- Leh Shop - "All items in purple can only be bought in black markets and are considered illegal goods.
These goods will be available once your characters gain access to the black market. "
THINGS TO KNOW:
Repairing items yourself
Requires 1/4th crafting cost worth of goods + tools needed to craft + 1/4th of crafting time. Requires proficiency, if it was stated in item crafting.
Selling
You gain silver = 1/2 cost, unless the item is damaged wherein you gain less, or if you cheat or haggle you gain more.
Concentration Spells = Last until you cast another spell, fall unconscious, or receive an attack that had a roll equal or higher than your spell power.
Yes, you can steal.
WEAPONS:
Cost: 40 silver Craft (Artisan Proficiency): 2 Days + Forge + Toolbox + 20 silver worth of common goods.
Heavy
Weight 2. Once per turn, you can make an area attack with -2 to hit, to damage a number of foes = Strength that are clustered around you. Two-handed.
Damage: 2 | Slam Damage: 1
Hit: +0
Light
Weight 1. Can be dual-wielded by equipping a second light weapon in your off-hand. When dual-wielded you can use a minor action to make an extra attack. One-handed.
Damage: 1
Hit: +1
Mage
Weight 1. Attack range: 1/2 football field. +2 Spell Power. You can cast the origin point of your spell within your weapon's attack range.
Damage: 1
Hit: +0
Ranged
Weight 2. Attack range: football field. "Aim", Use a minor action to stay still, reducing your Evasion by -1, but gaining +2 hit to your next ranged attack. You have -2 to attack rolls when melee attackers are engaged with you. Two-handed.
Damage: 1
Hit: +0
ARMOR :
Light
Weight 1. Made of furs, bone, padded cloth, or leather, and a few pieces of metal. Feel free to change the look of your armor, such as mage robes.
Evasion: +2 | Spell Power +2 | Health: +1 Cost: 40 silver Craft : 2 Days + Toolbox + 20 silver worth of common goods.
Heavy
Weight 2. Made of forged steel. Feel free to change the look of your armor, such as a few metal pieces on or under everyday clothes, or a coat fortified by protection runes.
Evasion: +4 | Health: +2 | Disadvantage to stealth Cost: 60 silver Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of common goods.
Shield
Weight 1. Made of wood, sometimes ringed with iron with a handle of padded leather. Feel free to change the look of your shield, such as sleek bracers that flare with magic upon impact.
Evasion: +1 | Spend 1 Mp to share the benefits of the major action "Guard" with a willing ally right next to you. Cost: 20 Silver Craft : 4 hours + Toolbox + 10 silver worth of common goods.
ARMOR UPGRADES:
*These are permanent and do do not take up customization slots.
Health +1
Maximum +1 for Light armor, Maximum +2 for Heavy armor Cost: 200 silver Craft (Knowledge Proficiency): 1 Day + Forge + Toolbox +100 silver worth of expensive goods.
Evasion +1
Maximum+2 for Light and Heavy armor, Maximum +1 for shield. Cost: 100 silver Craft (Artisan Proficiency): 1 Day + Forge + Toolbox +50 silver worth of expensive goods.
Spell Power +1
Maximum+4 for Light and Heavy armor. Cost: 100 silver Craft (Knowledge Proficiency): 1 Day + Forge + Toolbox +50 silver worth of expensive goods.
LIGHT & HEAVY ARMOR ATTACHMENTS: *Light and heavy armor have 3 Attachment Slots. You can switch attachments by spending 10 minutes to change each slot. Please state in your gear, which attachments you have on.
Ghillie Netting (Light Armor):
+2 to Stealth checks in a specific terrain. Please choose 1 upon purchase: Greenery, Rocky, Snow, Desert, Ruins, Wet. Cost: 10 silver Craft: 5 silver worth of common goods, toolbox, 1 hour.
Maneuver Gear (Light Armor):
Weight 1. You can pull yourself to a heavier target, or pull a lighter target towards you. Pull range: 1/2 football field. You have +2 to climbing rolls and have x2 travel speed in regions that where your maneuver gear can anchor into structures. Runs on 1 manna crystal a week. (Requires Dexterity 4). Cost: 60 silver Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of expensive goods.
Rune: Depth Strider
Allows you to cast "Depth Strider" (Requires Intelligence 2). And when your Hp =0 underwater, you automatically float to the surface (Passive).
Manna Cost: 1
Duration (concentration): Hours = Intelligence
Target: Self You grow gills at the side of your neck, allowing you to breathe and talk normally underwater. Clothes, armor, and flesh meld down to a powerful tail that give you advantage to swimming rolls, allowing you to swim as fast as you can run, and leap over the waves like a magnificent killer whale.
