
Illusion Vale A place where writers go to make their visions come alive. |
| | | Arms, Armor, Attire and Artifacts | |
| | Author | Message |
|---|
The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Arms, Armor, Attire and Artifacts Tue Apr 14, 2009 5:40 am | |
| The following is a list of items and the typical prices for each. The primary use for this list will be in determining the player characters' equipment at the beginning of the Fall and Rise of the House of Ainsley. Depending on the shop and the location, prices for certain goods in the campaign may deviate from this list, and haggling over prices (through use of the Appraise skill and social skills such as Bluff or Diplomacy) can either bring such prices closer to the norm or widen the divide further, whether in your favor or the merchant's favor.
First off, bear in mind that the world of Ardonia has a rather consistent exchange rate. All provinces--at least, those currently and formerly beneath the dominion of the Empire--mint their own coins from copper, silver, gold and even platinum, yet all coins share equal value; A gold coin from Konegheim is worth just as much as the gold coins of Nellowswann, Shadhir'zor, Bardosylvania, Brustagg, Fioriallia, Caed Fainne, Hrothjurgan Minor, Pervicus, former Karkova, former Greater Hrothjurgan and so forth. Only the coins' names and designs change.Conversion rates:1 copper = Not much. 1 silver = 10 copper 1 gold = 10 silver = 100 copper 1 platinum = 10 gold = 100 silver = 1,000 copper So, as an example, spending one Gold on something that costs 3 Silver earns you 7 Silvers in change. Each character received a certain amount of virtual gold coins during character creation, representing any gear which the character may have acquired during his or her history; here is where you determine exactly what that gear is. Any virtual money left over from these exchanges is yours to keep as hard coin, though you may also convert your leftover coin into gemstones and jewelry; Gemstones and jewelry maintain a relatively constant value yet may change in value from time to time or from province to province. Be careful where you pawn your gems, shop around for the best price and exercise any Appraise skills liberally.
The last five posts in this thread are reserved for individual player characters. Each character, when nearing character creation, will receive an additional list of magic items which he or she may have acquired in the course of his or her lifetime, depending on such factors as Class, Race, age and heritage. Be sure to consider these items when gathering your character's starting possessions.
Last edited by The House of Ainsley on Tue Apr 14, 2009 8:39 am; edited 1 time in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Weapons Tue Apr 14, 2009 6:03 am | |
| Simple Weapons Club: No cost, normally; Just grab a tree limb or a table leg or something. Nice clubs actually cost something, maybe 1 Copper or so. Crossbow, heavy: 50 Gold Crossbow, light: 35 Gold Crossbow bolts, ten: 1 Gold Crossbow bolt, silvered, one: 1 Gold Crossbow bolt, masterwork, one: 7 Gold Dart: 5 Silver Gauntlet (if not included in armor): 2 Gold Gauntlet, spiked: 5 Gold Dagger: 2 Gold Dagger, punching: 2 Gold Dagger, silvered: 10 Gold Halfspear: 1 Gold Javelin: 1 Gold Mace, heavy: 12 Gold Mace, light: 5 Gold Morningstar: 8 Gold Quarterstaff: 1 Copper Shortspear: 2 Gold Sickle: 6 Gold Sling: 1 Copper Sling bullets, ten: 1 Silver Sling bullet, silvered, one: 1 Gold Sling bullet, masterwork, one: 7 Gold Masterwork version of any melee weapon or ranged weapon above: +300 Gold (Masterwork weapons grant bonuses to attack rolls--and greater chances to strike and injure one's opponents--due to the weapon's superior sharpness, balance or sturdiness. Masterwork weapons are also suitable for spellcasters who wish to enchant weapons into magic weapons; lesser weapons are not suitable and will likely be destroyed during the enchanting.)Martial Weapons Arrows, twenty: 1 Gold Arrow, silvered, one: 1 Gold Arrow, masterwork, one: 7 Gold Axe, throwing: 8 Gold Battleaxe: 10 Gold Flail, heavy: 15 Gold Flail, light: 8 Gold Glaive: 8 Gold Greataxe: 20 Gold Greatclub: 5 Gold Guisarme: 9 Gold Halberd: 10 Gold Hammer, light: 1 Gold Handaxe: 6 Gold Lance, heavy: 10 Gold Lance, light: 6 Gold Longbow: 75 Gold Longbow, composite: 100 Gold Longbow, mighty composite, +1 Strength bonus: 200 Gold Longbow, mighty composite, +2 Strength bonus: 300 Gold Longbow, mighty composite, +3 Strength bonus: 400 Gold Longbow, mighty composite, +4 Strength bonus: 500 Gold Longspear or pike: 5 Gold Pick, heavy pick or war pick: 8 Gold Pick, light pick: 4 Gold Ranseur: 10 Gold Sap: 1 Gold Scythe: 18 Gold Shortbow: 30 Gold Shortbow, composite: 75 Gold Shortbow, mighty composite, +1 Strength bonus: 150 Gold Shortbow, mighty composite, +2 Strength bonus: 225 Gold Sword, falchion: 75 Gold Sword, greatsword: 50 Gold Sword, longsword: 15 Gold Sword, rapier: 20 Gold Sword, scimitar: 15 Gold Sword, shortsword: 10 Gold Trident: 15 Gold Warhammer: 12 Gold Masterwork version of any melee weapon or ranged weapon above: +300 Gold (Note: Composite bows grant greater accuracy over longer ranges compared to their standard versions, typically adding an addition 10 feet of range to each range increment. At longer distances spanning hundreds of feet, this bonus can be crucial.)Exotic Weapons Axe, orc double axe: 60 Gold Crossbow, hand: 100 Gold Crossbow, repeating: 250 Gold Crossbow bolts, ten: 1 Gold Crossbow bolt, silvered, one: 1 Gold Crossbow bolt, masterwork, one: 7 Gold Flail, dire flail (a flail with a chain and morningstar linked to each end of the shaft): 90 Gold Hammer, gnome hooked hammer (a small warhammer with a pick head on the other end of the shaft): 20 Gold Kama: 2 Gold Kama, halfling: 2 Gold Kukri: 8 Gold Net: 20 Gold Nunchaku: 2 Gold Nunchaku, halfling: 2 Gold Shuriken: 1 Gold Siangham: 3 Gold Siangham, halfling: 2 Gold Spiked chain: 25 Gold Sword, bastard sword: 35 Gold Sword, two-bladed sword: 100 Gold Urgrosh, dwarven (a battle axe with a large spearhead on the other end of the shaft): Waraxe, dwarven: 30 Gold Whip: 1 Gold Masterwork version of any weapon above: +300 Gold, or +600 Gold for all double weapons (orc double axes, dire flails, gnome hooked hammers, two-bladed swords or dwarven urgroshes).
