import { generalDice } from "./custom.js"
viewof goldRoll = Inputs.button(html`<button style="color: black; background-color: lightgray;">Roll Starting Gold</button>`, {value: 0, reduce: () => (10 * generalDice(3,6,0))})
11 Equipment
Money
Monetary values are usually expressed in gold pieces. In addition to gold coins, there are coins made of platinum, silver, electrum (an alloy of gold and silver), and copper. They are valued as follows:
1 platinum piece (pp)= 5 gold pieces (gp)
1 gold piece (gp)= 10 silver pieces (sp)
1 electrum piece (ep)= 5 silver pieces (sp)
1 silver piece (sp)= 10 copper pieces (cp)
For game purposes, assume that one gold piece weighs 1/20th of a pound, and that five coins will “fit” in a cubic inch of storage space (this isn’t literally accurate, but works well enough when applied to a box or chest).
As a reference here is a rough equivalance to modern currency, 1 silver coin is roughly equal to 1 US dollar. Hence:
1 pp = $50. 1 gp = $10. 1 ep = $5. 1 sp = $1. 1 cp = ₵10
First level characters generally begin the game with 3d6 x 10 gp (unless the DM decides otherwise).
Starting Gold:
Misc. Equipment
This list represents common adventuring equipment at average prices. Prices and availability may vary. Weights are expressed in pounds. Items marked * weigh very little; ten such items weigh one pound. Items marked ** have almost no weight and should not usually be counted.
Item | Price | Weight |
---|---|---|
Backpack | 4 gp | * |
Belt Pouch | 1 gp | * |
Bit and bridle | 15 sp | 3 |
Candles, 12 | 1 gp | * |
Chalk, small bag of pieces | 2 gp | * |
Cloak | 2 gp | 1 |
Clothing, common outfit | 4 gp | 1 |
Glass bottle or vial | 1 gp | * |
Grappling Hook | 2 gp | 4 |
Holy Symbol | 25 gp | * |
Holy Water, per vial | 10 gp | * |
Horseshoes & shoeing | 1 gp | 10 |
Ink, per jar | 8 gp | ½ |
Iron Spikes, 12 | 1 gp | 1 |
Ladder, 10 ft. | 1 gp | 20 |
Lantern | 5 gp | 2 |
Lantern, Bullseye | 14 gp | 3 |
Lantern, Hooded | 8 gp | 2 |
Manacles (without padlock) | 6 gp | 4 |
Map or scroll case | 1 gp | ½ |
Mirror, small metal | 7 gp | * |
Oil (per flask) | 1 gp | 1 |
Padlock (with 2 keys) | 12 gp | 1 |
Paper (per sheet) | 1 gp | ** |
Pole, 10’ wooden | 1 gp | 10 |
Quill | 1 sp | ** |
Quill Knife | 1 gp | * |
Quiver or Bolt case | 1 gp | 1 |
Rations, Dry, one week | 10 gp | 14 |
Rope, Hemp (per 50 ft.) | 1 gp | 5 |
Rope, Silk (per 50 ft.) | 10 gp | 2 |
Sack, Large | 1 gp | * |
Sack, Small | 5 sp | * |
Saddle, Pack | 5 gp | 15 |
Saddle, Riding | 10 gp | 35 |
Saddlebags, pair | 4 gp | 7 |
Spellbook (128 pages) | 25 gp | 1 |
Tent, Large (ten men) | 25 gp | 20 |
Tent, Small (one man) | 5 gp | 10 |
Thieves’ picks and tools | 25 gp | 1 |
Tinderbox, flint and steel | 3 gp | 1 |
Torches, 6 | 1 gp | 1 |
Whetstone | 1 gp | 1 |
Whistle | 1 gp | ** |
Wineskin/Waterskin | 1 gp | 2 |
Winter blanket | 1 gp | 3 |
Equipment Explanations
A Backpack will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside, and thus count toward the weight limit but not the volume limit. A Halfling’s backpack holds at most 30 pounds and/or 1½ cubic feet, but costs the same as a full-sized item.
A Candle will shed light over a 5’ radius, with dim light extending 5’ further. A normal candle will burn about 3 turns per inch of height.
Chalk is useful for “blazing a trail” through a dungeon or ruin.
Holy Water is explained in the Encounter section.
Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.
