Marigold’s Wagon of Wondrous Herbs

In a quiet corner of the marketplace there stands a wagon. The proprietor does not shout to hawk their wares, nor is there anything particularly exciting about the rundown carriage, apart for a heady smell of herbs and flowers that lingers in your pallet long after you’ve passed the spot.

But still, those in the know step into the small wooden cabin with large, jingling coin pouches, and walk out with much smaller parcels and bags, apparently happy with their purchases within.”

This article is based on old notes I recently discovered among my archives. Back then, our group contained a druid character, whose player was very much into herbalism and collecting useful plants during travel and downtime.

I seem to have obliged, because I found 24 plants in my 10 year old notebook, complete with descriptions, regions and recipes.

I spent the week translating those arcane specifications, and the PDF below contains 24 fantastic herbs and fungi, with specific rules for use in Dungeon Crawl Classics. However, the greenery is described in enough detail that I think that the document should be useful in other systems besides DCC.



24 Fantastic Herbs and Fungi: DCC+General_24Plants_AMP



Armand’s Emporium of Armor and Weapons

“The Alley of Steel is a loud place. The constant clang of the forges and the shouts of salesmen hawking their wares forms a wall of cacophony, enough to confuse anyone not used to the City.

But at a hidden dead-end stands a quiet shop, with no shingle marking the establishment. It is there for those in the know, and indeed, needs no advertisement: Armand has everything, from the curved blades of delicate steel forged by the veiled smith-eunuchs of the eastern deserts, to the crude heavy flails used by the crazed wildling hordes in the far north.

Some even say that Armand has a hidden back room of fabled items, made from mysterious materials and metals unknown to most smiths, but this might as well be a fable, for your meager take from the last dungeon certainly isn’t enough to trade for such treasures.”

For better or for worse, I like having a bunch of variety in the weapons available to my players. I find that picking a cool, signature weapon adds a nice pinch of flavour to any reaver, sneak-thief or delver of dark places. The list in the rulebook is a little limited for my taste, so I expanded it.

Additionally, there are a lot of references to various weapon materials and such in the rulebook and dungeon modules, but the mechanical implications and pricing system of this content isn’t covered all that extensively.

So, I made an extended list for use in our games, along with a price table for some materials. Everything can be found below in the PDF..



Extended weapon, armor and material lists for DCC: DCC_WeaponsArmorMaterials_v1.3_AMP

Equipment, improved

“You say you’re heading out to the caves up in the mountains?

Well, I’ve got just what you need: climbing spikes, rope, hooks, shovels, pick axes, crowbars, compasses, chalk, perfume and…

…what do you mean you won’t need perfume in the caves? Haven’t you heard of the stinkgoblins?”

I like to approach OSR dungeons like puzzle boxes or tool use challenges: push and prod the problems the right way, and you’ll get a prize. If you actually end up rolling dice you’ve lost, as the events aren’t in your control anymore. So, a good list of tools goes a long way in making the game fun for me.

When I started GMing DCC last autumn this was the first augmentation I added to the game. It’s based on an old, hand written list of items I had in one of my notebooks, meant for an upgrade of my own system I used to develop (and still might, maybe).

This equipment list has many more options compared to ones I’ve seen in rulebooks, and includes entries for provisions, animals, and a bunch of specialist equipment. A similar upgrade for weapons and armour can be found here .

In addition to handling most of the shopping needs you can imagine, I use this list to randomize small item loot in my games. Characters find some corpses? Roll a check (search or Luck, depending on situation) and if successful, roll a d100 on the equipment list. Finding the right tool at the right time is worth much more than gold pieces. And finding the wrong tool usually leads to hilarity.

I intend to use this as a reference in much of the content I’ll post later, so anyone intent on following my posts should pick it up and try it out. The list has been tested in DCC and Swords & Wizardry so far, and seems to work just fine in both.

It should be noted that the economy suggested here is very lenient on food prices. I don’t want to make my players count their coppers just to eat, we do enough of that in our real lives already; high adventure is what we want from a night of gaming!



Extended equipment tables for fantasy roleplay: OSR_TablesOfGoods_AMP_v1.1

Header image courtesy of Sami Kuopusjärvi