The Marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.

For an adventurer, the availability of armor, weapons, backpacks, rape, and similar goods is of paramount importance since proper equipment can mean the difference between life and death in a dungeon or the unclaimed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Dungeons and Dragons present.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. In this campaign your character will always start with the given set of equipment that your background and class might give you.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor’s adventurous footsteps.

In the Campaign we will be using the Equipment option instead of gold.  If there is something additional you believe that your character would have then bring that to the DM.  Swapping some of the packs or kits is also an option if it makes sense for your character.

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement if you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Gems, jewelry, and Art Objects. These items retain their full value in the marketplace, and you can trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods – bars of iron, bags of salt, livestock, and so on – retain their full value in the market and can be used as currency.

Monster Part Harvesting. Harvesting is the act of salvaging useful parts of a dead creature for personal use and profit.  It can be time consuming, dirty, messy, and weigh a lot depending on the creature.  But it can also be as lucrative as pillaging a small ruin.  See the section under Adventuring for more details.

Armor and Shields

In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense.

For example:

A burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe.

Using this variant, when adventurers find armor, clothing. and similar items that are made to be worn, they might need to visit an armor smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll d4 x 10 or determine the increase in cost based on the extent of the alterations required.

Common Material Components Costs

Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment” in the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.

The Campaign rule is that the component pouch or arcane focus will only replace components up to a 10gp value.  Any exotic material will have to always be purchased or manually collected.

An example of an exotic material would be Dragon Scales, or Umber Hulk blood.

When the spell gives the specific cost, then that is the cost that will be used, otherwise the characters will need to collect the proper components.

Component Cost Table

Adamantine, small piece500 gp
Adder’s stomach8 gp
Agate10 gp to 1,000 gp
Alum soaked in vinegar5 cp
Amber, Glass, or Crystal Rod20 gp
Artistic Representation of Caster5 gp
Artistic Representation of Target100 gp per hit die
Ash5 cp
Ashes of Mistletoe and Spruce5 sp
Bell (tiny)1 gp
Bitumen (a drop)5 cp
Black Onyx Stone150 gp
Black Pearl (as crushed powder)500 gp
Black Silk Square2 gp
Brimstone1 sp per arrow or bolt
Bull Hairs5 sp
Butter2 sp
Caterpillar Cocoon5 gp
Chalks and Inks infused with precious gems50 gp
Charcoal, Incense, and Herb mixture10 gp
Chrysolite powder50 gp
Clay1 sp
Clay Model of a Ziggurat5 gp
Clay Pot of Brackish Water1 gp
Clay Pot of Grave Dirt4 gp
Cloak, miniature1 gp
Cloth wad2 cp
Cloth, Tiny white strip2 cp
Club5 sp
Coal1 gp
Colored Sand (red, yellow, and blue)10 gp
Copper Wire1 sp per foot
Cork2 cp
Corn, powdered5 cp
Cricket5 cp
Crystal Bead5 sp
Crystal Hemisphere120 gp
Crystal or Glass Cone25 gp
Crystal Sphere, small20 gp
Crystal Vial of phosphorescent material20 gp
Cured Leather1 sp
Distilled Spirits5 cp
Divinatory Tools100 gp
Dried Carrot5 cp
Engraving of Symbol of the Outer Planes500 gp
Exquisite Chest, 3′ x 2′ x 2′, made of rare materials5,000 gp
Exquisite Chest, tiny replica50 gp
Eyelash in gum Arabic5 gp
Fan, tiny5 sp
Feather1 sp
Feather of hummingbird2 gp
Feather of owl5 sp
Feather, exotic3 gp
Feather, white1 sp
Feldspar1 sp
Firefly1 sp
Fish Tail5 cp
Fleece5 cp
Focus1,000 gp
Food morsel1 cp
Forked Metal Rod250 gp
Forked Twig1 sp
Fur3 sp
Fur of Bat2 gp
Fur of Bloodhound1 gp
Fur, Wrapped in Cloth5 sp
Gauze1 sp
Gem or another ornamental container500 gp
Gem-Encrusted Bowl1,000 gp
Giant Slug Bile250 gp
Gilded Acorn200 gp
Gilded Flower300 gp
Gilded Skull300 gp
Glass Eye100 gp
Glass or Crystal Bead1 sp
Glowworm1 gp
Gold-Inlaid Vial400 gp
Golden Reliquary500 gp
Golden Wire2 gp per foot
Granite5 sp
Grasshopper’s Hind Leg1 sp
Graveyard Dirt (just a pinch)3 gp
Guano1 sp per ounce
Gum Arabic5 sp
Gum Arabic Hemisphere1 gp
Hand Mirror15 gp
Hen’s Heart1 gp
Herbs, Oils, and Incense mixture1,000 gp
Holly Berry1 sp
Honey drop1 sp per ounce
Honeycomb1 gp
Hot Pepper1 sp
Ink5 gp
Ink, Lead-based10 gp
Iron2 cp
Iron Blade2 gp
Iron filings or powder2 cp
Ivory Portal (miniature)5 gp
Ivory Strips50 gp
Jacinth1,000 gp
Jade Circlet1,500 gp
Jewel-Encrusted Dagger1,000 gp
Jeweled Horn100 gp
Kernels of Grain2 cp
Lead, a thin sheet6 cp
Leather Loop5 sp
Leather strap, bound around arm or similar appendage5 sp
Legume Seed1 sp
Licorice Root Shaving1 sp
Lime1 sp per pound
Lockbox of Ornate Stone and Metal400 gp
Lodestone10 gp
Magnifying Glass100 gp
Makeup1 gp
Mandrake Root1 gp
Marked Sticks or Bones25 gp
Mercury5 gp per ounce
Mistletoe1 sp
Mistletoe sprig1 sp
Molasses (a drop)1 sp
Moonseeds20 gp
Oil1 sp per ounce
Oils and Unguents1,000 gp
Ointment for the Eyes25 gp
Opaque Glass5 sp
Pearl100 gp
Petrified Eye of Newt15 gp
Phosphorescent Moss1 gp
Phosphorus1 gp
Pickled Octopus Tentacle8 gp
Pitch, a drop5 cp
Platinum Rings, two50 gp each
Platinum Sword, miniature, with grip and pommel of copper and zinc250 gp
Platinum-Inlaid Vial400 gp
Polished Marble Stone5 gp
Pork Rind or other fat2 cp
Prayer Wheel10 gp
Quartz1 sp
Quill plucked from a sleeping bird50 gp
Quiver, with at least one piece of ammunition1 gp
Red Dragon’s Scale200 gp
Reliquary containing a Sacred Relic1,000 gp
Rhubarb Leaf, powdered1 gp
Rock Chip, white1 sp
Rose petals1 sp per ounce
Ruby Vial600 gp
Sacrificial Offering appropriate to deity25 gp
Salt1 sp per ounce
Sand5 cp per pound
Sapphire1,000 gp
Sesame Seeds1 gp per ounce
Silk Square2 gp
Silver Bar, ornately carved100 gp
Silver Cage, Tiny100 gp
Silver Mirror, small5 gp
Silver Rod10 gp
Silver Spoon, tiny5 gp
Silver Whistle5 gp
Skunk Cabbage Leaves1 sp
Snakeskin glove5 gp
Soil mixture in a small bag5 cp
Spheres of glass, crystal, or mineral2 gp
Sponge2 sp
Statue of the caster, carved from ivory and decorated with gems1,500 gp
Stem of a Thorny Plant5 gp
Sugar3 sp per ounce
Sulfur1 sp
Sumac Leaf1 gp
Sunburst Pendant100 gp
Sunstone20 gp
Sweet Oil, a drop1 gp per ounce
Talcum powder5 sp per pound
Tallow3 sp per pound
Tarts15 cp
Thorns1 sp per dozen
Thread1 sp per spool
Tuft of Fur1 sp
Twig from a tree that has been struck by lightning25 gp
Umber Hulk Blood80 gp
Undead Eyeball, Encased in Gem150 gp
Vessel to contain a Medium-sized creature2,000 gp
Wire of fine silver1 gp per foot
Wychwood5 gp
Yew Leaf1 gp