A Lantern will provide light covering a 30’ radius; dim light will extend about 20’ further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern allows the light to be hidden or revealed as the user pleases; in all other ways it performs as an ordinary lantern. A Bullseye Lantern projects a cone of light 30’ long and 30’ wide at the widest point, with dim light extending an additional 20’ beyond that point. This type of lantern is generally hooded.
A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.
A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.
A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same for all types.
Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not “go bad” in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week, and are packaged in waxed or oiled cloth to protect them.
Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.
Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also.
A Large Sack will hold at most 40 pounds or 4 cubic feet of goods.
A Small Sack will hold at most 20 pounds or 2 cubic feet of goods.
A pair of Saddlebags will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags).
Thieves’ Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the Dungeon Master .
A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the DM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn.
A Torch sheds light over a 30’ radius, with dim light extending about 20’ further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight.
A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes.
Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.
Weapons
Weapon | Price | Size | Weight | Dmg. |
---|---|---|---|---|
Axes | ||||
Hand Axe | 4 gp | S | 5 | 1d6 |
Battle Axe | 7 gp | M | 7 | 1d8 |
Great Axe | 14 gp | L | 15 | 1d10 |
Bows | ||||
Shortbow | 25 gp | M | 2 | |
Shortbow Arrow | 1 sp | * | 1d6 | |
Silver† Shortbow Arrow | 2 gp | * | 1d6 | |
Longbow | 60 gp | L | 3 | |
Longbow Arrow | 2 sp | * | 1d8 | |
Silver† Longbow Arrow | 4 gp | * | 1d8 | |
Light Crossbow | 30 gp | M | 7 | |
Light Quarrel | 2 sp | * | 1d6 | |
Silver† Light Quarrel | 5 gp | * | 1d6 | |
Heavy Crossbow | 50 gp | L | 14 | |
Heavy Quarrel | 4 sp | * | 1d8 | |
Silver† Heavy Quarrel | 10 gp | * | 1d8 | |
Daggers | ||||
Dagger | 2 gp | S | 1 | 1d4 |
Silver† Dagger | 25 gp | S | 1 | 1d4 |
Swords | ||||
Shortsword | 6 gp | S | 3 | 1d6 |
Longsword/Scimitar | 10 gp | M | 4 | 1d8 |
Two-Handed Sword | 18 gp | L | 10 | 1d10 |
Hammers and Maces | ||||
Warhammer | 4 gp | S | 6 | 1d6 |
Mace | 6 gp | M | 10 | 1d8 |
Maul | 10 gp | L | 16 | 1d10 |
Other Weapons | ||||
Club/Cudgel/Walking Staff | 2 sp | M | 1 | 1d4 |
Quarterstaff | 2 gp | L | 4 | 1d6 |
Pole Arm | 9 gp | L | 15 | 1d10 |
Sling | 1 gp | S | * | |
Bullet | 1 sp | * | 1d4 | |
Stone | n/a | * | 1d3 | |
Spear | 5 gp | M | 5 | |
Thrown (one handed) | 1d6 | |||
Melee (one handed) | 1d6 | |||
Melee (two handed) | 1d8 |
* These items weigh little individually. Ten of these items weigh one pound.
† Silver tip or blade, for use against lycanthropes
Weapon Size
Humans and Elves must wield Large weapons with both hands, but may use Small or Medium weapons in one hand. Halflings may not use Large weapons at all, and must use Medium weapons with both hands. Dwarves, due to their stocky, powerful builds, are able to use Medium weapons one-handed and some Large weapons in two hands, but Large weapons more than four feet in length are prohibited (specifically, two-handed swords, polearms, and longbows). Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply.
The DM should apply similar limitations to weapon-armed monsters; for instance, kobolds and goblins are similar in size to Halflings, and thus should have similar weapon limits.
Missile Weapon Ranges
Weapon | Short (+1) | Medium (0) | Long (-2) |
---|---|---|---|
Longbow | 70 | 140 | 210 |
Shortbow | 50 | 100 | 150 |
Heavy Crossbow | 80 | 160 | 240 |
Light Crossbow | 60 | 120 | 180 |
Dagger | 10 | 20 | 30 |
Hand Axe | 10 | 20 | 30 |
Oil or Holy Water | 10 | 30 | 50 |
Sling | 30 | 60 | 90 |
Spear | 10 | 20 | 30 |
Warhammer | 10 | 20 | 30 |
Missile weapon ranges are given in feet. In the wilderness, substitute yards for feet. If the target is as close as or closer than the Short range figure, the attacker receives a +1 attack bonus. If the target is further away than the Medium range figure, but not beyond the Long range figure, the attacker receives a -2 attack penalty.
