Archbridge is a typical Dungeon Fantasy town. It has a powerful Merchant's Guild, a thriving Thieves' Guild, a nearby Druid Grove, a wizard's college, and many temples and churches to diverse faiths. The local Duke is known to sponsor adventuring companies undertaking quests.
Archbridge uses the typical coins of civilization: a brass bit worth $0.25, a copper penny worth $1, a silver talent worth $4, and a gold noble worth $80. All of these coins are small and 250 of any of them weigh 1 pound. Numismatists might note that these weights are unrealistic for pure metal coins of reasonable size; currency is debased about 50% with lower-value metals.
Archbridge merchants will happily accept other coins, valued by weight: gold at $20000/lb, silver at $1000/lb, copper at $250/lb, and brass at $62/lb, regardless of purity. Pure metal bars typically bring in about twice this price.
The Archbridge Wizards' College supports delvers mostly by casting spells for them, at the normal rates.
They also make concoctions, potions, alchemical amulets, and spell stones; these are available at normal prices.
All types of gear are available in Archbridge; they offer special orders (as listed in Dungeon Fantasy, though at a markup) and the skilled smiths of the city are able to produce weapons and armor of nearly any quality (though exceptional work also carries a markup).
The armorers of Archbridge can remake armor to fit anyone of the same size as the original owner, including races that cannot normally share armor. You pay based on the skill of the armorer: Pay the base cost of the armor for skill 12, and add base cost again for every +3 to effective skill, to a cap of 21 skill - masters don't come cheap! The armorer makes this roll at -1 for normal armor, -5 for Fine armor, and an additional -5 if switching to a normally incompatible race. A failure on the roll means that armor won't fit that wearer (or if switching to an incompatible race, *any* member of that race, ever); a critical failure on the roll means that the armor is ruined.
The good people of Archbridge are willing to hire themselves out to delvers in need of guards, grooms, guides, and valets.
All hirelings require a week's pay in advance. They provide their own gear, drink, and food (at 4 lbs/day - note that they may need extra porters, or horses or carts, to carry adequate food!). Under no conditions will they enter an actual delve site, but they can be counted on to watch the delvers' gear and campsite and defend it against random monsters. The bodies and gear of hirelings killed in service are expected to be returned to their families, along with a death stipend of a month's salary.
Patronage gear can include hirelings. These hirelings are slightly more reliable, but are loyal to the patron, not the delvers. You can, as usual, negotiate for a lower fee, though it's worth noting that a well-paid hireling is a happy hireling.
|Hireling||Weekly $||Gear||Other Notes|
|Groom||80||Bedroll, clothes, staff, lasso, combs and brushes||Can tend 4 equines (horses, mules, donkeys)|
|Street Thug||50||Knife, club, leather jacket||Serves as a guard. Unreliable.|
|Sellsword||100||Bow, leather armor, axe, small shield||Serves as a guard.|
|Mercenary Guild Guard||180||Crossbow, broadsword, shield, mail armor.||Serves as a guard. Bonded by the guild; reliable.|
|Guide||100||Bedroll, compass, club||Has Navigation-13, Area Knowledge-12 and sketchy maps of the western realms.|
|Porter||50||Bedroll, two sacks, pole.||Has ST12 and carries stuff.|
|Wagon drover||150||Bedroll, wagon-cart, two draft horses||Carries 1000 lbs in a wagon that travels 10 miles a day.|
Delvers assume responsibility for the deaths of the horses, at $1400 each.
Drover tends his own horses but requires a guard.
Hirelings expect to be tipped after a particularly successful delve. Failure to do so makes it harder to recruit future hirelings. The definition of a successful delve, and the amount of the tip, have to be judged by each delver.