Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Monday, September 10, 2018

GLOG Wizard - Jellimentalist

Another GLOG class I've been thinking about for quite a while.  Apparently the most exciting classes for me are the ones with pun names.  What can I say?  I'm weak.  This is probably another class that would make a better NPC than PC, since it takes a special kind of person to want to be a Slime Wizard. 

As usual the GLOG is a Goblin Punch invention, and my spells are greatly informed by Coins and Scrolls' various spell lists.  Spells marked with * are pre-existing GLOG spells, though Blubber! Ball and Gelatinous Form have been changed slightly.  It is great fun to make specialist wizard classes.



Jellimentalist


The Jellimentalists, the Ooze Wizards, are another newer school from Booezor, the city of riches... or rather the Oldcity sewers below it. They are by nature recluses and outcasts, even among solitary wizardkind. Their magics make them masters of slime, ooze, mucous, jelly, and acid, and their powers are those of transformation, destruction, and defense. While powerful, their spells will not function unless they keep from drying out, like elementalists. This confines them to the dark, wet, underground spaces where they keep company with the ameboid life they celebrate and emulate.


Perk


Enzymatic Resistance – You have a +3 bonus to saves vs. acidic or enzymatic damage, or the effects of ooze, slime, and jelly creatures.


Drawbacks

Slimeball – You have a disturbing appearance and exhibit constant moistness. -2 to charisma rolls against anyone who isn't also slimy and disgusting.


Friend of Filth – You have great difficulty bringing yourself to destroy a slime, jelly, or ooze creature. Make a charisma save to do so.

Moisturize Me! – You are unable to cast spells if you are dehydrated. You can use the Grease spell on yourself to prevent this effect for [dice] hours.
"HUG IT"


Cantrips


1. Dirty – (at will) – You may leave staining marks wherever you touch on a non- magical object, or pollute water or food.


2. Etch – (at will) – You can scour a small surface with acidic secretions from your fingertip. You can control the width of the line you make, allowing for fine designwork or a scrawled arrow. With practice, you can use this to do detailed etching, but only as fast as well-trained professional could.


3. Luminous Blob – (at will) – You create a softly glowing lump of jelly in any color you like. It is adhesive enough to be attached to any surface, but can be easily unstuck. The lump dimly illuminates a 15' area, and you may only create one at a time.


Spells


*1. Grease – R: 50', T: object, D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.

*2. Gelatinous Form – R: touch, T: self, D: [sum] minutes

Your flesh and clothing become gelatinous. You can squeeze through gaps as small as keyhole with a great deal of effort. You take no damage from bludgeoning weapons for the duration of the spell. Any acid damage you take heals HP instead. Items you are not wearing will be uneffected.


3. Glue – R: touch, T: object, D: [dice] hours
You secrete a powerful adhesive from your hand onto a single object or creature, the next thing that touches the area is affixed for the duration. If you invest 4 or more [dice] the duration is permanent.


4. Gout of Acid – R: 100' jet, T: creature, D: 0
You spray a jet of acidic slime from your palm or mouth that deals 1d6 + [dice] damage each round for [dice] rounds. The acid eats through paper, cloth, and fur in 1 round unless scraped off, leather and wood objects in 2 rounds, metal in 3 rounds, and mineral matter in 4 rounds. It is inefficient for digging through materials. The gout is messy and splashes regularly at close range.

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5. Stone to Ooze – R: 50', T: stone, D: permanent
Stone transforms into ooze or mud in [dice] 10'x10'x10' areas. Creatures standing on newly formed ooze get a dexterity save to avoid sinking in. Sunken creatures save vs. constitution or suffocate.

*6. Blubber! Ball – R: touch, T: point, D: [sum] rounds
A small green sphere of goo appears in your hand and may be thrown at enormous speed, or immediately attached to an object/creature.
Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of exits, the sphere is trapped and begins to bounce around at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.
If the sphere is attached to an object it creates a super-bouncy surface. Weapons fly out of hands, feet bounce wildly off of floors, if you spend 2 [dice] or more you may create two attachable spheres.

