Equipment List
 
  This guide is intended to be used by both Game 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 DM's discretion. Please see the "Disclaimer"  for some legalize gobledegook.  
 
 
 

Go directly to the Complete Equipment Listing page.

The Monetary system. A simple Conversion table. Standardized size & weight of Coins. The value of Trade bars. Money Changing & other forms of currency. Rules regarding the purchase of Reagents for spell casting. A discussion of the complete equipment listing. Rules regarding the acquisition and use of glassteel armor by Wizards. And finally; The complete equipment list.

 
     
 

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
 
 
     
 

CONVERSION TABLE

 
 
Thus
 
cp
 
bp
 
sp
 
ep
 
gp
 
pp
 
mp
 
ap
cp:
 
 
5cp
=
1bp
 
10cp
=
1sp
 
100cp
=
1ep
 
200cp
=
1gp
 
1000cp
=
1pp
 
2000cp
=
1mp
 
4000cp
=
1ap
bp:
 
5cp
=
1bp
 
 
2bp
=
1sp
 
20bp
=
1ep
 
40bp
=
1gp
 
200bp
=
1pp
 
400bp
=
1mp
 
800bp
=
1ap
sp:
 
10cp
=
1sp
 
2bp
=
1sp
 
 
10sp
=
1ep
 
20sp
=
1gp
 
100sp
=
1pp
 
200sp
=
1mp
 
400sp
=
1ap
ep:
 
100cp
=
1ep
 
20bp
=
1ep
 
10sp
=
1ep
 
 
2ep
=
1gp
 
10ep
=
1pp
 
20ep
=
1mp
 
40ep
=
1ap
gp:
 
200cp
=
1gp
 
40bp
=
1gp
 
20sp
=
1gp
 
2ep
=
1gp
 
 
5gp
=
1pp
 
10gp
=
1mp
 
20gp
=
1ap
pp:
 
1000cp
=
1pp
 
200bp
=
1pp
 
100sp
=
1pp
 
10ep
=
1pp
 
5gp
=
1pp
 
 
2pp
=
1mp
 
4pp
=
1ap
mp:
 
2000cp
=
1mp
 
400bp
=
1mp
 
200sp
=
1mp
 
20ep
=
1mp
 
10gp
=
1mp
 
2pp
=
1mp
 
 
2mp
=
1ap
ap:
 
4000cp
=
1ap
 
800bp
=
1ap
 
400sp
=
1ap
 
40ep
=
1ap
 
20gp
=
1ap
 
4pp
=
1ap
 
2mp
=
1ap
 
 
 
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.
 
     
  STANDARDIZED DIMENSIONS

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 ap's center plug contains a very small amount of actual adamanite. All coins weigh 1/50th 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 .2 pounds. Any fifty coins will weigh a total of 1 pound.
COIN

For more information on what these coins look like, and how their weights, sizes, and compositions became standardized; click on the coin shown to the left.
 
     
 

TRADE BAR VALUES

Trade bars are mainly used by merchants and banks throughout the realms. These bars are minted by Nations, and or powerful merchant houses. Each such trade bar is stamped with a mint marking so that it's origin can be traced. The mint markings are usually of a highly intricate, and ornate design. So as to deter forgeries. All trade bars bearing authentic mint markings are guaranteed by the minter to contain less than 5% impurities. These trade bars are rarely seen outside very strong vaults. And are usually safeguarded in the most ingeneious manners.
 
 
Pure Metal
 
% decimal purity per coin
 
value of 1 pound trade bar
Copper
 
100%
/
1
 
10cp
/
Bronze
 
20%
/
.2
 
50bp
/
Silver
 
10%
/
.1
 
100sp
/
5gp
Electrum
 
1%
/
.01
 
1000ep
/
500gp
Gold
 
.5%
/
.005
 
2000gp
/
Platinum
 
.1%
/
.001
 
10000pp
/
50000gp
Mithral
 
.05%
/
.0005
 
20000mp
/
200000gp
Adamanite
 
.025%
/
.00025
 
40000cp
/
800000gp
 
     
 

MONEY CHANGING, banks, loans, jewelry, and other currency oddities.

(In general all consumer brokered money transfers of over 100gp in nature will be confirmed by use of a purity testing coin bath.) Bankers in Hadeska will hold deposits of characters money for safekeeping. They will also give loans according to the reliability, reknown, 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. Costing 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...

 
     
 

MAGICAL REAGENTS

When a character is attempting to locate the proper reagents (Material components used during the casting of a spell) for any spell requiring reagents; the following rules and guidlines apply.

