Armor | Arms | Clothing | Herbs | Livestock |
Tack ? Harness | Miscellaneous | Provisions | Religious | Transport |
Assassination | Poison | Hirelings | Henchmen | Construction |
- | - | Tents | - | - |
Careful selection of equipment
?? supplies for characters is very important.
Often there will not be
sufficient funds to purchase everything desired, so intelligent choices
will have to be made.
Also, the choice of equipment
should always be done with respect to encumbrance
(see
MOVEMENT) restrictions.
In many campaigns it is necessary
for the characters to SHOP in a # of places in order to obtain everything
they desire.
A few games will have a
trader’s establishment in which everything, or nearly everything, can be
found, but the average costs will be higher because these traders are middle-men.
As in most dealings, the
buyer should always beware.
Things may be as they appear
or they might be otherwise. . .
A list of goods typically desired by characters follows.
NOTE: The following is updated by OSRIC, pages 28-29.
Armor
Banded
- 90 gp, 35#+, 9"
Bronze Plate - 100 gp
Chain
(Mail hauberk or byrnie) - 75 gp, 30#+, 9" <hobbit-sized: 60 gp - T1-4.72>
Field
Plate - 2000 gp, 55#, 6"
Full
Plate - 4000 gp, 65#, 6"
Helmet, Great - 15 gp, 10#
Helmet, Small (Helm) - 10
gp, 4.5#
Leather
- 5 gp, 15#, 12"
Padded
(Padded gambeson) - 4 gp, 10#, 9"
Plate
- 400 gp, 45#, 6" ?dwarf-sized: 350 gp - T1-4.72>
Ring
- 30 gp, 25#, 9"
Scale
or lamellar - 45 gp, 40#, 6"
Shield, buckler - 5 gp,
3#
Shield, Large - 15 gp, 10#
Shield, Medium - 12 gp,
8#
Shield, Small - 10
gp, 5#
Shield, Small, Wooden -
1 gp, 3#
Splinted
- 80 gp, 40#, 6"
Studded
- 15 gp, 20#, 9"
<random armor: 1. banded, 2. bronze plate, 3. chain, 4. field plate, 5. full plate, 6. leather, 7. padded, 8. ring, 9. scale, 10. splint, 11. studded>
<
note: CA1 (IFC, Basharat)
mentions a breast plate:
"The breast plate provides
AC 3 for hits on the front torso.
Each undeclared hit has
a 50% chance of being to the torso."
Perhaps, make a note of
this at bugbear, in the MM
>
<armor for demi-humans may cost less: for example, 350 gp for dwarven plate mail and 60 gp for halfling chainmail: T1-4.72>
Aklys
- 2 gp, 3.5#
Arrow, normal, single -
2 sp, 0.2#
Arrow, normal, dozen - 1
gp, 2.4#
Arrow, silver,
single - 1 gp, 0.2#
Atlatl - 1 gp, ?Atlatl and
javelin: 3#>
Axe, battle - 5 gp, 7.5#
Axe, hand or throwing -
1 gp, 5#
Bardiche - 7 gp, 12.5#
Bec de corbin - 6 gp, 10#
Bill-Guisarme - 6 gp, 15#
Blowgun - 20 gp, ?Blowgun
and needle: 1.5#>
Blowgun Needle - 1 sp
<Bo Stick - cf. OA>,
1.5#
Bow, composite short - 75
gp, 5#
Bow, composite, long - 100
gp, 8#
Bow, long - 60 gp, 10#
Bow, short - 15 gp, 5#
Q:
The rules say that fighters can get
their
strength bonuses with special
bows.
What kind of bows apply, and
how much
do they cost?
A:
This is up to the DM, but we suggest
that
you require a composite bow. One
local
campaign figures the cost of such
special
bows using the base cost for the
bow plus
an additional and equal cost per
bonus
point of damage. Thus, getting the
+1 hp
damage for a 16 strength requires
a bow
of twice-normal cost, a +3 (for 18/
01 strength)
is triple-normal cost, etc.
Another
version of this type of bow is
described
in DRAGON issue #127, page 27.
