Professional Documents
Culture Documents
D D 5th Ed DM Screens PDF
D D 5th Ed DM Screens PDF
D D 5th Ed DM Screens PDF
Elf +1 -1 +2 (+R) - -2 - - -1 -1 -1
Halfling +1 - +1 +1 -1 - - - +1 -
Reaction Of NPC
Dragonborn - - - - - +2 (+R) - +1 - +1
Gnome - +1 +1 +1 -1 - +1 -1 - -
Half-orc - -1 -1 - - - - +1 - +1
Half-elf - - +1 (+R) - -1 - - - +1 -1
Tiefling -1 - - - - +1 - +1 - +1
Centaur +1 - +1 -1 -1 - -1 -1 +1 -
(R)espect (F)ear (A)nger (D)istrust
Friendly
Very good
+4 NG -10% - 20% - 30% +/- 3 (7-22)
+1 LN - - 7% - 15% - (10-19)
Neutral
+0 NN - - 5% 5% 10% - (10-19) Neutral
-1 CN - - 2% 7% 10% - (10-19)
Hostile
-4 NE +20% 20% - 20% - +/- 3 (7-22)
Very bad
-5 +30% 25% - 25% - +/- 4 (6-23)
(R)espect -10% -10% +20% -10% +10% +1 to further Attitude Check rolls
Modifiers
Attitude
(F)ear -5% -20% +5% +5% -5%
(A)nger - +5% -10% +15% -15% -1 to further Attitude Check rolls
(D)istrust - - -15% - -5% -2 to further Attitude Check rolls
Prices Offered: Traders prices will go up and down depending on their attitude to the PC
Refuse Service: Traders may refuse to offer goods / services to the PC
Offer Aid: NPC will go out of their way to offer advice or direct assistance to PC if they are in trouble
Provoke Violence: If the PC treats the NPC badly or gives them any excuse or cause, the NPC may resort to verbal or physical violence towards the PC
Stop Violence: If the PCs are the target of violence (either from the NPC or another) how likely is the NPC to stop the violence if the PCs try to surrender or give in
Further Attitude Rolls: As the NPCs attitude goes towards either extreme it gets harder to change that attitude, this effects the NO EFFECT result on the Attitude Check Roll
ATTITUDE MODIFIERS
Code Modifier
(R) Respect The NPC holds the PC in a position of respect, looking up to them & tries to earn their favour
(F) Fear The NPC fears the actions of the PC and attempts to avoid and/or placate them
(A) Anger The NPC is angry and upset with the PC and may lash out at them either verbal or physically
(D) Distrust The NPC views the PC suspiciously and thinks they have an ulterior motive
ACTIONS OR ROLE PLAYING BY PCs THAT CAN GIVE ATTITUDE MODIFIERS TO NPCs
Modifier Gained Actions
(R)espect Heroic, brave or very helpful & selfless acts done by the PC to the NPC
(F)ear Acts of violence, damages to property done by PC to the NPC
(A)nger Dangerous, stupid or very selfish (or wasteful) acts done by the PC to the NPC
(D)istrust NPC observes PC telling lies or breaking the general laws or committing grave breaches of
etiquette
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
NPC MISCELLANEOUS OBJECT TABLES - NON 5th EDITION
Pathfinder
OBJECT HARDNESS
Weapon or Shield Hardness 1 HP 2,3 SUBSTANCE HARDNESS & HIT POINTS
Light blade 10 2 Substance Hardness Hit Points
One-handed blade 10 5 Glass 1 1 / inch of thickness
Two-handed blade 10 10 Paper, cloth 0 2 / inch of thickness
Light metal-hafted weapon 10 10 Rope 0 2 / inch of thickness
One-handed metal-hafted weapon 10 20 Ice 0 3 / inch of thickness
Light hafted weapon 5 2 Leather, hide 2 5 / inch of thickness
One-handed hafted weapon 5 5 Wood 5 10 / inch of thickness
Two-handed hafted weapon 5 10 Stone 8 15 / inch of thickness
Projectile weapon 5 5 Iron, steel 10 30 / inch of thickness
Armor * 4 AC bonus x 5 Mithral 15 30 / inch of thickness
Buckler 10 5 Adamantine 20 40 / inch of thickness
Light wooden shield 5 7
Heavy wooden shield 5 15 1 Add +2 for each +1 enhancement bonus of magic items
2 The hp value given is for Medium size. Divide by 2 for each size smaller
Light steel shield 10 10
than Medium, or multiply by 2 for each size greater than Medium
Heavy steel shield 10 20 3 Add 10 hp for each +1 enhancement bonus of magic items
Tower shield 5 20 4 Varies by materials - See Substance Hardness & Hit Points above
AD&D 1st Ed
Acid: assumes a considerable amount of acid (Black Dragon breath) or a long
blow
bolt
l
ow
gica
te
period of immersion.