Armor and Shields
Armor Type | Price | Weight | AC |
---|---|---|---|
No Armor | 0 gp | 0 | 10 |
Padded Armor | 15 gp | 10 | 11 |
Hide | 10 gp | 30 | 12 |
Leather Armor | 20 gp | 15 | 13 |
Ring Mail or Studded Leather | 25 gp | 30 | 14 |
Chain Mail | 60 gp | 40 | 15 |
Splint Mail | 100 gp | 45 | 16 |
Plate Mail | 300 gp | 50 | 17 |
Field Plate | 500 gp | 70 | 18 |
Full Plate | 1500 gp | 50 | 19 |
Shield | 7 gp | 8 | +1 |
Note: that armor for Halfling characters is 50% heavy as armor for the other races.
Beasts of Burden
Note: Statistics for the animals below are here.
Item | Price |
---|---|
Camel | 80 gp |
Donkey/Mule | 50 gp |
Horse, Draft | 120 gp |
Horse, Riding | 75 gp |
Horse, War | 200 gp |
Pony* | 50 gp |
Pony, War* | 80 gp |
*Due to their small stature, Dwarves and Halflings generally ride ponies rather than horses.
War Horse Barding
Barding is armor designed to protect an animal’s head, neck, chest, and body. War Horses and War Ponies are able to wear barding. Studded Leather, Chain, and Plate armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Barding Type | AC | Cost |
---|---|---|
No Barding | 12 | - |
Studded Leather Barding | 16 | 100 gp |
Chain Barding | 17 | 240 gp |
Plate Barding | 19 | 1200 gp |
Poisons
Basic Poison
The first poison must Poisoners learn and easily produced by shadier folks. This poison is the bread and butter for assassins just starting out.
This is a contact poison in a thick, reddish liquid form. It somewhat smells like cucumbers.
Cost: 25 gp per dose
Component: Poisonous Plants
Effect: On a hit, the target takes 1d4 poison damage. Save versus Poison negates.
Potency: The poison retains potency for 1 minute before drying.
Oleander
Oleander is a beautiful plant known for its striking flowers. Though commonly grown as a hedge and ornamental, all parts of the oleander plant are deadly and contain toxins. If eaten, oleander can cause vomiting, diarrhea, erratic pulse, seizures, coma, and death, and contact with the leaves and sap is known to be a skin irritant to some people. Indeed, the toxins in oleander are so strong that people have become ill after eating honey made by bees that visited the flowers! Fortunately, fatalities from oleander poisoning are rare, as the plant is very bitter and thus quickly deters anyone sampling the vegetation.
Cost: 25 gp per dose
Component: Poisonous Plants
Effect: If ingested, the target takes 1d2 poison damage and is poisoned for 1d12 hours. A poisoned creature has -1 on Attack rolls, Saving Throws and Ability Checks. Save versus Poison for half.
Potency: The poison retains potency in food or drink for 2d4 days.
Deadly Nightshade
The sweetness of the berries that often lures children and unwitting adults to consume this lethal plant. A native of wooded or waste areas in the OnceWas, deadly nightshade has dull green leaves and shiny black berries about the size of cherries. Nightshade toxins in its stems, leaves, berries, and roots causes paralysis in the involuntary muscles of the body, including the heart. Even physical contact with the leaves may cause skin irritation.
Cost: 25 gp per dose
Component: Poisonous Plants
Effect: If ingested, the target takes 1d4 dmg. Save versus poison or be paralyzed for 4d4 hours.
Potency: The poison retains potency in food or drink for 2d4 days.
White Snakeroot
White snakeroot is an herb with flat-topped clusters of small white flowers. Simply drinking the milk of a cow that had grazed on the plant has poisoned some victims. Indeed, both the meat and milk from poisoned livestock can pass the toxin to human consumers. Symptoms of “milk poisoning” include loss of appetite, nausea, weakness, abdominal discomfort, reddened tongue, abnormal acidity of the blood, and death. Luckily farmers are now aware of this life-threatening hazard and make efforts remove the plant from animal pastures.
