Adventuring Guide

Contents

Rests

As your characters embark on their adventure, they may need to take some breaks to rest and recharge.

There are three types of rests available: Short rest, Long rest, and Full rest.

Many abilities can only be used again after a Short or Long rest. 

Short rest

When your character takes a break for at least 10 minutes, they complete a Short rest. 

During this time, they completely replenish their Posture and recharge some abilities.

Long rest

When your character takes a break for at least 6 hours, they complete a Long rest. 

During this time, they also replenish their Posture, but not any HP.

However, a creature can use a Med Kit to heal someone during Long rests. The creature then makes a Medicine Check, and depending on the result, heals a specific amount of HP. You can read about Med Kits in more detail here.

Keep in mind that a lot of powerful abilities only replenish their uses when you finish a Long rest.

It’s worth noting that your character doesn’t necessarily need to sleep during a Long rest – as long as they avoid any strenuous activities, they can simply rest. However, your character does still need to get some sleep eventually. If you go without sleeping for more than one night, you will become Exhausted. If you go without sleeping for more than three nights, you will become unconscious for an entire day.

Full rest

In certain situations, your GM may allow for a Full rest. This typically happens during periods of downtime, after a few days of rest, or when you’re in a secure location.

When you complete a Full rest, you replenish all your Posture, as well as your HP.

It’s worth noting that a Full rest counts as a Long rest for the purposes of recharging abilities.

When to give Rests?

Rest is an important part of the game and allows characters to recover HP and abilities. Knowing when to give rests is crucial for the flow of the game.

When to give Short Rests

You can always give a Short Rest after a combat. It only takes 10 minutes, so unless the characters are in some type of emergency, they can probably take a Short rest.

What if your players want to take multiple Short rests in a row? No worries, the game was designed to avoid this type of problem. There is simply no benefit in taking multiple Short rests in a row, so you can let them take multiple Short rests if they have the time for it.

If you feel that your players are taking multiple Short Rests in a dungeon and breaking the flow of the game, for example, you can ask for a Group Luck Check. If they fail, they then stumble upon a group of enemies interrupting their rest.

When to give Long Rests

A Long rest takes about 6 hours. If the characters decide to camp or simply sleep, you can give them a Long rest. Long rests are crucial, but they only recover the Posture of your characters. So, make sure to give them Med Kits so they can recover HP during Long rests.

If your players want to take multiple Long rests in a row and have the time and safety for that, then you should give them a Full Rest instead.

When to give Full Rests

Full Rests, as the name suggests, completely restore a character’s HP and Posture. However, they take much longer than any other type of rest.

If your characters are in a safe place, they could take the entire day to rest, granting them a Full Rest.

It is important to use Full Rests wisely. They are meant to relieve the tension of your players. If you give too many Full Rests, the combat will feel like it has less consequences.

Downtime

When you’re playing your tabletop RPG, sometimes your party may want to take a break from the main adventure and do something else. This is what’s known as a Downtime.

The length of a Downtime can vary a lot, depending on what you and your friends want to do. Maybe you just want to take a quick break to explore a city for a week or two, or maybe you need to spend a few years preparing for a big battle against some powerful enemies. In the end, it will be up to your group to decide!

Downtime Activities

When you take a Downtime, you and your fellow players can take a break from the main adventure and focus on your individual character goals and ambitions.

During this time, you can engage in a wide variety of Downtime Activities. These can include creating potions or magical scrolls, building a castle, searching for treasure, or even starting a new cult to worship your god.

Your GM may require you to make a Check or Skill Challenge to determine whether you were successful in your chosen activity. Depending on the results and the activities you pursued, there may be consequences that impact the rest of the game once the Downtime is over.

Downtime Solo Sessions

In addition to taking Downtime during main sessions, some GMs may choose to conduct Downtime Activities outside of regular gameplay. For instance, a GM might arrange a solo session with an individual player to explore what happens during their character’s Downtime.