(137.68)
Caltrop - 2 sp, 0.2-0.4#
<Club>, 3#
Crossbow, hand - 300 gp
Quarrels
for same - 100 gp
Crossbow, heavy - 20 gp,
8#
Crossbow, heavy
quadruple - 100 gp, 40#
Crossbow, light - 12 gp,
5#
Dagger and scabbard - 2
gp, 1#
Dart - 5 sp, 0.5#
Fauchard - 3 gp, 6#
Fauchard-Fork - 8 gp, 8#
Flail, footman's - 3 gp,
15#
Flail, horseman's - 8 gp,
3.5#
Fork, Military - 4 gp, 7.5#
Garrot - 1 ep, 0.1#
Glaive - 6 gp, 7.5#
Glaive-Guisarme - 10 gp,
10#
Guisarme - 5 gp, 8#
Guisarme-Voulge - 7 gp,
15#
Halberd - 9 gp, 17.5#
Hammer, Lucern - 7 gp, 15#
Hammer, war (light) - 1
gp, 5#
Hammer, war (heavy) - 7
gp, ?>
Harpoon
- 5 gp, 5-6#
Hook Fauchard - 6 gp, 8#
Javelin - 10 sp, 2#
?Jo Stick - cf. OA>, 4#
Knife ? scabbard - 1 gp,
0.6#
Lance - 6 gp
Light
horse, 5#
Medium
horse, 10#
Heavy
horse, 15#
Lasso - 5 sp, 2#
Mace, footman's - 8 gp,
10#
Mace, horseman's - 4 gp,
5#
Man Catcher - 25 gp, 8#
Morning star - 5 gp, 12.5#
Partisan - 10 gp, 8#
Pick, Military, footman's
- 8 gp, 6#
Pick, Military, horseman's
- 5 gp, 4#
Pike, awl - 3 gp, 8#
Quarrel (or Bolt), light,
single - 1 sp, 0.1#
Quarrel (or Bolt), heavy,
score - 2 gp, 4#
Ranseur - 4 gp, 5#
Sap - 1 gp, 1#
Scimitar - 15 gp, 4#
Sling ? Bullets, dozen -
15 sp, 2.4# ?>
Sling Bullets, score - 10
sp, 4#
Spear - 1 gp, 4-6#
Spetum - 5 gp, 5#
Spiked Buckler - 10 gp,
3.5#
Staff, Quarter - price not
listed in the PH. Costs 1 gp in D?D Basic.>, 5#
Q.
What does a quarterstaff cost? Its
price
is not given in the Players
Handbook.
A.
A
quarterstaff is one of the simplest
weapons
in the world -- not much
more
than a 6' length of
hardwood,
such as ash. Consequently
we think
its price would be no more
than
2 sp. The only simpler weapon
we can
think of is a rock -- and they
are free!
(Imagine
#12)
Staff Sling - 2 gp
Sword, bastard, & scabbard
- 25 gp, 10#
Sword, broad, & scabbard
- 10 gp, 7.5#
Sword, falchion, and scabbard
- 10 gp, 6-8#
Sword, khopesh - 10 gp,
7.5#
Sword, long, & scabbard
- 15 gp, 6#
Sword, short, & scabbard
- 8 gp, 3.5#
Sword, two-handed - 30 gp,
25#
Trident - 4 gp, 5#
Voulge
- 2 gp, 12.5#
Whip - 3 gp, 2.5-3.5#
Belt - 3 sp, 0.3#
Boots, high, hard - 2 gp,
6#
Boots, high, soft - 1 gp,
3#
Boots, low, hard - 1 gp,
6#
Boots, low, soft - 1 gp,
3#
Cap - 1 sp
Cloak - 5 sp (folded = 5#, worn = 2.5#)
Doublet, linen - 3 gp, 1#
Girdle, broad - 2 gp
Girdle, normal - 10 sp
Gloves, kidskin, pair - 3 gp, 1/2#
Gown, woollen - 5 cp, 1#
Gown, linen - 3 gp, 1#
Gown, silk - 50+ gp, 1#
Hat - 7 sp
Hose - 1 gp, 0#
Pin (cloak) - 4 sp, 0#
Robe - 6 sp (folded = 5#,
worn = 2.5#)
Robe, linen - 3 gp (folded
= 5#, worn = 2.5#)
Robe, silk - 60 gp+ (folded
= 5#, worn = 2.5#)
Shoes, common - 5 sp, 1#
Shoes, noble - 30+ gp, 1#