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7. Pudding Polymorph Potion Prison – R: touch, T: creature, D: permanent
You make a touch attack against any ooze, slime, or jelly creature which then gets a save vs. spell at – [dice]x2. If the creature fails, it flows into an empty flask (required by the spell) and is transformed into a random potion.

*8. Thicken Air – R: 50', T: [sum]x5 squares 50' high, D: [sum] rounds
Air in an area you select becomes as dense as water. You can still breathe it, but you can also swim in it. Projectiles passing through the area count as moving twice as far for range penalties. Flying creatures entering the area must Save or be stunned for one round. If you invest 3 or more [dice] the spell's duration becomes a year and a day.

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9. Cone of Goo – R: [dice]x10' cone, T: area, D: 0
A huge cone of green-blue goo sprays from your hand. It's as dense as porridge, but tastes like play doh. Creatures inside must save vs. constitution or begin to drown unless they struggle free. Any creatures covered in the thick slime have -2 to attack until they can wash.

10. Acid Rain – R: 200', T: 20' diameter, D: [dice]
All objects in area take [sum]-[dice] acid damage per round for [dice] rounds.

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11. Jelly Baby – R: touch, T: area, D: [dice] hours
You create a 6” tall humanoid shape of living gelatin with proportional strength. Physical attacks do no damage, but force the homunculus to reform in the next round, all other types of damage will destroy it. The baby can read and write and has an effective intelligence of 8.

12. Create Ooze – R: 50', T: area, D: permanent
You permanently create an ooze, slime or jelly creature that obeys one initial command. It will leave you be unless you attack it, but only you. The creature created is determined by the number of dice used: 1 die = grey ooze, 2 dice = gelatinous cube, 3 dice = ocher jelly, 4 dice = black pudding.


Mishaps

1. Magic Dice only return to your pool on a 1-2 for 24 hours.

2. Take 1d6 damage.

3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.

4. You are slimed! You must struggle out from the goo or drown, your attacks are at -2 until you wash.

5. You continuously secrete a fluid that greases your entire body, the effect lasts one whole day. It is difficult to hold anything, walk across very smooth or very uneven surfaces, etc.

6. Everywhere you go the ground below sucks at your feet like mud for three days, your movement is halved, you are always considered flat-footed.


Dooms

1. All secretions from your body become uncontrollably acidic. All of your possessions save vs. acid each round of contact or are destroyed.

2. Your bones become the consistency of soft cartilage or rubber. You can move ¼ of your movement rate but only for your constitution score in rounds. You will probably need assistance for many actions. You are still able to cast spells, but certainly can't attack.

3. You are permanently transformed into an unintelligent slime creature.



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That's it for now, but keep posted, I am quite close to done with another post.  Next time, back to Random Encounters by Terrain... Mountains!

Wednesday, June 27, 2018

Megadungeon: Outline of Minor Dungeon Levels and Features

The Foabeléth Ordirrex, my megadungeon, begins beneath the city of Booezor with six minor dungeons as entrances.  This is a diagram of their levels, features and connections.  Each square on the outline indicates a dungeon map (level one of the sewer is three maps large), each line a connection between maps, and each numbered node a "feature".  Beyond this diagram the minor dungeons eventually connect and continue downward for at least five more levels.
I'd like to fully write up and map the first level of each minor dungeon.  If I can accomplish that I'll see how I feel about the remaining levels, but it isn't exactly my aim to detail this whole megadungeon.  I've got a list of around fifty monsters to be illustrated and stated.





Labrynthyne (3 levels) – a quasi-extradimensional prison structure built to contain magic users. It is filled with creatures that ignore, twist, or feed on magic energies, convicts too dangerous (or hated) to kill, and beings from other planes.
(levels are randomly generated each time it is entered, connections to other areas are random)
1  Astral Passage – permanent connection to the astral plane (lvl 1).
2  The Parasite Ship – an illithid living ship from Quiddath is anchored to this reality here (lvl 2).
3  Nexus – an area of repeatedly folded space, potentially connects to various other points in the megadungeon (lvl 3).