When the rest of the party reconvenes, everyone will be curious to learn about each other’s experiences. It’s important to remember that whether or not to incorporate Downtime Activities in this way is entirely up to your GM.

What to do on Downtime?

During Downtime, characters have the opportunity to pursue their individual ambitions and goals, which can range from creating spell scrolls and potions to building their own castle or even starting a cult.

As a GM, it’s important to give each player the freedom to explore their character’s story during this time.

If you want a quick Downtime, you can just ask for a simple check or use a skill challenge. If you want to give each player more time to develop their character, consider organizing solo sessions for Downtime.

Solo Sessions

Solo Sessions are special game sessions where only one player participates and receives all the attention of the GM. They can be an effective way to allow a player to fully explore their character’s goals and ambitions without disrupting the other players’ game experience.

However, it’s important to remember that Downtime should not go on indefinitely, and a clear goal and time limit must be established beforehand to avoid accidentally splitting the group permanently.

In addition, since there is only one player, combat encounters should be approached with caution, as they can become much more challenging and potentially lethal.

Downtime Consequences

Finally, consider what consequences the Downtime will have on the game as a whole.

Without consequences, the Downtime may feel like a waste of time. Think about what kind of in-game rewards the Downtime will bring, or what kind of impact it will have on the story. This will greatly influence how the Downtime plays out during the game.

Travel

At some point in your adventures, your characters will likely need to travel from one place to another. There are various ways to undertake a journey, and it all depends on how your GM wants to run the adventure.

Your GM may simply ask for a check to see if the players reach their destination. However, if the travel is more complex, they might ask for a skill challenge or set multiple encounters along the way, giving the party some challenges to overcome.

Travel Pace

The pace at which your characters travel can have a significant impact on their journey.

If they’re in a rush, they may choose to travel at a fast pace, sacrificing rest in exchange for speed.

On the other hand, if time is on their side, they may opt for a slow pace, taking breaks along the way to rest and recover.

The environment and terrain can also dictate the travel pace as well. Going through a high mountain, or a dangerous swamp may force the party to adopt a slow pace instead.

Fast Pace

When traveling at a Fast Pace, characters move at twice their normal speed, but they cannot take Long or Full rests while on the move to avoid slowing down.

However, after three days of Fast Pace travel, the party must pass an Endurance Save (DC 15) or become Exhausted. If they were already Exhausted, they become Unconscious for one day instead.

Normal Pace

When traveling at a Normal Pace, the party travels at their standard speed. They can take Long rests at the end of each day, but not Full Rests.

Slow Pace

When traveling at a Slow Pace, the party moves at half their normal speed, taking their time to rest and be cautious.

At the end of each day, the party can then take Full rests. However, if there is too much danger or if the environment is too harsh, they may not be able to take a Full rest even if they are on a Slow Pace.

Switching the Pace

The Travel Pace determines how you travel in a single day.

For example, the party can opt for a Fast Pace for three days to outpace someone, then switch to a Slow Pace for a day to make up for the lack of rest.

Ways of Travel

There are multiple ways to travel around, be it by foot, with a mount, by ship or even flying mount. 

Foot: This is a common and basic way to travel. It’s usually slow, but lets the players pass trough most types of terrains, it lets them be stealthy when traveling.

Mount: A mount can be a horse, a camel, a carriage, or even a magical beast for example. Mounts are fast, but often more dangerous, as it attract the attention of bandits and other creatures.

Ship: Traveling with a boat or ship is necessary to come across bodies of water. In those cases, the pace of travel is often dictated by the wind. If there is no wind, or the wind is against you, you travel at slow pace; if the wind is crossing the ship, you travel at normal pace; and if the wind is strong and in your favor, you travel at fast pace.

Flying: Flying can be done by some mounts, or other magical means. You have a great view and can see things far away while flying. The weather can heavly affected the travel. A clear sky can make you easy to spot, while a storm may present danger to you.