fire
fire
a
ty
l
Crushing blow: assumes struck by weighty falling object or blow from a large
t ma
tnin
nteg
trici
ical
ball
mal
mal
M ag
Ligh
Fros
Elec
Disi
Fire
Nor
Nor
Fall
CONDITIONS
Condition Condition
Blinded Exhaustion
- Can’t see. Fails any ability check that requires sight - Lvl 1: Disadvantage ability checks
- Attacks with Disadvantage - Lvl 2: Speed Halved
- Attack rolls against at Advantage - Lvl 3: Disadvanatge attack & saving throws
Charmed - Lvl 4: HP Maximum halved
- Can’t attack/harm the charmer in any manner - Lvl 5: Speed 0’
- Charmer has Advantage on social interactions - Lvl 6: Death
Deafened Prone
- Can’t hear. Fails any ability check requiring hearing - Crawl (costs 1’ exta) & getting up halves speed
Frightened - Disadvantage on attack rolls
- Disadvantage on ability checks & attack rolls (source visible) - Attacked within 5’ - attacker has Advantage otherwise
- Can’t willingly move closer to source of fear attacker has Disadvantage
Grappled Stunned
- Speed becomes 0’ (no speed benefits) - Incapacitated
Incapacitated - Automatically fails Strength & Dexterity save throws
- Can’t take actions or reactions - Attacks against stunned creature Advantage
Invisible Unconscious
- Impossible to see (Can still be heard or leave tracks) - Incapacitated & can’t move or speak
- Attacks with Advantage - Prone, drops carried items & unaware of surroundings
- Attack rolls against invisible creature at Disadvantage - Automatically fails Strength & Dexterity save throws
Paralyzed - Attack rolls against at Advantage & if within 5’ are Critical Hits
- Incapacitated & can‘t move or speak
- Fails Strength & Dexterity save throws
- Attack rolls against at Advantage & if within 5’ are Critical Hits OBJECT ARMOR CLASS
Petrified Substance AC Substance AC
- weight x10, unaware, Incapacitated & can’t move or speak Cloth, paper, rope 11 Iron, steel 19
- Attack rolls against at Advantage Crystal, glass, ice 13 Mithral 21
- Automatically fails Strength & Dexterity saving throws Wood, bone 15 Adamantine 23
- Resistance to damage. Immune to poison/disease Stone 17
Poisoned OBJECT HIT POINTS
- Disadvantage on attack & ability check rolls Size Fragile Resilient
Restrained Tiny (bottle, lock) 2 (1d4) 5 (2d4)
- Speed becomes 0’ (no speed benefits) Small (chest, lute) 3 (1d6) 10 (3d6)
- Attack rolls against have Advantage Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
- Disadvantage on attack & Dexterity save rolls Large (cart, 10’ x 10’ window) 5 (1d10) 27 (5d10)
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING COMBAT
ATTACKS - GEAR
Name Damage Properties
Acid (vial) 2d6 Acid Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Alchemist’s Fire (flask) 1d4 Fire / Turn Throw: flask up to 20’. Improvised attack. Target on fire: each turn make
DC 10 Dexterity check to extinguish flames (rolling on floor).
Ball bearings (Bag of ) - Covers: 10’. Crossing at full speed: DC 10 Dexterity check or fall prone.
Caltrops (Bag of ) 1 Piercing * Covers: 5’. Crossing at full speed: DC 15 Dexterity or take damage and
reduced target speed by 10’ until receives healing.
Holy Water (flask) 2d6 Radiant * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Fiend or Undead take damage.