Tunic, woollen - 5 cp, 1#
Tunic, banqueting - 10+ gp, 1#
Hunabar
Lanngolyn
Talmost
Herbs
Belladona, sprig - 4 sp
Garlic, bud - 5 cp
Wolvesbane, sprig - 10 sp
Chicken
- 3 cp ?(#A 5-60); AC 8; HD 1/2; hp 2; #AT 1; D 1-2; MV 240' (80'); Save
NM; ML 7; AL N; XP 5 : X9.10>
Cow - 10 gp
Dog, guard
- 25 gp (AC6, HD2+2, AT1~16, D2-8, SD: Scent) ?(eg. Rottweiler, Bull Mastiff)>
Dog, hunting - 17 gp
Donkey
- 8 gp
Goat
- 1 gp
Hawk, large
- 40 gp
Hawk, small
- 18 gp
Horse, nag - 15 gp
Horse, palfrey - 40+ gp
Horse, rouncey - 25 gp
Horse, draft
- 30 gp
Horse, heavy
war - 300 gp
Horse, light
war - 150 gp
Horse, medium
war - 225 gp
Horse, riding
(light) - 25 gp
Mule
- 20 gp
Ox - 15 gp ?as cow: X9.10>
?see Bull for Wild Ox stats>
Pigeon - 2 cp
Piglet - 1 gp
Pig - 3 gp ?(#A 4-24); AC
7; HD 1; hp 5; #AT 1 butt; D 1-4; MV 240' (80'); Save F1; ML 5; AL N; XP
35 : X9.10>
Pony - 15 gp
Sheep
- 2 gp ?(#A 4-24); AC 7; HD 1; hp 5; #AT 1 butt; D 1-4; MV 240' (80');
Save F1; ML 5; AL N; XP 35 : X9.10>
Songbird - 4 cp
Zun
Barding,
chain - 250 gp
Barding, leather - 100 gp
Barding, plate - 500 gp
Harness - 12 sp
Reins, bit and bridle -
15 sp, 5#
Saddle and stirrups - 10 gp (light horse = 25#, heavy horse = 50#)
Saddle Bags, large - 4 gp,
15#
Saddle Bags, small - 3 gp,
15#
Saddle Blanket (pad) - 3 sp, 2#
T&H bundle (light horse) - 14 gp, 47#
(includes bit and bridle, saddle and stirrups, large saddle bags, saddle
blanket)
<note: I added the T?H bundles, and rounded down to the nearest gold
piece>
<note: If you are using a silver standard, then the cost of the
T?H (light bundle) is 15 gp ($150)>
<note: T&H was moved,
closer to livestock>
Miscellaneous Equipment ? Items
Backpack, leather - 2 gp,
2# (volume = 3 cubic feet) (carrying capacity = 30#) ?from PC record sheets>
Barrel - 2 gp, 30# (empty)
Bedroll - 2 sp, 5#
Bell - 1 gp, 0#
Blanket, woollen - 5 cp,
2#
Box,
iron, large - 28 gp
Box,
iron, small - 9 gp
Block and tackle - 5 gp,
5#
Bottle (wine), glass - 2
gp, 1#
<10> Box (empty) - 1
gp, 15#
Bracer, leather (archery)
- 8sp, 1 #
Candle, tallow - 1 cp, 0.5#
Candle, wax - 1 sp, 0.5#
Canvas (per sq. yd) - 1
sp, 1#
Case, bone (or ivory), map
|| scroll - 5 gp, 5#
Case, leather, map or scroll
- 15 sp, 2.5#
Cauldron and tripod - 2
gp, 15#
Chain (per 10 ft) - 30 gp,
10#
Chalk, piece - 1 cp, 0#
<20> Chest, wooden,
large - 17 sp
Chest (empty) - 25#
Chest, wooden, small
- 8 sp
Crowbar - 2 gp, 5#
Dice, bone, pair - 5 sp,
0#
Dice, loaded, pair - 5 gp,
0#
Dungeon
Cart - 50 gp ?"Dungeon carts" are listed at area 13 in Hommlet. 50
gp is just the listed price for a cart, below.>
Firewood (per day) - 1 cp,
20#
Fish hook - 1 sp, 0#
Fishing net (per 25 sq.
