A True Meating Place

The covered Meat Market sits on the eastern edge of the Wynds, a roofed maze of hanging carcasses, butcher blocks, and smoking pits where fresh cuts and exotic game are sold by the shout. Beef and pork vie with boar, stag, and the occasional trophy from far-flung hunts – with rumors that even dragon finds its way here when coin is right.

Cleavers ring, saws rasp through bone, and steam rises from kettles of brine and tallow. Hunters unload their morning hauls while sausage-makers grind and season, and porters push dripping barrows toward smokehouses. The air is thick with pepper and woodsmoke, and the scent of roasting meat drifts along the rafters.
 

Vendors and Trade

Butchers with guild stamps sell prime cuts beside trappers offering offal, marrow bones, and hardy trail jerky. Hunters’ Row handles whole carcasses by the quarter, while smoke stalls hawk cured links and peppered brisket. Icehouse tokens buy time in the cold cellars, and spice mongers sell rubs to innkeepers stocking their larders. Haggle hard – prices change with the tide and the morning kill.
 

Atmosphere

Loud, busy, and always a little dangerous. Floors grow slick with sawdust and blood, tempers flare when orders are jumped, and the crowd gives cover to cutpurses. Guild collectors make their rounds, inspectors sniff for spoiled stock, and every so often a crate bursts to reveal something far less legal than venison.
 

Encounters

Among cleavers and smoke, deals and tempers cut quick. Roll d10 for possible encounters…

  1. A butcher and a hunter argue over a mis weighed quarter, knives in hand and voices rising.
    Butcher: AC 12, HP 14, cleaver (1d6); Hunter: AC 12, HP 13, hunting knife (1d4).
  2. A barrow of ice and meat tips on a slick patch, sliding toward the party.
    Hazard: DC 13 Dexterity save or be knocked prone and take 1d4 bludgeoning.
  3. Guild collectors demand dues from a stallholder and eye the adventurers as potential witnesses – or muscle.
    Collectors (2): AC 13, HP 16, saps (1d6), leather armor.
  4. A pack of half-starved dogs slips under the counters, snapping at scraps and ankles alike.
    Dogs (1d4+1): AC 12, HP 7, bite (1d4).
  5. A crate branded “stag” cracks open to reveal something far rarer – and illegal – drawing curious onlookers and nervous sellers.
    Hazard: DC 12 Investigation to verify contents, consequences at DM’s discretion.
  6. An inspector accuses a merchant of selling spoiled cuts and orders the stall shut, sparking a shouting match.
    Inspector: AC 11, HP 10, club (1d6), ledger; Merchant: AC 11, HP 9, knife (1d4).
  7. A quick-fingered thief uses the crush near a roasting spit to lift a coin purse and vanish into the steam.
    Thief: AC 12, HP 8, dagger (1d4), cloak.
  8. An apprentice shows off with a flashing knife routine and nicks a patron, prompting calls for compensation.
    Apprentice: AC 11, HP 7, knife (1d4), apron.
  9. A noble’s steward buys out the best cuts, shoving locals aside and provoking a near-brawl.
    Steward: AC 11, HP 9, dagger (1d4), livery; Locals (1d4+2): AC 11, HP 8, clubs (1d4).
  10. A seller whispers that a “dragon flank” is available behind the smokehouse for the right price – and the right discretion.
    Seller: AC 11, HP 8, knife (1d4); Deal may attract guild or guards.