We are accounting for 8 hour of travel per day for this table below. Here is how much can travel:

Ways of Travel per Day
Way of Travel Slow Pace per day Normal Pace per day Fast Pace per day
By Foot
12 km/ 7 miles
25 km/ 15 miles
50 km/ 30 miles
By Mount
25 km/ 15 miles
50 km/ 30 miles
100 km/ 60 miles
By Ship
30 km/ 20 miles
65 km/ 40 miles
130 km/ 80 miles
By Flying Mount
30 km/ 20 miles
65 km/ 40 miles
130 km/ 80 miles
Ways of Travel per Hour
Way of Travel Slow Pace per Hour Normal Pace per Hour Fast Pace per Hour
By Foot
1,5 km/ 1 miles
3 km/ 2 miles
6 km/ 4 miles
By Mount
3 km/ 2 miles
6 km/ 4 miles
12 km/ 8 miles
By Ship
4 km/ 2,5 miles
8 km/ 5 miles
16 km/ 10 miles
By Flying Mount
4 km/ 2,5 miles
8 km/ 5 miles
16 km/ 10 miles

How to run Travels?

Here are some different methods you can use as a GM to handle travel in your games.

Fast Travels

Fast Travels are a good option when the party can move to another location without many complications. To use a Fast Travel, you can just ask the players to make a Check based on the terrain they’re crossing. You can ask for a Nature Check if they are traveling through the wilderness, or a Memory Check if they are in an urban area.

If they succeed on the Check, they can reach their destination without any significant issues. However, if they fail, they might encounter some unexpected obstacles or take longer than anticipated to arrive at their destination.

Long Travels

For longer journeys that may include multiple challenges and obstacles, you can just declare a Skill Challenge.

On a success, the party reaches their destination without any significant setbacks, while failure results in obstacles such as random encounters or unexpected delays, making the journey longer than anticipated.

Dangerous Travels

To run Dangerous Travels, you’ll need to plan for encounters as the party is traveling through a hazardous area where they are likely to face combat. After each encounter that they survive, they get closer to their destination.

There are multiple ways to handle encounters. The party can try to fight through all of them, or they can attempt to sneak past them, or they can look for other creative solutions.

Make sure to plan out the encounters ahead of time, taking into account the party’s level and abilities, and adjust the difficulty accordingly. The encounters should be challenging, but not overwhelming.

By using Dangerous Travels, you can add a sense of danger and excitement to the journey and keep your players engaged and on their toes.

Adventurous Travels

If your adventure revolves around an epic journey across different locations, you don’t necessarily need rules for travel.

Instead, each session can focus on a particular part of the journey and the various events and challenges that may arise during that time. The journey itself becomes a central theme of the adventure, with each location bringing new opportunities for exploration, encounters, and development.

 

How Many Luck Checks During Travel

During travel, you can use Luck checks to add variety and new experiences. But you may be asking yourself, how many should you do?

A good rule of thumb is the following:

How Many Encounters Travel Distance
1
Short Travel
2
Medium Travel
3 or more
Long Travel

We are not considering rest, distance traveled, speed, etc. In an urban adventure, a Short Travel can be a couple of blocks, and a Long Travel can be across the city. While in a regional adventure, a Short Travel could be from village to village, and a Long Travel could be across the entire region.

You can use pre-made encounters or the random encounters we provide. Don’t be afraid to add or remove encounters depending on the flow of the game and story. This flexibility allows you to tailor the adventure to your group’s preferences and ensure a smooth and engaging experience.

Social Encounters

In social situations, people can exhibit different attitudes towards you. These attitudes can be categorized as companion, friendly, neutral, unfriendly, or hostile.

Companion Attitude

When someone considers themselves your companion, they’re in it for the long haul. They’ll put themselves at risk to help you out. Trust and loyalty are the foundation of this special bond. It’s a rare and precious relationship that takes time and effort to build.