ft) - 1 sp, 0#
<30> Flask (leather)
- 3 cp, empty 0.7#, full 2#
Grappling hook - 1 gp, 4#
Hammer (tool, not war) - 5 sp, 2#
Ladder (per 10 ft) - 5 sp,
20#
Lamp
(bronze) - 1 sp, 1#
Lantern, bullseye
- 12 gp, 6#
Lantern,
hooded - 7 gp, 6#
Lock - 20+ gp, #1
Manacles - 15 gp, 2#
Mirror, large metal - 10
gp, 0.5#
?40> Mirror, small, silver
- 20 gp, 0.5#
Musical instrument - 5+
gp, 1#+
Needle and thread - 3 cp, 0#
Oil, flask of - 1 gp, 0.7# empty, 2# full
Parchment (per sheet) - 2
sp, 0#
Piton - 1sp, 1/2#
Pot,
iron - 5 sp, 10#
Pole, 10' - 3 cp, 10#
Pouch, belt, large - 1 gp,
1# (volume = 1/2 cubic foot) (carrying capacity = 5#) ?from
PC record sheets>
Pouch, belt, small - 15
sp, 0.5A# ?A=?> (volume = 1/4 cubic foot) (carrying capacity = 2.5#) ?from
PC record sheets>
<50> Quill (pen) - 1 sp,
0#
Quiver, 1 doz. arrows cap.
- 8 sp, 3#
Quiver, 1 score arrows cap.
- 12 sp, 3#
Quiver, 1 score bolts cap.
- 15 sp, 3#
Quiver, 2 score bolts cap.
- 1 gp, 3#
Rope, 50 - 4 sp, 7.5#
Rope, hemp (per 50 feet) - 1 gp, 10#
Rope, silk (per 50 feet) - 10 gp, 5#
Satchel - 1 gp, 5# (empty)
Sack,
large - 16 cp, 2# (volume = 4 cubic foot) (carrying capacity = 40#) ?from
PC record sheets>
<60> Sack, small - 10
cp, 0.5# (volume = 1 cubic foot) (carrying capacity = 10#) ?from
PC record sheets>
Skin for water or wine (=Waterskin
or Wineskin) - 15 sp (empty = 0.5#, full = 5#) ?rule of thumb: 5# of liquid
= 5 pints ?>
Spike,
iron, large - 1 cp, 1#
Shovel - 2gp, 8#
Signal whistle - 8 sp, 0#
Skillet - 1 gp, 5#
Soap (per lb) - 5 sp, 1#
Thieves' picks and tools
- 30 gp
Tinder Box, with flint and
steel (=Tinderbox) - 1 gp, 0.2#
Torch
- 1 cp, 2.5#
<70> Twine, linen (per
100 ft) - 8 cp, 1/2#
Vellum (per sheet) - 3 sp, 0#
Whetstone - 2 cp, 1/2#
PACK A
(38 gp, 52.7#)
2 - Backpack (cap. 20#)
2 - Large Sack (cap 40#)
6 - Lantern, bullseye
4 - 2 Oil Flasks
0.2 - Tinderbox
12 - 12 Iron spikes
1 - Small hammer
5 - Waterskin
20 - Normal rations
0.5 - 5 gp
PACK B
(32 gp, 61.2#)
2 - Backpack (cap. 20#)
4 - 2 Large Sacks (cap 40#
each)
6 - 6 Torches
6 - 3 Oil Flasks
0.2 - Tinderbox
10 - 10' Pole
7.5 - 50' Rope
5 - Waterskin
20 - Normal rations
0.5 - Mirror, silver
PACK C
(42 gp, 48.5# or 51#)
2 - Backpack (cap. 20#)
2 - 4 Small Sacks (cap.
10# each)
0 - Holy Symbol, silver
(cleric) OR
0 - Thief's Tools (thief)
OR
2.5 - Vial Holy Water (other)
12 - 12 Iron Spikes
7.5 - 50' Rope
5 - Waterskin
20 - Normal rations
- B4 The Lost City
>
Ale, pint - 1 sp, 1#
Beer, small, pint - 5 cp
?Small
beer, by Black Bat242>
Food, merchant's meal -
1 sp
Food, rich meal - 1 gp
Grain, horse meal, 1 day
- 1 sp
Mead, pint - 5 sp
Rations, iron, 1 week -
5 gp, 7.5#
Rations, standard, 1 week
- 3 gp, 20#
Wine, pint, good - 10 sp
Wine, pint, watered - 5
sp
Raventree
Beads, Prayer - 1 gp
Incense, stick - 1 gp
Symbol,
Holy*, iron - 2 gp **
Symbol,
Holy*, copper - 5 gp ** ?cf. St. Cuthbert>
Symbol,
Holy*, silver - 50 gp **
Symbol,
Holy*, gold - 1000 gp ** ?cf. St.