Last edited by The House of Ainsley on Tue Apr 14, 2009 8:40 am; edited 1 time in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Armor Tue Apr 14, 2009 6:24 am | |
| Light Armor Padded armor: 5 Gold Leather armor: 10 Gold Studded leather armor: 25 Gold Chain shirt: 100 Gold Masterwork version of any armor above: +150 Gold (Masterwork armor is well-constructed for an ideal balance of comfort, flexibility and protection, reducing Armor Check penalties by 1 and hence making athletic tasks such as climbing or tumbling easier. As with weapons, masterwork armor is also suitable for enchantment and conversion to magic armor.)Medium Armor Hide armor: 15 Gold Scale mail: 50 Gold Chainmail: 150 Gold Breastplate: 200 Gold Masterwork version of any armor above: +150 Gold Heavy Armor Splint mail: 200 Gold Banded mail: 250 Gold Half plate armor: 600 Gold Full plate armor: 1,500 Gold Masterwork version of any armor above: +150 Gold Shields Buckler: 15 Gold Shield, small wooden: 3 Gold Shield, small steel: 9 Gold Shield, large wooden: 7 Gold Shield, large steel: 20 Gold Shield, tower: 30 Gold Masterwork version of any shield above: +150 Gold (Masterwork shields also enjoy reduced Armor Check penalties thanks to the shield's balance, sturdiness and ease of bearing, and are suitable for enchantment and conversion into magic shields. Neither masterwork armor nor masterwork shields will reduce the chances for Arcane Spell Failure, so arcane spellcasters must either forego armor and shields entirely or risk fumbling any spells cast without the benefit of the Still Spell feat.)Modifications for Armor or Shields Armor spikes: +50 Gold Gauntlet, locking (if time is spent locking the gauntlet with a weapon in hand, the wielder becomes almost impossible to disarm): 8 Gold Shield spikes (for any shields besides bucklers or tower shields): +10 Gold (Armor and shields are typically resigned to defensive roles but, as one would expect, spikes have a way of giving such protection a degree of offense. Grapplers will rightly hesitate to wrestle a foe whose armor bristles with spikes and blades, steel-clad punches and kicks will draw blood with a goodly number of spikes affixed to the gauntlets and sabatons, and spiked shields lend an added measure of lethality when used to bash enemies who get too close.)
