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Treasure Awaits! In Town
Things to spend your gold on!
Contributor: Mason Z. *Created: Apr 07, 2010Modified: Jan 13, 2019System: Treasure Awaits!

This is a short addition to Ancient Odysseys: Treasure Awaits! In it is list of items you may find in any town, as well as a group of tables to help determine random special items players may be lucky to find and afford. Every town will have access to basic adventuring gear. Even people homesteading far outside of civilization would be happy to part with a bit of rope or some oil for an adventurer with need and a little coin. Most of the gear here could be acquired from anywhere. All prices are listed in Gold coins (G) and GM’s and players should feel free to change prices and add or take away items to whatever fits their campaign. This is not a comprehensive list by any means, just a simple list of things to spend your Treasure on. Food
 Jerky(x5 days worth)  1G 
 Meal from a Vendor  1G 
 Meal at an Inn/Resturaunt  3G 
 Feast at an Inn(up to 10 people)  25G 
Lodging
 Night at an Inn  1G 
 Private Room (1 occupant)  4G 
 Private Room (party)  10G 
Travel
 Rope  1G 
 Torch (x3 dungeons worth)  1G 
 Backpack  1G 
 camp set (camping gear for the whole party)  12G 
 Firewood (x3 fires)  1G 
 Horse  100G 
 Wagon (requires horse)  150G 
 Carriage (requires at least 1 horse)  600G 
Residences
 House  1200G 
 Manor House  7500G 
 Manor Estate  30,000G 
 Tower  150,000G 
 Fort  75,000G 
 Castle  1,000,000G 
Weapons
 Battleaxe  25G 
 Bow  5G 
 Broadsword  20G 
 Crossbow  15G 
 Knife  5G 
 Mace  15G 
 Shortsword  10G 
 Sling  1G 
 Staff  5G 
 Warhammer  20G 
Armor
 Brigandine  20G 
 Chainmail  35G 
 Leathers  15G 
 Platemail  80G 
 Scalemail  60G 
 Shield  15G 
Sometimes, shopkeepers end up with surprising wares. Although not common, every town may have at least one interesting thing to sell adventurers. In every town, roll a d6. On a 6 there is a special item in one of the shops. Roll randomly or select an item. 1.Weapon Shop/Blacksmith/Armorer– The workhorses of any industrial town rarely have anything but the most common designs for metalwork. Ocassionally talent or rare metals appear and there’s something special on display...
 D6  Item 
 1  An ornate weapon (Players Choice), fully functional and laden with gems and etchings of artisan quality. Looks impressive to any who see it. 1d6 x 25G 
 2  A Brutal weapon (Players Choice), with spikes, jagged edges and possibly hidden mechanisms to make this weapon much more deadly. Does +1 damage than a normal weapon of it’s type. 1d6 x normal weapon price. 
 3  Reinforced Cloak, like a normal cloak, but internally laced with light metals and tough leathers while not significantly adding too much weight. Armor Rating 2, no bulk impact. 35G 
 4   Ornate Armor (Players choice), fully functional and made of rare metals/furs and carefully ornamented to inspire awe or even fear. 2d6 x 40G 
 5  A Magic Weapon, like an Ornate weapon above except any character with the Spellcasting pursuit will feel a mystical energy coming from it. Use the magic weapon generating rules in Further Adventures. 2d6 x 25G 
 6  Magic Armor, Like an ornate armor above, except a character with Spellcasting will have an intuitive notion about it’s unique abilities. Use the Magic Armor generating rules from Further Adventures. 3d6 x 40G  
2. Apothecary/Alchemy/Magic Shop– Most of these shops just carry medicines and home remedies of a dubious nature. Sometimes though....
 D6  Item 
 1   Miracle Cure– This potion, salve, or secret recipe can relieve any ailment, including poison. After eating/taking a dose/applying or what have you, roll a D6, even it cures what ails you, odd it does nothing. 5G per dose (up to d6 doses available) 
 2  Quality Ingredients, these are top quality, in season and generally excellent ingredients for any potion brewer or alchemist. Impacts all Alchemy actions to create antidotes with a -4 Diff for the next 10 attempts. D6 x 5G 
 3  Bottomless Bag, a bag with an enchantment so that it can hold an endless amount of stuff. It can not hold items any bigger than the backpack itself. 80G 
 4  A potion, use the random potion effects tables from Further Adventures except the target is always ‘any character’. Oh, and this potion is labeled correctly for what it does. Potion Grade x 6G 
 5  A Primed scroll (players choice), the parchment has a distinct weight to it and is written in gold leaf script. Spell Grade x 15G 
 6  An old Grimoire with every Grade 1 spell from Basic play formerly from a great wizards collection. An adventurer with Spellcasting and Literacy pursuits may cast 20 spell from the book before the pages age suddenly and crumble to dust. 200G 
3. Bazaar– Wandering carnivals, farmers markets and the occasional shopping districts don’t usually have anything an adventurer would need. Very often, they are full of things an adventurer will want.
 D6  Item 
 1  A collectible or rare trinket (necklace, figurine, statuette etc.) that will fetch three times the asking price in the next big town or city. 1d6x10G. 
 2  A magic torch of unending fire. This torch will never stop giving off light unless covered, which is possible because it does not create any flame. 25G 
 3  A lucky charm. A real one. Maybe it’s a rabbit’s foot or a dragon’s scale or perhaps a Fairies wings. A character with this item can re-roll 1 task per game. 50G 
 4  A Beam-Bow. It looks like a crossbow, with no bow, crank or bolt to speak of. When the trigger is pulled, it fires a bolt of red light which does d6 damage. D6x50G, uses Archery pursuit. If using the ‘Calamity 1’ optional rule, this weapon breaks and is unfixable after a calamity 1 result. 
 5  Friendly Goblin slave, he runs away from a mean trader and takes a liking to the party. Any player may ‘give orders’ to their new Goblin buddy/servant/slave. Use the stats for Gelg from The Dungeon. *Free* 
 6  Phoenix Feather, a rare feather from the rare mythical bird wound into a charm necklace. Any person wearing this feather who dies from unnatural causes (like being stabbed, chopped, burned or poisoned to death) will rise from the dead (in a safe spot) in 2d6 turns. The necklace catches fire and burns away when this happens, leaving a charred imprint of the feather in the characters chest. 150G 

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