Filth Pits / Refuse Dump (3 levels) – the size of small town and with a population of people to match, the city's dumping grounds have become their own multi-leveled ecosystem and cave complex, eventually meeting the sewers or the twin underground helical rivers.
4  Trash Town – village of monstrous freaks and lepers (lvl 1).
5  The Corpsegrounds – junction of Dump and Tomb, dumping place for bodies of the lowest class citizens (lvl 1).
6  Rusted Reef – an ecology built around the rusted hulks of ancient machinery (lvl 2).
7 Grunglegon the Glutton Wyrm's Lair – the largest and maddest of the Glutton Wyrms makes its home here (lvl 3).
 8  Sludgefalls – junction of Sewer and Dump, empties into Xeeres river which winds down to the underground sea (lvl 3).


Oldcity Sewer System (3 levels) – the functional and nonfunctional sewer systems of several iterations of the city built on top of each other. A huge mess of tunnels and chutes that spans more than twice the length of the city.
9  Sluicedweller Shafts – home to the Fasinaa Sluicedwellers, the descendants of uncivil marsh dwellers whose reactions to outsiders vary (lvl 1).
10 Oldcity Ruins – here the sewer empties through the collapsed and moldering ruins of the oldcity and creates a fetid underground lake (lvl 2).
11 Flooded Halls – junction of Sewer and Tomb, waters from the sewers flood into the tomb passages here, half-filling the halls (lvl 2).
8  Sludgefalls – junction of Sewer and Dump, empties into Xeeres river which winds down to the underground sea (lvl 3).
12 Ekkaslurem the Cistern Wyrm's Lair – the oldest of the Cistern Wyrms and god of the Troggers makes its home here (lvl 3).

Tomb of Mountain's Heart (5 levels) – its earliest parts were dug deep into the heart of the Sculpted Mountain, and the subsequent generational levels were stacked on top of each other one after another as the city grew. It occupies little horizontal space but a great deal of vertical space.
 5  The Corpsegrounds – junction of Dump and Tomb, dumping place for bodies of the lowest class citizens (lvl 1).
13 Necropolis I – the city of the dead frequented by the living mournful (lvl 1).
11 Flooded Halls – junction of Sewer and Tomb, waters from the sewers flood into the tomb passages here, half-filling the halls (lvl 2).
14 Shrine of Ris – a massive silent temple to Ris the goddess of entropy (lvl 2).
16 Sleeping Fossil Veins – junction of Tomb and Mine, the resting place of innumerable ancient creatures, their remains pressed together into undead chimera (lvl 3).
15 Necropolis II – the true city of the dead, only frequented by them (lvl 3).
17 Bone Pentagrammetricon – a great unholy device, a powerful altar for interacting with spirits of the dead (lvl 4).
18 Lich Queen's Throne – one of the elder rulers of Booezor holds her wraith court in the deepest part of the tombs (lvl 5).


Moonmetal Mine (4 levels) – silver IS magic in the “Furthest Lands”, not a currency. Occasionally silver or Moonmetal will rain down from the sky as meteorites. The most closely guarded mine on the lower slopes of Booezor's Sculpted Mountain was once a steady source of the magical metal.
19 Abandoned Shafts – the worked and emptied shafts that bore earlier lodes (lvl 1).
20 The Crystal Gallery – a tremendous crystal-lined cavern (lvl 2).
21 The Overreach (Contested Zone) – junction of Mound and Mine, a battlefield in the war between man and termite (lvl 2).
22 Active Veins – active silver veins (lvl 3).
16 Sleeping Fossil Veins – junction of Tomb and Mine, the resting place of innumerable ancient creatures, their remains pressed together into undead chimera (lvl 3).
23 Corrupted Meteorite – the resting place of an ancient meteorite filled with daemantine, dormant Metal Demons (lvl 4).