Poor Quality of Equipment

When equipment is found either lying in a dusty tomb or off the warm body of a dead bandit, there is also an assumed condition, but there can be variances.  If not magical, that sword in the tomb will probably not last long unless store properly, and that leather armor that the bandit wore is most likely ratty.  Most of the time, we do not care the actual condition unless it is in a less than good shape.

Armor: When armor is in poor condition, its usability is limited, and will not usually survive the next combat.  The armor will start off with a lower AC than it would have if in good shape.  That AC will be one or more less than normal. The exact amount will be determined by the DM based off the condition.  Any hit on the armor that is a natural 20 causes the armor to have a complete failure.  The wearer of that armor still is burdened by the weight and disadvantages, but it no longer provided any defense.

Missiles: Arrows and bolts get shared around regularly, but not all are made equal.  The limitations of a poorly made missile is that it only can be fired in the normal range and automatically misses at long range.  Missiles also critical miss on a one or two and are in capable of critical hits.

Weapons: Handling a poor weapon against a competent opponent is a recipe for disaster.  Any roll of a natural one two, or 20 causes the weapon to break and be useless. On a 20, the critical hit is still valid, but it breaks immediately on impact.

Homebrew Equipment

While the Player’s Handbook is complete in what it makes available, there is always the need for a few other things that would be good to have.

Enchanted Vial

Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.

An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.

Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.

This tool can be used a maximum of five times afterwards it disintegrates into powder.  At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.

Harvesting Kit

This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bone saw, two glass vials, punches of salt, and tweezers.  Proficiency with this kit allows you to add your proficiency bonus to nay check made to harvest a creature.

Healing Pill

You regain 1d4 hit points when you swallow this pill.  If more than one is swallowed, then all after the first do 1d4 damage instead.

Spirit Paper

Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.

Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done

using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.

Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.

Each Spirit paper can only be used once.

Special Tools Price Table

Enchanted Vial3gp
Harvesting Kit30gp7lbs
Healing Pill10gp
Spirit Paper10gp