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Dungeon Crawl Classics Merchant Inventory

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0% found this document useful (0 votes)
124 views2 pages

Dungeon Crawl Classics Merchant Inventory

Uploaded by

verner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Dungeon Crawl Classics RPG Store Generator (Traveling Merchant) | www.juliosrpgcove.

com

ITEMS COST IN STOCK

Backpack 2 GP 1

Chain, 10' 30 GP 1

Holy symbol 25 GP 1

Lantern 10 GP 4

Oil, 1 flask 2 SP 4

Rope, 50' 25 CP 2

Sack, large 12 CP 5

Waterskin 5 SP 2

Rations, per day 5 CP 12

Torch, each 1 CP 7

Candle, each 1 CP 5

Flint & steel 15 CP 2

Antidote: Allows another Fort Save against poison. 20 GP 10


Healing Herbs (High Quality): Once per combat, heal 1d10 hp. 50 GP 3
Healing Herbs (Quality): Once per combat, heal 1d7 hp. 15 GP 5
Holy Oil: Using these to pray for 30 minutes lowers disapproval by 1d10. 300 GP 4
Paralyzing Agent (Quality): DC 15 Fort Save or paralyzed for 1d5 rounds. Can 100 GP 9
be applied to 3 weapons. DC 10 Poison Safety Check needed.

Paralyzing Agent: DC 13 Fort Save or paralyzed for 1d3 rounds. Can be 25 GP 14


applied to 3 weapons. DC 10 Poison Safety Check needed.

WEAPONS COST IN STOCK

Blackjack (1d3/2d6) 3 GP 2

Blowgun (1d3/1d5) 6 GP 1

Club (1d4) 3 GP 2

Crossbow (1d6) 30 GP 2

Flail (1d6) 6 GP 3

Handaxe (1d6) 4 GP 3

Warhammer (1d8) 5 GP 2

+1 Polearm (1d10+1) 35 GP 1
+1 Battleaxe (1d10+1) 35 GP 1

Arrows, 20 5 GP 5

Arrow, silver-tipped, 1 5 GP 2

Quarrels, 30 10 GP 2

Sling stones, 30 1 GP 4

ARMORS COST IN STOCK

Chainmail (+5 AC) 150 GP 3

Half-plate (+7 AC) 550 GP 2

Padded (+1 AC) 5 GP 3

Shield (+1 AC) 10 GP 2

+1 Leather (+2 AC+1) 100 GP 1

+1 Banded mail (+6 AC+1) 1250 GP 1

This merchant has 431 GP to buy items. The store's worth is 6158 GP.

Traveling Merchants usually travel with protection.

Images taken from Dungeon Crawl Classics RPG Rulebook 4th Printing. This document was made on 2024-11-20 02:09.

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