Giant Termite Mound (4 levels) – a great nest of giant termites at the base of the sculpted mountain is believed to connect to the deeper parts of the megadungeon.
24 The Sunken Tower – a mage's tower, long fallen into ruin and half swallowed by the mound (lvl 1).
25 Fungus Gardens – vast areas of fungal growth tended by the termites (lvl 2).
21 The Overreach (Contested Zone) – junction of Mound and Mine, a battlefield in the ceaseless war between man and termite (lvl 2).
26 Thliffuthand the Titan's Lair – a colossal beast like a great anteater makes its home here, it is one of the Nine Titans scattered across the continent (lvl 3).
27 Royal Chambers – the primary termite queen's area of the mound (lvl 4).




Friday, June 22, 2018

Megadungeon: Tiers of Booezor with Locations of Note & a Buildings Table

Some information and a diagram dealing with tiers of the magic city of Booezor and its inhabited tiers.  The businesses noted are meant to be a sample of what can be found on each layer, not a complete list of what is there.  Following that is a d100 buildings table for generating neighborhoods and such when needed.


Tiers of the City


I. The Weave, a hanging shantytown and scattered caves hung from the side of the sculpted mountain, difficult to get to, many entrances exist, not considered part of the city proper.
High crime, no Census Objex presence, poor equipment.

The Crusty Cache, weapons and armor warehouse.
Hannah Blanda's Hammocks, a hanging flophouse, cheapest rates in the Cnatka Taer.
The Hanging Garden, a low quality tavern.
Cave of Hours, a low quality tavern and drug den (Hours is the name of the owner).
Mazadam's Heap, general store.
Lidless Yero's Aviary, live birds, and other small animals.


II. Bottomshelf / Beastmile, lower cliff villages each with their own name, difficult to get to, many entrances exist, not considered part of the city proper, and the city's external animal market, a town in itself.
High crime, very low Census Objex presence, poor equipment, excellent creature selection (in Beastmile).

Lolequith's Least Wares, general store.
Stinking Ungents, low quality apothecary.
Coerl Has A Nest, flophouse.
Reechama Thirty Six, low quality lodging.
Gem-Eyes' Rumor House, tavern and gambling den.
Eop's Oddities, general store and curiosity shop.
The Eerie Edge, a low quality tavern and drug den.
Skaskun's Used Arms, used weapons and armor.
Jdgrega's Fighting Animals, livestock.


III. Fruitbasket / Waspnest / the Sprawl, the lowest main level of the city, street after street of markets, shops, residences, taverns, and lodging.
Medium crime, Census Objex presence, standard equipment.

Cup of Chips & the Coinpot Silo, a circular metal building with a diamond motif, the feehouse were duties to the city are paid by every caravan and merchant, and the church-sized squat entryless silo where the fees are stored.
Bustide's Mineral Scrubhouse, baths.
Grebe-chen's Amazing Fruit, specialty and magic fruits.
Arklen's Alchemaestry, apothecary.
The Paper Palace, a brothel.
Lamseda's Layplace, the cheapest and largest flophouse.
Skreefa's Softest Sheets, good quality lodging.
The Purple Cloud, a tavern.
High Sun's Shadow, a low quality tavern.
Ansere's First Sip, a tavern, drug and gambling den.
The Overfull Bowl, a good quality tavern.
Steel Plunjeet, weapons and armor.
Kanzabaa's Marvelous Futures, fortune telling.
 

IV. Secondmarket / Cindiband, the higher classed and more specialized markets and shops are here, fine work can be purchased, the residences are higher, the entertainment more elaborate.
Low crime, Census Objex presence, second tier equipment.

