Equipment List

Keep in mind that the prices below are just the standard prices. Some smaller towns won’t have everything on the list and places will often charge much more than the listed price. Only use these prices during character creation. Anytime during play ask the Dungeon Master what the local prices will be before shopping.

In general the prices below are for adventuring supplies. Those who explore the underworld away from the safe cities and the few well-traveled paths need supplies and equipment much tougher than what most villagers need in their day to day lives.

1 gp = 50 sp = 500 cp
1 silver piece = 10 copper pieces

The prices for armor is per piece, except during character creation.

Armor (light):

  • Leather – 25sp (+6 AC)
  • Chitin – 20sp (+4 AC)
  • Silk – 25sp (+4 AC) not seen as armor in most places, takes no slots when worn (as per clothes, worn instead of clothes and not over them like most armor)

Armor (heavy)

  • Chain – 100sp  (+8 AC)
  • Plate – 1,000sp  (+12 AC)

Food & Water

  • Food, normal rations – 1sp per day
  • Food, iron rations – 2sp per day
  • Water, drinkable – 5cp per day
  • Water, fresh – 3sp per day

Mystical supplies:

  • Wizard Spellbook – 10sp
  • Spell components – 100sp each (rare)
  • Holy Symbol, steel – 1sp
  • Holy Symbol, silver – 15sp
  • Holy Symbol, wood – 50sp

Miscellaneous:

  • Silk Rope – 3sp per 10′
  • Backpack – 4sp
  • Pouch/Sack – 5cp
  • Bedroll – 2sp
  • Waterskin – 1sp
  • Tinderbox – 1sp
  • Cooking pots – 5cp
  • Glowstones – 1cp
  • Grappling hook – 3sp
  • Crowbar – 1sp
  • Mirror, steel – 1sp
  • Mirror, silver – 30sp
  • Mirror, glass – 10sp
  • Lantern – 3sp
  • Lantern oil, 1 hour – 1cp
  • Candle – 1cp
  • Nails – 1cp for a bunch
  • Shovel – 3sp
  • Chalk – 1cp
  • Mallet – 3cp
  • Miner’s pick – 6sp
  • Lock – 7sp
  • Chain – 1sp per foot
  • Drill – 5sp
  • Whistle – 1sp

Drinks (booze)

  • Poor – 1cp-5cp per dirty mug
  • Decent – 5cp-1sp per cup
  • Rich – 5sp-10sp per glass

Vehicles:

  • Cart – 50sp
  • Boat – 100sp

Information:

Leather armor is treated giant lizard hide. The stuff you can buy in stores is basic, but if you find a different giant lizard (fire lizard, ice lizard, etc) and a skilled armor-maker, you could get armor that is imbued with magical properties. Leather armor can be damaged if a critical hit is scored with a slashing weapon (swinging sword, sharp claws, jagged rocks, etc).

Chitin is armor made from any one of the large or huge insects that live in the underworld. It is a bit more rare than leather armor because it’s harder to make good armor out of it and isn’t nearly as comfortable. It can be damaged if a critical hit is scored with a smashing weapon (mace, warhammer, falling rocks, giant club, etc).

Chain armor is damaged on a critical hit.

Plate armor is only damaged 50% of the time on a critical hit.

Food – Basic rations last about a week (assuming they are kept packaged properly) and iron rations last a full month. For non-ration prices check with the Dungeon Master about the prices where you are looking for a place to eat.

Water – basic drinkable water is just that, water that is safe to drink. Will often be kind of icky, have dirt/minerals in it, taste bad or whatever. Fresh water is filtered clean water that is much nicer to drink, much healthier, and is a rarity outside a few large cities.

Silk rope – Silk is more common than plant fibers or soft furred animals, so silk rope is the standard rope that is found. The wild lands have several giant spider ranches to produce the stuff. For situations that surface people would use standard rope, underworld people use metal chains.

Wizard Spellbook – Holds 10 spells, can be locked shut, protected against fire and water.

Spell components – Some large cities are big enough to have sages and alchemists that can provide wizards with materials to make spell components. Not cheap and anyplace the wizard buys them from will only have 2d4-1 components for sale and it takes 2d6 days for the supply to replenish.

Backpacks – Adventuring backpacks are full hiking backpacks with proper metal frames for weight distribution and are constructed out of armor-grade leather.

Large bags, belt pouches – These are often made out of cloth from the inner world or the farmlands.

Cooking pots – this includes various cooking supplies, pan, whisk, cutting board, etc. Basically everything you need to cook something over a campfire.

Glowstones – Underworld torch equivalent. Fist-sized crystals that glow with soft light, illuminates about 20′ in all directions when held about human head-height or a little higher. They don’t go out, but shatter easily, and unlike torches they can’t set things on fire. If thrown they do shatter with a minor blast of power. They do 1d8 damage on a hit, if a 8 is rolled there is a magic surge. Glowstones do not work in deep dark.

Lantern oil – every ten hours worth of oil takes a single inventory slot.

Cart – can hold up to 200 inventory, but animal has to be strong enough to pull the load for it to move.

Boat – the standard boat for the underworld is a basic canoe-type river-going boat. Bigger ships can only be seen on the inner world ocean.



Like every other part of the campaign, this is a constant work in progress. You want something that isn’t on this page? Ask the Dungeon Master where you can get what you want and how much it is. If it’s something other adventurers would find useful it will go up there on the basic equipment list.