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Equipment




Equipment
Equipment & Starting Gold Item Descriptions Weight & Movement
Table: General Equipment
Item Cost
Backpack (30-pound capacity) 5 gp
Barrel 2 gp
Bedroll 0.2 gp
Bell 1 gp
Block and tackle 5 gp
Bottle (wine), glass 2 gp
Candle 0.01 gp
Canvas (sq. yd) 0.1 gp
Case (map or scroll) 1 gp
Chain (10 ft) 30 gp
Chalk, 1 piece 0.05 gp
Chest 2 gp
Crowbar 0.2 gp
Fishing net (25 sq feet) 4 gp
Flask (leather) 0.03 gp
Flint & Steel 1 gp
Garlic, charmed 10 gp
Grappling Hook 1 gp
Hammer 0.5 gp
Holy Symbol, wooden 1 gp
Holy Symbol, silver 25 gp
Holy Water (flask) 25 gp
Ink (1 oz bottle) 1 gp
Ladder (10 ft) 0.05 gp
Lamp (bronze) 0.1 gp
Lantern, bullseye 12 gp
Lantern, hooded 7 gp
Lock 20+ gp
Manacles 15 gp
Mirror (small steel) 20 gp
Musical Instrument 5 gp
Oil (lamp), 1 pint 0.1 gp
Parchment (sheet) 0.2 gp
Pole, 10 ft. 0.2 gp
Pot, iron 0.5 gp
Rations, trail (day) 0.5 gp
Rations, dried (day) 1 gp
Rope, hemp (50 ft) 1 gp
Rope, silk (50 ft) 10 gp
Sack (15 pounds capacity) 1 gp
Sack (30 pounds capacity) 2 gp
Shovel 2 gp
Signal Whistle 0.5 gp
Spellbook (blank) 25 gp
Spike, iron 0.05 gp
Tent 10 gp
Torch 0.01 gp
Waterskin 1 gp
Wolvesbane 0.1 gp

Equipment & Starting Gold

Each character starts with some gold pieces at the beginning of an adventuring career; these are used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below. To make it easier to add up, items of equipment that cost less than a gold piece are shown in fractions of a gold piece, not with the silver piece or copper piece price.

Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.

Item Descriptions

Most of the items are self-explanatory, but extra details are useful for a few of them.

Garlic, charmed: A head of garlic with hexes and blessings on it. Normal garlic has a minor effect on undead, but charmed garlic works much better.

Holy symbol: Often needed for Cleric spells and for turning the undead. In some cases, silver ones work better.

Holy water: Causes damage when thrown on most types of undead creatures and demons. This can be useful, since many of the more-powerful undead and demons can otherwise only be damaged with magical weapons.

Lantern, bullseye: These shine a beam of light 60 feet long but only 10 feet wide, through a hole in the lantern’s metal cylinder. They have a hinged cover, allowing the light to be hidden.

Lantern, hooded: These are normal lanterns open on all sides, with the flame shielded by glass. They shine a 30-foot radius of light in all directions.

Oil, lamp: A pint of oil will keep a lantern (either type) burning for 4 hours. Oil is also highly flammable; a lit flask of oil can be used as a thrown weapon to cause 1d4 points of damage with a successful hit, and 1 more point of damage per round for the next 2 rounds. Burning oil can also be used to create a hazard for pursuing monsters.

Torches: Torches burn for one hour and create a 30-foot radius of light. They are easily blown out by gusts of wind, and may even extinguish when dropped. However, if the party needs to set something on fire quickly – and they will – a lit torch can come in very handy.

Wolfsbane: Fresh wolfsbane will often keep werewolves at bay… temporarily.