One Fat Bird, a tavern.
An Honest Cup of Sea, a good quality tavern.
Gardens of Djel, good quality lodging.
Amaskein, good quality weapons.
Shining Turtle, good quality armor.
Thirsty Flaskin's Potions, potions, oils, tinctures.
The Sleepy Peeper, good quality lodging, drug den.


V. Lighttown, high class everything, hotels, night life, gambling, street noble culture, everyone wears disposable magic light junk, and revels in public excess.
Low crime, Census Objex presence, third tier equipment.

Neverever Club, a quality tavern, brothel, and gambling house.
The Lighthouse, a quality tavern, brothel, and gambling house.
The Booezor Shiaris, quality lodging.
Silver Star, quality weapons.
Dragon's Head, quality armor.
Seven-Winged Swift, quality lodging, tavern.


VI. Stoneforest, bridge-connected highspires house the super-rich, the mage elite, and their clustered entertainments.
Only high class crime, high Census Objex presence, all equipment

The Candriar Library, a library.
Garma Merilkian's Zoo, park zoo.
Primeris Club, a high quality tavern, brothel, and gambling house.
The Szandikan, high quality lodging.
First Sphere, arena entertainment.


VII. Precious Pillars, the highest and most improbable towers belong to the most venerable Children, some unaligned magi, the ultra-rich (1%), and the oldest wizard houses.
Only high class crime, high Census Objex presence, all equipment.

House Aldabodath, a noble wizard clan.
House Primis, a noble wizard clan.
House Nyremn, a noble wizard clan.
House Gaerabin, a noble wizard clan.


VIII. The Egg, a permanent physical extrusion, made of pure magic, of a vast extradimensional space that serves as the campus of the Children. Truly there is a palace within the space the Egg describes.
No crime, highest Census Objex presence.

House of the Second Lens, an oracular focus device.
The Librariax Ovum, the great library of the Children.
The Azure Palace, high council seat of the Children.







Booezor Buildings Table (d100)

01 Advocate
02-04 Animal Dealer / Breeder
05-06 Apothecary
07-08 Arena Sphere
09-11 Armorer
12 Bakery
13-14 Bookbinder
15-16 Bowyer/Fletcher
17 Brewery
18-20 Brothel
21-22 Butcher
23-24 Chandler
25-26 Component Shop
27 Court
28-29 Curiosity Shop
30-31 Drug Den
32-34 Flophouse
35-36 Fortuneteller
37-38 Furrier
39 Gallery
40-41 Gambling Den
42-44 General Store
45 Glassworks
46-47 Healer
48-50 Hotel
51-52 Jeweler
53-55 Locksmith
56-57 Mall (indoor market)
58-59 Mason
60-61 Moneychanger
62 Muralist / Painter
63-65 Private Residence
66-67 Salon
68 Sanitarium
69-71 Scholar
72-73 Scribe
74 Sculptor
75-76 Shrine
77-79 Storehouse
80-81 Tailor
82-83 Tanner
84-87 Tavern
88-89 Temple
90 Theater
91 Watchtower
92-94 Weaponsmith
95 Weaver
96-98 Winery
99-00 Misc. Entertainment



 I am hard at work on the early minor dungeon levels themselves at this point, so more megadungeon junk to follow.  Till next time.

Wednesday, June 6, 2018

GLOG Wizard - Numismagus

 My first foray into creating a GLOG class, a new wizard school.  Since Skerples made it so easy to do yourself in a recent post I had been thinking about my Numismagi (it's just too good of a word not to be a class).  Tell me what you think, I'll be back to finish off those minor dungeon encounter tables soon.



 
GLOG Wizard - Numismagus

The Numismagi, the Coin Wizards, are a newer school from Booezor, the city of riches. They are by nature nobles and social climbers, most comfortable in a world where money equals power. Their powers function best against other people rather than monsters, and their general level of magical strength is comparable to an Orthodox Wizard.


Perk(s)

Lucky Coin – You start with a lucky coin that is your magical focus, you may never spend it or give it away.
Mo' Money - Containers you personally open contain 1d6x10% more coinage.