Oil (flask) * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack. If
target takes any Fire damage before oil drys (1 minute) then takes additional
5 Fire damage. Pour on ground - covers: 5’. If lit burns for two rounds dealing
5 Fire damage to any within or passing through.
Poison, Basic (vial) 1d4 Poison Coat 1 Slashing or Piercing weapon OR upto 3 pieces of ammunition -
poison remains active for 1 minute. Target hit: DC 10 Consitution of take
damage.
Torch 1d4 Bludgeoning Improvised attack. Swing it for normal damage OR thrust it for only Fire
OR 1 Fire damage.
Improvised Weapon 1d4 Melee: Object held or using a Ranged weapon. Ranged: (20’/60’)
SPECIAL DAMAGE
Falling Take 1d6 bluderoning damage for every 10’ fell (max 20d6). Victim lands prone unless no damage taken
Suffocating Can hold breath in minutes equal to 1 + Constitution mod (min 30 seconds). When run out of breath, can
survive for number of rounds equal to Constitution mod (1 round). At start of next round, drops to 0 HP.
DEXTERITY
Skills: Acrobatics. Stay on your feet. Perform “stunts” like dives, rolls, somersaults, flips
Sleight of Hand. Manual trickery, conceal/plant/pick pocket objects
Stealth. Conceal yourself from enemies, slip past enemies, or sneak up behind enemies
Checks: Control vehicle in hard situation
Pick a lock or disable a trap
Tie rope or wriggle free of bonds
Play instrument or craft a small/detailed object
CONSTITUTION
TYPICAL DIFFICULTY CLASSES
Skills: None
Task Difficulty DC
Very Easy 5
Checks: Hold your breath Easy 10
Forced march or labor for hours Medium 15
Go without sleep Hard 20
Survive without food or water Very Hard 25
Quaff an entire stein of ale in one go Nearly Impossible 30
INTELLIGENCE
Skills: Arcana. Recall lore about spells, magic items, eldritch symbols, magic traditions and planes
History. Recall historical events, legendary people, ancient kingdoms, past wars & disputes
Investigation. From known and observed facts deduce hidden items, functions or locations
Nature. Recall lore about plants, animals, weather and natural cycles
Religion. Recall lore about deities, rites, prayers, holy symbols, churches and cults
Checks: Communicate without words or win a game of skill
Assess value of precious item or recall lore about a craft or trade
Put together a disguise or forge a document
WISDOM
Skills: Animal Handling. Calm, control or know intentions of animal or mount
Insight. Know another’s intentions - truthful or intended acts
Medicine. Stabilize a dying person or diagnose an illness
Perception. Spot, hear or detect things.
Survival. Follow tracks, hunt, guide through wilderness, identify animals present & hazards
Checks: Gut feeling as to correct course
Discern whether something is dead or undead
CHARISMA
Skills: Deception. Convincingly lie, con merchants, gambling, successfully use a disguise
Intimidation. Use of threats to influence someone for gain, control or compliance
Performance. How well you can delight an audience with music, dance, acting, story telling
Persuasion. Use of tact, social graces to influence someone for gain or compliance
Checks: Find the best person to obtain news, rumors and gossip
Blend into crowd and not stand out to overhear conversations
EQUIPMENT PACKS
Pack Cost Pack Cost
Burglar’s Pack 16 gp Entertainer’s Pack 40 gp
