Showing posts with label goods. Show all posts
Showing posts with label goods. Show all posts

Friday, April 3, 2020

Quality of Equipment.

I've posted about equipment quality before. I've always liked somehting more than a straight non-magical to magical progression (aside from silver weapons). A while back I had a couple posts on grotty gear and have filled notebooks with a variety of options and still not too sure of where to go.

I have a host of materials, probably keeping all of them (but not worrying too hard about all their real property differences) and I laboring on degrees of quality from total junk to the penultimate but struggling to find a set of descriptive that holds up form worst to best (or even truly how many steps will scratch the itch I have).

My current way too long list of degrees of quality from worst to best:
  1. Duff
  2. Shonky/Shoddy
  3. Bodge
  4. Common
  5. Fit
  6. Brilliant
  7. Ace
  8. Magnificent
  9. Splendorous/Slendiferous/Splendid
  10. Wondrous
  11. Iconic
  12. Legendary
  13. Ultimate 
Three degrees of poor quality is probably too many; 8 degrees of excellent gear may also be a tad too much. I am constantly changing Wondrous and Iconic in status. An Item can be Wondrous without being Iconic and Iconic Items don't even have to be as Wondrous....so hmm roll them together?

Could abreviate it to this:
  1. Duff
  2. Common
  3. Brilliant
  4. Ace
  5. Splendorous/Slendiferous/Splendid
  6. Legendary
  7. Ultimate 
Somehow that seem a bit too brief if I'm going to  have degrees of quality.

I have considered also applying degree of ornamentation. But that has issues too.
  1. Ugly
  2. Crude
  3. Simple
  4. Elegant
  5. Decorated
  6. Fancy
  7. Amazing
  8. Oppulent
Part of me would love playing in a campaign where my character could find a Fancy Ace Orachalcum Sword. Another part of me isn't sure if the descriptives work well enough to be backed up with mechanics.

Throwing this out there for any reader's consideration and my own use as a digital notebook. I'd love to see anyone's take on  this.














Tuesday, July 12, 2016

Deep Tucker, Delver Chow, Troll Munchies

A table of food both fair and foul for the packs and larders found deep in the depths of dungeons.