Drawback(s)

Insufferable Skinflint – Your love of money is so great that you must make a save to purchase any non-essential item, if you fail you may still purchase the item if you can negotiate at least a 50% discount in price.
Penny for Your Trouble – All your spells consume a coin per MD used if no other cost is mentioned.


Cantrip(s)

1. Conjure Useful Coin – (1/hour) – creates a real copper coin in a local currency, if this is your only coin, it becomes your lucky coin.
2. Sense Cache – (at will) – You can sense large accumulations (100+) of coins within 100'.
3. Numismancy – (at will) – You know the validity, origin, and value of any coin. You are familiar with the face imagery of all known coins.


Spells

1. Glittering GlamourR: 0, T: self, D: [dice] hours
The caster's appearance grows in opulence, and gains +2x[dice] bonus to saves vs Domination, Charm, or Fear effects. The caster appears as a person of a higher social station, and inspires fear in those of a lower caste.
2. Speaking Coin – R: touch, T: one gold coin, D: [dice] hours
The caster breaks a gold coin into the two face halves. Sounds within 10' of the tails side can be heard by the holder of the heads side and vice versa. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
3. Light – R: touch, T: object or creature, D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the color of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
4. Coin Toss – R: 200', T: creature, D: 0
You flip a coin and call the result, if your face comes up the target takes [sum] damage and saves vs. dexterity or is stunned for one round, if your face does not come up you and the target each take one damage. You may flip the coin again and act as if the spell is cast with one fewer MD until you have no MD left.
5. Command Coins – R: 30’, T: [sum]x100 coins, D: [dice] hours
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.
6. Scrying Coins – R: touch, T: coins, D: 10 minutes
Ask [dice] number of questions of a handful of strewn coins. Older and more valuable coins have more amassed knowledge. Using more coins can also be helpful
7. Charm Person – R: 50', T: person, D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
8. Knock – R: 50', T: [dice] objects, D: 0
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
9. Coin Cloak – R: touch, T: person, D: 10 minutes
Creates a scaled cloak of glittering golden coins. Reduce all physical damage the target takes by [dice]x2. The target cannot swim, jump, or run.
10. Coin of Fortune – R: touch, T: coins, D: [dice] hours
You create [dice] magic coins, each can be flipped once by the bearer for advantage on any roll.

11. Gold Piece Rain – R: 200', T: 20’ diameter, D: 0
Does [sum] damage. As fireball except that the caster flips a coin into the air, which becomes a rain of giant glowing coins that disappear on impact, and the damage is all crushing damage. Doesn't work in places with low ceilings (less than 100').
12. Coin Collector – R: touch, T: creature, D: [dice] hours
The target is transformed into a gold coin whose face side bears their likeness. Unwilling targets save vs. spells with a penalty of -2 for each MD invested after the first. If you invest 4 [dice] or more into this spell, you may have the duration become permanent.


Mishaps
1. Magic Dice only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Your money spills from its various containers on your person, 1-30% is lost.
5. You have a sudden compulsion for reckless gambling that lasts three sleepless days.
6. All your money-making endeavors fail for one week.


Dooms

1. Lose all your current money, both stored and on hand.
2. You become the target of a dedicated guild of expert thieves. Every time you make money, they seem to find out immediately and rob you blind at the next opportunity.
3. Your lucky coin tarnishes black, you cannot Conjure Useful Coin. Any money you acquire crumbles to dust.



Tuesday, May 29, 2018

Currency Exchange and Equipment Tables

 Nearly done with several more minor dungeon encounter tables (the Giant Termite Mound and the Labrynthyne), but in the meantime here's some information on money and equipment. 

