In Fitz's Campaign...

Coins come in a staggering variety of shapes and designs, but by some freakish coincidence they all conform to the "ten coins to the pound" standard.

For disc-shaped coins, the most common sizes are these shown here.

The coins are each about 3mm (1/8") thick, and a gold coin is about 32mm (roughly 1¼") in diameter.

Money

In OSRIC, coins are heavy. Ten coins weigh one lb. They are also of primary importance when keeping track of character experience, since gold the party recovers is converted to experience at the rate of 1gp = 1xp. (The GM may well wish to reduce the experience point award for gold if large amounts are gained for relatively small risk.) OSRIC prices normally far exceed prices as they were in the real mediæval world. Gold is plentiful and hence of relatively little value. The purpose of this is to allow GMs to place the kinds of treasure mentioned in works of fantasy literature—huge piles of gold, enormous gems and pieces of beautiful jewellery—without destroying the fantasy economy of his or her game.

A fundamental, driving assumption of OSRIC-compatible games is that the player characters are, at least partially, motivated by a desire (or need) for wealth. This need not necessarily be for reasons of greed; a cleric or paladin character, for example, could be driven to acquire money to donate to the poor, or to enable his or her superiors to construct a new church. However this is managed, the mechanics of the game specifically reward the acquisition of money, and so successful players will tend to find an awful lot of it!

Shrewd GMs will usually use all the tools at their disposal to ensure that while a lot of money flows through the players’ hands, other pressures will keep their expenses high. In particular, training costs (see Chapter III) will absorb the majority of the characters’ income during the early levels. If any players are skilled and fortunate enough that their characters survive to higher levels, they will find that the construction and maintenance of a stronghold also creates a great strain on the purse; while creating magic items is more expensive still.

This constant drive for money should serve to motivate the player characters to explore dark dungeons, seek dragons’ hoards and otherwise constantly quest for wealth!

OSRIC games normally use the following conversion rate for currency. Of course, a GM’s specific campaign may change this, but in this case the GM should consider revising the price lists provided in the following section.

1 platinum piece = 5 gold pieces
1 gold piece = 2 electrum pieces
1 gold piece = 10 silver pieces
1 gold piece = 100 copper pieces

Each character begins the game with a certain amount of money to buy initial equipment—how much depends on the character’s class. Clerics and druids receive 30-180gp (3d6 × 10); fighters, rangers and paladins receive 50-200 gp ((3d6+2) × 10); magic users and illusionists receive 20-80gp (2d4 × 10), while thieves and assassins receive 20-120gp (2d6 × 10). Multi-class individuals receive the award for the wealthiest of their classes (thus, a fighter/thief would receive the starting money of a fighter, while a cleric/magic user would receive the starting money of a cleric).

Equipment

The following table shows suggested general equipment prices for a typical campaign. Players should check with their GM whether the prices show below apply in his or her specific campaign.

Item Weight Cost
Ale, pint 1 1 sp
Backpack 10 (empty) 2 gp
Barrel 30 (empty) 2 gp
Bedroll 5 2 sp
Bell 1 gp
Belt 5 sp
Blanket, woollen 2 5 cp
Block and tackle 5 5 gp
Boots, soft 3 1 gp
Boots, heavy 5 2 gp
Bottle (wine), glass 1 2 gp
Box (empty) 15 1 gp
Bracer, leather (archery) 1 8 sp
Caltrops 2 1 gp
Candle, beeswax 1 cp
Canvas (per sq. yd) 1 1 sp
Cauldron and tripod 15 2 gp
Chain (per 10 ft) 10 30 gp
Chalk, piece 1 cp
Chest (empty) 25 2 gp
Cloak 2 3 cp
Crowbar 5 2 gp
Dice, bone, pair 5 sp
Dice, loaded, pair 5 gp
Doublet, linen 1 3 gp
Firewood (per day) 20 1 cp
Fish hook 1 sp
Fishing net (per 25 sq. ft) 1 sp
Flask (leather) 3 cp
Flint and steel 1 gp
Gloves, kidskin, pair ½ 3 gp
Gown, woollen 1 5 cp
Gown, linen 1 3 gp
Gown, silk 1 50+ gp
Grappling hook 4 1 gp
Hammer (tool, not war) 2 5 sp
Holy symbol, silver 1 25 gp
Holy symbol, pewter 1 5 gp
Holy symbol, wooden 1 6 sp
Horse, cart N/A 15 gp
Horse, nag N/A 8 gp
Horse, palfrey N/A 40+ gp
Horse, rouncey N/A 25 gp
Horse, war, heavy N/A 500+ gp
Horse, war, light N/A 200+ gp
Horse, war, medium N/A 350+ gp
Hose 1 gp
Iron spikes, dozen 5 1 gp
Ladder (per 10 ft) 20 5 sp
Lamp (bronze) 1 1 sp
Lantern, bullseye 3 12 gp
Lantern, hooded 2 7 gp
Lock 1 20+ gp
Manacles 2 15 gp
Mirror (small steel) ½ 20 gp
Mirror (small silver) ½ 45 gp
Mule N/A 18 gp
Musical instrument 1+ 5+ gp
Needle and thread 3 cp
Oil (lamp) (per pint) 1 1 sp
Ox N/A 15 gp
Parchment (per sheet) 2 sp
Pin (cloak) 4 sp
Piton ½ 1 sp
Pole (per 10 ft) 8 2 sp
Pony N/A 12 gp
Pot, iron 10 5 sp
Pouch, belt, large 2 (empty) 4 sp
Pouch, belt, small 1 (empty) 2 sp
Quill (pen) 1 sp
Quiver (holds 12 arrows) 1 (empty) 1 gp
Quiver (holds 24 arrows) 2 (empty) 25 sp
Quiver (holds 12 bolts) 1 (empty) 12 sp
Quiver (holds 24 bolts) 2 (empty) 3 gp
Rations, standard (per day) 2 2 gp
Rations, trail (per day) 1 6 gp
Reins, bit and bridle 5 2 gp
Robe, linen 1 3 gp
Robe, silk 1 60+ gp
Rope, hemp (per 50 ft) 10 1 gp
Rope, silk (per 50 ft) 5 10 gp
Sack, small ½ (empty) 9 cp
Sack, large 1 (empty) 15 cp
Saddle and stirrups 20 10 gp
Satchel 5 (empty) 1 gp
Scrollcase, bone ½ 4 gp
Scrollcase, leather ½ 1 gp
Shoes, common 1 5 sp
Shoes, noble 1 30+ gp
Shovel 8 2 gp
Signal whistle 8 sp
Skillet 5 1 gp
Soap (per lb) 1 5 sp
Spell book (blank) 5 25 gp
Tent 20 10 gp
Thieves’ Tools 1 30 gp
Torch 1 1 cp
Tunic, woollen 1 5 cp
Tunic, banqueting 1 10+ gp
Twine, linen (per 100 ft) ½ 8 cp
Vellum (per sheet) 3 sp
Wagon, small N/A 100 gp
Wagon, large N/A 250 gp
Water, holy (per vial) ½ 25 gp
Waterskin (3 pint) 1 (empty) 1 gp
Whetstone ½ 2 cp
Wine, pint 1 5 sp

