TURNTURNTURN Chamark Cartography Guild buys Pvt. Yvonne Jackson's indenture for 3₣
RoboCorp buys Mr. Fitz West's indenture for 3₣
Explorators Union buys Dr Ally Reiff's indenture for 3₣
Dr. Fitz Envin's indenture is discounted.
Explorators Union buys 1 dagger, 1 set of throwing knives, 1 leather armor, 1 set of lockpicks and 1 minor health potion for a total of 4.15₣
Chamark Cartography Guild buys 2 one hit potions, 1 set of lockpicks, 1 longsword for a total of 3.43₣
RoboCorp buys the stick for 0.16₣
You learn from the natives of a powerful precursor artifact called the Great Pearl of Charmark. Some legends say it is the ultimate weapon, others that it allows one to transcend this dimension. Sceptics say that it is a bauble of purely symbolic significance. One thing is clear: whoever finds it will secure a place in history as some of the greatest tomb raiders archeologists who ever lived, while all others will be forgotten. (finding GPC is now the win condition of the game)
Overgrown Cave
Expedition Fee:0.25₣
Threat Level: Low?
Main Enemies: Unknown
Entry Bid: | 3F | | |
| | Name: | Ms. Percy St.Quinn |
| | HP (max): | 2(2) | | | Armor Class: | 0 |
| | Strength: | 10 | | | Dexterity: | 8 |
| | Constitution: | 13 | | | Agility: | 12 |
| | Level: | 1 | | | XP: | 0 |
| | Carry Capacity: | 5 | | | Service Length: | 18 |
Entry Bid: | 2.5₣ | | |
| | Name: | Dr. Fitz Envin |
| | HP (max): | 2(2) | | | Armor Class: | 0 |
| | Strength: | 12 | | | Dexterity: | 9 |
| | Constitution: | 9 | | | Agility: | 17 |
| | Level: | 1 | | | XP: | 0 |
| | Carry Capacity: | 7 | | | Service Length: | 39 |
Melee Weapons For SalePrice: | 0.16 |
Stock: | 1 |
| | Name: | Stick |
| | Weight: | 1 | | | Damage: | 1d3+0 |
| | Value: | 10 | | | Attribute Correction: | -1 |
| | Description: | A random stick you could have picked up in the woods | | | Piercing: | Double |
Price: | 1.46 |
Stock: | 1 |
| | Name: | Short sword |
| | Weight: | 1 | | | Damage: | 1d6+0 |
| | Value: | 100 | | | Attribute Correction: | 0 |
| | Description: | A short sword, commonly used by guards | | | Piercing: | None |
Ranged Weapons For SalePrice: | 0.72 |
Stock: | 1 |
| | Name: | Throwing axe |
| | Weight: | 1 | | | Damage: | 1d6+0 |
| | Value: | 50 | | | Attribute Correction: | -2 |
| | AmmoMax: | 1 | | | Range Increment: | 10 |
| | Reload: | 0 | | | Piercing: | None |
| | Description: | A single well balanced throwing axe | |
Price: | 4.11 |
Stock: | 1 |
| | Name: | Arquebus |
| | Weight: | 3 | | | Damage: | 1d6+1 |
| | Value: | 300 | | | Attribute Correction: | 0 |
| | AmmoMax: | 5 | | | Range Increment: | 15 |
| | Reload: | 2 | | | Piercing: | Full |
| | Description: | A modern firearm | |
Goods For SalePrice: | 0.44 |
Stock: | 1 |
| | Name: | One hit potion |
| | Weight: | 1 | | | Charges: | 1 |
| | Value: | 30 | | | Consumable: | Yes |
| | Description: | There's some health potion left at the bottom of this vial. It could heal 1 hitpoint. | |
Price: | 0.79 |
Stock: | 1 |
| | Name: | Crowbar |
| | Weight: | 1 | | | Value: | 50 |
| | Description: | A primitive tool designed to break locks | |
Price: | 1.01 |
Stock: | 1 |
| | Name: | Minor health potion |
| | Weight: | 1 | | | Charges: | 1 |
| | Value: | 75 | | | Consumable: | Yes |
| | Description: | A weaker formulation of the health potion. Can heal 1d3+1 hp. | |
Price: | 6.99 |
Stock: | 1 |
| | Name: | Plate armor |
| | Weight: | 5 | | | Value: | 500 |
| | Description: | A full set of plate armor. Adds +10 AC, but reduces strength and dexterity by 2 and agility by 5. | |
ServicesPrice: | free |
Stock: | ∞ |
| | Name: | Bedrest |
| | Description: | Spend 1 turn sleeping in someone's haystack. Recovers one hit point, but takes a whole turn. | |
Price: | 0.30 |
Stock: | ∞ |
| | Name: | Chirurgy |
| | Description: | Have a doctor patch you up. Recovers 1 hit point, does not cost a turn and can be taken multiple times. | |
Price: | 10% of weapon value |
Stock: | ∞ |
| | Name: | Spare ammo |
| | Description: | Spare ammo for your ranged weapon. Weighs 1 carry capacity. | |
About chests: During your expeditions you will sometimes find locked chests, boxes, cabinets and other containers. Locks can be picked and, if that proves impossible, broken. Generally the harder the lock is to open the more loot you will find. Lockpicking is a dexterity test that requires lockpicks, while breaking is a strength test that requires a crowbar.