Friday, December 20, 2013

Goods for sale in remote Villages

Goods for sale in remote Villages

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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