1d100
Deep Tucker
1
Two gallons of Raw Melch in a bucket
2
Warm Melch Boil in a clay pot
3
Cold Melch Boil in a bottle
4
A small clay pot of Melch Paste
5
Stonebread and Melch Paste Sandwich
6
A alb sack of Melch Flour
7
A sealed copper pot with luke warm Melch Drop
8
A loaf of Melch Bread
9
A sandwich made from a whole loaf of Meclh Bread and fish-paste
10
One dozen greasy Melch Strips
11
Some really dry Melch Strips
12
One Dozen Sausage Melchins
13
Half a dozen Fishy Melchins
14
A score of stale Empty Melchins
15
Two dozen Honey Melchins
16
Handful of Sweet Traggy in wrapped in a handkerchief
17
A wooden canister packed with a couple dozen pieces of Salty Traggy
18
A big glass jar half full of Spicy-hot Traggy
19
Three pieces of Sweet and Salty Traggy wrapped in waxed paper
20
Fresh fried Natters in a wax paper lines paper sack
21
One serving of cold Natters in a small clay pot
22
One dozen large Squaltch Sausages
23
One Quart of Squaltch Paste
24
Half a dozen Jollies
25
One loaf worth of Wine Soggies
26
Six Soggy slices dripping with dungeon honey
27
A cold pot of Grayervy
28
A bottle of “Toll Mamma’s #1 Grayervy Sauce”
29
An unlabeled packet of Grayervy Powder
30
A leather gob-box with Dry Melch Strips, 2 small hard sausages of unknown origin, and a double dollop of Reekish.
31
A gob-box with 3 “Empty” Melchins, a handful of Edible Fungus, and 3 stripsof Smoked Cave Tentacle.
32
One Dozen wax sealed Gob-boxes each holding 3 Stonebread Biscuits, one dozen dried eyeballs of occult origin, and a tiny bottle of Vinegar
33
A quart of Sugared Vinegar and Three loaves of Stonebread wrapped in cheesecloth
34
One score small loaves of Twice Baked Bread
35
A sealed half-gallon clay-pot full of Seasoned Bread Crumbs
36
A half quart jar of Gobs and Tatters
37
A tin with half-a-dozen FireBeetle Grubs in Garlic Sauce
38
A three pound Hard Salami
39
A clay pot full of Peas Porridge
40
A quart jar full of pickled vegetables
41
A small barrel packed with Salted Fish
42
A sack of three dozen Journey Cakes
43
Hard Cheese with Peppers and Nuts
44
A small sack holding one pound of Troll Jerky
45
A jar of Pickled Pigs Feet
46
A jar of Bat Wings in Jelly
47
A jar of stunted Rot Grubs in Vinegar.
48
A massive tin with 3 Whole Giant Snail steaks
49
A dozen smoked Cavern Crickets wrapped in a cloth
50
A small tin of Jellied Cockatrice Feet.
51
A big glass jar full of rotten meat writhing in Crusty Maggots
52
A small jar with Ants dipped in Chocolate Sauce
53
A tiny jar full of Spicy Salted Mosquito Larva
54
A small jar full of Roasted Coffee Beans
55
A Meat and Mushroom Pie sealed in it’s own cooking tin.
56
Elfin Way-bread
57
Dwarven Stonebread
58
Millet-mash Pygmy Loaf
59
Black Bread with Raisins in a tin
60
Moleman Rootloaf
61
Large Dungeon Spider packed in Aspic.
62
One Huge Grub lightly roasted packed in Salt
63
A string of Dried Rats
64
One Jellied Unlucky Cat in a tin
65
A dozen Sewer Swine Sausages in a tin
66
A jar of Brined Carnivorous Squirrel
67
An amphora full of Soured Army Moles
68
A small tin of Crunchy Grat Toes
69
One Deep Raven jarred in Marinate
70
One live Rock Lobster with claws bound by wire.
71
One large jar of pickled Ladder Adders
72
One whole dried Dungeon Weasel
73
A clay jar full of Toasted Gravel Gremlins
74
A large tin of Smoked Metal Mites
75
A barrel of Pebble Gnomes in Brine
76
A large jar of pickled Fungus Fairies
77
A jar of Hairy Eyes floating in Nectar
78
One Very Large jar of still swimming Blind Fish
79
A small tin of Smoked Spicy Gutter Eels.
80
A small tin of Mole Pate
81
A Barrel stuffed with Ox in Hot Sauce
82
A large tin of Eloi Strips in Mint Jelly
83
A large pouch of Crunchy Wolf Ears
84
A sealed barrel of Ensanguined Fishman in Salt
85
A Dried Trollkin Head wrapped in cheesecloth
86
A string of Cured Goblin Hands
87
One dozen Split Dungeon Squab in Mushroom Sauce
88
One Dozen Elf-Ears in rendered Kobold Fat.
89
Huge tin of Quartered Dungeon Lizard in Special Sauce
90
A wax packed Triple Stuffed Hob-Gno-Brownie-Kin
91
One tin of Mechanically Separated Basilisk
92
A jar of Brownie meat in Cream Sauce
93
A jar of Troll Yogurt
94
A sealed tin of Orcish Headcheese
95
A jar of Onions and Dwarf in Broth
96
One Pickled Roc Egg
97
One Whole Roast Giant Badger with Onion Stuffing in a sealed barrel.
98
Minotaur Shanks and Apple Jelly
99
A barrel of Neutralized Green Slime
100
One Case of slightly rusted Iron Rations

This clearly isn't all meant to be considered wholesome food by surface folks engaged in monster stomping and dungeon diving.

 More rations here: http://elfmaidsandoctopi.blogspot.com/2016/07/d100-rations.html

Items 1 to 31 in the chart above are mostly explained in this older post of mine: http://aeonsnaugauries.blogspot.com/2015/03/megadungeon-food.html

 Remember kids  "Melch, it's what's for dinner" is fighting words in some taverns and feasting halls.

Thursday, June 18, 2015

The Grotconomy, a first look at building one

Determining the prices and availability of goods in a Grotty age will set the tone for what the players will have their characters strive for. The average character will is assumed to start with roughly 100 groats worth of goods and gear on hand and as such they will tend to be limited to items of low quality and dubious functionality.

