Equipment
Coins and Money
Purchases are made using coins. A copper piece (c) purchases a loaf of bread or three pints of cheap ale. 10c make a silver piece (s). 10s or 100c make a gold piece (g).
Uncommon are electrum pieces (e) worth 5s, and platinum pieces (p) worth 5g.
The monthly standard of living for various members of society are provided to get a better grasp on the value of gold:
| Profession | Monthly Income/Expenses |
|---|---|
| Skilled labor | 3-12g |
| Journeyman craftsmen, 1st level Delvers | 12-40g |
| Master craftsmen, 2nd level Delvers | 40-100g |
| Master professionals, 3rd-4th level Delvers | 100-450g |
| Barons, 5th-7th level Delvers | 450-2,000g |
| Counts, 8th-9th level Delvers | 2,000-12,000g |
| Dukes, 10th level Delvers | 12,000-80,000g |
| Kings | 80,000+g |
Income and expenses are roughly equal in most cases. Net worth (often in the form of land and equipment and whatnot) is ~33x monthly income/expenses. Coinage tends to make up about 5% of a NPC’s net worth.
So, a Baron with a 1000g/mo income also has ~1000g/mo in expenses. They’re worth ~33,000g (mostly in land, structures, etc), and have 1650g on hand.
Equipment Availability
Markets are not able to supply infinite amounts of goods. The monthly availability of goods by the population of a market is given below.
| Price / Pop | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
|---|---|---|---|---|---|---|
| 1g or less | 2,750 | 700 | 425 | 100 | 35 | 15 |
| 2g–10g | 300 | 70 | 35 | 10 | 3 | 1 |
| 11–100g | 20 | 5 | 2 | 1 | 25% | 10% |
| 101–1,000g | 7 | 2 | 1 | 25% | 10% | 5% |
| 1,001–10,000g | 2 | 1 | 25% | 10% | 5% | 1% |
| 10,001g or more | 25% | 10% | 3% | 1% | NA | NA |
If the entry contains a percentage, treat that as the chance that one such item exists.
Goods that are meaningfully different from each other are counted separately. Thus, a 1500-population town can sell the party 3 Short Swords (7g each) and 3 Battle Axes (7g each) per month.
This chart represents the party’s ability to both buy and sell in a market, so a party has a 5% monthly chance to be able to sell a 750g emerald in a village with a population of 400.
Weapons
Each of the weapons on the following chart has a listed damage it inflicts on a successful hit, an amount of Shock inflicted on a miss to targets with an AC equal or less than that given, and a particular attribute relevant to the weapon’s use. That attribute’s modifier is applied to all hit rolls, damage rolls, and Shock inflicted by the weapon. If more than one attribute is listed, the wielder can use whichever one is better.
Ranged weapons have both short and long ranges listed in feet. Attacking a target within short range may be done at no penalty, while hitting a target at long range is done with a-2 penalty to the hit roll. Ranged weapons cannot be used while an enemy is locked in melee with the wielder.
Some weapons have additional unique traits, perhaps being particularly slow to reload, or requiring two hands to wield correctly, or being easily hidden in common clothing. The GM might choose to apply these traits to improvised weapons snatched up by the PCs if any of them seem appropriate.
| Weapon | Dmg | Shock | Attribute | Range/Feet | Traits | Cost | Enc |
|---|---|---|---|---|---|---|---|
| Axe, Hand | 1d6 | 1/AC 15 | Str/Dex | 10/30 | T | 4g | 1 |
| Axe, War | 1d10 | 3/AC 15 | Str | - | 2H | 10g | 2 |
| Blackjack | 1d4 | None | Str/Dex | - | S, LL | 1g | 1 |
| Bow, Large | 1d8 | None | Dex | 100/600 | 2H, R, PM | 7g | 2 |
| Bow, Small | 1d6 | None | Dex | 50/300 | 2H, R, PM | 3g | 1 |
| Club | 1d4 | None | Str/Dex | 10/30 | T, LL | - | 1 |
| Club, Great | 1d10 | 2/AC 15 | Str | - | 2H | 1g | 2 |
| Crossbow | 1d10 | None | Dex | 100/300 | 2H, SR, PM | 30g | 1 |
| Dagger | 1d4 | 1/AC 15 | Str/Dex | 30/60 | S, T, PM | 3g | 1 |
| Polearm | 1d10 | 2/AC 15 | Str | - | 2H, L | 7g | 2 |
| Great Hammer | 1d10 | 2/AC 18 | Str | - | 2H | 10g | 2 |
| Mace | 1d6 | 1/AC 18 | Str | - | LL | 5g | 1 |
| Oil, Military | 2d8 | 1/AC 18 | Dex | 20/40 | T | 2g | 1 |
| Shield | 1d4 | None | Str/Dex | - | LL | 10g | - |
| Spear, Heavy | 1d10 | 2/AC 15 | Str | - | 2H | 3g | 2 |
| Spear, Light | 1d6 | 2/AC 13 | Str/Dex | 30/60 | T | 3g | 1 |
| Throwing Blade | 1d4 | None | Dex | 30/60 | S, T, N | 1g | 1 |
| Staff | 1d6 | 1/AC 13 | Str/Dex | - | 2H, LL | 1g | 1 |
| Stiletto | 1d4 | 1/AC 18 | Dex | - | S, PM | 3g | 1 |
| Sword, Great | 1d12 | 2/AC 15 | Str | - | 2H | 15g | 2 |
| Sword, Long | 1d8 | 2/AC 13 | Str/Dex | - | - | 10g | 1 |
| Sword, Short | 1d6 | 2/AC 15 | Str/Dex | - | - | 7g | 1 |
| Unarmed Attack | 1d2+Skill | None | Str/Dex | - | LL | - | - |
- 2H: Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range.
