A Silver Economy for Shadowdark

Frank Mitchell

Posted: 2025-04-12
Last Modified: 2025-04-21
Word Count: 1950
Tags: rpg shadowdark

Table of Contents

“A Silver Economy” is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.

This entire discussion replaces the entry for Coin (Shadowdark p 34).

The Silver Standard

In this house rule, one gold crown is worth 100 silvers. Read “The Ecstasy of Gold: Money in RPGs” for the exact reasons why.

gc sp cp
1 gold Guilder (G) = 1 100 1000
1 gold crown (gc) ≈ 1 100 1000
1 silver piece (sp) = 1/100 1 10
1 copper piece (cp) = 1/1000 1/10 1

Silver pieces may be abbreviated s, and copper pieces p.

Naturally this one decision has profound changes throughout the text of Shadowdark and its official supplements. Any use of “gp” in the text should be read as “×10 sp”.

Prices

These charts convert prices for Gear in Shadowdark to the “silver standard”.

Basic Gear

Item Cost (sp) Quantity Per Gear Slot Notes
Arrows (20) 10 1-20
Arrows, Bronze (20) 5 1-20 see Weapons
Arrows, Mithral (20) 400 1-20 see Weapons
Arrows, Stone (20) 2 1-20 see Weapons
Backpack 20 1 first one free to carry
Caltrops (one bag) 5 1
Coin Varies 100 first 100 free to carry
Crossbow bolts (20) 10 1-20
Crowbar 5 1
Flask or bottle 3 1
Flint and steel 5 1
Gem Varies 1-10
Grappling hook 10 1
Iron spikes (10) 10 1-10
Lantern 50 1
Mirror 100 1
Oil, flask 5 1
Pole 5 1
Rations (3) 5 1-3
Rope, 60' 10 1
Torch 5 1

Coins

Type Abbrev. Value (sp)
gold Guilder G 100.00
gold crown gc 100.00
silver piece sp, s 1.00
copper piece cp, p 0.10

Other worlds may use other names, sizes, or metals for coins.

Gems

Gemstone Value (sp)
Pearl 400
Emerald 1200
Ruby 2000
Sapphire 2800
Diamond 3600
Giant gem ×2

Crawling Kit

Items Quantity Gear Slots Total Cost (sp)
Backpack 1 0 20
Flint and steel 1 1 5
Torch 2 2 10
Rations 3 1 5
Iron spikes 10 1 10
Grappling hook 1 1 10
Rope, 60' 1 1 10

Armor

Item Cost (sp) Gear Slots AC Properties
Leather armor 100 1 11 + DEX mod
Chainmail 600 2 13 + DEX mod Disadv on stealth, swim
Plate mail 1300 3 15 No swim, Disadv on stealth
Shield 100 1 +2 Occupies one hand
Mithral (metal armor only) ×4 -1 - No penalty stealth, swim
Bronze1 (metal armor only) ×½ - - -1 AC on Natural 20

Weapons

Weapon Cost Type Range Damage Properties
Bastard sword 100 M C 1d8/1d10 V, 2 slots
Club ½ M C 1d4 W
Crossbow 80 R F 1d6 2H, L, W
Dagger 10 M/R C/N 1d4 F, Th
Greataxe 100 M C 1d8/1d10 V, 2 slots
Greatsword 120 M C 1d12 2H, 2 slots
Hand axe 60 M/R C/N 1d6 Th, Ex
Javelin 5 M/R C/F 1d4 Th
Light hammer 10 M/R C/N 1d4 Th, Ex
Longbow 80 R F 1d8 2H
Longsword 90 M C 1d8
Mace 50 M C 1d6
Macuahuitl 40 M C 1d6 Ex, St
Maul 40 M C 1d10 2H, Ex, U, W
Shortbow 60 R F 1d4 2H
Shortsword 70 M C 1d6
Sledgehammer 50 M C 1d10 2H, Ex, StBk, U
Spear 5 M/R C/N 1d6 Th
Spear, Stone 1 M/R C/N 1d6 St, Th, Ex
Staff 5 M C 1d4 2H, W
War club 70 M C 1d8 Ex, U, W
Warhammer 100 M C 1d10 2H
Bronze1 ×½ - - - Bz, Ex
Mithral2 ×40 - - - Mt, Ex
Silvered3 ×10 - - - Sil, Ex

Bronze (Bz). If an attack using a bronze weapon against iron or steel armor rolls a Natural 1, the weapon breaks.

Extended (Ex). Added to the price list by the author.

Finesse (F). You may use your STR or DEX when attacking with this weapon.

Loading (L). You must forgo moving to reload this weapon.

Mithral (Mt). Has the same effect as a silvered weapon.

Silvered (Sil). Harms some creatures immune to normal weapons.

Stone (St). If an attack using a stone weapon against metal armor rolls a Natural 1 or a Natural 2, the weapon breaks.

Stone-breaker (StBk). Advantage on attacks against stone or metal targets, e.g. walls or golems.