Friendly Attitude

If someone is friendly towards you, they’ll lend a hand. They might not be ready to sacrifice their own well-being for you, but they’ll happily go out of their way to offer assistance.

Neutral Attitude

Neutral folks couldn’t care less about your existence. As long as you don’t get in their way, they won’t have any interest in you. They’re the kind of people you could easily walk past in the street without even noticing.

Unfriendly Attitude

Unfriendly people are the ones who’ll try to rain on your parade. They’ll make snide remarks or cause problems, all in the hopes of throwing you off your game. They’re not out to kill you, but they’ll make life difficult if they can.

Hostile Attitude

Finally, we come to the hostile people. They’ll attack you without hesitation, and it’s best to steer clear of them if possible. If you do end up in a confrontation with them, be prepared for a fight.

Defining Someone’s Attitude

When you meet someone new, your GM may ask you to roll a check linked to your Charisma stat to see how that person will initially react to you.

If you roll well, they may start off friendly, but if you roll poorly, they might be neutral or even unfriendly.

However, your interactions with them can change their attitude over time. Positive interactions can improve their attitude by 1, while negative interactions can decrease it by 1. So be careful how you interact with them!

Temporary Attitudes

An attitude of a creature can be influenced by its situation.

For example, during a festival, most creatures will have a friendly attitude, but after the festival, they can go back to their previous attitude.

Similarly, if a village has been affected by war, they may be unfriendly to strangers, but once they recover, they can return to their previous attitudes.

In combat, an influenced creature may act in a way that benefits them, but once the situation changes, they may return to their original attitude.

How to run Social Encounters

When it comes to social encounters, it can be more challenging to determine success or failure compared to physical challenges like climbing. It’s not always clear what the outcome of a persuasive attempt might be, and what is or isn’t possible in the game world.

To help with this, here are some tips for running social encounters in your game:

Define Boundaries

Clearly define what is and isn’t possible in your game world. Are guards likely to give away their weapons and armor in exchange for a persuasive argument? Probably not. Establishing these boundaries will help players understand what is possible or not.

First determined the Attitude

The attitude of an NPC will significantly influence the social encounter. A person who is unfriendly may not be cooperative, while a friendly person may be more helpful.

Consider the personalities and motivations of the NPCs involved in the encounter. Are they sympathetic to the player’s cause? Do they have a reason to help or hinder the player? These factors can impact the outcome of the encounter.

You can skip the Small Talk

You don’t have to play out every single detail of a long conversation between the players and NPCs in a social encounter. It’s okay to summarize what the NPC said in third person to keep the game moving and convey information efficiently. You can switch to roleplaying when important points come up.

While small talk can help set the tone and atmosphere, you can skip it if you feel like it’s slowing down the game.

Ask for Charisma Checks

Provide players with various options for approaching a social encounter. They can choose to persuade, intimidate, deceive, or use other methods depending on the situation. Encourage them to be creative and reward their efforts.

It’s important to note that what the player says at the table is one thing, but how their character expresses it is determined by their Charisma. A player may give an outstanding speech, but if they roll poorly on the Persuasion Check, the character in the game may be anxious and unable to speak properly, resulting in failure.

On the other hand, even if the player did not deliver a compelling speech, a successful Persuasion Check could allow the character to express themselves with confidence and wit, resulting in success.

Avoid repeating Charisma Checks

You don’t need to roll a Deception Check every time a character lies during a social encounter. Once a character succeeds on a Deception Check, you can assume that any subsequent lies they tell during that encounter succeed as well, without requiring more rolls.

Rolling too many Checks can make the game feel arbitrary and tedious, so it’s important to make each Check count and contribute to the overall narrative of the game.

Reputation

When you go on adventures, the things you do can affect how people view you. This is called your Reputation. The better your Reputation, the more respect people will give you, and the worse your Reputation, the more people will dislike you.

Your Reputation is measured in Reputation Points (RP). The more RP you have, the more benefits you can get.

