Equipment

Each individual piece of equipment should be recorded on its own small piece of card stock, specifying it’s encumbrance in the top right. This allows players to pass equipment around, leave it places, etc. Stowed items should be kept in a separate pile from Readied items.

Coins and Money

Purchases are made using coins. A copper piece (c) purchases a loaf of bread or three pints of cheap ale. 10c make a silver piece (s). 10s or 100c make a gold piece (g).

Many D&D adventures also provide electrum coins (e; worth 5s) and platinum coins (p; worth 5g).

To estimate the price of an unlisted item, $1 is about 1c in 2024 US Dollars. A night at a best western costs ~$70 and so night at a cheap Inn costs ~7s. Cheap bar food costs about $10 and a meal in an Inn costs about 1s. It won’t be totally accurate, but it’ll be close enough to not matter. Adventuring equipment is purposefully inflated to represent the large relative difference in demand.

The monthly standard of living for various members of society are provided to get a better grasp on the value of gold:

Profession Monthly Income/Expenses
Skilled labor 3-12g
Journeyman craftsmen, 1st level PCs 12-40g
Master craftsmen, 2nd level PCs 40-100g
Master professionals, 3rd-4th level PCs 100-450g
Barons, 5th-7th level PCs 450-2,000g
Counts, 8th-9th level PCs 2,000-12,000g
Dukes, 10th level PCs 12,000-80,000g
Kings 80,000+g

Income and expenses are roughly equal in most cases. Net worth (often in the form of land and equipment and whatnot) is ~33x monthly income/expenses. Coinage tends to make up about 5% of a NPC’s net worth.

So, a Baron with a 1000g/mo income also has ~1000g/mo in expenses. They’re worth ~33,000g (mostly in land, structures, etc), and have 1650g on hand.

Equipment Availability

Markets are not able to supply infinite amounts of goods. The monthly availability of goods by the population of a market is given below. Villages range from 20 to 999 people, Towns from 1k to 8k, Cities from 8k to 12k, and Big Cities from 12k to 100k.

Price / Pop 100k+ 25k+ 10k+ 3k+ 1k+ 999-
1g or less 2,750 700 425 100 35 15
2g–10g 300 70 35 10 3 1
11–100g 20 5 2 1 25% 10%
101–1,000g 7 2 1 25% 10% 5%
1,001–10,000g 2 1 25% 10% 5% 1%
10,001g or more 25% 10% 3% 1% NA NA

If the entry contains a percentage, treat that as the chance that one such item exists.

Goods that are meaningfully different from each other are counted separately. Thus, a 1500-population town can sell the party 3 Short Swords (7g each) and 3 War Axes (10g each) per month.

This chart represents the party’s ability to both buy and sell in a market, so a party has a 5% monthly chance to be able to sell a 750g emerald in a village with a population of 400.

Weapons

Each of the weapons on the following chart has a listed damage it inflicts on a successful hit, an amount of Shock inflicted on a miss to targets with an AC equal or less than that given, and a particular attribute relevant to the weapon’s use. That attribute’s modifier is applied to all attack rolls, damage rolls, and Shock inflicted by the weapon. If more than one attribute is listed, the wielder uses whichever is better.

Ranged weapons have both short and long ranges listed in feet. Attacking a target within short range is done at no penalty, while hitting a target at long range is done with a -2 penalty to the attack roll. Ranged weapons cannot be used while an enemy is locked in melee with the wielder.

Some weapons have additional unique traits, such as slow to reload, requiring two hands to wield correctly, or being easily hidden in common clothing. The GM applies these traits to improvised weapons snatched up by the Characters if any of them seem appropriate.

