|Equipment & Starting Gold||Item Descriptions||Weight & Movement|
|Backpack (30-pound capacity)||5 gp|
|Block and tackle||5 gp|
|Bottle (wine), glass||2 gp|
|Canvas (sq. yd)||0.1 gp|
|Case (map or scroll)||1 gp|
|Chain (10 ft)||30 gp|
|Chalk, 1 piece||0.05 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|
|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|
|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|
|Signal Whistle||0.5 gp|
|Spellbook (blank)||25 gp|
|Spike, iron||0.05 gp|
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.
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.
|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|
|Axe, battle1, 2||1d8||15||5 gp|
|Axe, hand3||1d6||10||1 gp|
|Hammer, war||1d4+1||10||1 gp|
|Mace, heavy||1d6+1||10||10 gp|
|Mace, light||1d4+1||5||4 gp|
|Spear1, 2, 3||1d6||10||1 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
|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.
|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 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.
All characters, depending on what sort of armor they’re wearing and what they’re carrying, have a base movement rate as follows:
|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.|
|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.|
|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.|