Currency Exchange & Equipment Tables


Currency
CR
SB
GP
DC
Copper Rings
1
1/10
1/100
1/1,000
Steel Bars
10
1
1/10
1/100
Gold Pieces
100
10
1
1/10
Diamond Chips
1,000
100
10
1





= available in Secondmarket tier and above.
= available in Lighttown tier and above.
Weapon
Cost
Weapon
Cost
Item
Cost
Arrows
1 gp
Hammer, Light
2 gp
Sling
1 sb
Arrows, Fine
10 gp
Handaxe
5 gp
Sword, Bastard
35 gp
Ax, Throwing
8 gp
Javelin
5 sb
Sword, Short
10 gp
Battleaxe
10 gp
Kama
2 gp
Sword, Two-Bladed †
100 gp
Blowgun
10 gp
Kukri
8 gp
Trident
5 gp
Bolts, Crossbow †
1 gp
Lance, Heavy
10 gp
Warhammer
15 gp
Bolts, Repeating Crossbow †
1 gp
Lance, Light
6 gp
Whip
2 gp
Bullets, Sling
1 sb
Longbow
50 gp
Armor
Cost
Chain, Spiked
20 gp
Longspear
5 gp
Banded Mail
250 gp
Club
1 sb
Longsword
15 gp
Breastplate
400 gp
Crossbow, Hand
150 gp
Mace, Heavy
12 gp
Buckler
15 gp
Crossbow, Heavy †
60 gp
Mace, Light
5 gp
Chain Shirt
100 gp
Crossbow, Light †
35 gp
Maul
10 gp
Chainmail
150 gp
Crossbow, Repeating †
300 gp
Morningstar
15 gp
Full Plate †
1500gp
Dagger
2 gp
Net
1 gp
Half Plate †
750 gp
Dart
5 cr
Nunchaku †
2 gp
Hide Armor
10 gp
Falchion
75 gp
Pick, Heavy
5 gp
Leather Armor
10 gp
Flail, Heavy
15 gp
Pick, Light
2 gp
Padded Armor
5 gp
Flail, Light
8 gp
Quarterstaff
2 sb
Scale Mail
50 gp
Gauntlet
2 gp
Ranseur
10 gp
Shield, Large
12 gp
Gauntlet, Spiked
5 gp
Rapier
25 gp
Shield, Small
6 gp
Glaive
20 gp
Sap
1 gp
Shield, Tower
30 gp
Greatax
30 gp
Scimitar
25 gp
Splint Mail
200 gp
Greatclub
2 sb
Scythe
18 gp
Studded Leather
30 gp
Greatsword
50 gp
Shortbow
25 gp




