Complete equipment list ======================= As Prepared and written by Khedhethhyfhfahnyghn This guide is intended to be used by both Dungeon masters and Players alike. This reference covers such varied items as; Value of pure precious metals, cost of a spiked rimmer ball, cost for a wool suit, cost of a straight jacket, etc... Keep in mind that under no circumstances are these prices absolute. nor is it certain that these items will always be of the highest quality. All such vagaries are; as always left to the DMÕs discretion. THE MONETARY SYSTEM: The basic unit of exchange is the gold piece (gp hereafter). There are coins of lesser and greater value, and these are shown on the table below. It is also common to use gems, and sometimes even jewelry of various sorts and values as currency. 10 copper pieces (cp) = 1 sp : 2 bronze pieces (bp) = 1 sp : 20 silver pieces (sp) = 1 gp : 2 electrum pieces (ep) = 1 gp : 1 platinum piece (pp) = 5 gp : 1 mithral piece (mp) = 10 gp : 1 adamanite piece (ap) = 20 gp: thus cp bp sp ep gp pp mp ap cp: 5c=1b 10c=1s 100c=1e 200c=1g 1000c=1p 2000c=1m 4000c=1a bp: 5c=1b 2b=1s 20b=1e 40b=1g 200b=1p 400b=1m 800b=1a sp: 10c=1s 2b=1s 10s=1e 20s=1g 100s=1p 200s=1m 400s=1a ep: 100c=1e 20b=1e 10s=1e 2e=1g 10e=1p 20e=1m 40e=1a gp: 200c=1g 40b=1g 20s=1g 2e=1g 5g=1p 10g=1m 20g=1a pp: 1000c=1p 200b=1p 100s=1p 10e=1p 5g=1p 2p=1m 4p=1a mp: 2000c=1m 400b=1m 200s=1m 20e=1m 10g=1m 2p=1m 2m=1a ap: 4000c=1a 800b=1a 400s=1a 40e=1a 20g=1a 4p=1a 2m=1a Example: How many copper in a gold? Find copper on left column. Move right until you intersect the gold column above. Answer is at intersection. 200c=1g. How many platinum in a bronze? Answer is 1/200th. Using rules just described one sees that 200b=1p. Thus there is 1/200th of a bronze in a platinum. Try to remember which is more valuable. Example: How many electrum in a adamanite? Find electrum on left column. Move right until you intersect the adamanite column above. Answer is at intersection. 40e=1a. The size and weight of each coin is equal to each other, regardless of the type of coin. Each coin contains varying amounts of precious metals. Where a cp has a center plug composed of 100% pure copper, an apÕs center plug contains a very small amount of actual adamanite. All coins weigh 1/20th of a pound. All coins are 1/10th of an inch thick. Thus 10 coins stacked atop each other will fill appx. 1 cubic inch, and weigh .5 pounds. Any twenty coins will weigh a total of 1 pound. Trade Bar values Pure Metal %/decimal purity/coin value of 1 pound copper 100% / 1 10 cp / bronze 20% / .2 50 bp / silver 10% / .1 100 sp / 5 gp electrum 1% / .01 1000 ep / 500 gp gold .5% / .005 2000 gp / platinum .1% / .001 10000 pp / 50000 gp mithral .05% / .0005 20000 mp / 200000 gp adamanite .025% / .00025 40000 ap / 800000 gp MONEY CHANGING, banks, loans, jewelry, and other currency oddities. (In general all consumer brokered money transfers of over 100 gp in nature will be confirmed by use of a purity testing coin bath.) Bankers in Sembia will hold deposits of characters money for safekeeping. They will also give loans according to the reliability, renown, status, and material possessions of the individual. An unknown, and or low level character is unlikely to get a loan without providing security (capital) for the value of the loan. Furthermore; the interest rate on such a loan will most likely be rather high. Typically 10% per month or even 5% per week. A well known and propertied character, on the other hand; can get large loans at relatively low interest. 1% per week or thereabouts. Some banks will even provide money changing, or other services to members who have money deposited in their bank. Fees for these additional services will either be discounted or free. Money changers will change large sums of low value coins into a small number of more valuable currency, or vice-a-versa. Money changers may even provide Trade bars in exchange for purity tested coins. Money changing services are usually low priced cost no more than 3% of the transaction. Jewelers and Gem merchants will buy and sell jewelry and gems from or to characters. The buying price is usually 10-20% under the actual value of the item. They will appraise such items, as well as sell them. The costs for these services vary. Characters should be careful and shop around whenever possible. To determine which establishment offers the best value. Careful selection of equipment and 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. In many campaigns it is necessary to shop in a number of places in order to obtain everything desired. A few towns will have traders establishments in which everything, or nearly everything can be obtained. But the average cost will be higher because the traders are middlemen. As in all dealings the buyer should always beware. Things may be as the appear or they they may be otherwise... SPELL COMPONENTS: When a character is attempting to locate the