Last edited by The House of Ainsley on Tue Apr 14, 2009 8:30 am; edited 1 time in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Clothing and Gear Tue Apr 14, 2009 6:46 am | |
| Clothing Artisan's outfit: 1 Gold Cleric's vestment: 5 Gold Cold weather outfit: 8 Gold Courtier's outfit: 30 Gold Entertainer's outfit: 3 Gold Explorer's outfit: 10 Gold Monk's outfit: 5 Gold Noble's outfit: 75 Gold Peasant's outfit: 1 Silver Royal outfit: 200 Gold Scholar's outfit: 5 Gold Traveler's outfit: 1 Gold (One's clothing can be a deciding factor in certain circumstances; wear your ragged peasant garb to the baron's grand ball and the guards will surely turn you away. Some clothing is good for denoting one's status in society--be it a priest, a jongleur or a scholar--while other garments are ones of utility; an explorer's outfit includes numerous straps and pockets for stowing small items, and only a fool would venture to Hrothjurgandur lands without packing a thickly furred and quilted outfit for cold weather. Wise adventurers will not limit themselves to one outfit or costume; it would not do to wander into town naked after having one's garb fouled in a mudslide, torn apart by wolves or reduced to ashes--along with much of one's epidermis--after passing through a wall of living flames.)Standard Gear Backpack: 2 Gold Barrel (30 lb capacity): 2 Gold Basket: 4 Silver Bell: 1 Gold Blanket, winter: 5 Silver Block and tackle: 5 Gold Bottle, glass: 2 Gold Bucket, tin or wood: 5 Silver Caltrops, 2 lbs.: 1 Gold Candle: 1 Copper Canvas, 1 sq. yd.: 1 Silver Cauldron, black iron, three legs, 5-gallon cap.: 3 Gold Cauldron, black iron, three legs, 10-gallon cap.: 5 Gold Chain, 10': 30 Gold Chalk, one piece: 1 Copper Chest (25 lb capacity): 2 Gold Crowbar: 2 Gold Firewood, one day's worth: 1 Copper Fish hook: 1 Silver Fishing net, 25 sq. ft.: 4 Gold Flask: 3 Copper Flint and Steel: 1 Gold Grappling hook: 1 Gold Hammer: 5 Silver Ink (1 oz. vial): 8 Gold Ink quill: 1 Copper Inkpen: 1 Silver Jug (1 gal. capacity): 3 Copper Ladder, 10 feet: 5 Copper Lamp, common: 1 Silver Lantern, bullseye: 12 Gold Lantern, hooded: 7 Gold Locks: 20, 40, 80 or 150 Gold, depending on quality. Manacles: 15 Gold Manacles, masterwork: 50 Gold Mirror, small steel: 10 Gold Mug or tankard: 2 Copper Oil (1 pt. flask): 8 Copper Paper, 1 sheet: 4 Silver Parchment, 1 sheet: 2 Silver Miner's pick: 3 Gold Pitcher, clay: 2 Copper Piton: 1 Silver 10' pole: 2 Silver Pot, iron or copper, 1 gallon cap.: 5 Silver Belt pouch: 1 Gold Portable ram: 10 Gold Rations, one day's worth: 5 Silver 50' Rope, hemp: 1 Gold 50' Rope, silk: 10 Gold Sack: 1 Silver Scroll case or map case: 1 Gold Sealing wax: 1 Gold Sewing needle: 5 Silver Signal whistle, metal or wood: 8 Silver Signet ring (with the seal of either the House of Ainsley or the Vesperanti, whichever applies): 5 Gold Sledge: 1 Gold Soap (per lb.): 5 Silver Shovel or spade: 2 Gold Spyglass: 1,000 Gold Tent: 10 Gold Torch: 1 Copper Vial, empty (for inks, potions, etc.): 1 Gold Waterskin: 1 Gold Whetstone: 2 Copper Masterwork tool, any version not already listed above: +50 Gold (Masterwork tools add a +2 bonus when performing any Skill checks dependent on the use of the tool, given the right circumstances. Common sense applies here; a masterwork shovel crafted by a seasoned blacksmith might be found from time to time, but masterwork backpacks, cauldrons and jugs would provide no benefit other than possible durability and the prestige of owning a "name brand" item made by a renowned artisan, and masterwork oil, paper, sealing wax and other expendables simply have no reason to exist.)Class Tools and Skill Kits Alchemist's Lab (40 lbs., +2 bonus to Alchemy checks): 500 Gold Artisan's tools (used for one particular type of Craft skill): 5 Gold Artisan's tools, masterwork: 55 Gold Climber's kit: 80 Gold Disguise kit: 50 Gold Healer's kit: 50 Gold Holly and mistletoe: None (Just go out into the woods and find some.) Holy symbol, wooden: 1 Gold Holy symbol, silver: 25 Gold Hourglass (1 hour): 25 Gold Magnifying glass: 100 Gold Musical instrument, common: 5 Gold Musical instrument, masterwork: 100 Gold Merchant's scale: 2 Gold Spell component pouch: 6 Gold Thieves' tools: 30 Gold Thieves' tools, masterwork: 100 Gold Wizard's spellbook, blank, 100 pages: 15 Gold Water clock: 1,000 Gold Masterwork tool, any not covered above: +50 Gold (Again, masterwork tools, tool kits and musical instruments yield bonuses to any relevant Skill checks. A masterwork set of gemcutter's tools would be superbly useful for uses of the Craft (Gemcutting) skill, and a bard's mystic melodies will meet with greater effect--and greater appreciation from the masses--when strummed from instruments carved and strung by the hands of whoever passes for Ardonia's equals to our own Stradivari family.)
