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The Town of Carda is a quiet, humble town, known for its tranquility. It’s run by a mayor and a council chosen by lot. The Town of Carda Meddlers Society is your home. Its dilapidated chapter house sits at the bottom of the hill.

The neighborhood markets and shops surrounding the chapter house get a lot of goods from the River Shimmer and the old imperial road that runs through Carda. Apart from that, merchants with rare goods travel across Bastica and can offer good leads on even rarer items.


From Traverse Fantasy’s Normalizing Skerples’s Medieval Price List. Prices in silver pennies (sp).

Adventuring Gear

Item Price
Bedroll 1
Block & Tackle 3
Caltrops 4
Chisel 1
Drill 5
Fishing Gear 1
Grappling Hook 3
Lantern 5
Lockpick set 10
Lodging + Meal, 1 night 5
Oil flask 5
Passage between places (by land or sea; per watch per person) 6
Pick 5
Pole (10’) 1
Rations (3 uses) 3
Rope (50’) 3
Shovel 3
Tent (Fits 1) 5
Tent (Fits 3) (bulky) 10
Torch 1
Waterskin 1

Clothing

Item Price
Furs 50
General 5
Noble 30
Poor 1
Winter 7

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Magic Gear

Item Price
Book (Grimoire) 300
Book, Blank 30
Parchment, blank (10 sheafs, petty) 2
Scroll Case 1
Spell ink (1 use) 70

Other Prices

  • Common tools: 1d4 sp
  • Specialty tools: 2d6 sp
  • Common ingredients: 1d4 sp
  • Specialty ingredients: 2d6 sp
  • Luxury goods: 10 + 2d10
  • Anything else: 1d10 sp
  • Common gear packs: 5sp per slot
  • Specialty gear packs: 10sp per slot

Gear Packs

Rather than purchasing specific items, adventurers may purchase gear packs. Gear packs take up 1 or more slots, and each slot represents a quantum item, declared by the player and agreed to by the referee when the item is used. Once an item is used, it is always and has always been that item.

Gear packs are categorized by activity or profession. Potential gear packs include:

  • Burglary
  • Climbing
  • Disguise
  • Scribe
  • Sewing
  • Smithing
  • Alchemy
  • Herbalism
  • Masonry
  • Camping
  • Medical

Dungeoneering is not an available gear pack.

Animals

Animal Price
Animal Feed (x6, 1 slot each) 1
Cattle 8
Dog (hunting) 10
Donkey, Mule 70
Hawk 100
Hog 3
Horse (basic) 200
Ox 90
Sheep 70

Horses

Adapted from Giddy-up for Horses by Lars Huijbregts / Dice Goblin.

At any given stable, there are 1d4+2 horses for sale of varying quality.

1d6 Coat Color Mane & Tail Color Body Markings
1 Chestnut White White socks
2 Palomino Black White blaze
3 Black Chestnut White spots
4 White Gray Star
5 Gray Flaxen Snip
6 Dun Palomino Stripe

A basic horse with the price of 200 sp has the following stats: STR 16, DEX 12, WIL 5, and 3 GD

To generate a new horse, roll on the table below.

Attribute Generate
STR 2d4+10
DEX 4d6, drop the lowest value
WIL 3d6, drop the highest value
GD 1d4

Determine the price of the horse by referring to the table below and adding up the totals based on the attribute values.

Value STR DEX WIL
2 +30
3 +30 +40
4 +30 +50
5 +30 +60
6 +40 +80
7 +40 +100
8 +40 +120
9 +40 +160
10 +50 +200
11 +50 +400
12 +40 +60 +600
13 +50 +60
14 +60 +110
15 +70 +120
16 +80 +240
17 +480 +500
18 +800 +600

The referee will also have a d100 list of pregenerated horses.

Vehicles

Adventurers can operate the following vehicles without hirelings: Carts (30sp), Rafts (30sp), and Wagons (100sp).

Naval Vessels

Vessel Stats Crew Size Weapons Scale Price (sp)
Skiff 3 GD, 8 STR, 13 DEX, 9 WIL 2-10   Detachment 50
Fishing Trawler 6 GD, 12 STR, 11 DEX, 8 WIL 2-10   Detachment 5,000
Cargo Ship / Merchant Vessel 7 GD, 12 STR, 11 DEX, 10 WIL, Armor 1 8-12 Mangonels d6+d6 Ship-scale 3,000
Large Galley 10 GD, 13 STR, 10 DEX, 12 WIL, Armor 1 30-120 Catapult d8+d8, mangonels d6+d6 Ship-scale 8,000
Longship (broad hull) 8 GD, 13 STR, 10 DEX, 10 WIL 20-50   Ship-scale 2,000
Longship (can be carried) 5 GD, 10 STR, 15 DEX, 8 WIL 8-24   Detachment 1,000