- AP: Armor Piercing. This weapon ignores non-magical hides, armor and shields for purposes of its hit rolls.
- FX: Fixed. The weapon is too heavy and clumsy to use without a fixed position and at least five minutes to entrench it.
- L: Long. The weapon is unusually long, allowing melee attacks to be made at targets up to 10 feet distant, even if an ally is in the way. Even so, the wielder still needs to be within five feet of a foe to count as being in melee with them for purposes of forcing Fighting Withdrawals, disrupting large ranged weapons, or similar maneuvers.
- LL: Less Lethal. Foes brought to zero hit points by this weapon can always be left alive at the wielder’s discretion.
- N: Numerous. Five of these count as only one Readied item.
- PM: Precisely Murderous. When used for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even if it succeeds.
- R: Reload. The weapon takes a Move action to reload. If the user has at least Shoot-1 skill, they can reload as a Free action instead.
- S: Subtle. Can be easily hidden in clothing or jewelry.
- SR: Slow Reload. It takes a Main Action to reload this weapon. SS: Single Shot. This weapon takes ten rounds to reload, and the reloading effort is spoiled if an enemy melees the wielder.
- T: Throwable. While the weapon can be used in melee, it may be thrown out to the listed range as well, albeit it does no Shock in that case. Throwing a weapon while in melee applies a -4 penalty to the hit roll.
Military oil may be ignited and thrown with a Dex/Shoot attck, dealing 1d8 damage for 2 rounds to the target. If the attack fails, it lands in a random adjacent square and deals 1d3 damage to that square and all adjacent squares.
Armor
Armor provides an Armor Class (AC). Equipped armor must always occupy Readied slots.
| Name | AC | Cost | Enc |
|---|---|---|---|
| None | 10 | 0g | 0 |
| Leather | 12 | 20g | 1 |
| Chain | 14 | 40g | 2 |
| Plate | 16 | 60g | 3 |
| Shield | +1 | 10g | 1 |
Adventuring Gear
| Item | Cost | Enc |
|---|---|---|
| Blanket | 2g | 2 |
| Chest (holds 50 enc) | 22g | 25 |
| Crowbar | 1g | 1 |
| Disguise Kit | 25g | 4 |
| Ear Trumpet | 15g | 1 |
| Earplugs | 1s | - |
| Grappling Hook | 25g | 1 |
| Hammer (small) | 2g | 1 |
| Healer’s Kit | 10g | 1 |
| Holy Water (1 pint) | 25g | 1 |
| Ink (1 pint) | 7g | 1 |
| Iron Spikes (6) | 1g | 1 |
| Journal | 10g | 1 |
| Laborer’s Tools | 10g | 2 |
| Lantern | 10g | 1 |
| Lock | 20g | 1 |
| Manacles | 2g | 1 |
| Mirror (hand-sized, steel) | 5g | 1 |
| Oil, Common (1 pint) | 3s | 1 |
| Oil, Military (1 pint) | 2g | 1 |
| Pole, 10ft | 1cp | 2 |
| Quiver | 10g | 1 |
| Rations, Iron (one day) | 2s | 1 |
| Rope, 50’ | 1g | 2 |
| Spell Book (blank) | 20g | 1 |
| Stakes (6) | 3g | 1 |
| Thieves’ Tools | 25g | 1 |
| Tinderbox (flint & steel) | 8s | 1 |
| Torches (2) | 1s | 1 |
| Waterskin | 6s | 1 |
| Whistle | 1g | - |
Services
To pay a professional for a few hours of their time, divide their monthly wage by 40. For a day, divide their monthly wage by 20. For a month or more, pay for however many months you keep them on retainer.
For example, paying a guard to watch your rooms for 7 days might cost 10g (monthly wage for skilled labor) / 20 (for a day) * 7 (days) = 4g.
Bribes to overlook a minor crime cost a day’s worth of the witness’ time. To overlook a major crime, a month. To overlook a capital crime, a year.
Curing Diseases costs 500g, lifting curses or undoing magic costs 1000g. These kinds of curatives are subject to Equipment Availability for the market.
Henchmen
Henchmen are Delvers for hire, and are built just like a player’s Delver. Henchmen demand a monthly wage based on their level (paid in advance; non-negotiable) and half a share (non-negotiable) of all treasure, and earn half share (non-negotiable) of the party’s XP.
| Level | Wage | Level | Wage |
|---|---|---|---|
| 1 | 25g | 6 | 800g |
| 2 | 50g | 7 | 1600g |
| 3 | 100g | 8 | 3000g |
| 4 | 200g | 9 | 7250g |
| 5 | 400g | 10 | 12000g |
Henchmen, especially higher level ones, are subject to their own market availability:
| Level / Pop | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
|---|---|---|---|---|---|---|
| 1 | 5d10 | 2d6 | 1d4 | 1d2 | 65% | 20% |
| 2 | 3d10 | 2d4 | 1d3 | 1 | 40% | 15% |
| 3 | 1d10 | 1d3 | 85% | 33% | 15% | 5% |
| 4 | 1d6 | 1d2 | 45% | 15% | 5% | - |
Henchmen are ultimately NPCs and the GM has the final say on what they do. However, player who hired the Henchman generally controls them.
A Delver may each have one Henchman.