  1. The character must locate a shop where reagents can be purchased.
    1. If the reagents 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 reagents; As the Mages guild uses a lot of reagents daily.
    2. The chance of any particular store having the required reagents for that particular spell are as follows: 100 - 10% per level of spell. Thus any shop will have a 90% chance of having the reagents for the first level Wizards spell; Spider Climb. (100 - 10 (1st level) = 90%).
    3. 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 reagents 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 reagents.
  2. 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 reagent(s) in question.
  3. If a penalty is imposed on the chance of finding the reagent it is applied separately. After the normal chance is diced for. For example; Wazo the necromancer is looking for reagents to his 9th level spell "Gory Evisceration". The chance of finding them at the Mages Guild is 10%, (100 - 90 = 10%). The dice are rolled and Wazo gets lucky. He rolls a 02, followed by a 08, followed by a 32. So wazo has found enough reagents for two castings of the spell. However, since Wazo is purchasing spell reagents at the Mages Guild there is a 20% chance that those reagents are not available. (Wazos' spell is catching on.) This chance is checked after determining whether the reagents are available. The dice are rolled and Wazo rolls a 14, and a 33. One of the reagents 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 reagent.
  4. The cost of these prepared packets is Level squared GP's. This is a standardized cost. All prepared spell reagent packets also weigh the same .01 pounds each.
ICON

For more information and rules regarding Spell Casting by characters in my Campaign: click on the icon on the left.

 
     
 

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 "W/LCC, W/CCC, W/MCC, and W/WCC" mean; With Leather, Cloth, Metal, or Wooden Carrying Case. Also, notes in itallics refer to thieving ability modifiers.

The Armor category item descriptions are particularly cryptic, and that section is described here.
Weight Cost/Coin Unit Item/Description Category
35 200 GP 1 BANDED MAIL` P(+4.0-17/+1.0-4/+2.0-5) *FULL PR +7*S13/D10 Armor Suits

  1. Each piece of armor is marked by a grave accent mark ` followed by a letter indicating the base armor type. P=plate, M=mail, L=leather, these letters may be used in conjunction with attacks by certain weapons against particular armor types. (Note that rules regarding this application are not posted on my Home Page.)
  2. Following this letter there may be a series of numbers in parenthesis (This area describes the Protective Rating (PR), and weight of the suit on the following body areas; torso, arms, legs.
  3. Following this is an area bounded by asterix's * This area indicates the items PR when worn. Sometimes there may be a note in parenthesis.
  4. The Minimum 'Strength' (Physical Endurance and Strength), and 'Dexterity' (Flexibility & Agility) ratings required to use the armor will be shown as S13/D10. Indicating a minimum STR. of 13, and a minimum DEX. of 10.

For a complete, and detailed discussion of Protective, and Defensive Ratings. Please take a short side trip to another page of rules. This one describes a set of rules for describing a protective devices Protective Rating. And a characters Defensive Rating. For use with any Fantasy Role Playing game.

 
     
 

There is one other type of description in the list that follows, 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 "+" 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/Y/Z+

In this format X, Y, and Z are the height, width, and length in inches. 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 '. Below are some graphic illustrations which may help you better visualize how these dimensions are applied.

 
 
 
 

GLASSTEEL ARMOR

Sometimes a Wizard will find or acquire a piece(s) of armor which have been fashioned of Glassteel. This armor is lighter in weight than steel, has the tensile strength of steel, but has the none of the drawbacks of steel. This means it is non-magnetic, non-conductive, and most importantly, it does not block the flow of mana (Spell points). Thus it can be worn by Wizards of all types without disrupting a wizards spell casting ability.

The Mages Guild of Whillip may at times fashion/enchant pieces or suits of armor for a fee. The cost for such enchantment is calculated as follows:

Enchantment cost: Permanency (20,000gp) + Glassteel (800gp) + Double the cost of the item to ensure that the finest quality product is created. Note that a 10% discount is appropriate for guild members.

Below are a few items (armor pieces) constructed of glassteel and the cost to have them fashioned by the Mages guild of Willip.

 
 
Category/Item  
AC Bonus
 
STR/DEX req't
 
Weight
 
Cost
Head/Helm (open faced)  
+1
 
S+.5/D+.5
 
3.5
 
20824gp
Limbs/Bracers (pair)  
+1
 
S+.5/D+.5
 
1
 
20804gp
Limbs/Gauntlets (pair)  
+1
 
S+.5/D+.5
 
1
 
20812gp
Limbs/Greaves (pair)  
+1
 
S+.5/D+.5
 
1
 
20820gp
Odd pieces/Groin protector  
+.5
 
S+.5/D+.5
 
.5
 
20804gp
Odd pieces/Shoulder caps (pair)  
+.5
 
S+.5/D+.5
 
2
 
20830gp
Torso/Back & Breast (plate)  
+3
 
S+2/D+3
 
12.5
 
20960gp
 
 

As you can see the cost of such enchanted armor pieces is not cheap. Although the benefit is great; reduced weight and ability to cast spells while wearing metal equivalent armor, the cost is very steep. For those unwilling to risk life and limb (a.k.a Going on an adventure) to obtain a magical suit of armor or other protective devices, this option affords the only alternative.

For more information regarding the use of Armor by spell caster see the rules presented on my 'Spell rules' page.

 
     
 
 
 

Go directly to the Complete Equipment Listing page.
Return to the Rob's World Campaign page. Last updated: September 29, 2005 This page has been accessed times since 24 Jul 1998.