Cuthbert>
Symbol, Holy*, wooden -
7 sp **
Water,
Holy*, vial - 25 gp, 2.5#
* or
Unholy
Q: Do holy water splashes
or holy symbols
have any effect on lycanthropes?
A: Sorry. Note that only
2 of the known
were-creatures are evil.
None of them
have direct or implied connections
to the
Negative Material Plane
-- that connection
being the reasoning behind
the effects of
holy items.
(Polyhedron #4)
Barge(or
Raft), small - 50 gp
?Barge (or Raft), large
= ?>
Depet, small - 75 gp
Boat,
small - 75 gp ?=
Rowboat>
Depet, long - 150 gp
Boat,
long - 150 gp
Cart - 50 gp
Galley,
large - 25, 000 gp
Galley, small - 10, 000
gp
Ship, merchant,
large - 15, 000 gp
Ship, merchant, small -
5000 gp
Ship, war
- 20, 000 gp
Wagon
- 150 gp
Wagon, small - 100 gp
Wagon, large - 250 gp
Hiring a ship (example of)
<floorplans for each type should be given>
BASIC EQUIPMENT AND SUPPLIES COSTS
Note: The above tables link
to tables that have been updated by OSRIC. The original PH tables
(with some UA additions) are below.
Armor | Arms | Clothing | Herbs | Livestock |
Tack ? Harness | Miscellaneous | Provisions | Religious | Transport |
Poison | - | - | - | - |
- | - | - | - | - |
Armor
Banded - 90 gp, 35#+, 9"
Bronze Plate - 100 gp
Chain - 75 gp, 30#+, 9"
Field Plate - 2000 gp
Full Plate - 4000 gp
Helmet, Great - 15 gp, 10#
Helmet, Small (Helm) - 10
gp, 4.5#
Leather - 5 gp, 15#, 12"
Padded - 4 gp, 10#, 9"
Plate - 400 gp, 45#, 6"
Ring - 30 gp, 25#, 9"
Scale - 45 gp, 40#, 6"
Shield, buckler - 5 gp
Shield, Large - 15 gp, 10#
Shield, Medium - 12 gp ?note:
added to table. see
armor>
Shield, Small - 10
gp, 5#
Shield, Small, Wooden -
1 gp, 3#
Splinted - 80 gp, 40#, 6"
Studded - 15 gp, 20#, 9"
?
note: CA1 (IFC, Basharat)
mentions a breast plate:
"The breast plate provides
AC 3 for hits on the front torso.
Each undeclared hit has
a 50% chance of being to the torso."
Perhaps, make a note of
this at bugbear, in the MM
>
Arms
Aklys - 2 gp
Arrow, normal, single -
2 sp
Arrow, normal, dozen - 1
gp
Arrow, silver, single -
1 gp
Atlatl - 1 gp
Axe, battle - 5 gp
Axe, hand or throwing -
1 gp
Bardiche - 7 gp
Bec de corbin - 6 gp
Bill-Guisarme - 6 gp
Blowgun - 20 gp
Blowgun Needle - 1 sp
Bow, composite short - 75
gp, 5#
Bow, composite, long - 100
gp, 8#
Bow, long - 60 gp, 10#
Bow, short - 15 gp, 5#
Caltrop - 2 sp
Crossbow, hand - 300 gp
Quarrels
for same - 100 gp
Crossbow, heavy - 20 gp,
8#
Crossbow, light - 12 gp,
5#
Dagger and scabbard - 2
gp
Dart - 5 sp
Fauchard - 3 gp
Fauchard-Fork - 8 gp
Flail, footman's - 3 gp
Flail, horseman's - 8 gp
Fork, Military - 4 gp
Garrot - 1 ep
Glaive - 6 gp
Glaive-Guisarme - 10 gp
Guisarme - 5 gp
Guisarme-Voulge - 7 gp
Halberd - 9 gp
Hammer, Lucern - 7 gp
Hammer - 1 gp
Harpoon - 5 gp
Hook Fauchard - 6 gp
Javelin - 10 sp
Knife ? scabbard - 1 gp
Lance - 6 gp
Lasso - 5 sp
Mace, footman's - 8 gp
Mace, horseman's - 4 gp
Man Catcher - 25 gp