Cost: 25 gp per dose
Component: Poisonous Plants
Effect: If ingested, the target takes 1d4 poison damage and is poisoned for 2d12 hours. A poisoned creature has -1 on Attack rolls, Saving Throws and Ability Checks. Save versus Poison for half.
Potency: The poison retains potency in food or drink for 2d4 days.
Water Hemlock
A large wildflower in the carrot family, water hemlock is sometimes confused with edible parsnips or celery. The roots are especially toxic, and will rapidly generate potentially fatal symptoms in anyone unlucky enough to ingest this poison. Painful convulsions, abdominal cramps, nausea, and death are common, and those who survive are often afflicted with amnesia or lasting tremors.
Cost: 25 gp per dose
Component: Poisonous Plants
Effect: If ingested, the target takes 2d4 poison damage and is poisoned for 24 hours. A poisoned creature has -1 on Attack rolls, Saving Throws and Ability Checks. Save versus Poison for half.
Potency: The poison retains potency in food or drink for 2d6 weeks..
Giant Spider Poison
This is an ingested Poison in a milky liquid form. It smells pungent and bitter.
Cost: 50 gp per dose
Component: Giant Poisonous Spiders
Effect: If consumed this poison causes 1d10 hp dmg and parallzation for 2d4 hours. Save for half damage and violent vomiting for 1-4 rounds.
Potency: The poison retains potency in food or drink for 2d6 months.
Assassin’s Blood
An assassin’s favorite tool to make the target think they have food poisoning. This is the best tool to get a target away from a group and allow them to finish the job.
This is an ingested Poison in a clear liquid form. It faintly smells like copper.
Cost: 75 gp per dose
Component: Giant Scorpion Venom
Effect: When ingested, the target takes 1d12 poison damage and is poisoned for 24 hours. A poisoned creature has -1 on Attack rolls, Saving Throws and Ability Checks.. Save versus Poison for half.
Potency: The poison retains potency for 1 hour when applied to food or drink.
Serpent Venom
This poison is harvested from a dead or giant Poisonous Snake.
It is a greasy contact Poison that has an oily sheen.
Cost: 100 gps per dose
Component: Giant Poisonous Snake Venom
Effect: 3d6 poison damage. Save negates.
Potency: This poison stays potent for 24 hours or until delivered through a wound or washed off.
Carrion Crawler Mucus
One of the odder venoms on the market, this venom is theorized to be created from the necrotic flesh that Carrion Crawlers regularly devour.
This is a contact poison in a thick, yellow paste. It smells like rotting garbage.
Cost: 200 gp per dose
Component: Carrion Crawlers Mucus
Effect: On a hit, the target must make a Poison saving throw, they are poisoned and take 1d4 poison damage on a fail, or half damage on a save.
Aftereffect: If the target fails the initial saving throw, at the start of their next turn they become paralyzed. At the end of their turn they can repeat the saving throw, ending the paralyzed and poisoned condition on a success.
Duration: Target is Poisoned and Paralyzed until they save.
Potency: This poison stays potent for 10 minutes when applied to a weapon.
Essence of Ether
Breathing in this vapor subjects a creatures to its effect. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. A creature subjected to this poison must succeed on a poison saving throw with a -1 penalty or become unconscious.
This poison is a pleasant-smelling colorless inhaled vapor.
Cost: 250 gps
Component: This is a mysterious Alchemist concoction
Effect: The poisoned creature is unconscious. The creature awakens if they take damage or if another creature spends an action to awaken them.
Duration: 8 hours
Potency: Dissipates in 1d4 rounds
Malice
Malice is a white, odorless, bitter crystalline powder that is blown into the eyes or inhaled by the victim.
Cost: 300 gps per dose
Component:
Effect: A creature subjected to this poison must succeed on a Poison saving throw or become blinded for 1 hour.
Duration: 1 hour.
Potency: Dissipates immediately.
Pale Tincture
This strange substance is harvested from fungi cultivated by Myconids in their lairs under ground. The poison is extracted by squeezing the liquid out of the Pale mushrooms.
This pale tan liquid is an ingested poison with an earthy smell.