Cost: 60 silver Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of expensive goods.
SHIELD ATTACHMENTS:
*Shields have 1 Attachment slot. You can switch attachments by spending 10 minutes to change each slot. Please state in your gear, which attachment you have on.
Ghillie Netting (Light Armor):
Hang glide
Activates like a small parachute, allowing you to glide safely down. Cost: 10 silver Craft (Artisan Proficiency): 2 Days + Forge + Toolbox + 5 silver worth of expensive goods.
ACCESSORIES:
Disguise
Pick a specific type of crowd. +2 to deception and blending into that kind of crowd to escape notice. Cost: 2 Silver Craft: 10 minutes + Artist's Case +1 silver worth of common goods
Hiking Gear
Weight 1. +2 to climbing, traveling safely across the wilderness, and surviving noxious gases. Comes with a pair of crampons, pitons, hooks, ice axe, a hooded winter coat that's waterproof, and a firestorm shroud.
Cost: 20 Silver. Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 10 silver worth of expensive goods.
Mask of Many Faces
Weight 1. Allows you to cast "Disguise Self" (Requires Intelligence 2).
Manna Cost: 1
Duration: Hours = Intelligence
Target: Self
Cast an illusion, changing your image into that of a creature similar to yourself. You can make yourself 1 ft. taller or shorter, fatter or thinner, but not change your body type such as give yourself extra limbs.
ACCESSORY ATTACHMENTS: Accessories have 2 attachment slots. You can switch attachments by spending 10 minutes to change each slot. Materia are destroyed upon use.
x1 Materia: Spare the Dying
Upon getting knocked out, you no longer need to make death saves until you regain consciousness. This crystal is destroyed the moment you receive a death blow and flares a halo of protection around your body. Cost: 60 Silver Craft (Knowledge Proficiency): 1 Week + Forge + Toolbox + 30 silver worth of expensive goods.
x1 Materia : Charm Person
Make an intelligence roll against the Spell Power of a number of people you can see = Intelligence. You have disadvantage to your roll if you or your party were the ones that started hostilities with them. If successful, they become friendly. Cost: 60 Silver Craft (Knowledge Proficiency): 1 Week + Forge + Toolbox + 30 silver worth of expensive goods.
Rune: Mage Hands
spend 1 Mp to summon two visible, but ghostly hands that can manipulate items with a weight of 1. They have a stealth of +2 and can move around a cottage sized area. Cannot be used to directly attack. Cost: 30 Silver Craft (Knowledge Proficiency): 1 Week + 15 silver worth of expensive goods.
Rune: Arcane Lens
You can "Find" as a bonus action (passive). Spend 1 Mp to identify 1 magical object upon touch, or cast "Detect Magic" as a continuous spell. Detect Magic allows you to see auras surrounding magical objects that you can see within a football field radius.
x1 Materia: Illusion
Cast small area illusions around you. This can make the real creatures in the area look 1 ft. taller, shorter, fatter, thinner, with the same number of limbs, unless you choose to encase them entirely in a bigger illusion. Concentration. When moving to a new area, use a major action to move the illusions with you.
BOMBS:
x3 Molotov
Weight 1. Sets a small area in flames, burning those that stay in it or enter it. You have -2 to attack rolls when melee attackers are engaged with you.
Damage: 1 per round. | Area burn duration: 2 Rounds. May spread and burn longer in flammable areas | Individual burn duration: 2 rounds. You may use a minor action to remove "Burn" Cost: 6 Silver Craft : 1 minute + 3 silver worth of common goods.
x1 Beehive
Weight 1. Swarms a small area, damaging those that stay in it or enter it. Bees may chase a random target. You have -2 to attack rolls when melee attackers are engaged with you.
Damage: 2 | Duration: Until they feel like leaving Cost: 10 Silver Craft : 10 Minutes + 5 silver worth of expensive goods.
x3 Dynamite
Weight 1. Greatly damages everything in a small area. You have -2 to attack rolls when melee attackers are engaged with you.
Damage: 3 Cost: 30 Silver Craft (Knowledge Proficiency): 2 days + crockpot + 15 silver worth of expensive goods.
x3 Sleeping Potion
Weight 1. Everyone in a small area loses their turn. When woken, targets are immediately granted a turn if they hadn't had a turn this round.
Weapon application: 2 single target attacks.
Duration: 4 hours or until woken up. Cost: 30 Silver Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
x3 Smoke Screen
Weight 1: Everyone in a small area is immediately "Hidden", with a Find DC = 12.
