Equipment

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THALEA
CHAPTER 7: EQUIPMENT
Standard Equipment
Altered Costs from the Player’s Handbook
General Note: All costs represent new, quality, durable items. Cheap used goods can usually be
purchased for as low as 10% of the list cost.
Glass: Glass isn’t as expensive, so…
Lantern, bullseye: 2 gp
Lantern, hooded: 1 gp
Magnifying Glass: 10 gp
Mirror, small glass: 1 gp
Alchemical Substances: Most of these substances can be made without magic, and many of them are
cheaper…
Acid: Less poweful acids can be bought for much cheaper prices.
Antitoxin: 5 gp
Everburning Torch: These are available in both arcane and divine versions.
Smokestick: Only costs 10 gp, and cheaper, less effective versions are available.
Sunrod: Not available.
Tanglefoot Bag: Not available.
Thunderstone: Not available.
Tindertwig: These are matches, and only cost 1 cp each.
Masterwork Items cost only double the list price or 100 gp more, whichever is lower.
Non-magical Bonus Weapons and Armor up to +2 cost about half the list price of a similar magic
item in the DMG. +3 non-magic items cost about the same as magic items. All bonuses are
enhancement bonuses.
Spellcasting Services for low-level spells are much cheaper than those listed, Spell Slot Level ... Cost
while high-level spells are much more expensive. Typical costs are based
Level 0 ....................1 sp
on the spell-slot level (since that also controls caster level). These prices
Level 1 ....................5 sp
Level 2 ................... 2 gp
are extremely rough guides and will be modified by many factors,
Level 3 ................. 10 gp
including how common or rare a specific spell is. These costs usually
Level 4 ............... 100 gp
don’t apply to divine spells. Clerics use their spells in the manner they
Level 5 ............. 1000 gp
think will best benefit their community and their religious goals – though
Level 6 .......... 10,000 gp
donations to the church may influence their decisions.
Level 7 ..................... n/a
New Goods and Services
Standard Adventurer’s Pack, 50 gp, 20 lb. For the adventurer who hates to micro-manage, this
backpack includes a bedroll, a few sets of clothing, footwear, toiletries, water bottle, a hatchet,
simple cookware, toiletries, matches (with a flint and steel backup), basic campaign equipment and
tools, basic first aid supplies, a few pouches, sacks, and flasks, and all the other minor necessities a
traveler needs to live on the road, plus simple materials for basic maintenance and field repairs (e.g.
needle, thread, hammer, whetstone). All equipment is sturdy, good quality material designed for both
portability and durability. It specifically does not include tents, winter gear, formal wear, advanced
medical tools, specialized climbing gear, long lengths of rope, or lanterns. (Half cost and one quarter
weight for small characters.)
Monthly Cost of Living. Another handy shortcut for ease of book-keeping, the monthly cost of living
includes consumables like food and toiletries, replacement costs for worn-out equipment, personal
services, occasional entertainment, and other common expenses. It does not include lodging or largescale entertaining. Prices may vary depending on locale.
Impoverished – everything as cheap as possible, no luxuries .......................................1 gp
Frugal – average middle class lifestyle, but pinching pennies where possible..............5 gp
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CHAPTER 7: EQUIPMENT
Standard – a typical adventurer, a bit free with money...............................................10 gp
Generous – quality restaurants, trips to the opera, expensive perfumes ......................50 gp
Extravagant – fine vintages with every meal, hobnobbing with the nobility ...........250 gp
High Society – a host of personal servants, mingling with royalty..........................1000 gp
Special Materials in Thalea
Minerals
Adamantine does not exist in Thalea. For purposes of overcoming damage resistance in most
creatures, true steel (see below) takes its place.
Cold iron has no special effect on fey, instead they’re affected by silver (or alchemical silver)
Alchemical silver works as described.
Mithral is the armor version of alchemical silver. It works as described but also provides
damage reduction against the natural attacks of fey (and nothing else). 5 for light armor, 10 for medium,
15 for heavy, 5 for shield (but this doesn’t stack with armor).
Darkwood does not exist.
Dragonhide exists but is much more expensive. Any set of dragonhide armor tends to have
unique powers.