Morning star - 5 gp
Partisan - 10 gp
Pick, Military, footman's
- 8 gp
Pick, Military, horseman's
- 5 gp
Pike, awl - 3 gp
Quarrel (or Bolt), light,
single - 1 sp
Quarrel (or Bolt), heavy,
score - 2 gp
Ranseur - 4 gp
Sap - 1 gp
Scimitar - 15 gp
Sling ()
? Bullets, dozen - 15 sp
Sling Bullets, score - 10
sp
Spear - 1 gp
Spetum - 5 gp
Spiked Buckler - 10 gp
Staff Sling - 2 gp
Sword, bastard, ? scabbard
- 25 gp
Sword, broad, ? scabbard
- 10 gp
Sword, falchion, and scabbard
- 10 gp
Sword, khopesh - 10 gp
Sword, long, ? scabbard
- 15 gp
Sword, short, ? scabbard
- 8 gp
Sword, two-handed - 30 gp
Trident - 4 gp
Voulge - 2 gp
Whip - 3 gp
Clothing
Belt - 3 sp, 0.3#
Boots, high, hard - 2 gp,
6#
Boots, high, soft - 1 gp,
3#
Boots, low, hard - 1 gp,
6#
Boots, low, soft - 1 gp,
3#
Cap - 1 sp
Cloak - 5 sp (folded = 5#,
worn = 2.5#)
Girdle, broad - 2 gp
Girdle, normal - 10 sp
Hat - 7 sp
Robe - 6 sp (folded = 5#,
worn = 2.5#)
Herbs
Belladona, sprig - 4 sp
Garlic, bud - 5 cp
Wolvesbane, sprig - 10 sp
Livestock
Chicken
- 3 cp ?(#A 5-60); AC 8; HD 1/2; hp 2; #AT 1; D 1-2; MV 240' (80'); Save
NM; ML 7; AL N; XP 5 : X9.10>
Cow - 10 gp
Dog, guard - 25 gp
Dog, hunting - 17 gp
Donkey
- 8 gp
Goat
- 1 gp
Hawk, large
- 40 gp
Hawk, small
- 18 gp
Horse, draft
- 30 gp
Horse, heavy
war - 300 gp
Horse, light
war - 150 gp
Horse, medium
war - 225 gp
Horse, riding
(light) - 25 gp
Mule
- 20 gp
Ox - 15 gp ?as cow: X9.10>
?see Bull for Wild Ox stats>
Pigeon - 2 cp
Piglet - 1 gp
Pig - 3 gp ?(#A 4-24); AC
7; HD 1; hp 5; #AT 1 butt; D 1-4; MV 240' (80'); Save F1; ML 5; AL N; XP
35 : X9.10>
Pony - 15 gp
Sheep
- 2 gp ?(#A 4-24); AC 7; HD 1; hp 5; #AT 1 butt; D 1-4; MV 240' (80');
Save F1; ML 5; AL N; XP 35 : X9.10>
Songbird - 4 cp
Tack and Harness
Barding, chain - 250 gp
Barding, leather - 100 gp
Barding, plate - 500 gp
Bit and bridle - 15 sp
Harness - 12 sp
Saddle - 10 gp (light horse
= 25#, heavy horse = 50#)
Saddle Bags, large - 4 gp,
15#
Saddle Bags, small - 3 gp,
15#
Saddle Blanket (pad) - 3
sp, 2#
?note: T?H was moved, closer to livestock>
Miscellaneous Equipment
? Items
Backpack, leather - 2 gp,
2# (volume = 3 cubic feett) (carrying capacity = 30#) ?from PC record sheets>
Box,
iron, large - 28 gp
Box, iron, small - 9 gp
Candle, tallow - 1 cp, 0.5#
Candle, wax - 1 sp, 0.5#
Case, bone (or ivory), map
or scroll - 5 gp, 5#
Case, leather, map or scroll
- 15 sp, 2.5#
Chest, wooden, large - 17
sp
Chest, wooden, small - 8
sp
Lantern, bullseye
- 12 gp, 6#
Lantern,
hooded - 7 gp, 6#
Mirror, large metal - 10
gp, 0.5#
Mirror, small, silver
- 20 gp, 0.5#
Oil, flask of - 1 gp
Pole, 10' - 3 cp, 10#
Pouch, belt, large - 1 gp,
1# (volume = 1/2 cubic foot) (carrying capacity = 5#) ?from
PC record sheets>
Pouch, belt, small - 15
sp, 0.5A# ?A=?> (volume = 1/4 cubic foot) (carrying capacity = 2.5#) ?from
PC record sheets>
Quiver, 1 doz. arrows cap.