proper components for any spell requiring material components the following steps must be followed. First the character must locate a shop where components can be purchased. If the components are purchased from the Mages Guild by a guild member the cost will usually be 5-10% lower but they will have a 20% lower chance of not having the required components; As the Mages guild uses a lot of components daily. Second the chance of any particular store having the required components for that particular spell are as follows: 100 - 10% per level of spell. Thus any shop will have a 90% chance of having the components for the first level Wizards spell; Spider Climb. (100 - 10 (1st level) = 90%). Also the same shop will have as many prepared packets of that particular spell as possible at the stated percent. For example; If the first roll succeeded that means the shop has at least 1 prepared packet for the spell in question. The dice are rolled again. This time a 37% is rolled. The shop has another packet. Another roll is made a 27% is rolled. The shop has a third packet. Another roll is made, 77%. The shop has a fourth component. Another roll is made. This time the dice come up 91%. Since this number is higher than the chance of the shop having any components of that sort. No further prepared packets of the spell are available. That player must come back another day to try again, Or find a different source for components. One must wait at least Level x 3 days (Where level is the level of the spell for which the components are being sought.) before they will have another chance of obtaining the component(s) in question. If a penalty is imposed on the chance of finding the component it is applied separately. After the normal chance is diced for. For example; Wazo the necromancer is looking for components to his 9th level spell "Gory Evisceration". The chance of finding them at the Mages Guild is 90%, (100 - 90 = 90%). The dice are rolled and Wazo gets lucky. He rolls a 92, followed by a 98, followed by a 32. So wazo has found enough components for two castings of the spell. However, since Wazo is purchasing spell components at the Mages Guild there is a 20% chance that those components are not available. (Wazos' spell is catching on.) This chance is checked after determining whether the components are available. The dice are rolled and Wazo rolls a 14, and a 33. One of the components is not available. Wazo will check back in 27 (Level x 3) days to see if the Mages guild has gotten a new supply of this component. The cost of these prepared packets is Level squared GPÕs. This is a standardized cost. All prepared spell component packets also weigh the same .01 pounds each. EQUIPMENT DESCRIPTIONS: The sorted listing which follows contains various descriptions of the items available for adventurers to purchase. Some items will have descriptions which are enclosed by parenthesis. These descriptions are usually rather straight forward descriptions needing little or no explanation. Note that the terms ÒW/LCC, W/CCC, W/MCC, and W/WCCÓ mean; With Leather, Cloth, Metal, or Wooden Carrying Case. Also notes in Itallics refer to thieving ability modifiers. The Armor categories are particularly cryptic, and that section is described here. Each piece of armor is marked by a hash mark ` followed by a letter indicating the base armor type. P=plate, M=mail, L=leather, these letters are used in conjunction with attacks by certain weapons against particular armor types. Following this letter there may be a series of numbers in parenthesis ( this area describes the A.C. protection, and weight of the suit on the following body areas; torso, arms, legs. Following this is an area bounded by asterixÕs * This area indicates the items A.C. when worn. Finally there may be a note in parenthesis (, or the Minimum Strength, and Dexterity ratings required to use the armor. These ratings may be shown as S9/D7. Indicating a minimum str. of 9, and a minimum dex. of 7. There is one other type of description in the list that follows however which we will discuss briefly so that it is fully understood before purchases are made. The description refered to, are those enclosed in plus signs Ò+Ó These descriptions refer to the physical dimensions, or capacity of the item in question. When the description is of an items physical dimensions; those dimensions will be given as follows: +X H/Y W/Z L+ In this format X, Y, and Z are a number of inches. H, W, and L are Height, Width, and Length. The slashes separate the dimensions, and the pluses bound the dimensions. A dimension of D indicates a diameter which is also given in a number of inches. Note that If the dimension in question is less than five feet then it is given in inches. If the dimension is five feet or more then that dimension is given in feet; as indicated with the foot mark Ô. Below are some graphic illustrations which may help you better visualize how these dimensions are applied.