(With wizards and their spellbooks, be sure to consider the number of pages in each spellbook. The number of pages demanded by a spell's written formula directly depends on the spell's level: one page for cantrips (Level 0 spells), and two pages for each Spell Level. A simple Magic Missile spell (Level 1) will demand a mere two pages to inscribe, while a cataclysmic Meteor Swarm spell (Level 9) will consume a whopping 18 pages. Old and wizened archmages are known for keeping entire libraries greatly laden with many spellbooks, artifacts and reserves of spell components, and most of these powerful mages possess arcane means of accessing those libraries even when travelling abroad.) |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Chemicals and Curiosities Tue Apr 14, 2009 7:28 am | |
| Chemicals and Curiosities Acid (one flask): 10 Gold Alchemist's fire (one flask): 20 Gold Antitoxin (one vial): 50 Gold Holy water or unholy water (one flask): 25 Gold Smokestick: 20 Gold Sunrod: 2 Gold Tanglefoot bag: 50 Gold Thunderstone: 30 Gold Tindertwig: 1 Gold |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Animals, Transportation and Related Gear Tue Apr 14, 2009 7:33 am | |
| Animals Chicken: 2 Copper Cow: 10 Gold Dog, domesticated: 25 Gold (or higher, depending on breed) Dog, riding (for Small characters): 150 Gold Donkey or mule: 8 Gold Goat: 1 Gold Horse, heavy: 200 Gold Horse, light: 75 Gold Horse, pony: 30 Gold Horse, heavy warhorse: 400 Gold Horse, light warhorse: 150 Gold Horse, warpony: 100 Gold Ox: 15 Gold Pig: 3 Gold Sheep: 2 Gold Skink, giant cave skink (for Underdark characters only): 150 Gold Skink, warskink (for Underdark characters only): 400 Gold Undead variant of any common mount animal: +200 Gold Tackle, Feed and Animal Armor Barding, medium creature (ie. a pony or a large wolf): Double cost of armor type (ie. 300 Gold for pony-sized chainmail barding) Barding, large creature (ie. a horse): Quadruple cost of armor type Bit and bridle: 2 Gold Feed, per day: 5 Copper Saddle, military: 20 Gold Saddle, pack: 5 Gold Saddle, riding: 10 Gold (These are standard saddles. Exotic versions of these saddles also exist for riding unusual mounts such as pegasi or griffins; We'll worry about those later, whenever the need appears.) Saddlebags: 4 Gold Stabling, per day: 5 Silver Carts, Sleds and Wagons Cart: 15 Gold Sled (for arctic regions): 20 Gold Wagon: 35 Gold Boats and Ships Galley: 30,000 Gold Keelboat: 3,000 Gold Longship: 10,000 Gold Oar: 2 Gold Rowboat: 50 Gold Sailing Ship: 10,000 Gold Warship: 25,000 Gold |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Gems, Jewelry and Artwork Tue Apr 14, 2009 7:47 am | |
| Sample Gems, Jewelry and Artwork When one must truly dress to impress, fine jewelry can make all the difference between an aristocrat and a commoner dressed up like an aristocrat. Gems, jewelry and artwork also make for a useful way to carry around mountains of gold in value without having to carry around mountains of gold in weight. Naturally, the value of such items varies in the eye of the beholder; a crowned prince desperately in need of a gilded and sapphire-studded tiara for his true love might readily pay far more than 3,500 Gold for yours, while a tribal bushman would have neither the coin nor the appropriate sense of worth to pay even half that much for it.
The details of this list may be altered within reason. If you want the blue sapphire pendant on a gold chain but you don't like blue sapphires, replacing the sapphire with a green emerald, a small white diamond or a huge, masterfully cut amethyst would be entirely reasonable, as the item's value would remain constant. Cheaper gold alloys can replace copper or silver, and rare metals such as mystic mithril or nigh-indestructible adamantite can rival gold and even platinum in value (though such metals tend to find more use in legendary armor and weaponry, rather than being smelted and crafted into mere ornaments).Small bauble of obsidian or hematite: 5 Gold Carved bone artwork, poor quality: 5 Gold Irregular freshwater pearl: 10 Gold Carved bone artwork, good quality: 10 Gold Obsidian or hematite, golf ball size: 15 Gold Small rose onyx bauble: 20 Gold Small citrine gem: 20 Gold Black onyx or moonstone, thimble size: 30 Gold Small gem of amethyst, tourmaline or jade: 40 Gold Black onyx or moonstone, marble size: 50 Gold Red garnet gem: 50 Gold Black onyx or moonstone, golf ball size: 80 Gold White or silver saltwater pearl: 100 Gold Silver chalice with lapis lazuli inlay: 100 Gold Golden or pink saltwater pearl: 110 Gold Red garnet, marble size: 150 Gold Large white pearl, marble size: 160 Gold Small golden yellow topaz or alexandrite gem: 200 Gold Black pearl, imperfect: 400 Gold Black pearl: 500 Gold Silver comb studded with moonstones: 500 Gold Small gem of emerald or blue sapphire: 500 Gold Small star ruby: 600 Gold White opal, black opal or fire opal, marble size: 700 Gold Large black pearl, rubber ball size: 800 Gold Blue star sapphire, imperfect, marble size: 1,000 Gold Black star sapphire, imperfect, marble size: 1,000 Gold Ceremonial electrum dagger with a star ruby set in the pommel: 1,100 Gold Eyepatch with mock eye of sapphire and moonstone: 1,200 Gold Mahogany kite shield with plated gold edges, faced with a detailed gold relief of a rearing griffin with a large fire opal for its eye: 1,200 Gold Perfect star sapphire, marble size: 1,500 Gold Old masterpiece painting: 1,500 Gold Blue sapphire pendant on gold chain: 1,750 Gold Perfect white or black diamond: 1,800 Gold Silver noble crown studded with a few gems: 2,000 Gold Embroidered deerskin glove, elbow-length, set with blue spinels and platinum fingertip caps: 2,200 Gold Gold music box: 2,500 Gold Noble orb, velvet on rosewood, bound in topaz-studded silver bands with noble insignia: 3,000 Gold Golden tiara studded with various gems: 3,500 Gold Silver and redwood noble sceptre, bedecked with white pearls, small yellow topazes and a large ruby: 4,000 Gold Golden noble crown with silk cap, studded with various gems: 5,000 Gold Royal orb, softball-sized bloodstone bound with golden bands studded with sapphires and topped with a large star sapphire: 6,000 Gold Gold and ivory royal sceptre, bedecked with emeralds and sapphires of various sizes: 7,500 Gold Golden royal crown with velvet cap, studded with various gems: 8,000 Gold Solid platinum imperial orb, with diamond-studded bands: 8,500 Gold Platinum and darkwood imperial sceptre, bedecked with small white diamonds and topped with a large black diamond: 10,000 Gold Platinum imperial crown with satin cap, studded with many gems: 12,000 Gold (And by marble-sized I don't mean the thimble-sized marbles. I mean the bigger ones that you use to knock the thimble-sized marbles around.)