Weapons

Master Weapon Table

Weapon type Damage vs S or M Damage vs L Encumbrance Cost
Arrows 1d6 1d6 4 (per dozen) 2 gp (per dozen)
Axe, battle 1d8 1d8 7 5 gp
Axe, hand 1d6 1d4 5 1 gp
Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen)
Bolt, light crossbow 1d4+1 1d4+1 2 (per dozen) 2 gp (per dozen)
Club 1d4 1d3 3 2 cp
Dagger 1d4 1d3 1 2 gp
Dart 1d3 1d2 ½ 2 sp
Flail, heavy 1d6+1 2d4 10 3 gp
Flail, light 1d4+1 1d4+1 4 6 gp
Halberd 1d10 2d6 18 9 gp
Hammer, war, heavy 1d6+1 1d6 10 7 gp
Hammer, war, light 1d4+1 1d4 5 1 gp
Javelin* 1d6 1d4 4 5 sp
Lance* 2d4+1 3d6 15 6 gp
Mace, heavy 1d6+1 1d6 10 10 gp
Mace, light 1d4+1 1d4+1 5 4 gp
Morning star 2d4 1d6+1 12 5 gp
Pick, heavy 1d6+1 2d4 10 8 gp
Pick, light 1d4+1 1d4 4 5 gp
Pole arm* 1d6+1 1d10 8 6 gp
Sling bullet 1d4+1 1d6+1 4 (per dozen) 1 gp (per dozen)
Sling stone 1d4 1d4 2 (per dozen) Free
Spear* 1d6 1d8 5 1 gp
Staff 1d6 1d6 5 Free
Sword, claymore/bastard 2d4 2d8 10 25 gp
Sword, broad 2d4 1d6+1 8 10 gp
Sword, long 1d8 1d12 7 15 gp
Sword, scimitar 1d8 1d8 5 15 gp
Sword, short 1d6 1d8 3 8 gp
Sword, two-handed 1d10 3d6 25 30 gp
Trident* 1d6+1 3d4 5 4 gp
* Long-hafted, pointed weapons, such as the spear, lance (when used dismounted), pole arm, or trident, inflict double damage when set to receive a charge and the foe actually charges. The lance inflicts double damage when used by a character riding a charging heavy warhorse or similar animal; if the attacker is mounted on a normal riding or cavalry horse, the damage should be reduced.

