Roll 2-7 goods/services for a village
1.
Grub Skewer 1/2 cp
2.
Turnip Gruel 1 cp/bowl
3.
Barley Gruel 1 cp/bowl
4.
Peas Porridge 2 cp/bowl
5.
Chicken Pottage 3 cp/bowl
6.
Oxtail
Soup 4 cp/bowl
7.
Meat pie 5 cp/small pie
8.
Sausages and Tubers 4 cp/plate
9.
Roast Fowl
8 cp/ each
10.
Venison Stew 5 cp/bowl
11.
Day-Old Rye Bread 2 cp/loaf
12.
Salted Fish
3 sp/lb
13.
Salt Pork 4 sp/lb
14.
Clay jar of pickled vegetables 1 sp
15.
Hard Sausage/Salami 5 sp/lb
16.
Journey Cakes 3cp/dozen
17.
Way-Bread 70 sp/loaf
18.
Hard Cheese 3 sp/lb
19.
Beef Jerky
10 sp/lb
20.
Twice-baked Bread 5 cp/loaf
21.
Boiled Bark Tea 1 cp/pot
22.
Stale Beer 1 cp/quart
23.
Spiced Cider 2 cp/quart
24.
Sour Wine 3 cp/quart
25.
Sweetened Wine 5 cp/pint
26.
Ale 3
cp/quart
27.
Imported Wine
4 sp/pint
28.
Poteen 5 sp/pint
29.
Brandy 25 sp/pint
30.
Elfin Wine 75 sp/quart
31.
Bandages 2cp each
32.
Trippy Herbs, induces serious LSD-like “trip”.
20 sp/dose
33.
Burn Salve, restores 1-3 hp of burn/acid damage.
200 sp/dose
34.
Antidote, provides seconds save at +4 vs poisons
of same intensity or lower 250 sp/intensity
35.
Healing Plaster, takes 20 minutes to apply,
restores 2-7 hp after sleep. 300 sp/dose
36.
Healing Poultice takes 20 minutes to prepare, instantly
restores 1-3 hp after application. 500 sp/dose
37.
Herb Wraps, restores 1-3 hp after a day of
bandaging. 100 sp/wrap
38.
Jitter Tea, +2 to save vs sleep for next 4 hours.
2 sp/dose
39.
Hero’s wort, +2 to morale and fear saves for
next hour after chewed. 400 sp/dose
40.
Minor Ward, +2 to save vs specific 1st
level spell (works once, must be worn). 500 sp
41.
Blade Venom, suffer 1d6 a round per intensity
level unless save made. 250 sp/intensity
42.
Gushing Wound Venom, suffer 1 pt per wound
for intensity level # of turns. 100
sp/intensity
43.
Blinding Dust, blinded for intensity level # of
hours (new save each hour). 100 sp/intensity
44.
Feeble Powder, -2 to all physical actions (and
damage) for intensity level # of hours if ingested. 100 sp/intensity
45.
Rat poison, vermin suffer 1d6 per intensity level
if ingested. 5 sp/intensity
46.
Feeble Venom, 10% chance of spell failure per intensity
level until dawn. 300 sp/intensity
47.
Soporific powder, fall asleep for intensity
level # of days if ingested (new save allowed each day)
48.
Fumble Dust, 50% chance to drop anything in hand
for intensity level # of full turns. Also -2 to saves and tasks related to
agility and coordination. 100 sp/intensity
49.
Dementia Dust, target confused and unable to
focus, 10% chance of doing something contrary per intensity level for # of turns.
100 sp/intensity
50.
Slow Death, incapacitated and suffer 1d6 per intensity
level for intensity level # of turns. After injection. 1000 sp/intensity
51.
1-8 Uncouth Herdsmen willing to serve as guides or
bearers for up to 7 days 2 sp/day
52.
2-5 Desperate Urchins willing to serve as linkboys
and menials. 2 sp/wk
53.
Old Codger willing to serve as cook and watch
camp. 4 sp/wk
54.
2-12 Deserters from local lord’s garrison willing to
serve as long as they can get out of area. 10 sp/wk
55.
Snag-toothed Crone, 50% chance a 1st
level MU or Cleric 1-100 sp per consult
56.
Poverty Stricken Knight, 2nd level
fighter seeking a patron 20 sp/wk
57. 2-5 Burly Yeoman willing to serve for up to 2 weeks.
2 sp/day
58.
Scarred Swordsman willing to serve for up to 6
weeks,1st ot 2nd level fighter, 25 sp/wk
59.
Slovenly Trollop willing to spend a few minutes behind a barn for just 3 cp
60.
Quant Old Leech, 50% chance of curing a disease
or restoring 1-3 hp. 75 sp/treatment
61.
Sharpened sickle
50 sp
62.
Rune-carved Cudgel 8 sp
63.
Rusty Hurlbat
50 sp
64.
Waxed Linen Jack, AC as leather. 180 sp
65.
Hide-covered Wicker Shield, +1 to AC. Save vs
break if bearer hit for 5+ pts damage. 75 sp
66.
Ancient Xiphos, -2 vs chain or heavier armor 60
sp
67.
Quiver of Arrows 12 for 8 sp
68.
Patched Brigandine Cotte, same ac as chainmail
but heavier. 400 sp
69.
Brass Greaves and Bracers, +1 to AC if chain or
worse. 150 sp
70.
Re-forged Sword, save vs break on hit roll of 1
or 20. 70 sp
71.
Tallow Candles 6 for 3 sp
72.
Brass Lamp
50 sp
73.
Shuttered Lantern 100 sp
74.
Bundle of Torches 6 for 5 sp
75.
Glass Flask of Glow-grubs 12 sp
76.
Lamp Oil
6 sp/quart
77.
Leather Pouch 2 sp
78.
Water-Gourd
5 cp
79.
Half-quart
jug 10 sp
80.
Small Wooden Chest 40 sp
81.
Wool Blanket 6 cp
82.
Load of Charcoal
3 cp
83.
Rope (20+2d10 stone) 3 sp/50’ length
84.
Fishing Kit
10 sp
85.
Hammer 15
sp
86.
Tarp (enough to cover 2 men) 6 sp
87.
Manacles 50 sp
88.
Shovel 30
sp
89.
Pitchfork 20- sp
90.
Sewing kit 6 sp
91.
Milk Goat 60 sp
92.
Dog 50 sp
93.
Donkey 120 sp
94.
Sheep 40 sp
95.
Horse, Nag
200 sp
96.
Horse, Draft 500 sp
97.
Horse- Courser
98.
Ox 150 sp
99.
Old Polished Barding 600 sp
100.
Riding Tack 60 sp
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