In their travels, the PCs often find themselves in a settlement that is unfamiliar to them. While there they want to buy supplies. I have spent countless hours in the past deciding on what shops are in the town. What each shop has for sell. How many of each item, and its cost. Not to mention shop names and the names and stats for the shop owner and others who work there. How about a description of what the shop looks like and what patrons may be there. This is what is expected of the DM. Right? Well … most of the time, the PCs only want to replenish their ammunition, upgrade their armor and maybe buy a couple of healing potions. They just want to know if what they want is available in this settlement, and how many can they buy. So here is what I have come up with. I don’t enjoy role-playing a haggling session, and my players have never been much into that aspect of the game either. So I simply use the prices that are in the Players Handbook. When running a game where buying magic items is allowed, I typically use the prices found in Sane_Magical_Prices.pdf and I often don’t allow the purchase of certain items. Of course you can modify these however you think is appropriate for your campaign, but I have found that that is an unnecessary complication. I thought there could be a simple table to find how many of any particular item (if any) are available in a settlement based on how large a settlement it is. The result of my attempt to create that table is what I am presenting here.
There are two tables. One for mundane (non-magical) items, and another for magical items. There are also Spellcasting Services and Spell Scrolls at the end.
How to use the tables. 1) Find the cost of the item you are seeking to purchase. This should be the cost of a single item unless it is commonly sold in a bundle consisting of several identical items, such as arrows for example.
2) Refer to the Mundane Item Availability table for anything other than a magic item, magic scroll, or potion. For those refer instead to the Magic Item Availability table.
3) Find the row on the table that corresponds to the settlement size.
4) If the cost of the item is higher than the value in the MAX Value column, there are none of these items available for purchase here. Otherwise, continue to step 5.
5) Refer to the value in the # Available column (for magic items refer to the die roll indicated under the items rarity: Common, Uncommon, Rare or Very Rare). This indicates the roll needed to determine how many of this particular type of item is available in this settlement.
A note regarding the Availability Roll. This is expressed in the standard format for making modified die rolls. Treat any negative result as zero. If you are unfamiliar with this: Dice rolls are described with expressions such as “1d4-2,” which means “roll one four-sided dice and subtract 2” (resulting in either -1, 0, 1, or 2). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use (a 4 sided die in our example). Any number after that indicates a quantity that is added or subtracted from the result.
Mundane Item Availability
Type
Population
Max Value
# Available
Purchase Limit
Thorp
< 20
50 gp
1d4-3
500 gp
Hamlet
21–60
200 gp
1d4-2
1,000 gp
Village
61–200
500 gp
1d4-1
2,500 gp
Small town
201–2,000
1,000 gp
1d4
5,000 gp
Large town
2,001–5,000
2,000 gp
1d6
10,000 gp
Small city
5,001–10,000
4,000 gp
1d8
25,000 gp
Large city
10,001–25,000
8,000 gp
2d8
50,000 gp
Metropolis
25,001 >
*16,000 gp
2d10
100,000 gp
* In a metropolis, single items valued over 16,000 gp may be available for purchase on a case by case basis subject to the DM’s discretion. The item may need to be created/built/fabricated and may require that the PC furnish some needed components. All of this and how long it takes to create the item is also to be determined by the DM.
Max Value: There is no single item for sale with a value higher than this.
# Available: For any specific type of item (other than a magic item), if the value of the item is the Max Value or less, the modified die roll indicated determines how many (if any) are available for purchase.
Purchase Limit: This maximum total that the entire party can spend on items, including magic items.
Magic Item Availability
Type
Population
Max Value
# Available
Common
Uncommon
Rare
Very Rare
Thorp
< 20
50 gp
1d4-3
—
—
—
Hamlet
21–60
200 gp
1d4-2
1d4-3
—
—
Village
61–200
500 gp
1d4-1
1d4-2
1d4-3
—
Small town
201–2,000
1,000 gp
1d4
1d4-1
1d4-2
1d4-3
Large town
2,001–5,000
2,000 gp
1d6
1d4
1d4-1
1d4-2
Small city
5,001–10,000
4,000 gp
1d8
1d6
1d4
1d4-1
Large city
10,001–25,000
8,000 gp
2d8
1d8
1d6
1d4
Metropolis
25,001 >
16,000 gp
2d10
2d8
1d8
1d6
Legendary magic items are not commonly for sale.
Max Value: There is no single magic item for sale with a value higher than this.
# Available: For any specific magic item, if the value of the item is the Max Value or less, the modified die roll indicated in the column for the items rarity determines how many (if any) are available for purchase.
Spellcasting Services The following is a rough pricing guide to have someone cast a spell for you and the smallest settlement in which you might find a spellcaster to cast a spell of that level. It also requires you to find someone that is capable and willing casting it for you. To these prices you must add the cost of material components (if any). Cantrip (Thorp) – 15 gp; 1st Level (Hamlet) – 25 gp; 2nd Level (Village)- 100 gp; 3rd Level (Small town) – 150 gp; 4th Level (Large town) – 1,000 gp; 5th Level (Small city) – 1,500 gp. It is not typically possible to hire someone to cast a spell that is higher than 5th Level, but they may be persuaded to cast it in exchange for some item or service that the PCs could provide.
Spell Scrolls The cost of a spell scroll is double the cost of having the spell cast for you.
That’s a helpful framework for making those sorts of decisions! A DM could customize the tables based on their world. For example, in my current campaign magic in general (and arcane magic in particular) is fairly rare so the party is going to need to go to a “small town” (population >200) to find anyone capable of even a lowly cantrip.
Absolutely! My biggest hesitation in making this type of post is that DMs sometimes take them as gospel and don’t understand that they work best when you modify them as needed to fit your campaign.
I wish more people would comment with the modifications they will be making for their campaign. I believe that this will help DMs, especially those who are new to running games.
I agree. For my world, the magic count is high so I might move the availability down two levels in the city column. Different locations could have different modifiers to the level required. For example, a thorp might normally use the numbers for a village in one area but a frontier town or monastery might have different levels with more magical weapons in the one case or clerical spells in the other.
Thanks for posting this. It could also be fairly easily used as the basis of an AI prompt template.
I understand the intent but as written, rule 4 appears to be backwards. Else there’s, for example, no where to buy arrows as they cost less than the max value even in a Thorp…
That’s a helpful framework for making those sorts of decisions! A DM could customize the tables based on their world. For example, in my current campaign magic in general (and arcane magic in particular) is fairly rare so the party is going to need to go to a “small town” (population >200) to find anyone capable of even a lowly cantrip.
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Duncan,
Absolutely! My biggest hesitation in making this type of post is that DMs sometimes take them as gospel and don’t understand that they work best when you modify them as needed to fit your campaign.
I wish more people would comment with the modifications they will be making for their campaign. I believe that this will help DMs, especially those who are new to running games.
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I agree. For my world, the magic count is high so I might move the availability down two levels in the city column. Different locations could have different modifiers to the level required. For example, a thorp might normally use the numbers for a village in one area but a frontier town or monastery might have different levels with more magical weapons in the one case or clerical spells in the other.
Thanks for posting this. It could also be fairly easily used as the basis of an AI prompt template.
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I understand the intent but as written, rule 4 appears to be backwards. Else there’s, for example, no where to buy arrows as they cost less than the max value even in a Thorp…
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Thank you Oz!
You are of course correct. I just corrected the post.
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