Friday, September 5, 2025

Shudder Mountains Starting Equipment Values

As a followup to my earlier post compiling prices for DCC RPG starting trade goods, here is a similar list for the custom occupations list provided by the Sour Spring Hollow adventure in The Chained Coffin, an adventure and campaign setting for DCC RPG. The book details the Shudder Mountains, a region inspired by the Appalachian Mountains as portrayed in the Silver John stories by Manly Wade Wellman. Many of the occupations are the same as in the core DCC RPG rulebook, but some have been removed and a few new ones added, to better fit the Appalachian setting. There were a few new trade goods on this list, so I've done the same research as described in the previous post, and here is a list of the items that do not have values given by the core rulebook.

All of the same notes and caveats from the previous post also apply here.

ItemCost in gpNotes
Awl2
Barrel2
Black grimoire40100 pages of parchment
Bundle of wood5 cpenough firewood for 1 day
Chisel2
Clay jug6 sp
Clay, 1 lb.2 cp
Cleaver8 sp
Cow hide4 sp
Deer pelt3 sp
Fiddle20
Fine stone, 10 lbs.1granite or marble
Flour, 1 lb.2 cp
Flute5
Hen2 cp
Herbs, 1 lb.5 cp
Herding dog17
Iron, 10 lbs.5 sp
Parchment and quill pen15 sp, 2 cp5 sheets of parchment and one quill
Pick6
Pitchfork1
Pushcart8
Quill2 cp
Rag doll5 cp
Shoehorn2 sp
Shovel2
Side of pork1approx. 30 lbs.
Sifting basket3 sp
Steel helmet20treat as Full-face helmet in Crawl #2
Steel tongs2
Waterproof sack2 sp
Wood, 10 lbs.5 cpapprox. two 3' long 2x4s

 

Values for DCC RPG Occupation Trade Goods

New characters in Dungeon Crawl Classics RPG have a randomly determined occupation, which in turn gives them a starting weapon and some sort of "trade good" appropriate to their occupation. The DCC RPG rulebook suggests that these trade goods might be useful in the dungeon but might also be traded or sold. However, despite calling these items "trade goods", the book neglects to place a monetary value on them! What's the judge to do when a player asks if they can sell the side of beef or 3 square yards of fabric they've been lugging around?

After having the question arise in several games and having to come up with an ad hoc estimate, I decided to go through the occupations list and derive values for each of the starting weapons and trade goods that didn't already have prices. These values come from a variety of sources from the old school D&D constellation, tweaked as seemed appropriate for the DCC economy. These sources included (in roughly this order of priority): 

  • Crawl! #2, a DCC RPG fanzine issue that includes an expanded equipment list, with prices in line with the DCC economy
  • The AD&D 2e Player's Handbook, which is highly recommended for what is probably the most comprehensive equipment list suitable for any kind of old school fantasy setting
  • The D&D 3.5e Player's Handbook, for a few items that other sources did not cover
  • The Dolmenwood Player's Book, the Old School Essentials Advanced Fantasy Player Tome, and Carcass Crawler #3. I frequently find the prices deriving from the "Basic D&D" lineage to be extremely inflated (always specified in gold pieces and probably a relic of the "XP for gold" mechanic), but I borrowed a few prices that seemed reasonable from these sources.
  • Grain Into Gold. This is an outstanding effort to create a plausible medieval fantasy economy, and I used it as a "sanity check" on values, or borrowed values outright when no other source covered an item.

One source I didn't use directly was the original AD&D Players Handbook. Although it has a decent-sized equipment list, one has to be careful because in 1e, a gold piece was equal to 20 silver pieces, as opposed to the 10 sp we have been used to since 2e. Thus, we either have to assume that 1e copper and silver pieces are worth half as much as "modern" equivalents, or assume that copper and silver are the same but the gold piece is worth twice as much. I found it easier to just lean on other sources instead.

A brief note about the "DCC economy": Obviously, we are not trying to accurately simulate a medieval economy here. That is a fool's errand (especially when our understanding of the actual historical medieval economy is fragmentary at best!), and our players probably don't care that much. But it is nice to have things feel at least plausible and within an order of magnitude, shall we say. In judging or setting prices, I attempted to keep things in line with the equipment prices already given in the DCC RPG rulebook, keeping in mind that everything in this world is made by hand, etc.