 In a grotty age much of what there is has been around for a while, that which hasn’t is recycled or quickly despoiled by the general environment of verdant decay. Gear and grub are always going to be dear and one can’t be sure the coins in their rotting purse will be of much worth in a few days or mayhaps be a fortune to someone in need of selling off ill-gotten gain.


Finding a Base Price by converting prices from other sources:
Duff goods costs1/2  the number of standard D&D price in g.p. ibut exposed as Groats
Shonky goods cost the same number of groats as g.p.  normally listed.
Bodge goods cost x2
Fit goods cost x5
Brill goods cost x20
Ace goods costs x50
(if your source material uses a silver based economy a groat should be considered to equivalent to a s.p. instead of a g.p. for common goods).
Example: if the core riles beign used show a Sword to be 10 g.p. in a grotty age campaign a Duff Sword could be had for as little as 5 Groats or an Ace Sword could be had for 500 Groats (well outside the range for most characters starting funds).

It should be apparent from the conversion guidelines above a well made steel sword would likely classify as a Fir of Brill purchase and cost a good bit of coin.

If your prices are under 1/10th of a Groat it is recommend to express the price in Gubbins.
Between that and a whole Groat prices will likely be stated in Spangles and Baub. Much over a dozen groats and it is likely prices will be given in Lucre or Marks. While Gilders and Zlotz are valuable it’s unlikely anyone would express prices in units of such coins.

When coming up with pricing to fit a particular campaign the GM is encouraged to consider the following:

Keep in mind it is vaguely possible for a person to get by on 3 groats a week if they don’t mind sleeping packed in a leaky shed, eating cabbage soup of dubious character and drinking hootch that has a chance of blinding them.

Food is precious but cheap. Because of the general conditions of things food doesn’t last long typically and is priced to move unless well preserved or a rare luxury. When converting the prices of common food items (in often inflated prices of gamebooks) it may be necessary to reduce the rice to 10% or less of normal prices before adjusting for quality.

Drinks and smoke will prove to be more valuable more often as they tend to preserve a tad better. Unless beer has soured really badly it will still get you drunk, and a dry powdery smoke will still provide a few puffs.

Above drinks and smoke at least at the base end of the scale one will find colognes, perfumes, and nose-snuff to be of moderate value as folks seek to distance themselves from the decay around themselves.

Tools will run a wide spectrum in pricing with precision tools begin far more expensive than common ones.

Weapons and Armor will run from affordable to dear in pricing.  Materials, age, method and origin of construction should all be considered when deterring true quality and price of such important goods.

Above more common weapons and armor will be magical items and technological artifacts the pricing for which will be steep but lower than one may expect in more traditional campaigns because of the general dysfunction of the economy and the cruel fact that someone with enough coin in their pocket may have enough muscle to take an item and keep their coins.

Medicines, balms, slaves, unguents, tonics and poultices of all sorts are available with a wide range of effectiveness in treatment for a wide range of conditions, diseases, and disorders. Prices will vary wildly from one place to the next but times from more reputable sources will fetch more coin than those foisted by unknown snake-oil peddlers.

Gems and precious metals do have value align with works of art and curios but the intrinsic value of such items will vary wildly base don the needs and tastes of the purchaser. A gold bar is certainly useful and will fetch a fair bit of coin but a golden goblet that can be seen to be mostly pure will likely fetch a better price from the right person. While such items are of value that value can not be certain from place to place.

Don't forget clothing, certainly not footwear folks walking about in a grotty age would likely want to keep their feet of of the general effluvium and detritus of ages. This author has found starting player characters off with lowly footwear provides a strange motivation to improve their lot on life by purchasing or thieving a pair of good boots.

Applying Variability to Prices.
In a grotty age prices in the market are nor set in stone from week to week or even day to day the challenges placed peddler will cause fluctuations in pricing.

When prices are expressed in single units the price can vary in either direction by 1d4 coin.

When prices are express in units of 10 the price can vary 1d20  in either direction.

When prices are expressed in 100;s the actual price may vary 1d100 in either direction.

In the rare case prices are expressed in thousands, leave them as they are but keep in mind items priced in 1000's and above will be very rare and seldom for sale.