Weapon Dmg Shock Attribute Range/Feet Traits Cost enc
Axe, Hand 1d6 1/AC 15 STR/DEX 10/30 T 4g 1
Axe, War 1d10 3/AC 15 STR - 2H 10g 2
Blackjack 1d4 None STR/DEX - S, LL 1g 1
Bow, Large 1d8 None DEX 100/600 2H, R, PM 7g 2
Bow, Small 1d6 None DEX 50/300 2H, R, PM 3g 1
Club 1d4 None STR/DEX 10/30 T, LL - 1
Club, Great 1d10 2/AC 15 STR - 2H 1g 2
Crossbow 1d10 None DEX 100/300 2H, SR, PM 30g 1
Dagger 1d4 1/AC 15 STR/DEX 30/60 S, T, PM 3g 1
Polearm 1d10 2/AC 15 STR - 2H, L 7g 2
Great Hammer 1d10 2/AC 18 STR - 2H 10g 2
Mace 1d6 1/AC 18 STR - LL 5g 1
Oil, Military 2d8 1/AC 18 DEX 20/40 T 2g 1
Shield 1d4 None STR/DEX - LL 10g 1
Spear 1d6 2/AC 13 STR/DEX 30/60 T 3g 1
Throwing Blade 1d4 None DEX 30/60 S, T, N 1g 1
Sling 1d4 None DEX 50/300 R 1g 1
Staff 1d6 1/AC 13 STR/DEX - 2H, LL 1g 1
Stiletto 1d4 1/AC 18 DEX - S, PM 3g 1
Sword, Great 1d12 2/AC 15 STR - 2H 15g 2
Sword 1d8 2/AC 13 STR/DEX - - 10g 1
Sword, Short 1d6 2/AC 15 STR/DEX - - 7g 1
Unarmed Attack 1d2+Skill None STR/DEX - LL - -

Military oil may be ignited and thrown with a DEX/Shoot attck, dealing 1d8 damage for 2 rounds to the target. If the attack fails, it lands in a random adjacent square and deals 1d3 damage to that square and all adjacent squares.

Weapons requiring ammunition require a Quiver. Don’t bother tracking ammo if you have one. Be adults - you don’t actually have infinite ammo. You cannot build bridges out of your infinite arrow or use them to fill pits.

Armor

Armor provides an Armor Class (AC). Equipped armor must always occupy Readied slots.

Chain applies a -2 penalty to Sneak checks. Plate applies a -3 penalty to Sneak and Exert checks.

Name AC Cost enc
None 10 0g 0
Leather 12 20g 1
Chain 14 40g 2
Plate 16 60g 3
Shield +1 10g 1

Adventuring Gear

This list is not exhaustive.

Item Cost enc
Acid flask 10g 1
Bag of Marbles (100) 8s 1
Blanket 2g 2
Bottle 1g 1
Chest (holds 50 enc) 22g 25
Crowbar 1g 1
Disguise Kit 25g 4
Ear Trumpet 15g 1
Earplugs 1s -
Fishhook 1s -
Grappling Hook 25g 1
Hammer (small) 2g 1
Hand Drill 10g 1
Healer’s Kit 10g 1
Holy Water (1 pint) 25g 1
Ink (1 pint) 7g 1
Iron Spikes (6) 1g 1
Journal 10g 1
Lamp Oil (1 pint) 3s 1
Lantern 10g 1
Lock 20g 1
Magnet 1s -
Manacles 2g 1
Mirror (hand-sized, steel) 5g 1
Oil, Military (1 pint) 2g 1
Paper, 1 sheet 1g -
Pickaxe 4g 2
Pole, 10ft 1cp 2
Quiver + ∞ Arrows 10g 1
Rations, Iron (one day) 2s 1
Rope, 50’ 1g 2
Scroll Case 1g 1
Shovel 4g 2
Soap 1s -
Spellbook (blank) 20g 1
Stakes (6) 3g 1
String, 100ft 2s 1
Thieves’ Tools 25g 1
Tinderbox (flint & steel) 8s 1
Torches (2) 1s 1
Waterskin 6s 1
Whistle 1g -

Adventuring equipment tends to be useful within the fiction rather than directly mechanically useful, especially as a part of plans in the core gameplay loop. Some examples:

Services

To pay a professional for a few hours of their time, divide their monthly wage by 40. For a day, divide their monthly wage by 20. For a month or more, pay for however many months you keep them on retainer.

For example, paying a guard to watch your rooms for 7 days might cost 10g (monthly wage for skilled labor) / 20 (for a day) * 7 (days) = 4g.

Bribes to overlook a minor crime cost a day’s worth of the witness’ time. To overlook a major crime, a month. To overlook a capital crime, a year.

Curing Diseases costs 500g. Lifting curses and undoing magic costs 1000g. Ressurection costs 1500g (requires a week of bedrest afterward). Depetrification costs 5000g. These curatives are subject to Equipment Availability for the market.

Henchmen

Henchmen are Characters for hire, and are built just like a PC. Henchmen demand a monthly wage based on their level (paid in advance; non-negotiable) and half a share (non-negotiable) of all treasure, and earn half share (non-negotiable) of the party’s XP.