Last edited by The House of Ainsley on Tue Apr 14, 2009 8:37 am; edited 2 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Low Level Spell Components Tue Apr 14, 2009 8:04 am | |
| Assorted Low Level Spell Components Various spells may demand various material components. While clerics and paladins cast most of their spells through a divine focus (typically a holy symbol) and druids and rangers brandish mistletoe for many of theirs, even those spellcasters must rely on expendable spell components from time to time. Bards, sorcerers and wizards are widely reputed for their familiarity with vast varieties of spell components and arcane foci (which, unlike spell components, are not consumed with each spellcasting), and wise enemies will dart for cover the moment they see a sorcerer leveling a rod of pure amber in their direction....
Not all spell components need be paid for with money, especially those which are commonly found in most environments. Though a merchant who goes through the trouble of gathering bat guano for your Fireball spell will certainly expect to be paid a copper coin for his trouble, nothing will prevent your wizard from visiting the nearest bat cave and harvesting all the bat guano she needs for any number of Fireball castings. Most of these prices are simply for convenience and are mainly intended to be used during character creation, though they may also be invoked in the shops of specialty merchants from time to time.Agate, small (for Darkvision): 5 Gold Amber, powdered (for Sepia Snake Sigil): 500 Gold Amber rod, 6" (for Lightning Bolt): 15 Gold Archery target, small wooden replica (for True Strike): 1 Copper Bat fur (for Arcane Eye, Darkness and Lightning Bolt): 1 Copper Bag, tiny (for any Summon Monster spell): 5 Copper Bag of runestones, common (for Augury, but nicer than the sticks): 50 Gold Bag of runestones, semiprecious (for Augury, but much nicer than the sticks and common runestones; Pick a type of semi-precious gemstone such as hematite, jade or onyx): 100-200 Gold Bellows, tiny (for Gust of Wind): 5 Silver Bitumen, 1 oz vial (for Spider Climb): 1 Silver Bloodhound fur (for Lightning Bolt and Locate Creature): 1 Copper Bone from skeleton or zombie (for Scare): 2 Gold Brass key (to no lock in particular; for Open and Close): 2 Copper Bull dung (for Bull's Strength): Free Bundle of marked divination sticks (for Augury): 25 Gold Butter, 8 oz. jar (for Grease): 2 Copper Candles, small, bag of 4 (for any Summon Monster spell): 1 Copper Carrot, dried (for Darkvision): 1 Copper Chameleon skin, whole (for Obscure Object): 1 Copper Clay, 0.5 lb (for Stone Shape): 2 Copper Clay model of ziggurat, small (for Tongues): 1 Gold Cloak, miniature (for Resistance): 5 Copper Cloth swatch, red (for Summon Swarm): 1 Copper Copper wire, small thread (for Message and Sending): 2 Copper Crickets, live, in prepared 8 oz jar (for Sleep): 5 Copper Crystal bead (for Leomund's Tiny Hut and Minor Globe of Invulnerability): 1 Silver Crystal cone (for Cone of Cold): 1 Gold Crystal prism (for Rainbow Pattern and Read Magic): 1 Gold Crystal rod, 6" (for Lightning Bolt): 1 Gold Dart (for Melf's Acid Arrow): 5 Silver Displacer beast hide (for Displacement): 25 Gold Eggs, rotten, 1 dozen (for Stinking Cloud): 1 Copper Empty cocoon (for Polymorph Other): 1 Copper Fan, wood frame and feathers, small (for Wind Wall): 2 Silver Fine strand of silver wire (for Alarm): 1 Copper Fire (for Pyrotechnics): Wherever you can find it. Fireflies, live, in prepared 8 oz jar (for Fire Shield): 5 Copper Fleece or wool, 0.25 lb (for Daze, Ghost Sound, Minor Image or Silent Image): 1 Copper Forked twig (for Locate Object): Free Gauze, 1 roll (for Gaseous Form): 1 Copper Giant eagle feather (for Wind Wall): 10 Gold Giant octopus tentacle, 1 lb serving (for Evard's Black Tentacles): 10 Gold Glass eye (for Clairvoyance): 3 Gold Glass rod, 6" (for Lightning Bolt): 1 Gold Gold dust, 0.5 lb (for Arcane Lock and Fire Trap): 25 Gold Gold wire, small spool (for Levitate): 2 Gold Hen, white (with heart and feathers for Fear, Fly and Tasha's Hideous Laughter): 2 Copper Honeycomb, 0.5 lb (for Magic Mouth and Suggestion): 1 Copper Incense (most types, 8 hours' worth, for Commune; More incense required for Divination): 1 Gold Ink, lead-based, 1 vial (for Illusory Script): 8 Gold Iron rod, 4" length (for Hold Person and Hold Monster): 1 Silver Ivory plaque (for Rary's Mnemonic Enhancer): 50 Gold Leather strips, cured (for Freedom of Movement, Levitate and Mage