If your RP is negative, this means you’re infamous, and people know you for doing bad things. However, just because you have a bad reputation doesn’t mean you’re a bad person.

For example, if you run away a lot, people might think you’re a coward, or if you fail a lot of missions, people might think you’re weak.

Having a good reputation can give you access to Divine Feats and make it easier to interact with people. But having a bad reputation can make others avoid or sabotage you

Earning and Losing RP

Your characters can gain or lose Reputation Points (RP) by doing remarkable or bad things like saving a village, killing a powerful monster, or failing a mission. For each remarkable act, they gain 1 RP, and for each bad act, they lose 1 RP. The maximum RP that a character can gain or lose at once is 10.

If a character’s actions go against their reputation, their RP is multiplied by -1, which means that all their reputation turns into infamy, and they become hated by everyone. To gain RP, there must be a witness or some other kind of proof of their actions, such as a trophy of a monster they killed.

Be aware that some people might try to steal your RP by taking credit for your actions. If caught, they lose all RP they stole and 3 or more RP in the process.

If your character uses a disguise, they can create a new persona with a separated pool of RP. Similarly, if they are in a different region where they are unknown, they can start with a new pool of RP for that region.

Having a good reputation can give you benefits, like access to Divine Feats and advantages in social encounters, while having a bad reputation can make others dislike or avoid you.

Divine Feats

The gods are very picky about who they bless and only choose a select few.

When selecting a Feat, you have the option to choose a more powerful Divine Feat. However, there is a minimum RP requirement to choose a Divine Feat.

If your RP drops below that requirement, you temporarily lose access to the Divine Feat you have chosen. But if you regain RP, you can regain access to that Divine Feat.

To calculate your RP for Divine Feats, you combine all your RP pools because the gods know all your achievements, even if you’ve disguised yourself or moved to a different region.

Social Reputation

Having a good RP can also benefit you in social situations. When meeting a random person for the first time, they can roll a Memory Check to see if they have heard of you. The Check DC is equal to 20 – the RP, or if you have negative RP, the DC becomes 20 + your RP instead.

If successful, the person has already heard about you and will approach you with a friendly attitude.

However, if you have negative RP the person has heard about your bad reputation and will approach you with an unfriendly attitude instead.

The following table shows the different Status levels based on your RP:

RP Table

RP Status
-31 or less
Abominated
-21 to -30
Hated Villain
-11 to -20
Hated
-6 to -10
Despised
-5 to -3
Local Shame
-2 to +2
Not known
+3 to +5
Known
+6 to +10
Local Hero
+11 to +20
Hero
+21 to +30
Famous Hero
+31 or more
Legendary Hero

Give Reputation Weight

The reputation of the party can play an important role.

A good reputation can have a positive impact, with random people more likely to offer help or provide opportunities. On the other hand, a bad reputation can have negative consequences, with people being less likely to believe or support the party, and even actively working against them.

Therefore, it’s important to keep in mind the party’s reputation and its impact on the game world.

Economy

As your character goes on adventures, they may come across valuable treasures. These treasures can be traded in the game’s economy system, allowing your character to engage with the wider world and potentially gain wealth or other valuable resources.

Type of Coin used

There are 4 types of Coins: Copper, Silver, Gold and Platinum

  • 10 Copper Coins are worth 1 Silver Coin.
  • 20 Silver Coins are worth 1 Gold Coin.
  • 50 Gold Coins are worth 1 Platinum Coin

The Coins have the following purchasing Power:

Coin Type Table

Coin Type Purchasing Power
Copper
Abundant Things
Copper
Very Common Things
Silver
Common Things
Silver
Uncommon Things
Gold
Rare Things
Gold
Very Rare Things
Platinum
Relical Things

The rarity of items depends on the location where you are.

For example, if you are in a farm with many horses, a horse might be considered a Common Thing and can be purchased with silver coins. However, if you are in a desolate area where horses are rare, a horse would be considered a Rare Thing and require gold coins for purchase.