I use basic living expenses as a rule of thumb. A pint of weak, homebrewed ale, being the medieval equivalent of bottled water, is worth about a copper piece or two. The DCC rulebook says that a day of rations (i.e., hard tack and jerky) costs 5 cp. A simple meal at a tavern would be a few silver pieces. A night at an inn ranges from a silver piece for a spot on the floor of the common room to a couple of gold pieces for the nicest lodgings a town has to offer. Very roughly, I view a copper piece as equivalent to one US dollar (circa 2025), making a silver piece equal to $10, and a gold piece to $100. This won't always reflect modern prices for the same items, but should get you close enough to "How many days of lunches is this worth?" to keep things plausible. I find it a useful calibration when determining how much treasure to place as well.

One last note: If you allow your new Level 0 PCs to trade or sell their starting equipment, I would recommend giving them no more than half the listed values in exchange. How much would you pay for an unrefrigerated slab of beef of dubious provenance from a desperate looking man who is quitting his job as a butcher to become an "adventurer"?

So without further ado, here are my suggested values for all of the weapons and trade goods on the DCC occupation table that do not already have prices listed in the rulebook. You'll note immediately that some occupations provide much more valuable heirlooms than others. Such are the vagaries of luck! I've arranged them alphabetically, as they are written in the DCC RPG rulebook. I hope you find this table useful, and please feel free to comment if you have questions or suggestions.

ItemCost in gpNotes
Awl2
Badger pelt7 cp
Barrel2
Begging bowl4 cpclay bowl
Black grimoire40100 pages of parchment
Book40100 pages of parchment
Bundle of wood5 cpenough firewood for 1 day
Cheese dip1 sp
Chicken meat, 5 lbs.15 cp
Chisel2
Clay, 1 lb.2 cp
Cleaver8 sp
Cow10
Crowbar2
Crutches1 sp
Cudgel3
Deer pelt3 sp
Dice5 cp
Duck3 cp
Fabric, 3 yards12 sp
Falcon20untrained
Fine dirt, 1 lb.2 cp
Fine stone, 10 lbs.1granite or marble
Fine suit of clothes10
Fine suits, 3 sets30
Fine tools25treat as thieves' tools
Flour, 1 lb.2 cp
Fruit5 sp1 bushel
Glass beads1bag of 20 beads/marbles
Gloves, 4 pairs4
Goat1
Goose5 cp
Hen2 cp
Herbs, 1 lb.5 cp
Herding dog17
Hex doll5 cp
Iron helmet10treat as Standard helmet in Crawl #2
Jar of honey15 cp8 oz jar
Knife5 sp
Linen, 1 yard5 sp
Locket2
Mithril, 1 oz.30Tolkien said mithril was worth "ten times its weight in gold"
Net1
Parchment and quill pen15 sp, 2 cp5 sheets of parchment and one quill
Parchment, 10 sheets3
Pick6
Pitchfork1
Pushcart8
Quality cloak8 sp
Quill2 cp
Rag doll5 cp
Razor5 sp
Sack of night soil5 cp
Sailcloth, 2 yards4 sp
Scissors1
Sheep2
Shoehorn2 sp
Shovel2
Side of beef5approx. 100 lbs
Silk clothes20
Small chest1
Sow3
Spyglass25
Steel helmet20treat as Full-face helmet in Crawl #2
Steel tongs2
Steel vial1
Stick0
Stinky cheese2 sp1 lb
Strange-looking rock0
Tarot deck8
Trowel1
Ukulele25
Waterproof sack2 sp
Wood, 10 lbs.5 cpapprox. two 3' long 2x4s
Wooden crate1


Friday, March 14, 2025

My Public Open Table Campaign

For the past year or so, I've been running Dungeon Crawl Classics RPG games at local game shops. It has had its ups and downs (we've had two shops go out of business beneath us!) but it has been great to play in person, and expose quite a few new players to tabletop role playing games, and to DCC RPG.

If you're in the Western New York area, feel free to join us for a game (or for a long term campaign). DCC RPG plays a lot like old school D&D, but with the wild chaos turned up to 11! It goes back to the sword & sorcery and weird fiction roots of D&D, and then provides mechanics that emulate that genre even better than the original game.

Maybe you played D&D a long time ago and would like to recapture that feel of never knowing what's going to happen in a game? Or maybe you're currently playing D&D 5e but would like to try something that plays faster and wilder? My goal with these games is to accommodate busy schedules, by being completely amenable to dropping in and out as your situation allows. Play as little or as much as you like, or drop in and try it out once! The campaign is typically episodic, jumping from adventure to adventure without getting bogged down in the details of how we get from one to another, as befits the source literature. There's no long term commitment and there are no fees to play.
 
I've created a permanent page on this blog with all of the details about the public games along with my contact information. I invite interested readers to check it out and get in touch!