Guisarme
9 gp
Shortspear
1 gp




Halberd
20 gp
Shuriken †
1 gp




Halfspear
1 gp
Siangham
3 gp




Hammer, Hooked
20 gp
Sickle
2 gp








Item
Cost
Item
Cost
Item
Cost
Abacus
2 gp
Fishing Tackle
1 gp
Pouch
5 sb
Acid †
25 gp
Flask / Tankard
2 cr
Quiver
1 gp
Antitoxin
50 gp
Grapple
2 gp
Ram, Portable
4 gp
Arcane Focus
20 gp
Hammer
1 gp
Rations
5 sb
Backpack
2 gp
Hammer, Sledge
2 gp
Rations (fine)
1 gp
Ball Bearings †
1 gp
Healer's Kit
5 gp
Robes
1 gp
Barrel
2 gp
Holy Symbol
5 gp
Rope, Hemp
1 gp
Basket
4 sb
Holy Water / Air / Dust / etc. †
30 gp
Rope, Silk
10 gp
Bedroll
1 gp
Hourglass †
25 gp
Sack
1 sr
Bell
1 gp
Hunting Trap
5 gp
Scale, Merchant's
5 gp
Blanket
5 sb
Ink
10 gp
Sealing Wax
5 sb
Block & Tackle
1 gp
Ink Pen
2 cr
Shovel
2 gp
Book (poor)
10 gp
Jug / Pitcher
2 cr
Signal Whistle
5 cr
Book †
25 gp
Ladder
1 sb
Signet Ring †
5 gp
Book (fine) †
100 gp
Lamp
5 sb
Soap †
2 cr
Bottle, Glass
2 gp
Lantern, Bullseye
12 gp
Spellbook
50 gp
Bucket
5 cr
Lantern, Hooded
7 gp
Spikes, Iron
1 gp
Caltrops
1 gp
Lock
10 gp
Spyglass †
1000gp
Candle
1 cr
Lock, Fine †
50 gp
Tent (single)
1 gp
Case, Bolt
1 gp
Magnifying Glass †
100 gp
Tent (double)
2 gp
Case, Scroll
1 gp
Manacles
2 gp
Tent (party)
10 gp
Chain
5 gp
Mess Kit
2 sb
Tinderbox
5 sb
Chalk
1 cr
Mirror, Steel
5 gp
Torch
1 cr
Chest
5 gp
Mirror, Glass †
30 gp
Vial
1 gp
Chest (fine) †
50 gp
Oil
1 sb
Waterskin
2 sb
Climber's Kit
25 gp
Paper †
2 sb
Whetstone
1 cr
Clothing, Common
5 sb
Parchment
1 sp
Marbles
5 sb
Clothing, Costume †
5 gp
Perfume †
5 gp
Alchemic Lab †
1000gp
Clothing, Fine †
15 gp
Pheremone
50 gp
Sewing Needle
5 sb
Clothing, Lighttown
75 gp
Pick, Miner's
2 gp
Thieves' Tools
75 gp
Clothing, Noble
200 gp
Piton
5 cr
Musical Instrument, Simple
20 gp
Clothing, Traveler's
2 gp
Poison, Common
100 gp
Musical Instrument, Complex †
100 gp
Component Pouch
25 gp
Poison, Rare †
400 gp




Crowbar
2 gp
Pole, 10'
5 cr




Druidic Focus
10 gp
Pot, Iron
2 gp






Animal/Food
Cost
Animal/Food
Cost
Drug
Cost
Axebeak
45 gp
Salt
1 sb
Pafossfas – smokeable lichen
6 sb
Diprotodon
20 gp
Spice, Common
1 gp
Cosabasira – standard herbage
4 sb
Antelope
10 gp
Spice, Fine
3 gp
Gradt – poor herbage.
2 sb
Shardleeches, Shelled
1 sb
Spice, Rare
15 gp
Fomic Fuzz – excellent herbage
1 gp
Fireflies, Yellow
2 sb
Monitor Lizard
7 sb
Evers Cubes – smokeable resin, time dialation
25 sb
Fireflies, Red
3 gp
Gliding Squirrel
1 gp
Black Monkey Pluzst – syrup
12 sb
Fireflies, UV
25 gp
Wallaby
1 gp
Reptilian/Mammalian/Avian Steroids – liquid steroids, injected or ingested
5 gp
Ghostflies
50 gp
Fruit Bat
5 cp
Hurts – dark blue 2.5”+ splinters
15 sb
Kereza Antelope
1o gp
Emu
7 gp
Mondur Succor – nasal goo, weak hallucinogen, pain killer
7 sb
Chancas Elk
20 gp
Iguana
2 sn
Star Straw – hollow reed with dried larva inside, smoked. strong hallucinogen for 30 min
15 sb
Biniki Antelope
12 gp
Honeycomb
5 gp
Jibabba – awful tasting stimulant gum
5 sb
Moa
35 gp
Indricotherium
400 gp
Pline – powder of inhaled moth wing scales, visual and auditory distortions, pleasure
2 gp
Crocodile
20 gp
Fish, Fresh
2 gp
Ig Scab – hardened blood of the flesh city Ig, dissolves in saliva
1 gp
Lobo Worm
15 gp
Fish, Rare
10 gp
Lower Tea – foot bath
9 sb
Loppett
2 gp
Fish, Dried 5 sb




Crenchie
5 gp
Hensnake
5 cr




Parrot
12 gp
Ash Elk
40 gp




Babirusa
6 gp