Table: Transportation
Type Cost
Cart, Hand 10 gp
Galley, Small (50 rowers) 2,000 gp
Galley, Large (100 rowers) 4,000 gp
Horse, Riding 40 gp
Horse, War 200 gp
Mule 20 gp
Rowboat 20 gp
Wagon 50 gp
Table: Melee Weapons
Weapon Damage Weight Cost
Axe, battle1, 2 1d8 15 5 gp
Axe, hand3 1d6 10 1 gp
Club 1d4 10 0 gp
Dagger 1d4 2 2 gp
Hammer, war 1d4+1 10 1 gp
Lance 2d4+1 15 6 gp
Mace, heavy 1d6+1 10 10 gp
Mace, light 1d4+1 5 4 gp
Spear1, 2, 3 1d6 10 1 gp
Staff 1d6 10 0 gp
Sword, bastard1, 2 1d8 10 20 gp
Sword, long 1d8 10 15 gp
Sword, short 1d6 5 8 gp
Sword, two-handed 1d10 15 30 gp
1 Weapon can be used either one- or two-handed
2 When wielded two-handed, gain +1 damage bonus
3 Can be used as both a melee and a missile weapon
Table: Missile Weapons
Weapon Damage Rate of Fire Range1 Weight (lbs.) Cost
Arrows (20) 1d6 By weapon By weapon 1 2 gp
Axe, hand 1d6 1 10 ft. 5 1 gp
Bolts, heavy (20) 1d6+1 By weapon By weapon 1 2 gp
Bolts, light (20) 1d4+1 By weapon By weapon 1 4 gp
Bow, long See arrows 2 70 ft. 5 60 gp
Bow, short See arrows 2 50 ft. 5 15 gp
Crossbow, heavy See bolts, heavy 1/2 80 ft. 5 20 gp
Crossbow, light See bolts, light 1 60 ft. 5 12 gp
Dart 1d3 3 15 ft. 1 .2 gp (2 sp)
Javelin 1d6 1 20 ft. 5 .5 gp (5 sp)
Sling See stones, sling 1 40 ft. 1 .2 gp (2 sp)
Spear 1d6 1 20 ft. 10 1 gp
Stones, sling (20) 1d4 By weapon By weapon 5 0 gp

1 Shooting or throwing beyond this range is at a –2 penalty to hit. The weapon cannot reach farther than twice this range. Outdoors, these range increments are tripled.

Rate of fire is the number of times that a missile weapon can be fired during a single combat round. Some bows, such as a short bow, can be fired two times during a combat round, while a heavy crossbow can only be fired once in a round and must then be reloaded for a full round before it can be fired again.

Table: Armor
Armor Type Effect on AC Weight1 (lbs.) Cost
Chain mail -4 [+4] 50 75 gp
Leather -2 [+2] 25 5 gp
Plate mail -6 [+6] 70 100 gp
Ring mail -3 [+3] 40 30 gp
Shield -1 [+1] 10 15 gp
1 Magical armor weighs half normal

Weight & Movement

Weight is listed in pounds (lb.). A normal level of miscellaneous equipment (not including armor and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing one tenth of a pound. These are big, heavy coins and gems, but that’s just the way of things in a fantasy world. Coins should clink, and gems should be the size of dice.

Movement

All characters, depending on what sort of armor they’re wearing and what they’re carrying, have a base movement rate as follows:

Table: Base Movement Rate
Weight Carried1 Base
Movement
Rate
Up to 75 pounds plus Carry Modifier, if any 12
76–100 pounds plus Carry Modifier, if any 9
101–150 pounds plus Carry Modifier, if any 6
151–300 pounds (300 pound maximum) plus Carry Modifier, if any 3
1 For example, an adventurer with a Carry Modifier of +10 can carry up to 85 pounds before dropping from a Movement Rate of 12 to a Movement Rate of 9, while a person with a Carry Modifier of -10 would drop to a Movement Rate of 9 even if carrying only 66 pounds of equipment.
Table: Indoor, Underground, and City Movement
Description Speed Results
Walking Base movement rate x 20 ft./turn Mapping and careful observation of the surroundings are possible.
Running Base movement rate x 40 ft./turn No mapping permitted, characters are automatically surprised, and have no chance to surprise others. The sound of running may attract the attention of enemies
Combat Base movement rate in ft./round (for example, 12 ft./round for creature with a movement rate of 12) This may also be interpreted as the distance a participant can move in combat without suffering either free attacks by enemies or the consequences incurred by retreating.
Table: Outdoor Movement
Description Speed Results
Hiking Base movement rate in miles/day No forced march checks required
Forced March Double base movement rate in miles/day Forced march checks required once per day. (4d6 vs. Strength)
Combat Base movement rate in yards/round (for example, 12 yards/round for a creature with a movement rate of 12) This may also be interpreted as the distance a participant can move in combat without suffering either free attacks by enemies or the consequences incurred by retreating.