Missile Weapon Table

Weapon Type Damage
vs
S or M
Damage
vs L
Rate of Fire
shots/round
Range
-2 to hit per
Range Increment
Encumbrance Cost
Axe, hand 1d6 1d4 1 10 ft 5 1 gp
Bow, long † 1d6 1d6 2 70 ft 12 60 gp
Bow, short † 1d6 1d6 2 50 ft 8 15 gp
Club 1d4 1d3 1 10 ft 3 2 cp
Composite bow, long † 1d6 1d6 2 60 ft 13 100 gp
Composite bow, short † 1d6 1d6 2 50 ft 9 75 gp
Crossbow, heavy* 1d6+1 1d6+1 ½ 60 ft 12 20 gp
Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp
Dagger 1d4 1d4 2 10 ft 1 2 gp
Dart 1d3 1d2 3 15 ft ½ 2 sp
Hammer 1d4+1 1d4 1 10 ft 5 1gp
Javelin 1d6 1d4 1 20 ft 2 5 sp
Sling 1d4+1 or 1d4 1d6+1 or 1d4 1 35 ft ½ 5 sp
Spear 1d6 1d8 1 15 ft 5 1 gp
* Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing.
† Some specially-made bows (sold at special cost if at all—GM’s discretion) permit the user to add his or her strength bonus to damage inflicted with the weapon. Otherwise the strength damage bonus with missile weapons is restricted to hurled weapons (axes, hammers, clubs, darts, javelins and spears).

Armour

Armour Table 1

Armour Type Encumbrance* Max.
Move Rate
Effect on AC**
(base AC 10)
Cost
Banded 35 lbs 90 ft ±6 90 gp
Mail hauberk or byrnie (chain) 30 lbs 90 ft ±5 75 gp
Mail, elfin (chain) 15 lbs 120 ft ±5 Not sold
Leather 15 lbs 120 ft ±2 5 gp
Padded gambeson 10 lbs 90 ft ±2 4 gp
Plate mail 45 lbs 60 ft ±7 400 gp
Full Plate 45 lbs 90 ft ±8 1,200 gp
Ring 35 lbs 90 ft ±3 30 gp
Scale or lamellar 40 lbs 60 ft ±4 45 gp
Shield, large 10 lbs N/A ±1 15 gp
Shield, medium 8 lbs N/A ±1 12 gp
Shield, small 5 lbs N/A ±1 10 gp
Splint 40 lbs 60 ft ±6 80 gp
Studded 20 lbs 90 ft ±3 15 gp
* For non-magic armour. Magic armour adds no encumbrance, and allows a maximum move rate 30 ft faster than that normally allowed in that armour type (up to the wearer's unencumbered maximum). Magic shields weigh as much as normal shields of the same type.
** For Descending Armour Class, the number is subtracted from the base AC of 10, while for Ascending Armour Class it is added.

Armour Table 2

Type of Armour Descending
AC Rating
Ascending
AC Bonus
None 10 +0
Shield only 9 +1
Leather or padded armour 8 +2
Studded leather or ring 7 +3
Scale or lamellar 6 +4
Mail hauberk or byrnie 5 +5
Banded armour 4 +6
Plate-mail 3 +7
Full Plate 2 +8

In Fitz's Campaign...

We use Ascending Armour Class, starting from AC 10 (naked) and rising with armour and/or other protections.

For example, somebody wearing ring-mail (AC +3) would have an armour class of 13. If they also had a DEX of 16 (AC Adjustment +2) they would have an armour class of 15. If they also carry a shield (AC +1) they would have a total armour class of 16.

The AC rating of a character employing a shield is improved by 1, so a character wearing leather armour and carrying a shield would be AC 7[13], while a character with plate armour and shield would be AC 2[18]. Magic armour with a rating of +1 reduces increases AC by 1, +2 reduces increases by 2, and so forth; the principle is that a positive rating for a magic item shows that it is beneficial, but AC is rated on a descending ascending scale whereby the lower higher the figure, the better the protection.

Shields do NOT affect armour class where the target is being attacked from the rear. Likewise, a figure attacked by several opponents may only employ the shield against one (in the case of a small shield), two (in the case of a medium shield) or three (for a large shield) attacks in any one given round; thus AC against multiple opponents will tend to deteriorate.

This table should not be used to extrapolate monster armour types. These are assigned rather than calculated. For example, most hobgoblins are AC 5[15], but this does not mean that the hobgoblin will automatically be wearing chain mail armour worth 75gp! More than likely, the creature is wearing a mishmash of assorted pieces of armour of negligible value, but its armour class is considered to be 5[15] owing to its combat skill and the needs of the game system.

Elfin mail counts as normal (chain) mail except for the purposes of weight calculation and encumbrance. It is rarely sold, but suits are occasionally fashioned by elven master craftsmen as gifts for those who have performed some great service for the elven race. 99% of them are awarded to elves, the majority of the remainder to humans or half-elves. Dwarf-sized or smaller suits are prohibitively rare.

Full plate is optional, and rather anachronistic (and hence not listed on the standard tables). It means the Gothic and Milanese plate of the fifteenth century or later. If full plate is used in a campaign, it should be treated as having an AC modifier of ±8 (i.e. full plate plus shield would be equivalent to AC 1[19]) and a maximum movement rate of 90 ft.

Druids are restricted to armour that does not contain metal. They are permitted leather (optionally studded leather at the GM’s discretion) and shields not bound with metal. A wooden shield bound with rawhide costs the same, and has the same characteristics, as a small shield.

Thieves are restricted to leather or padded armour. Some kindly GMs permit thieves to use studded leather or elfin mail.

Normally, plate gauntlets and helms must be removed before missile weapons such as bows can be employed.