Number of Coins used

Things that are more complex become more expensive, requiring a higher number of Coins to be bought.

Number of Coins Table

Number of Coins Complexity
1-10
Very Simple Things
10-20
Simple
20-50
Normal
50-100
Complex
100-250
Very Complex
250-1.000
Insanely Complex

All you need to do to determine the price of things is to decide the rarity and complexity.

The rarity will establish the type of coin used, while the complexity will determine the number of coins used.

The rarity and complexity will always be somewhat subjective and can vary greatly depending on the world you are in.

A house could be a very complex thing, but if it could be easily built with magic, for example, it could be considered a normal thing and be much cheaper.

Example of Prices

Let’s take a normal chair for example. It could be a Common Simple Thing, so it would probably cost something of 10 to 20 Silver Coins.

Now let’s take a Large Ship as an example. It could be a Rare and Insanely Complex Thing, so it would cost something of 250 to 1.000 Gold Coins.

Rarity of Things

  • Abundant Things: These are everyday items that are cheap and easy to buy, such as items found in grocery stores, souvenirs, or tipping a waiter or bartender.

  • Very Common Things: These are items that are easy to find and commonly used, such as groceries that are a bit more expensive or the average cost of a meal at a normal restaurant.

  • Common Things: These are items that are easy to find but may be expensive to buy on a regular basis, such as wagons or horses.

  • Uncommon Things: These are items that are rarely bought, even though they may be seen frequently, such as luxury items or specialty products.

  • Rare Things: These are items that are considered exotic and prestigious, such as art by famous artists, rare components for spells, or other highly valued objects.

  • Very Rare Things: These are highly prestigious objects that are rarely purchased even by the wealthiest members of society, such as mansions, rare and valuable jewelry, and special spell materials.

  • Relical Things: These are the most valuable objects that exist, some of which are considered priceless and unattainable even by the highest members of society.

Complexity of Things

  • Very Simple Things that are incredibly easy to make or simple tasks that anyone can do.

  • Simple Things require more time and effort, but can still be completed by an average person.

  • Normal Things that are not quite simple and might require the work of multiple people or a specialist.

  • Complex Things that may require multiple steps or components and likely involve the work of a highly skilled specialist or a team of people.

  • Very Complex Things that require a significant amount of resources, time, and effort. They may require the expertise of one or more highly skilled specialists or a very large team of people.

  • Insanely Complex Things that require an overwhelming amount of resources, work, and time. They may require the expertise of the best specialists available or the work of thousands of people.

Price Manipulation

There are several factors that can influence the price of items, which will depend on the world or situation.

Some individuals may use marketing tactics to artificially increase the perceived rarity of an item, resulting in a higher price for example.

For instance, while a standard chair would likely be classified as a Common Thing, a chair crafted from the fur of a rare magical beast would be considered a Rare Thing.

On the other hand, a chair made with lesser quality materials or craftsmanship may be classified as a Very Simple Common Thing, resulting in a lower cost. 

However, such a chair may also be less comfortable or of lower quality than a more expensive one.

Using Bargain

When negotiating a transaction, you can roll one Bargain Check to adjust the price of what you are buying or selling.

However, to initiate the negotiation, you must offer something of value, such as an item, a service, or information. If the item offered is of little value, you will have a disadvantage in the Bargain Check, while offering something of great value will give you advantage.

It is important to note that the number of coins used in the transaction must always fall within the Complexity Range of the item being bought or sold. So even if you roll a high Bargain Check, the price must still fall within the appropriate range. For instance, if you’re buying or selling something that is considered Simple, the price must be within the range of 10 to 20 coins, regardless of the result of the Bargain Check.

Bargain Table

Bargain Check Number of Coins Changed
1-9
No Change
10-14
5
15-19
10
20-24
30
25 or more
100

Lifestyle

Your character in the game can have different lifestyles based on their wealth and financial status.