Backpack, Bag of ball bearings (1000), 10’ string, backpack, bedroll, 2 costumes, 5 candles, 5 days
bell, 5 candles, crowbar, hammer, 10 pitons, hooded rations, waterskin, disguise kit
lantern, 2 flasks oil, 5 days rations, tinderbox, water- Explorer’s Pack 10 gp
skin, 50’ hemp rope backpack, bedroll, mess kit, tinderbox, 10 torches,
Diplomat’s Pack 39 gp 10 days rations, waterskin, 50’ hemp rope
chest, 2 scroll cases, fine clothes, ink bottle, ink pen, Priest’s Pack 19 gp
lamp, 2 flasks oil, 5 sheets paper, perfume vial, backpack, blanket, 10 candles, tinderbox, alms box,
sealing wax, soap 2 blocks incense, censer, vestments, 2 days rations,
Dungeoneer’s Pack 12gp waterskin
backpack, crowbar, hammer, 10 pitons, 10 torches, Scholar’s Pack 40 gp
tinderbox, 10 days rations, waterskin, 50’ hemp rope backpack, book of lore, ink bottle, ink pen, 10 sheets
parchment, little bag sand, small knife
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
URBAN PRICES
ADVENTURING GEAR PRICING
Item Cost Weight
Item Cost Weight Holy symbol
Abacus 2 gp 2 lb Amulet 5 gp 1 lb
Acid (vial) 25 gp 1 lb Emblem 5 gp -
Alchemist’s fire (flask) 50 gp 1 lb Reliquary 5 gp 2 lb
Ammunition Holy water (flask) 25 gp 1 lb
Arrows (20) 1 gp 1 lb Hourglass 25 gp 1 lb
Blowgun needles (50) 1 gp 1 lb Hunting trap 5 gp 25 lb
Crossbow bolts (20) 1 gp 1 1/2 lb Ink (1 ounce bottle) 10 gp -
Sling bullets (20) 4 cp 1 1/2 lb Ink pen 2 cp -
Antitoxin (vial) 50 gp - Jug or pitcher 2 cp 4 lb
Arcane focus Ladder (10 foot) 1 sp 25 lb
Crystal 10 gp 1 lb Lamp 5 sp 1 lb
Orb 20 gp 3 lb Lantern, bullseye 10 gp 2 lb
Rod 10 gp 2 lb Lantern, hooded 5 gp 2 lb
Staff 5 gp 4 lb Lock 10 gp 1 lb
Wand 10 gp 1 lb Magnifying glass 100 gp -
Backpack 2 gp 5 lb Manacles 2 gp 6 lb
Ball bearings (bag of 1000) 1 gp 2 lb Mess kit 2 sp 1 lb
Barrel 2 gp 70 lb Mirror, steel 5 gp 1/2 lb
Basket 4 sp 2 lb Oil (flask) 1 sp 1 lb
Bedroll 1 gp 7 lb Paper (one sheet) 2 sp -
Bell 1 gp - Parchment (one sheet) 1 sp -
Blanket 5 sp 3 lb Perfume (vial) 5 gp -
Block and tackle 1 gp 5 lb Pick, miner’s 2 gp 10 lb
Book 25 gp 5 lb Piton 5 cp 1/4 lb
Bottle, glass 2 gp 2 lb Poison, basic (vial) 100 gp -
Bucket 5 cp 2 lb Pole (10 foot) 5 cp 7 lb
Caltrops (bag of 20) 1 gp 2 lb Pot, iron 2 gp 10 lb
Candle 1 cp - Potion of healing 50 gp 1/2 lb
Case, crossbow bolt 1 gp 1 lb Pouch 5 sp 1 lb
Case, map or scroll 1 gp 1 lb Quiver 1 gp 1 lb
Chain (10 feet) 5 gp 10 lb Ram, portable 4 gp 35 lb
Chalk (1 piece) 1 cp - Rations (1 day) 5 sp 2 lb
Chest 5 gp 25 lb Robes 1 gp 4 lb
Climber’s Kit 25 gp 12 lb Rope, hempen (50 feet) 1 gp 10 lb
Clothes, common 5 sp 3 lb Rope, silk (50 feet) 10 gp 5 lb
Clothes, costume 5 gp 4 lb Sack 1 cp 1/2 lb
Clothes, fine 15 gp 6 lb Scale, merchant’s 5 gp 3 lb
Clothes, traveler’s 2 gp 4 lb Sealing wax 5 sp -
Component pouch 25 gp 2 lb Shovel 2 gp 5 lb
Crowbar 2 gp 5 lb Signal whistle 5 cp -
Druidic focus Signet ring 5 gp -
Sprig of mistletoe 1 gp - Soap 2 cp -
Totem 1 gp - Spellbook 50 gp 3 lb
Wooden staff 5 gp 4 lb Spikes, iron (10) 1 gp 5 lb
Yew wand 10 gp 1 lb Spyglass 1000 gp 1 lb
Fishing tackle 1 gp 4 lb Tent, two-person 2 gp 20 lb
Flask or tankard 2 cp 1 lb Tinderbox 5 sp 1 lb
Grappling hook 2 gp 4 lb Torch 1 cp 1 lb
Hammer 1 gp 3 lb Vial 1 gp -
Hammer, sledge 2 gp 10 lb Waterskin 2 sp 5 lb (full)
Healer’s kit 5 gp 3 lb Whetstone 1 cp 1 lb