Duration: 3 rounds. Smoke spreads an additional 1 small area radius per round. Cost: 10 Silver Craft (Knowledge Proficiency): 1 days + crockpot + 5 silver worth of expensive goods.
x3 Flashbang
Weight 1. Everyone in a small area have friendly fire on, have -4 to combat and sight related rolls, and are deafened.
Duration: 1 round. Cost: 10 Silver Craft (Knowledge Proficiency): 1 days + crockpot + 5 silver worth of expensive goods.
x1 Poison
Everyone in a small area is "Slowed". In battle they can only travel up to 1 area at a time and have only one action, either Minor or Major, but not both. -6 to Death Saves. Make one death save every one hour.
Weapon application: 2 single target attacks
Area gas duration: 3 rounds. Gas spreads an additional 1 small area radius per round | Individual duration: 1 day | Cure: Trauma Kit or Long Rest Cost: 30 Silver Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
x1 Nightshade
Target is "Sick", their maximum Hp and Mp halved. -6 to Death Saves. Make one death save every ten minutes.
Weapon application: 2 single target attacks
Duration: 1 hour | Cure: Trauma Kit Cost: 30 Silver Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
x1 Basilisk Toxin| Target is "Stunned", they lose their turn. -6 to Death Save rolls. Make one death save every ten seconds or battle round.
Ingested only.
Duration: 1 minute | Toxin Cure: Trauma Kit | Stun Cure: Make a DC12 Strength roll every round. Failure stuns you again. Cost: 100 Silver Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
TOOLS:
Artist's Case
Weight 1. +2 to Art, forgery, and cosmetics. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead. Cost: 20 silver Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
Cartographer's Tools
Weight 1. Advantage to navigation rolls and allows you to create maps that grant +1 Traveling speed, and +2 to Exploration rolls such as: not getting lost, or finding the best hunting grounds. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead. Cost: 20 silver Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
Crockpot
Weight 1. +2 to Cooking and alchemy rolls. Comes with a mess kit, skinning knife, and a collection of containers for monster parts, unknown liquids, and acid. Cost: 20 Silver Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
Fishing Rod
Weight 1. +1 to foraging rolls in bodies of water. Cost: 2 Silver Craft : 1 hour+ toolbox +1 silver worth of expensive goods.
Hunter's Kit
Weight 1. +2 to forensics, hunting, and spotting hidden things. Comes with a spyglass, skinning knife, tanning liquid, fingerprint dust, blood stain revealing potion, magic detection dust, magnifying lens, tweezers, and a collection of containers. During hunting and foraging, you gather more resources = Dexterity. (Doesn't stack with Toolbox). Cost: 20 Silver Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
Map
When inside the mapped dungeon, +1 Traveling speed, and +2 to Exploration rolls such as: not getting lost, or finding the best hunting grounds. Cost: 2 Silver Craft: Actively map making as you pass through an area + Navigation tools + 1 silver worth of common goods
x3 Traps
Weight 1. These can be quickly set up in 6 seconds. When triggered by an unaware target, the trap inflicts an affliction. Please choose 1 affliction upon purchase. "Don't Move" traps can be reused. DC to Disable your trap once set up = 6+ Dexterity Cost: 10 Silver Craft: 1 day + forge + toolbox + 5 silver worth of common goods.
Toolbox
Weight 1. +2 to Crafting, lock-picking, and disable machine rolls. During hunting and foraging, you gather more resources = Dexterity. Cost: 20 Silver Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
FOOD:
Cookbook
+1 to Cooking rolls. Bonus doesn't stack with other cookbooks. Cost: 2 Silver
x3 Fresh Ingredients
Recently hunted meat, fish, picked fruits and vegetables. +1 to animal handling rolls. Remains fresh for a day. Cost: 1 Silver
x1 Meal,Hot
+1 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day. Cost: 2 Silver Craft ( DC 8 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
x1 Meal, Hearty
+2 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day. Cost: 4 silver Craft ( DC 10 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
x1 Meal, Exquisite
+3 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day. Cost: 10 Silver Craft ( DC 12 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
x6 Seeds
A handful of seeds. After planting and a month of care, yields 2d6 Fresh Ingredients, 2d6 spices, and crops worth 1d6 silver . Cost: 1 silver
x12 Spices
+1 to cooking rolls. Includes seasoning such as salt. Cooking roll bonus does not stack. Cost: 1 Metal
x2 Rations
Restores +1 manna during a short rest, and when fed to pets, gives them +1 Condition. +1 to animal handling rolls. These are smoked meats, salted fish, dried fruits and nuts, coffee, tea leaves, and other preserved meals. Lasts for 1 month. Cost: 2 Silver Craft: 30 minutes + crockpot/campfire + 1 Fresh Ingredient +1 spice.