Armor): 1 Copper Licorice root (for Haste): 1 Copper Matched hemispheres of crystal and gum arabic, small (for Otiluke's Resilient Sphere): 5 Gold Mercury, 1 vial (for Tenser's Floating Disk): 5 Gold Molasses, 8 oz jar (for Slow): 1 Copper Mushroom, spore-laden (for Sepia Snake Sigil): 2 Copper Musical instrument (for Sound Burst): See "Class Tools and Skill Kits" Nut shell (for Confusion): Free Owl feather, large (for Identify and Tasha's Hideous Laughter): 1 Copper Parchment, 1 sheet (for Rope Trick, Shield of Faith or Ventriloquism): 2 Silver Pearl, saltwater, white or silver (for Identify): 100 Gold Pitch, 8 oz vial (for Darkness): 2 Silver Platinum rings, 1 pair (for Shield Other): 100 Gold Pork slab, 1 lb (with rinds for Grease): 3 Silver Pouch of goat hoof, powdered (for Solid Fog): 1 Copper Pouch of bat guano (for Fireball): 1 Copper Pouch of bull hair (for Bull's Strength): 1 Copper Pouch of charcoal, crushed (for Neutralize Poison): 1 Copper Pouch of coal, crushed (for Darkness): 1 Copper Pouch of corn extract, powdered (for Rope Trick): 2 Copper Pouch of darts, tiny (for Tasha's Hideous Laughter): 5 Silver Pouch of diamond dust, small (for Nondetection): 50 Gold Pouch of diamond dust, medium (for Restoration): 100 Gold Pouch of diamond dust, large (for Glyph of Warding): 200 Gold Pouch of garlic powder (for Halt Undead): 1 Copper Pouch of ghoul soil (for Ghoul Touch): 1 Gold Pouch of grasshoppers, dead (for Jump): 1 Copper Pouch of graveyard earth (for Detect Undead): 1 Copper Pouch of gum arabic (for Invisibility and Invisibility Sphere): 1 Silver Pouch of herring scales, powdered (for Secret Page): 3 Copper Pouch of horse hair (for Mount): 1 Copper Pouch of iron, powdered (for Enlarge, Flaming Sphere and Reduce): 1 Silver Pouch of iron pyrite (for Leomund's Trap): 5 Copper Pouch of jade dust (for Magic Mouth): 10 Gold Pouch of lime and carbon, powdered (for Greater Magic Weapon): 2 Copper Pouch of mica, chipped (for Shatter): 1 Copper Pouch of mica, powdered (for Glitterdust): 1 Copper Pouch of mirror fragments, glass (for Detect Scrying): 1 Silver Pouch of peas, powdered (for Solid Fog) Pouch of phosphorus, crushed (for Fire Shield, Rainbow Pattern and Wall of Fire): 5 Copper Pouch of quartz, chipped (for Wall of Ice): 1 Silver Pouch of rose petals (for Sleep): 1 Silver Pouch of salt (for Comprehend Languages and Gentle Repose): 1 Copper Pouch of sand, fine (for Sleep): 3 Copper Pouch of snake tongues (for Suggestion): 5 Copper Pouch of soot (for Comprehend Languages): 1 Copper Pouch of special mystic dust (for Leomund's Trap): 50 Gold Pouch of sulfur, crushed (for Fireball, Flaming Sphere and Halt Undead): 2 Copper Pouch of talc (for See Invisibility): 1 Copper Reed (for Water Breathing): Free Roc feather (for Wind Wall): 25 Gold Ruby dust (for Continual Flame): 50 Gold Silk swatch (for Nystul's Magic Aura or Nystul's Undetectable Aura): 1 Copper Silver, powdered, 5 lbs (for Curse Water, Desecrate, Protection from Evil/Good/Law/Chaos and See Invisibility): 25 Gold Skunk cabbage, 1 head (for Stinking Cloud): 1 Copper Small hearing trumpet (for Clairaudience and Detect Scrying): 1 Gold Smoke, 8 oz vial (for Gaseous Form): 1 Copper Snakeskin, with scales (for Sepia Snake Sigil): 2 Copper Spider web (for Web): Free Spiders (garden spiders or other harmless kinds), live, in prepared 8 oz jar (for Spider Climb): 5 Copper Straw (for Water Breathing): Free String, 1 spool (for Unseen Servant): 1 Copper Tallow (for Flaming Sphere): Free Three-colored sand, fine (red, yellow and blue, enough for several castings, for Color Spray): 1 Silver Tiny bell (for Alarm): 1 Copper Turtle shell (for Protection from Arrows): 1 Copper Will o' Wisp essence, 8 oz vial: 5 Gold Wine, common, one pitcher (for Identify): 2 Silver Wine, fine, one bottle (for Identify): 10 Gold Wax, candlewax or sculpting wax, 0.25 lb (for Ghost Sound): 1 Copper
Last edited by The House of Ainsley on Tue Apr 14, 2009 8:33 am; edited 2 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Poisons Tue Apr 14, 2009 8:20 am | |
| Poisons Though outlawed or severely restricted in practically every lawful society, poisons may nonetheless be found and purchased by any sufficiently insightful warlock or assassin. With enough skill in the ways of alchemy or wilderness lore, an enterprising villain may bypass the clandestine merchants of death and debilitation, brewing or harvesting the most horrifying poisons with all the aplomb of a master aleman and his prized lagers.