ARMOR PRICING
Armor Cost Weight Armor Cost Weight
Light Armor Heavy Armor
Padded 5 gp 8 lb Ring mail 30 gp 40 lb
Leather 10 gp 10 lb Chain mail 75 gp 55 lb
Studded leather 45 gp 13 lb Splint 200 gp 60 lb
Medium Armor Plate 1500 gp 65 lb
Hide 10 gp 12 lb Shield
Chain shirt 50 gp 20 lb Shield 10 gp 6 lb
Scale mail 50 gp 45 lb
Breastplate 400 gp 20 lb
Half plate 750 gp 40 lb Fitting / Re-Sizing Armor (Armorer, Leather worker, etc)
1d4 x 10 % of cost of orginal armor
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
URBAN MAKEUP, WORKERS & CRIME
LOCATION SIZING, SECURITY AND POLICING
Minor Hamlet Minor Small Major Small City Large
Outpost Village Village Village City City
(or Town) (or Capital)
Size .04 mile .05 mile .1 mile .2 mile .5 mile .75 mile 1 mile 1.5 miles
~(200’) ~(250’) ~(500’) ~(1000’) ~(3000’) ~(4000’) ~(5000’) ~(8000’)
Population 50 75 200 500 2000 (or 4000 if town) 10,000 20,000 30,000
+/- 20 +/- 12 +/- 3d20 +/- d100 +/- d100 * 10 +/- d100 * 20 +/- d100 * 30 +/1 d100 * 50
In Charge Warden Elder Elder Mayor Major OR Noble *2 Noble *2 Noble *2 Noble *2
(If Town Noble Rank 8 to 9) Rank 6 to 7 Rank 3 to 5 Rank 1 to 2
GP Limit *1 200gp 200gp 300gp 400gp 1,000gp 3,000gp 6,000gp 12,000gp
Security / Military:
- Number Maybe? (10% chance) - - - Maybe? (20% chance) 250 soldiers 500 soldiers 1000 soldiers
If any: 6 soldiers unless Town (100%) +1d100 +2d100 +4d100
+1d6 If any: 10 soldiers 60% Foot 70% Foot 80% Foot
100% Mounted +2d6 (if Town * 10) 40% Mounted 30% Mounted 20% Mounted
100% Mounted
Title In Charge Captain Commnder Lord Protector Lord Protector Lord Protector
In Charge Level 5th Fighter 5th Fighter 10th Fighter 15th Fighter 20 Fighter
Keep Fort
*1 Refers to the maximum amount of gold a Service will give out or has access to on a weekly basis. Double
this for luxury services.
Size .05 mile .1 mile *2 Can vary the royal rank / position / title as approriate and as needed (ie Baron, Duke, etc - See below)
~(200’) ~(500’) *3 Population refers to non-milatary personal. Keeps & Forts have staff / servants that take care of cleaning,
cooking, farming, repairs, etc.
Population *3 200 500 Note: For Small Castles can use Keeps and for Large Castles can use Forts as equivalents.
+/- 20 +/- 3d20 A Town is the same as a Major Village except slightly larger, has a Noble in charge & always has the
presence of a larger Military Force
GP Limit *1 100gp 200gp
POISONS
Item Type Price/Dose
Assassin’s blood Ingested 150 gp
Burnt othur fumes Inhaled 500 gp
Carrion crawler mucus Contact 200 gp
Drow poison Injury 200 gp SERVICES
Essence of ether Inhaled 300 gp Service Pay
Malice Inhaled 250 gp Coach cab
Midnight tears Ingested 1,500 gp Between towns 3 cp per mile
Oil of taggit Contact 400 gp Within a city 1 cp
Pale tincture Ingested 250 gp Hireling
Purple worm poison Injury 2,000 gp Skilled 2 gp per day
Serpent venom Injury 200 gp Untrained 2 sp per day
Torpor Ingested 600 gp Messenger 2 cp per mile
Truth serum Ingested 150 gp Road or gate toll 1 cp
Wyvern poison Injury 1,200 gp Ship’s passage 1 sp per mile
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
URBAN SERVICES
SERVICES VS LOCATION
Minor Hamlet Minor Small Major Small City Large
Outpost Village Village Village City City
DC Check - Investigation (Intelligence)
* Is Service Availble?