Level Wage Level Wage
1 25g 6 800g
2 50g 7 1600g
3 100g 8 3000g
4 200g 9 7250g
5 400g 10 12000g

Henchmen, especially higher level ones, are subject to their own market availability:

Level / Pop 100k+ 25k+ 10k+ 3k+ 1k+ 999-
1 5d10 2d6 1d4 1d2 65% 20%
2 3d10 2d4 1d3 1 40% 15%
3 1d10 1d3 85% 33% 15% 5%
4 1d6 1d2 45% 15% 5% -

Henchmen are ultimately NPCs and the GM has the final say on what they do. However, the player who hired the Henchman generally controls them.

A PC may each have one Henchman.

Magic Items

Magic Items are wonderous, expensive objects. Some magic items are unique, while provide flat numerical bonuses, or mimic spell effects.

The most common type of magic item is a +N item, such as a “Dagger+1” or “Shield+2”.

For weapons, the number is added to attack rolls and damage rolls and Shock. Further, the weapon deals damage to enemies resistant to mundane damage, such as shadows.

For armor and shields, increase AC by the bonus. Do not decrease their encumbrance like in other games.

Potions

A Readied potion may be consumed as a Move Action. Typically potions mimic the effects of spells, but some have unique effects. Effects with durations last 1d6+6 Turns.

Scrolls

Spellcasting mages can read a scroll to activate its spell as a Main Action.

In order to safely cast a spell from a scroll, a Character needs to have a Magic of at least one less than the spell’s level. For example, to cast from a Scroll of Haste (a level 2 spell), the Character needs to have at least Magic-1.

If a Character doesn’t have a high enough Magic, they can attempt anyway. Roll a INT/Magic skill check, applying a -1 penalty per spell level. If it fails by 1 or 2, the spell fizzles and is wasted. If it fails by more than two, it goes off, but at the wrong target or with the wrong effect at the GM’s discretion. If the check succeeds, the spell goes off as intended.

For example, if a Character with Magic-0 tries to use a Scroll of Haste, they would need to roll a INT/Magic check with a -2 penalty. If their result is an 8 or 9, the spell harmlessly fizzles. If the result is a 7 or lower, they might accidentally Haste a foe!

If the Spell in a scroll has an effect dependent on caster level (like Arcane Spark), use twice the spell’s level minus one. For example, a first level spell scroll would use a caster level of 2 * 1 - 1 = 1, and a 4th level spell scroll would use a caster level of 2 * 4 - 1 = 7. This corresponds to the lowest level a High Mage has access to the spell.

Buying and Selling Magic Items

Magic Items can be sold, though they are subject Market Availbility. In order to estimate their price, decide which spell effect the item is most similar to, and note the spell level. If no such spell exists, try to guage which spell level it would be.

Then, consult the following chart to determine market value:

Effect Type Price (g)
One Use Effect 1,000 × level
Charged Effect 1,000 × level × charges
Use 1/week 3,000 × level
Use 3/week 4,000 × level
Use 1/day 5,000 × level
Use 3/day 6,000 × level
Use 1/hour 8,000 × level
Use 1/3 turns 12,500 × level
Use 1/turn 16,500 × level
At-Will 25,000 × level
Always On…  
…from effect ≥ 1 day 7,500 × level
…from effect ≥ 1 hour 12,000 × level
…from effect ≥ 3 turns 19,000 × level
…from effect ≥ 1 turn 25,000 × level
+1 (e.g. Sword+1 or Armor+1) 10,000
+2 30,000
+3 70,000

Each settlement has some sort of magic item market, however sparse, based on the population of the settlement. The following table lists how many of each type of item are available for purchase. Regenerate monthly.

Item Type / Population 100k+ 25k+ 10k+ 3k+ 1k+ 999k-
Potion 37 9 5 1 50% 10%
Ring 9 2 1 30% 10% -
Scroll 53 13 7 2 70% 20%
Rod/Wand/Staff 9 2 1 30% 10% -
Miscellaneous Weapon 9 2 1 30% 10% -
Sword 37 9 5 1 50% 10%
Miscellaneous Item 9 2 1 30% 10% -
Armor & Shield 14 4 2 40% 20% 10%

Each category corresponds to one of the OSE Generators, rerolling cursed items. For example, a City like Baklin, Jewel of the Seas with a population of 20,000 would have, on any given month, something like:

Sentient Weapons

Some weapons are intelligent, and a subset of those are able to communicate. Weielders who offend their sentient weapons make a INT/Stab or Shoot check to force its obedience for the day. If the check is failed, the weapon is treated as totally nonmagical for the rest of the day.

Weapons able to speak aloud may speak at (in)opportune times, at GM discretion.