Currency
The primary currency in this world is the rupee. Each rupee is equivalent to 1 gold piece in a normal game of D&D. Silver pieces are equivalent to a rupee sliver and 10 slivers make a full rupee. Copper pieces are equivalent to a rupee shard and 10 shards make a sliver. The color of rupees each have their own unique amounts, as noted here.
Black (Rupoor) - -10 Rupees
Green - 1 Rupee
Blue - 5 Rupees
Yellow - 10 Rupees
Red - 20 Rupees
Purple - 50 Rupees
Orange - 100 Rupees
Silver - 200 Rupees
Gold - 300 Rupees
Black (Rupoor) - -10 Rupees
Green - 1 Rupee
Blue - 5 Rupees
Yellow - 10 Rupees
Red - 20 Rupees
Purple - 50 Rupees
Orange - 100 Rupees
Silver - 200 Rupees
Gold - 300 Rupees
Gemstones
In addition to the rupee there are also precious gemstones and minerals that have specific rupee values. These can often be mined deep underground.
Zoanite - 6
Amber - 60
Opal - 120
Luminous Stone - 140
Topaz - 360
Ruby - 420
Sapphire - 520
Star Fragment - 600
Mystery Jade - 1,000
Diamond - 1,000
Aquanine - 20,000
Azurine - 20,000
Crimsonine - 20,000
Zoanite - 6
Amber - 60
Opal - 120
Luminous Stone - 140
Topaz - 360
Ruby - 420
Sapphire - 520
Star Fragment - 600
Mystery Jade - 1,000
Diamond - 1,000
Aquanine - 20,000
Azurine - 20,000
Crimsonine - 20,000
Minor Treasures
Enhancement and restorative treasures are also found within the world, granting temporary bonuses or healing to those that are brave enough to explore.
Big Hourglass. Within the next 10 minutes you may immediately take a single extra turn. This may happen at the end of any other character’s turn.
Big Magic Jar. Restore a spell slot up to half your level, rounded up. You may also use this item to restore a charge of a class feature that would normally restore itself after a short or long rest (such as Wildshape, Bardic Inspiration, Rage, etc.)
Force Gem. These small gems of power can be found most everywhere and can be used to transform mundane weapons and armor into magical equipment. By consuming 1,000 force gems a single piece of gear becomes a +1 magical item of the same kind and gaining 1 minor property.
Guardian Acorn. Gain resistance to all damage for a number of rounds equal to the next 1d4 + your Presence modifier.
Heart. Restore 1d4 hit points.
Hourglass. Within the next 10 minutes you may choose to take a single extra action.
Magic Jar. Restore a spell slot up to one forth your level, rounded up. You may also use this bottle to restore a charge of a class feature that would normally restore itself after a short rest (such as Warlock spell slots, Maneuver Dice, etc.)
Piece of Power. You may roll damage twice and take the better die rolls for a number of rounds equal to the next 1d4 + your Presence modifier.
Secret Medicine. This medicine works as a Potion of Healing. If you are reduced to 0 hit points or fewer you may use this item as a reaction after the damage has been taken from the triggering attack.
Big Hourglass. Within the next 10 minutes you may immediately take a single extra turn. This may happen at the end of any other character’s turn.
Big Magic Jar. Restore a spell slot up to half your level, rounded up. You may also use this item to restore a charge of a class feature that would normally restore itself after a short or long rest (such as Wildshape, Bardic Inspiration, Rage, etc.)
Force Gem. These small gems of power can be found most everywhere and can be used to transform mundane weapons and armor into magical equipment. By consuming 1,000 force gems a single piece of gear becomes a +1 magical item of the same kind and gaining 1 minor property.
Guardian Acorn. Gain resistance to all damage for a number of rounds equal to the next 1d4 + your Presence modifier.
Heart. Restore 1d4 hit points.
Hourglass. Within the next 10 minutes you may choose to take a single extra action.
Magic Jar. Restore a spell slot up to one forth your level, rounded up. You may also use this bottle to restore a charge of a class feature that would normally restore itself after a short rest (such as Warlock spell slots, Maneuver Dice, etc.)
Piece of Power. You may roll damage twice and take the better die rolls for a number of rounds equal to the next 1d4 + your Presence modifier.
Secret Medicine. This medicine works as a Potion of Healing. If you are reduced to 0 hit points or fewer you may use this item as a reaction after the damage has been taken from the triggering attack.
Mounts
While the primary mount is the horse there are also quite a few other types of animals that can be ridden, as outlined in the following chart.
Mount |
Cost |
Speed |
Capacity |
Aerocuda |
500 rupees |
Fly 60ft. |
400 lbs. |
Bear (Winged) |
200 rupees |
40 ft. |
710 lbs. |
Bullbo |
75 rupees |
60 ft. |
320 lbs. |
Dodongo |
200 rupees |
25 ft. |
1,180 lbs. |
Kangaroo |
200 rupees |
30 ft. |
225 lbs. |
Kargarok |
200 rupees |
Fly 40ft. |
200 lbs. |
Loftwing |
500 rupees |
Fly 60ft. |
480 lbs. |
Sand Seal |
50 rupees |
20 ft. |
320 lbs. |