Loot & Shops#
Take the purse, leave the ring. Rings have names in them.
Drops and shops
When an enemy falls or a smith opens their stall, the dice can decide what’s there. Roll how many items, then each item’s kind, then what it’s made of, how well and in what repair. The roller does all of it in one go.
Roll the loot#
Set the party’s level and say whether you’re searching a body or stocking a smith. A body carries 1d4 items, rolled on the tables below. A smith stocks 1d8 weapons and pieces of armor, all of them sold in their province. Anything above the party’s level is rolled again.
Rolling by hand#
Roll 1d4 for how many items a fallen enemy carries. For each one, roll a d100 and follow the line.
| d100 | What | Then |
|---|---|---|
| 1 to 30 | Nothing | Whatever it was, it didn’t survive the fight. |
| 31 to 45 | A weapon | Pick a weapon, then a material it can be made of, then roll its craftsmanship and its condition. |
| 46 to 50 | Armor | Pick a piece, then a material it can be made of, then roll its craftsmanship and its condition. |
| 51 to 80 | Money | Roll on the purse table. |
| 81 to 100 | Food | Roll on the larder table, pick something of that kind and roll 1d4 for how many. |
Rerolls
Anything nobody in the party could use, a weapon above their level or a material they can’t wield yet, is rolled again. That’s what makes it tailored.
What’s in the purse#
Most people carry what their station allows. Pick the line that fits whoever fell, or roll 1d4. Few carry more than 10 dover unless they have a reason: a deposit for the bank, a big purchase, a sale just made.
| 1d4 | Who | Carries |
|---|---|---|
| 1 | Very poor | 1d20 vern |
| 2 | Poor | 5d20 vern |
| 3 | Comfortable | 2d4 dover and 1d100 vern |
| 4 | Wealthy | 1d10 dover and 1d100 vern |
What’s in the larder#
Dress it up as you like: fruit ripe or bruised, meat salted or crawling. It doesn’t change what the food does, but it changes the meal. What’s in each kind is on Food & Drink.
| d100 | Kind | To pick from |
|---|---|---|
| 1 to 6 | Temperate fruit | 14 |
| 7 to 12 | Desert fruit | 3 |
| 13 to 20 | Tropical fruit | 9 |
| 21 to 26 | Bulb and stem vegetables | 9 |
| 27 to 31 | Arctic fruit | 9 |
| 32 to 35 | Sea vegetables | 5 |
| 36 to 43 | Subtropical fruit | 12 |
| 44 to 50 | Salad vegetables | 7 |
| 51 to 75 | Meat and fish | 86 |
| 76 to 90 | Sweets | 19 |
| 91 to 100 | Bread, cheese and the like | 9 |
Selling#
A merchant buys at their price and sells it on. If you want something back, buy it back before the next day; after that it’s gone.
Nothing is dropped or sold already sharpened, poisoned, runed or enchanted. That’s work done to an item after it’s made, and somebody has to pay for it.
Haggling#
Charisma moves every price before anyone haggles. Each point of charisma over 10 takes 2% off what a merchant asks and adds 1% to what they pay, and each point under 10 does the reverse. No merchant pays more than a quarter over their price, however charming you are.
To haggle, make a Charisma check against DC 15. Make it and the merchant takes up to a quarter more off for you, more the higher your charisma. Miss by 5 or more and you’ve offended them: their prices go up 10% for you. Either way, try again only on another visit. Charisma and haggling together never take more than half off, and haggling only ever changes what you pay, never what you’re paid.
Natural haggle
A pickpocket who learns natural haggle rolls a d10 on every purchase: a 6 to 9 asks only 60% to 90% of the price. It doesn’t stack with charisma or haggling. Pay whichever is lower.
Who sells what#
Every merchant keeps a few things on the shelf and a purse to buy with, and a purse can run dry: when the party wants to sell more than it holds, find another merchant. Here is every kind of shop in Sedia, with how many things each keeps on the shelf. Roll the stock and pick the wares from the Items pages, or let the loot roller stock a smith.
| Shop | What it is | On the shelf |
|---|---|---|
| Alchemist | Seller of alchemy profession goods and potions | 2 to 5 |
| Architect | Seller of tradesguild goods | 3 to 8 |
| Armorsmith | Seller of armor | 4 to 9 |
| Armourer | Seller of armor goods | 4 to 8 |
| Baker | Seller of basic food and desserts | 2 to 12 |
| Bard | Seller of instruments | 2 to 4 |
| Besswarden | Seller of standard pets | 2 to 5 |
| Blacksmith | Seller of variety of heavy material goods, blacksmithing goods and tools | 5 to 10 |
| Brewer | Seller of alcoholic beverages | 3 to 6 |
| Butcher | Seller of meats | 3 to 9 |
| Camper | Seller of camping materials and goods | 2 to 4 |
| Carpenter | Seller of furniture goods, wood applicants and woodblocks | 1 to 4 |
| Cartographer | Seller of maps | 2 to 4 |
| Chandler | Seller of gambling goods and soaps | 2 to 4 |
| Chemist | Seller of chemical goods | 2 to 4 |
| Climber | Seller of rock climbing goods | 2 to 4 |
| Cobbler | Seller of shoes | 2 to 4 |
| Cooper | Seller of cooking supplies, and containers | 2 to 4 |
| Copeman | Small seller of mounts | 1 to 2 |
| Costermonger | Seller of fruits and vegetables | 2 to 12 |
| Couturier | Seller of outfits and light armor | 6 to 12 |
| Enchanter | Seller of enchanting and magical goods and scrolls | 3 to 6 |
| Equestrian | General seller of mounts | 2 to 4 |
| Farmer | Seller of animal husbandry goods | 2 to 4 |
| Fletcher | Seller of fletchery goods and wooden weapons and armor | 6 to 12 |
| Haberdasher | Seller of small items like buttons, zippers or sewing | 2 to 4 |
| Hawker | Seller of specialized type of good | 2 to 4 |
| Herbalist | Seller of herbs, poisons and alchemy supplies | 6 to 12 |
| Hostler | Seller of bridles and animal husbandry goods | 2 to 4 |
| Huckster | Seller of a variety of types of goods at inflated prices | 3 to 8 |
| Hunter | Seller of hunting supplies and gamey meats | 2 to 5 |
| Jewelcrafter | Seller of jewelcrafting supplements, rings and necklaces | 2 to 8 |
| Lamplighter | Seller of lights | 2 to 4 |
| Lanier | Seller of fibers | 3 to 6 |
| Leathercrafter | Seller of leathercrafting supplements, armor and weapons & packs | 5 to 8 |
| Librarian | Seller of books | 2 to 4 |
| Locksmith | Seller of thievery tools | 2 to 4 |
| Marshal | Seller of living charters | 2 to 4 |
| Marshman | Seller of standard and rare pets | 2 to 5 |
| Merchant | Seller of a variety of types of goods at deflated prices | 6 to 12 |
| Milliner | Seller of hats | 3 to 7 |
| Miner | Seller of mining supplies, raw gems and ores | 3 to 4 |
| Peddler | Seller of a variety of types of goods | 5 to 10 |
| Physician | Seller of medical supplies for inflated prices | 2 to 4 |
| Plague doctor | Seller of medical supplies with deflated prices | 1 to 4 |
| Sailor | Seller of fish | 2 to 12 |
| Smelter | Seller of ingots and ores | 2 to 7 |
| Tailor | Seller of outfits, light armor and tailory goods | 5 to 8 |
| Weaponsmith | Seller of weapons and scabbards | 5 to 8 |