Shops:
- Essential ^1 80% 85% 90% 95% 100% 100% 100% 100%
- Luxury ^2 30% 40% 45% 50% 70% 75% 80% 90%
Weapon Smith: #
- Simple 30% 20% 30% 60% 90% 95% 100% 100%
- Martial 20% - 20% 50% 80% 90% 100% 100%
Armorer: #
- Light ^3 20% - 20% 35% 90% 95% 100% 100%
- Medium 15% - 150% 30% 80% 90% 100% 100%
- Heavy 10% - 10% 25% 70% 85% 100% 100%
Magic Tower/Shop:
- Mundane * 15% - 30% 50% 90% 95% 100% 100%
- Low ^4 1% - 1% 5% 10% 12% 15% 20%
- Medium ^5 - - - - 1% 2% 3% 5%
- High ^6 - - - - - - 1% 2%
No. Of Premises
1 1 1 1d2 1d3 2d2 2d3 3d3
(Of each service)
If Item available - how many, price, manufacture?
Price +20% +15% +15% +10% +5% Normal Normal Normal
In stock? 40% 50% 55% 60% 80% 85% 90% 95%
No. In Stock 1 1d2 1d3 1d4 2d4 2d5 3d6 6d4
Time to Make ^8 2d3 days 1d6+1 days 1d5+1 days 1d4+1 days 1d4 days 1d3 days 1d3 days 1d2 days
Import Chance 20% 20% 25% 30% 50% 60% 70% 80%
^1 Includes: Smith (or Black Smith), Leather Worker, General Shop, Brewer, Inn, Carpenter, Cobbler, Mason, Potter, Weaver, Stables, Baker, Temple of Worship - General,
Constable of the Watch, Seamstress, Candle Maker, Miller
^2 Includes: Library, Alchemist, Cartographer, Calligrapher, Glass Blower, Cook, Jewellery, Painter, Tinker#, Woodcarver, Musical Instruments#, Druid, Healer, Book Binder,
Fine Clothes Taylor, Artist, Guilds, Weapon Trainer, Hotel, Bank, Temple of Worship - Specific God, University, Rental Properties,
Museum, Theater, Restaurant, Book Maker, Military Post, Toy Maker, Markets, Bed & Breakfast, Butcher, Cheesemaker, Fishmonger, Wagon Yard, Locksmith#
In stock -15% No. Stock -1 (min 1)
^3 Includes Shields
* Mundane Magic Items: from Magic Item Table A (or 3d3 items * In Stock? Percentage) - Time Make: Can not make to demand
^4 Items from Magic Item Table B (or 2d3 items * In Stock? Percentage)
In stock -40% No. Stock -2 (min 1) Time Make: Can not make to demand
^5 Items from Magic Item Table C (or 1d4 items * In Stock? Percentage)
In stock -60% No. Stock -4 (min 1) Time Make: Can not make to demand
^6 Items from Magic Item Table F (or 1d3 items * In Stock? Percentage)
In stock -80% No. Stock -8 (min 1) Time Make: Can not make to demand
^7 Service Available -20% Prices +10% Items In stock -20% Number of Items -1 (min 1) Make +1 days
All Forts & Keeps MUST have a Weapon Smith, Armorer (or Armor Smith), Smith, Leather Worker, Carpenter, Mason, Stables.
^8 If can not make, then each week check to see if item has come in through trade goods. If so, then roll again on No. In Stock to see how many arrived.
For Magic Items the Import Chance is halved & only 1 item comes in at a time. Start rolling from High to Mundane, vs the Availability to see what type of item arrives
If there is NO Service and NO backup Service then the General Shop can try to arrange import of any Goods. PRICE +100%.