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 - -

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.