HEALING:
x1 Trauma Kit
+2 to Healing rolls. Heals 1 Hp. DC 10 intelligence roll stabilizes dying character. Every extra 1 hour performing the medical operation gives +1 to Trauma Kit rolls. Cost: 50 Silver Craft (Knowledge Proficiency): 4 hours + crockpot + toolbox + 25 Silver worth of expensive goods.
Phoenix Down
Revives a corpse that has been dead for no longer than a day to 1 Hp after making a successful DC 8 Intelligence roll. Allies may aid the one reviving, through magic or by offering words or gifts and making a DC8 roll using any attribute appropriate to the gift. Each success decreases the Revive DC by -2, failure increases it by +1. Cost: 200 Silver
Field Medic Guide
Weight 1. +1 to medical procedures when performing them with this book open. Cost: 10 Silver
CONDITION:
*Grant condition points during a long rest.
x12 Bathroom Kit
+1 to Condition. Also comes with cosmetics and all kinds of bubble bath bombs. Cost: 6 Silver Craft: 1 week + crockpot + 3 silver worth of expensive goods.
Books
Weight 1. Make up a book title. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature. Cost: 20 Silver
Gaming Set
Weight 1. Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead. Cost: 20 Silver Craft: 1 week + toolbox + 10 silver worth of common goods.
x12 Hobby Goods
+1 to Condition. Do you knit? Do you carve? What is your hobby? Cost: 6 Silver
x1 Local Delicacy
+1 to Condition, restores +2 Manna during a short rest. Unique snacks, magical sweets, and weird food that the place you are currently staying in is known for. This can be anything from sought after coffee blend, tea and dried fruit mix, hopping chocolate frogs, bag of every flavored beans, smoked bacon seasoned with a rare herb, or booze that actually make you belch fire~ feel free to world build. Lasts 1 month. Cost: 2 Silver
Plush Sleeping Bag
Weight 1. +1 to Condition. Cost: 20 Silver. Craft: 1 week + toolbox + 10 silver worth of expensive goods.
MISCELLANEOUS:
Backpack
Carrying Capacity = Strength x 3. The inside is waterproof. Characters can equip 1 backpack at a time. Cost: 10 silver
Celadon Dinnerware
A small mess kit encased in a metal container that can be disassembled into two pans, with a ceramic bowl, plate, and cutlery that changes color when toxins and poisoned food touch them.
Cost: 2 Silver.
Fancy Clothes
+2 to Persuasion and making a good impression. Equipped in the armor slot. Cost: 20 silver
Lock: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break. Cost: 6 silver
Manacles: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break. Cost: 6 silver
Manacles, sealing: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break. Depletes manna to 0, and prevents manna regeneration. Cost: 20 silver
Magic Lantern
Weight 1. Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Runs on 1 manna crystal for 1 month. Can change color of light. Can be hung on belt. Cost: 20 silver.
Musical Instrument
Weight 1. +2 to performance rolls when playing with another singer or musician. You may choose a weaponized version such an axuitar, if you do, please choose a weapon type upon purchase. Cost: 40 silver
Oil Lamp
Weight 1. Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt. Cost: 6 silver.
x6 Oil Flask
1 pint. Can be used in combination with fire attacks, increasing the duration of flames by 1 round, and increasing the area of effect by 1 small area. Cost: 1 silver.
x6 Torches
Equipped in the weapon slot. Casts light in a 30 ft. radius. Burns for an hour with a chance of being blown out in bad weather. Burns enemies and extinguishes torch upon a successful hit.
Damage: 1 per round | Burn duration: 2 rounds. You may use a minor action to get rid of "Burn" Cost: 2 silver
Flint and Steel
Make fire. Comes with a box of tinder. Cost: 1 silver
Lashings
Weight 1. Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length. Cost: 2 silver
Net:
Weight 1. A successful attack with the net on 1 target, afflicts them with "Don't Move". A major action can be spent to make a DC 10 Attack roll with a sharp weapon to get out. Cost: 2 silver
Block and Tackle
A wooden pulley that when set up with rope allows you to haul up to four times the weight you can normally lift. Cost: 1 silver
Manna Crystal
Small refined manna ore that powers small magical devices and relics. Cost: 6 Silver
Tent, 2 people
Weight 1. Protects against bad weather. Can be turned into a hanging tent. Cost: 10 silver
Tent, 4 people
Weight 1. Protects against bad weather. Can be turned into a hanging tent. Cost: 20 silver.