The value of a poison is derived from a combination of factors, including the rarity of the poison, the damage and degree of lethality, the difficulty to resist the poison and the vector of delivery. The four vectors of delivery are Injury (the poison must be injected into the victim's bloodstream, usually with a poison-coated blade), Ingested (the poison must be swallowed by the victim), Inhaled (the poison is airborne and must be inhaled by the victim) and Contact (the poison need only make direct contact with the victim's skin to take effect). Contact poisons and inhaled poisons are typically more expensive due to both their ease of delivery and the danger which they present to the poisons' brewers. Conversely, ingested poisons are safer for brewers to handle and more troublesome for a poisoner to employ, reducing the prices for such poisons considerably.
The greatest danger of poison lies in its ability to reduce one or more of a creature's Ability scores to zero. The effects of a zero Ability vary; a mental Ability (Intelligence, Wisdom, Charisma) reduced to 0 will result in unconsciousness, crippling stupor, catatonia or madness, Strength or Dexterity reduced to 0 effectively result in complete paralysis, and a zero Constitution results in death.
One dose of any injury poison will typically coat one blade or other sharp object. Once employed thus, the poison remains potent until either the weapon is wiped clean or otherwise removed from the weapon (thus wasting the poison, though it may be salvaged in the hands of a skilled alchemist...) or the weapon inflicts injury, at which point the poison leaves the weapon and is absorbed into the victim's body. Inhaled poisons typically linger in the air for only a few rounds after their release, while ingested poisons usually retain their potency until the poisoned food or drink is consumed. Poisons sealed inside stoppered vials or bottles will retain their potency indefinitely.
Of course, nonliving creatures (such as undead or constructs) and certain magical creatures (such as elementals) are completely immune to poison. Poisonous living creatures are immune to their own poisons; wyvern poison would have no effect on a wyvern, though the wyvern would suffer the effects of any other poison normally.Small centipede poison (Injury, Initial damage: 1d2 Dexterity/Continual damage: 1d2 Dexterity): 90 Gold Oil of Taggit (Ingested, 0/Unconsciousness): 90 Gold Greenblood Oil (Injury, 1 Constitution/1d2 Constitution): 100 Gold Bloodroot (Injury, 0/1d4 Constitution + 1d3 Wisdom): 100 Gold Arsenic (Ingested, 1 Constitution/1d8 Constitution): 120 Gold Black Adder Venom (Injury, 0/1d6 Strength): 120 Gold Blue Whinnis (Injury, 1 Constitution/Unconsciousness): 120 Gold Id Moss (Ingested, 1d4 Intelligence/2d6 Intelligence): 125 Gold Medium-sized Spider Venom (Injury, 1d4 Strength/1d6 Strength): 150 Gold Striped Toadstool (Ingested, 1 Wisdom/2d6 Wisdom + 1d4 Intelligence): 180 Gold Carrion Crawler Brain Juice (Contact, Paralysis/0): 200 Gold Large Scorpion Venom (Injury, 1d6 Strength/1d6 Strength): 200 Gold Giant Wasp Poison (Injury, 1d6 Dexterity/1d6 Dexterity): 210 Gold Lich Dust (Ingested, 2d6 Strength/1d6 Strength): 250 Gold Dark Reaver Powder (Ingested, 2d6 Constitution/1d6 Constitution + 1d6 Strength): 300 Gold Sassone Leaf Residue (Contact, 2d12 Hit Points/1d6 Constitution): 300 Gold Malyss Root Paste (Contact, 1 Dexterity/2d4 Dexterity): 500 Gold Nitharit (Contact, 0/3d6 Constitution): 650 Gold Purple Worm Poison (Injury, 1d6 Strength/1d6 Strength): 700 Gold Terinav Root (Contact, 1d6 Dexterity/2d6 Dexterity): 750 Gold Ungol Dust (Inhaled, 1 Charisma/1d6 Charisma + 1 permanent Charisma): 1,000 Gold Dragon Bile (Contact, 3d6 Strength/0): 1,500 Gold Insanity Mist (Inhaled, 1d4 Wisdom/2d6 Wisdom): 1,500 Gold Deathblade (Injury, 1d6 Constitution/2d6 Constitution): 1,800 Gold Burnt Othur Fumes (Inhaled, 1 permanent Constitution/3d6 Constitution): 2,100 Gold Black Lotus Extract (Contact, 3d6 Constitution/3d6 Constitution): 2,500 Gold Wyvern Poison (Injury, 2d6 Constitution/2d6 Constitution): 3,000 Gold
Last edited by The House of Ainsley on Fri May 08, 2009 3:06 pm; edited 4 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Food, Drinks and Lodging Tue Apr 14, 2009 8:25 am | |
| Food, Drinks and Lodging The prices for lodging are included merely for the sake of completion and should not be purchased during character creation; characters descended from the House of Ainsley will already have all the quarters afforded their birthright (or, in the case of bastards, provided by common charity or a parent's concerns for welfare), and outsiders will have little use for inn rooms in their homelands once they are called away to the cursed heart of Bardosylvania.Ale, 1 gallon: 2 Silver Ale, 1 mug: 4 Copper Banquet (per person): 10 Gold Bread, one loaf: 2 Copper Cheese, one wedge or hunk: 1 Silver Inn lodging, good accommodations, one day: 2 Gold Inn lodging, common accommodations, one day: 5 Silver Inn lodging, poor accommodations, one day: 2 Silver Meals, good quality, one day: 5 Silver Meals, common quality, one day: 3 Silver Meals, poor quality, one day: 1 Silver Meat, one chunk: 3 Silver Wine, common, one pitcher: 2 Silver Wine, fine, one bottle: 10 Gold