Thrown (Th). You may throw this weapon to make a ranged attack with it using STR or DEX.

Two-handed (2H). You must use this weapon with two hands.

Unbalanced (U). Disadvantage if you attack with this weapon in successive turns.

Versatile (V). You can use this weapon with one or two hands. Use the higher damage die if you’re wielding it with two.

Wood (W) If an attack using a wood weapon against metal armor rolls a Natural 1, the weapon breaks.

Weapon types. Melee weapons (M) strike at arm’s reach, and ranged weapons (R) strike at a distance.

Range. You can use a weapon at close (C), near (N), or far (F) range (see Distances, Shadowdark pg. 85).

Metals and Quality

Dwarf Guilder

A guilder is a gold coin minted by Dwarfs using precise engraving and milling techniques that are hard to counterfeit. The Dwarf kingdoms, source of most new gold in the Known Lands, set the value of a guilder at 100 silvers per guilder.

Gold Crown

A gold crown or other gold coin of human lands lack the technology and care Dwarfs put into a guilder. Thus its value is only approximate, due to the quality of gold, clipping of edges, and random market forces.

Occasionally one will get MORE than the theoretical value due to a shortage of gold or a noble trying to corner the market, but in most cases one won’t quite get 100 sp for each gold coin.

Silver Piece

The silver piece is the basis of the coin-based economy. Even rural districts use equivalent exchange and accounts based on fractions of a silver, although such districts see very little silver. Anything roughly the right weight and apparent composition will be accepted as a silver or fraction thereof.

Silver Halves and Quarters

Some kingdoms and city-states mint small silver coins instead of or in addition to full-sized silver and copper. Peasants simply cut coins into pieces.

A “half”, “quarter”, or “eighth” silver denotes either a full-sized coin cut into pieces or a coin minted with a fraction of the volume (and value). Adventurers should simply add up the fractions under “silver”.

Copper Piece

Generally only city dwellers use copper pieces, since copper in and of itself is not that valuable a metal. A city or kingdom mints copper coins, but they have no value outside the city or kingdom that minted them. Most people will accept coppers anyway, as long as there’s not too many.

Money changers will exchange foreign copper for local copper or silver. It’s not the most lucrative business, but kingdoms require them to exchange all forms of money minted by all extant kingdoms and empires. Underground money changers and some banks simply won’t touch copper.

Copper Halves

Some kingdoms and city-states mint small copper coins for the very poor. Peasants simply cut coins into pieces. Adventurers should simply add up the fractions under “copper”.

While copper coins can be any size, as they have no intrinsic value, municipalities use exact fractions to make estimating value by weight easier.

Optional Rule: Gold Volatility

Because of problems outlined above, gold is worth from (4d6+85)% to (3d6+85)% of its average worth of 100 sp per gp, depending on the honesty of a money changer.

Dwarf merchants grade gold more strictly. If the hoard is not all pristine guilders, expect (2d3+94)% of the theoretical value at best. The same merchants would pay (4d3+88)% of the theoretical worth of assorted baubles of unknown provenance, i.e. dungeon treasure.

Optional Rule: Copper Exchange

Copper from a different kingdom may only be worth (1d6+93)% of its value in silver due to money changing fees.

Optional Rule: Fractional Coins

Tracking only silver coins would simplify tracking money. Per these rules, gold is more of a commodity, and copper would only really matter in certain areas.

If players embrace complexity, however, the GM could introduce fractions and multiples of gold and copper as well. Players would have to include fractions of gold, silver, and copper coins in their inventories.

Item Weight (in Coins) Value (sp)
Coin, double gold 2 200.00
Coin, gold 1 100.00
Coin, silver 1 1.00
Coin, half-silver ½ 0.50
Coin, quarter-silver ¼ 0.25
Coin, double copper 2 0.20
Coin, copper 1 0.10
Coin, half-copper ½ 0.05

For flavor, the GM could give each coin a name, e.g. aureus (2 gp / MM), quinarius aureus (1 gp / M), denarius (1 sp / X), quinarius (½ sp / V), sestertius (¼ sp / IIS), dupondius (2 cp / II), assarius (1 cp / I), and semis (½ cp / S) for a Roman feel.4

Optional Rule: Temples and Banks

The silver standard means more adventurers carrying a Gear Slot (or more) of silver. As a solution we offer banks and temples as institutions worthy of holding onto an adventurer’s money.

See “Realistic Banking in a Fantasy World” for details on the process of depositing and withdrawing money. In brief:

Temples

In ancient times temple money changers also offered consumer accounts, loans, and even investment services. These days they have competition from secular banks, and the quality of their services, never high, have declined. The following temples still offer some of these services.


  1. House rule. Arms and armor made from bronze. ↩︎ ↩︎

  2. House rule. Must be forged from scratch with mithral, using alloys that stand up to stress but do not include iron. ↩︎

  3. House rule. Includes the price of a competent smith to do the plating. ↩︎

  4. See Roman numerals and fractions↩︎