Black Silver is a rare precious metal. It is a natural enhancer to many spells of darkness and
enchantment and is thus highly sought. Normal market price is about 10 times that of gold. Black silver
has the hardness of good iron and can be used to make weapons – such weapons are considered silver
for overcoming damage resistance. Black silver is also sacred to the god Nwphyn. His followers frown
on its use outside of their own ecclesiastical needs.
True Steel is a metal alloy which only the Helefend people know how to manufacture or work.
True steel is much harder than normal iron alloys and has greater tensile strength. Any metal weapon or
armor made of true steel has at least a +3 bonus, and superior workmanship can increase this to +5.
Moreover, true steel has natural anti-magic properties which are not well understood. True steel armor
has an arcane spell failure chance of 100% and provides the wearer with Spell Resistance equal to 10 +
the base armor bonus. Any weapon made of true steel will cause its bearer to have an arcane spell failure
chance of 5% per pound of the weapon’s weight, added on to any arcane spell failure chance derived
from armor. When purchased directly from the Helefend, true steel costs about ten times its weight in
gold. Prices only go up from there.
Zeitge is a soft gray or white stone which is only found on the slopes of the Sunmount and
nearby mountains. It has no value for construction since it easily crumbles, but burns easily, producing
no smoke. A pound of zeitge will burn for about six hours, providing as much heat and light as a typical
campfire. Most zeitge is mined by the Church of Sonniel for use in the city of Heigard, but excess is
often available on the market. Near the source, zeitge can be bought for about 1 sp per pound. Prices rise
dramatically with distance. Outside the Theocracy, zeitge is typically only found in small amounts of an
ounce or less, used primarily as a curiosity.
Plants
Mirenna Berries are smooth red berries which grow on small bushes in some mountains near
the snow line. They can only be harvested only around midsummer. A natural magical plant, consuming
a mirenna berry immediately heals 10 hit points of damage. If properly stored they can retain their
potency for up to a year. In season near the source mirenna berries sell for 2 or 3 gp each, but they are in
great demand due to their ease of portability so by spring prices go as high as 25 gp per berry. Double or
triple the price if bought far from the mountain sources.
Tetha Tea is a staple of the healing profession. The tetha plant is an uncommon semi-parasitic
plant, much like mistletoe, which grows on fruit trees in most moist climates. Unfortunately, tetha plants
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CHAPTER 7: EQUIPMENT
are highly destructive to their host trees, so most farmers destroy them whenever possible, though some
communities make and effort to maintain a few patches far from their orchards to ensure a regular
supply. A single dose of tetha tea freshly brewed from dried leaves increases natural healing, providing a
+10 bonus on a Heal check for long-term care. Tetha tea is also mildly addictive. If a patient consumes it
more than three days in a row, he must succeed on a DC 12 Will save or become addicted. Regular users
of tetha tea still benefit from its healing properties but suffer a temporary –2 penalty to their Dexterity
until they stop using it. This penalty becomes permanent after one year, at which point continued use
causes another –2 temporary penalty which will become permanent after a year, and so on. Dried tetha
leaves cost about 1 sp per dose.
Animal Products
Miscellaneous
Alchemical Ice is an arcane magical substance created in a laboratory from normal ice.
Transforming a pound of normal ice into a pound of alchemical ice requires a DC 25 Craft (alchemy)
check and special ingredients which cost 150 gp. Alchemical ice does not melt but must be stored in an
air-tight container or wrapping, or it will quickly sublimate. In typical usage, the wrapping is as heat
conductive as possible to preclude insulation, allowing the ice to be used as a perpetual coolant. Since
even the best containers are rarely 100% air-tight, most stores of alchemical ice tend to slowly sublimate
over a period of months or years.
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CHAPTER 7: EQUIPMENT
Magic Items
Divine Magic Items
Because divine spell-users are much less likely to create magic items, use the costs given in the
DMG. The exception is healing potions, which can usually be bought for 10 x spell level x typical cleric
caster level.
Divine magic items which cost above 5000 gp are usually simply not available on the market.
These items are produced by priests only for their own use or the use of their chosen followers.
Arcane Magic Items
Low-level arcane magic items are much cheaper to produce than listed, while high-level items
are much more expensive. To calculate the typical price, divide by 3000, raise to the power of 1.4, then
multiply by 3000.
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