- 8 sp, 3#
Quiver, 1 score arrows cap.
- 12 sp, 3#
Quiver, 1 score bolts cap.
- 15 sp, 3#
Quiver, 2 score bolts cap.
- 1 gp, 3#
Rope,
50 - 4 sp, 7.5#
Sack,
large - 16 cp, 2# (volume = 4 cubic foot) (carrying capacity = 40#) ?from
PC record sheets>
Sack, small - 10 cp, 0.5#
(volume = 1 cubic foot) (carrying capacity = 10#) ?from
PC record sheets>
Skin for water or wine (=Waterskin
or Wineskin) - 15 sp (empty = 0.5#, full = 5#) ?rule of thumb: 5# of liquid
= 5 pints ?>
Spike,
iron, large - 1 cp, 1#
Thieves' picks and tools
- 30 gp ()
Tinder Box, with flint and
steel (=Tinderbox) - 1 gp, 0.2#
Torch
- 1 cp, 2.5#
Provisions
Ale, pint - 1 sp
Beer, small, pint - 5 cp
?Small
beer, by Black Bat242>
Food, merchant's meal -
1 sp
Food, rich meal - 1 gp
Grain, horse meal, 1 day
- 1 sp
Mead, pint - 5 sp
Rations, iron, 1 week -
5 gp, 7.5#
Rations, standard, 1 week
- 3 gp, 20#
Wine, pint, good - 10 sp
Wine, pint, watered - 5
sp
Religious Items
Beads, Prayer - 1 gp
Incense, stick - 1 gp
Symbol, Holy*, iron - 2
gp **
Symbol, Holy*, silver -
50 gp **
Symbol, Holy*, wooden -
7 sp **
Water, Holy*, vial - 25
gp, 2.5#
* or
Unholy
Transport
Barge
(or Raft), small - 50 gp
?Barge (or Raft), large
= ?>
Boat, small - 75 gp ?=
Rowboat>
Boat, long - 150 gp
Cart - 50 gp
Galley,
large - 25, 000 gp
Galley, small - 10, 000
gp
Ship, merchant,
large - 15, 000 gp
Ship, merchant, small -
5000 gp
Ship, war
- 20, 000 gp
Wagon
- 150 gp
?>
APPENDIX O: ENCUMBRANCE
OF STANDARD ITEMS
Book, large metal-bound :
20# ?spellbook?>?actually, maybe edit this one: specific spellbook weights
are given in UA>
Bottles, flagons: 6#
Caltrop: 5#
Chest
large
solid iron: 100# - 500#
small
solid iron: 20# - 50#
small
wooden: 10# - 25#
large
wooden: 50# - 150#
Clothes (1 set): 3#
Cord, 10': 0.2#
Crystal ball, base and wrapping:
15#
Flask
empty:
0.7#
full:
2#
Gem: 0.1# - 0.5#
Grapnel: 10#
Hand tool: 1#
Potion bottles: 2.5#
Horn: 5#
Jewelry
large:
5#
small:
0.1# - 0.5#
Musical instrument: 35#
(Musical instruments include only large and bulky instruments such as lutes
and drums.)
Purse: 0.1#
Rod: 6#
Staff: 10#
Tapestry (very small to
huge) : 5# - 100#+
Wand
bone
or ivory case: 6#
box:
8#
leather
case: 3#
DMPrata wrote:
Hey Gary, here's a topic
we've been tossing around. This isn't so much a "rules" question as it
is a "flavor" question. With regard to clerical holy symbols, in the Players
Handbook you listed iron, silver, and wooden symbols. Was there an in-game
reason for a PC to shell out the 50 gp for a shiny silver symbol over,
say, a nice cheap wooden one? Personally, I've set up my priesthoods such
that different deities prefer different materials (wooden for a nature
god like Beory, iron for a metalworking god like Bleredd, and even more
elaborate materials — such as gold or jade — for others). Was this your
thinking (unlikely, given my track record :lol: ), or did you have some
other rationale for the different materials?
The materials mentioned
are all inimical to cerious sorts of evil creatures according to myth and
legend.
Silver
is supposedly a poison to were creatures and evil spirits, iron
to many demons and enchanted creatures (including
evil elves), and wood to some demons and to vampires, of course.
That, coupled with the power
of good imbued into a holy symbol make them potent in two ways.
Cheers,
Gary
Reduce - Reuse - Recycle