EQUIPPING THE CHARACTER


 
 
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>

Arms

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#
 

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#)
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

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 (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

Tack and Harness




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#

?
YE FAST PACK

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
>

Provisions

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

Religious Items

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)

Transport

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
 
 




 
 


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