Mirror, small: Cost: 1 Silver
Wooden Whistle: You can choose to buy a pet whistle that sounds silent to people, but is heard by dogs and other animals with sensitive hearing. Cost: 1 Metal
Bell
Each craftsman and settlement has unique handsome bell designs mostly based on culture. The bell can be made from brass, porcelain, glass, metal, crystal, bone, etc. Cost: 1 Silver
Battle horn Cost: 2 Silver
Pocket Watch
Runs on 1 manna crystal for a year. Has beautiful engravings and space on one side of the locket for a small photo or painting. Cost: 25 Silver
x6 Common goods
Leather or cotton garments, baked goods, honey, crafted baubles and woodwork, journals, popular second-hand books, etc. Cost: 1 Silver
Bartender Info
+1 to +6 to Persuasion rolls when asking around about criminal activities, or secret information.
Cost: 10 silver per +1 to roll.
Courier
Delivers messages and packages for you.
Cost: 1 Silver for 1 letter. 1 Silver per 1 Weight for packages.
Entertainment
+2 Condition.
Cost: 10 Silver
Fortune Teller
Predict weather 1 week in advance. Or hear a prediction about the future, this may or may not be fake.
Cost: 1 Silver.
Kitchen
+4 to cooking. Does not stack with crockpot. A public kitchen you can ask to use in taverns or inns.
Cost: 1 silver per day.
Library
+4 to Research.
Cost: 1 silver per day.
Lodgings, Comfortable
+2 condition. With DC 12 locked chests for your belongings.
Cost: 4 Silver per day
Lodgings, Luxurious
+3 condition. With DC 12 locked chests for your belongings.
Cost: 10 silver per day
Lodgings, Stable
+2 condition to pets.
Cost: 1 Silver per day
Public Bath
+2 Condition instead of one when resting and relaxing here. The public bath workers also give hair cuts, and massages.
Cost: 2 Silver
Repair Items
Repair time is halved.
Cost: Total repair cost + 10 silvers
Trade Caravan
Hire a trader that'll go on a journey to another settlement to sell your goods. The trader will give back double the investement you paid them when they come back home after 1 week. The trader will make a Travel roll to see if they make the journey back and forth successfully. The Travel DC will be rolled at random by the GM in the OOC thread and will present the DC to you before you choose to hire the trade caravan. This DC will remain for a week.
Cost: 20 Silver
Training Grounds
+2 condition instead of one when doing training with a master.Cost: 2 silver per day.
Workshop
+4 to crafting, lockpicking, and disable machine rolls. Roll bonus doesn't stack with toolbox. +2 condition instead of one when doing gear maintenance. Has a forge, work bench, sewing machine, kiln, and other things.
Cost: 2 Silver per day.
MOUNTS:
Chocobo
A hardy intelligent birb trained to come to its owner when you whistle. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
Cost: 50 Silver
Giant Ram
A giant intelligent mountain sheep that's very fluffy. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
Cost: 50 Silver
Polar Bear Dog
Big huggable pupper. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
Cost: 50S ilver
VEHICLES:
Caravan
Can be drawn by up to 2 mounts. Has 1 travel speed when drawn by one mount, 2 travel speed if two mounts. Can carry 8 people with an extra carrying capacity of 100. Comes with a canvass cover built to withstand harsh weather.
Cost: 20 Silver.
Canoe
Weight 20. 4 hex speed in water. Can carry 3 people with an extra carrying capacity of 40.
Cost: 20 silver.
CARAVAN UPGRADES:
Smuggler's Illusion:
15 ft. cube illusion. Makes the back look like its full of supply crates and barrels. Illusion can be turned off or on. Runs on 1 manna crystal a month.
Cost: 100 Silver. 1 hour enchanting time.
Caravan Garden
Weight 10. Sheltered and protected boxes that allows you to grow small plants. Can plant up to 12 seeds.
Cost: 10 Silver.
Caravan Kitchen
Weight: 10. +4 cooking and potion brewing, reduces cooking time by half. Can cook 4 meals at once. Iron stove with a second cooking pit that holds a big cauldron. Cooking and potion brewing bonus does not stack with crockpots.
Cost: 60 silver. 2 Days upgrade time.
Caravan Forge
Weight 80. Big, heavy smoking forge with a small chimney and 2 toolboxes. -1 travel speed. Caravan can now only carry 4 people. Requires 2 mounts to pull.
Cost: 100 Silver. 1 week upgrade time. -1 hex speed.