Last edited by The House of Ainsley on Fri May 08, 2009 12:51 pm; edited 6 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Special and Magic Items for Karnoz Tue Apr 14, 2009 8:25 am | |
| Special and Magic Items for Karnoz "Raven Murder" Tellen Arcane Spell Scroll: Tenser's Floating Disk (Level 1), Knock (Level 2): 175 Gold Small burlap pouch of Five Finger Grass powder (annoint oneself with the powder to gain Protection from Good and +2 to Dexterity for 1 day): 750 Gold Potion of Spider Climb: 50 Gold Potion of Jump: 50 Gold Potion of Darkvision: 300 Gold Oil of Slipperiness: 900 Gold 50 Crossbow Bolts +1: 850 Gold Bottle of Skunk Water (add to other liquids to render them foul and undrinkable (up to 10,000 cubic feet may be fouled by one bottle of skunk water), or add to other potions to turn them into poison (up to 10 potions may be poisoned by one bottle)): 400 Gold Candle of Unfailing Light (can only be extinguished by whoever lit it or whenever the candle burns out naturally; one candle burns for one hour; Dispel Magic and similar anti-magic work normally): 125 Gold Dust of Absorption (can absorb up to 100 cubic feet of water or acid, turning the liquid to mud instantly): 750 Gold Blacksuit (a thoroughly matte-blackened rogue's outfit; confers +1 to Hide in suitable surroundings): 60 Gold Burglar's outfit (an explorer's outfit with bulk-padded pockets, extra blousing straps, durable cork-soled boots and similar precautions; confers +1 to Move Silently attempts): 60 Gold Stealthsuit (a blacksuit and a burglar's outfit in one; confers +1 bonuses to both Hide and Move Silently, given suitable conditions): 110 Gold
Last edited by The House of Ainsley on Fri Jul 03, 2009 3:28 pm; edited 3 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Special and Magic Items for (Wraith's cleric) Tue Apr 14, 2009 8:25 am | |
| Special and Magic Items for Sylvea Aringerille Blackened human skull goblet, inlaid and sealed with dark silver and engraved with the silver-inlaid sigil of Nerull, rim ringed with bloodstone studs, consecrated (may also be used as an unholy symbol): 150 Gold Chalice of Twilight's Heart (Dark silver chalice, bas reliefed with the sigil of Evening Glory, large garnet embedded in the center of the basin, rimmed with white silver, consecrated (may also be used as a holy/unholy symbol); once per day, may be magically filled with (human or elven) heart's blood with a command word; the blood is genuine (though replicated) and is capable of slaking the blood-thirst of vampires): 500 Gold Staff of the Northern Cross (rowanwood walking staff, functions as a magical quarterstaff +0, once per day may grant a temporary +20 bonus to the bearer's next Intuit Direction check): 250 Gold Everburning Oil (will burn forever if poured into a lantern or other receptacle and may only be extinguished with a command word; if splashed and ignited, may also be extinguished if completely smothered or immersed in water but will otherwise continue to burn forever; woe betide any creature splashed with it...): 200 Gold Oil of Timelessness (anything coated with this oil resists the decay and entropy which comes with time's passage, aging only a day for every year that passes): 150 Gold Incense of Obsession (Cursed item! Any cleric who inhales the incense's vapors during prayer or meditation will become fixated on his or her magic-wielding, casting spells and expending them even when there is little or no need. As with all cursed items, using the incense personally is not advised, although a clever character could find ways to bring its maladorous effects to bear against her enemies...): 200 Gold Ring of Clumsiness (Cursed item! Though it also slows a plummeting wearer as if a Ring of Feather Falling, it reduces the wearer's Dexterity by 4 and inflicts a +20% chance of arcane spell failure; the wearer will not willingly part with the ring unless a Remove Curse spell is applied): 500 Gold Red dragonskin cloak (finely tailored with copper tail trim and heavy gossamer thread, dark red scales with matching velvet interior, small scales suggest that it was harvested from a young red dragon; if wrapped around oneself, grants a Damage Resistance (DR) of 10 versus Fire damage): 750 Gold
Last edited by The House of Ainsley on Fri Jul 03, 2009 3:28 pm; edited 3 times in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Special and Magic Items for (Third Player Character) Tue Apr 14, 2009 8:26 am | |
| (This space has been intentionally left blank...for now.)
Last edited by The House of Ainsley on Fri May 08, 2009 3:09 pm; edited 1 time in total |
|  | | The House of Ainsley Apprentice


Number of posts: 402 Age: 37 Location: Canton, Texas, USA
 | Subject: Equipment - Special and Magic Items for (Fourth Player Character) Tue Apr 14, 2009 8:26 am | |
| (This space has been intentionally left blank...for now.) |
|  | | | | Arms, Armor, Attire and Artifacts | |
|
| Page 1 of 1 |
| | Permissions of this forum: | You cannot reply to topics in this forum
| |
| |
| |
|