Here are the available lifestyles:

  • Miserable: Your character lives in poverty, struggling every day to find food and survive.
  • Very Poor: Your character is marginalized and belongs to the lowest class of society, with financial struggles.
  • Poor: Your character is considered poor, with limited financial resources, but still able to live a modest life.
  • Simple: Your character has a simple life. It is comfortable and manageable, but also comes with hard work.
  • Comfortable: Your character is not wealthy, but also not poor, and has a comfortable life with all the essential necessities and some extras without too much work.
  • Rich: Your character enjoys a luxurious lifestyle and can afford most things without any significant financial struggles.
  • Very Rich: Your character is extremely wealthy and can afford almost anything without financial stress. They may have connections to the most influential and powerful people in the market.
  • Lavishly: Your character is one of the richest and most powerful people in the market, with the ability to buy almost anything and have control over almost anything.

Reputation & Lifestyle

If your character has a good reputation, people are more likely to assist you. If you have enough RP, some people may even be willing to provide a Lifestyle for you.

For instance, even if a King does not earn any money, his high RP may allow him to maintain a Lavishly Lifestyle.

Lifestyle Coins Per day Coins Per Month RP needed
Miserable
-
-
0 or less
Very Poor
1 Copper
30 Copper
+3
Poor
5 Copper
150 Copper
+6
Simple
1 Silver
30 Silver
+11
Comfortable
5 Silver
150 Silver
+16
Rich
10 Silver
300 Silver
+21
Very Rich
1 Gold
30 Gold
+31
Lavishly
10 Gold
300 Gold
+50 or more

This Table is subject to change and may vary depending on the region. In areas with greater inequality, there may be a larger discrepancy between the amount of coins used per day.

Types of Economy

Different civilizations have their own economies that can greatly vary from one another. What may be considered valuable and advanced in one civilization could be seen as primitive and basic in another.

As the GM, it’s your responsibility to decide how each civilization in your game world functions, which will have a direct impact on the prices and costs of goods and services.

To help you get started with determining the rarity and complexity of things in your world, here are a few examples:

Sword

Civilization Complexity/Rarity Price
Small Village
Complex and Uncommon
50 - 100 Silver
Medieval
Normal and Common
20 - 50 Silver
Empire
Simple and Common
10 - 20 Silver
Magical
Very Simple and Very Common
1 - 10 Copper

Keg of Beer

Civilization Complexity/Rarity Price
Small Village
Very Complex and Very Common
100 - 250 Copper
Medieval
Complex and Very Common
50 - 100 Copper
Empire
Normal and Abundant
20 - 50 Copper
Magical
Simple and Abundant
10 - 20 Copper

Magical Potion

Civilization Complexity/Rarity Price
Small Village
Insanely Complex and Very Rare
250- 1.000 Gold
Medieval
Very Complex and Very Rare
100 - 250 Gold
Empire
Complex and Rare
50 - 100 Gold
Magical
Normal and Common
20 - 50 Silver

Med Kit

Civilization Complexity/Rarity Price
Small Village
Normal and Uncommon
20 -50 Silver
Medieval
Normal and Common
20 - 50 Silver
Empire
Normal and Common
20 - 50 Silver
Magical
Simple and Common
10 - 20 Silver

A Horse

Civilization Complexity/Rarity Price
Small Village
Very Complex and Uncommon
100 - 250 Silver
Medieval
Very Complex and Uncommon
100 - 250 Silver
Empire
Complex and Common
50 - 100 Silver
Magical
Normal and Common
20 - 50 Silver

Full Plate Armor

Civilization Complexity/Rarity Price
Small Village
Very Complex and Uncommon
100 - 250 Silver
Medieval
Complex and Uncommon
50 - 100 Silver
Empire
Normal and Common
20 - 50 Silver
Magical
Simple and Common
20 - 50 Silver