.) Range: 5. Properties: Versatile, Monk | 4 lbs. |
4 | 1 gp 9 sp | 2 gp | Shovel | 5 lbs. |
Note
- Blacksmiths can hired to repair and craft weapons, armor and tools. Crafting an item takes one day per 5gp of the item cost.