Inspired in part by https://hexculture.com/2019/12/home-again-home-again.html
The empire and the remnants in the cities use golden currency, usually in fragments of golden rods. The remnants elsewhere prefer bartering and gifts. In the Ten Merchants table below, the barter value for goods is listed, but later on the article also lists the typical cost in rods.
- In a community, roll a d4, d6, d8, and d10 to establish which merchants are present
- In a city, roll a d4, d6, and 6d10 to establish which are present. They sell objects at their standard cost in golden rod fragments and buy them for half their value.
- In a dungeon, roll a d10 to establish which are present
art by Boris Groh |
Ten Merchants
1. Host- his first guest eats nothing, but his second guest eats for cheap
- Offers: food (1/2/3), cosmetics (7), candelabrum torch (3), clothing (2)
- Wants: wine (1), fabric (1), lamp oil (3)
2. Smith- his caste predates even Dek’s people in the land
- Offers: swords (5), tools (2), seal (4), chain (2), ash (1), random soldier weapon (7), horseshoes (3)
- Wants: metal (1), charcoal (2), wood (1)
3. Husband- butler to his kine, bully to his family
- Offers: meat (2), skins (1), feed (1), tent (5), dung (1)
- Wants: tobacco (3), kine (varies), reeds (1), straw, (1) goad (2)
4. Vintner- the invaders permit vintners for the time being, but a wine-maker thinks ahead
- Offers: wine (2), grapes (1), lamp oil (3), wineskin (1)
- Wants: jewelry (4+), goblet (1), cart (4)
5. Farmer- when nothing grows, he gets into trouble easily
- Offers: food (1/2), lantern (6), rope (4), straw (1)
- Wants: incense (8), coffin (30), ploughshare (3)
6. Carpenter- he fells forests of abandoned furnishings and plants short-lived pieces
- Offers: staves (4), ladder (5), saw (3), ark (6)
- Wants: wood (2), tongs (1), nails (1)
7. Lender- the spiritual center, he says he’ll be rich when the hostages come back one day.
- Offers: kine (varies), loans (varies), lock and key (10)
- Wants: writing supplies (6), wick trimmer (6)
8. Ranger- When he comes into town, they ask what he saw and he only shakes his head
- Offers: snares (5), poison (18), yellow chalk (1), shells (1)
- Wants: whistle (2), resin (12), tent (8)
9. Cupbearer- hopeless attempting to regain his master’s estate
- Offers: lock and key (10), horse brush (8), saddle (40)
- Wants: horses (varies), scroll case (4), dye (10)
10. Scholar- how wonderful to love learning when the land has become an abject lesson
- Offers: writing supplies (7), brazier (6), reading and copying (varies), vitriol (1)
- Wants: organs (2), phylactery (20), ash (1)
Items (inventory points/cost in rod fragments)
Almanac scroll (1/35)
Ark (2/30)
Axe (1/14)
Basket (1/14)
Bell (1/10)
Belt (0/6)
Bracelet (0/40+)
Brazier (1/30)
Brooch (0/40+)
Candelabrum torch (1/10)
Cart (14/100) Counts as 4 slots when pulled by a draft animal
Chain (2/20)
Charcoal (1/6)
chisel (1/6)
Cloak (1/30)
Coffin (20/200)
copper scrap (1/7)
Cord (1/8) ten feet
Cup (1/5)
Diadem (1/100+)
Drum (1/16)
Dye (1/50)
Earring (0/50+)
fabric (1/5)
File (1/7)
Goad (1/7)
Goblet (1/7)
Grappling hook (1/20)
hammer (1/12)
Handpipes (1/18)
Harp (1/16)
Headband (0/4)
horse brush (1/40)
horse feed (1/5)
Hurdy-gurdy (1/20)
Incense (1/25) Cost multiplied by most recent Plague roll. Negates chance of harm from plague for one encounter
Jar (1/6)
ladder (3/25) 15 feet tall
lamp oil (1/10)
lantern (1/30) can have a hood or other attachment for another 5 fragments
lock and key (1/50)
Mortar and pestle (1/8)
nails (1/6)
Onyx (1/60)
Phylactery (1/100)
pick (1/20)
Pitcher (1/12)
Ploughshare (3/14)
pole (2/10) ten feet long
reeds (1/4)
Resin (1/60)
Ring (0/60+)
Rope (1/20) 30 feet, well oiled
Saddle (0/200)
Saw (1/14)
Scissors and pliers (1/15)
Scroll case (1/20)
Seal (1/20) usually commissioned, not resold
Sickle (1/10)
Soot (1/1)
Straw (1/6)
Tambourine (1/14)
Tent (3/40)
Tobacco (1/10)
Tongs (1/6)
Trumpet (1/18)
Veil (0/20+)
Vitriol (1/8)
Waterskin (1/4)
whistle (1/10)
Wick trimmer (1/30)
wood (1/5)
Writing supplies (1/30) scribes can use these
Yarn (1/5)
Yellow chalk (1/4) anyone can use this
Alpaca (-/110)
Bull (-/240)
Cow (-/200)
Level 1 Horse (-/300)
Level 2 Horse (-/400)
Pig (-/50)
Pony (-/120)
Sheep (-/60)
avocados (1/5) Heals 1
Beans (1/5) Heals 1
Beef (1/10) Heals 2
Blueberries (1/5) Heals 1
butter (1/4) Heals 1 when added to a meal
Cashews (1/5) Heals 1
cassava (1/10) Heals 2
Chestnuts (1/5) Heals 1
cocoa (1/10) Heals 2
crab apples (1/5) Heals 1
cranberries (1/5) Heals 1
Cream (1/6) Heals 1
Curds (1/5) Heals 1
gourds (1/5) Heals 1
Manna (1/12)Heals 2, double on holy days
Milk (1/5) Heals 1
Mixed nuts (1/5) Heals 1
Mutton (1/10) Heals 2
onions (1/4) Heals 1 when added to a meal
papayas (1/5) Heals 1
peanuts (1/5) Heals 1
Peppers (1/5) Heals 1
pineapples (1/5) Heals 1
plums (1/5) Heals 1
potatoes (1/9) Heals 2
poultry (1/10) Heals 2
Pumpkin (1/5) Heals 1
Raspberries (1/5) Heals 1
Soup (1/14) Heals 3 the day it’s made, otherwise 1
squash (1/5) Heals 1
strawberries (1/5) Heals 1
sunflowers (1/5) Heals 1
sweet potatoes (1/10) Heals 2
tomatoes (1/10) Heals 2
wild cherries (1/5) Heals 1
wild rice (1/5) Heals 1
Wine (1/10) Heals 2
Weapons (Cost divided by the most recent result of the Sword roll for an expedition.)
Cruciform Sword (2/40)
Sling (1/20)
Spear (3/60)
Kukri (1/40)
Halberd (3/65)
Flail (2/50)
Fauchard (3/65)
Billhook (3/65)
Smallknife (1/20)
Cosmetics (1/40)
Poison (1/100) Most people refuse to trade in poison
Staff (2/20)
Snare (1/20)
Gonne (4/300) Fetches one-tenth the price to someone who doesn't know how to use it
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