Cost: 400 gp per dose
Component: Fungi cultivated by Myconids
Effect: A creature subjected to this poison must make a Poison saving throw or take 1d6 poison damage
and become poisoned.
Aftereffects: The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save.
Duration: Target is poisoned until they succeed on seven saving throws against the poison.
Potency: This poison stays potent for 1 hour when applied to food or drink.
Burnt Othur Fumes
This mist is sprayed out into a 5 foot cube and burns through the membranes of nasal passageways and through the soft tissue of the mouth. This lingering poison is designed to kill quickly before its affects can be stopped.
This is sprayed mist that smells like burning dust.
Cost: 500 gp per dose
Component: Giant Wasp Venom
Effect: A creature subjected to this must succeed on a saving throw against poison or take 3d6 poison damage and must repeat the saving throw at the start of each of its turns.
Aftereffect: On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Duration: Target must make three successful saves.
Potency: Dissipates immediately.
Drow Sleep Poison
This poison is said to be made only by the drow, and only in a place far removed from sunlight. The Drow Sleep Poison is a contact poison that is a black, gummy, and heavy substance similar to molasses.
Cost: 600 gps per dose
Component: Drow poisonmakers extract this toxin from a slippery, black fungus that grows like great slicks of oil in the Vault.
Effect: Unconsciousness for 4d6 hours. A successful Save negates unconsciousness but the creature suffers a -2 penalty to Attack, Saving throws, and Ability Checks for 2d6 hours.
Potency: The poison retains potency for 2 hours when applied to a weapon. Sunlight reduces the potency by half.
Wyvern Poison
This venom comes from the vicious wyvern. Many have died trying to harvest this venom as it the tail of the wyvern will occasionally jab out with muscle spasms, even in death.
Wyvern Poison is a thick, amber colored contact poison.
Cost: 1200 gp per dose
Component: Wyvern Stinger Poison
Effect: On a hit, the target must make a saving throw, taking 7d6 poison damage on a fail, or half as much on a successful save.
Potency: Stays potent until delivered through a wound or washed off.
Midnight Tears
A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a poison throw, taking 9d6 poison damage on a failed save, or half as much damage on a successful one.
A clear, odorless and colorless liquid, it only reveals itself as an inky black poison when it comes into contact with cold iron.
Cost: 1500 gps per dose
Component: Rare black flowers that bloom at midnight in the Grey Lands.
Effect: The poisoned creature is unconscious. The creature awakens they take damage or if another creature spends an action to awaken them.
Duration: 8 hours
Potency: Dissipates immediately
Purple Worm Poison
From the stingers of a Purple Worm, this powerful poison is also used in alcoholic beverages to provide a powerful kick, not for the feint of heart.
This is a gooey purplish contact poison that has a sharp smell to it that burns the nostrils.
Cost: 2000 gp per dose
Component: Purple Worm Stingers
Effect: On a hit, the target must make a Poison saving throw, taking 12d6 poison damage on a fail, or half as much on a successful save.
Potency: Stays potent until delivered through a wound or washed off.
Clerical Spell Costs
Seeking Divine Aid
It is often possible to seek divine aid in the form of clerical spells from temples dedicated to one of the 12 gods of OnceWas. The availability and cost may vary depending on the specific god’s temple, the region, and the cleric’s willingness to perform the spell. Some temples may also require a quest or service in addition to the monetary cost. It is recommended to inquire at multiple temples and be prepared for potential additional requirements or variations in pricing.
0 Level Spell - 50 gp
Example: Cure Minor Wounds
1st Level Spell (Adept, minimum 2nd level cleric) - 100 gp
Example: Cure Light Wounds
2nd Level Spell (Vicar, minimum 4th level cleric) - 200 gp
Example: Restore Health (level 2) - 50 gp
3rd Level Spell (Curate, minimum 6th level cleric) - 500 gp
Examples: Cure Blindness, Cure Deafness, Cure Disease, Remove Curse
4th Level Spell (High Priest, minimum 8th level cleric) - 1000 gp
Example: Cure Serious Wounds
5th Level Spell (High Priest, minimum 10th level cleric) - 10,000 gp
Example: Raise Dead
6th Level Spell (Bishop, 12th level cleric) - 20,000 gp
Example: Restoration
7th Level Spell (Patriarch, minimum 14th level cleric) - 50,000 gp
Example: Resurrection