Equipment & Services

Wealth

Successful characters accumulate wealth from the spoils of their adventures. Treasure may take many forms, but money is often the most helpful form of treasure.

Money

Gold pieces (gp) are the most common currency. Coins made of other metals—platinum (pp), electrum (ep), silver (sp), and copper (cp)—are also used. The conversion rates of coins are shown below.

1 pp1 gp1 ep1 sp1 cp
Value in pp11/51/101/501/500
Value in gp511/21/101/100
Value in ep10211/51/50
Value in sp5010511/10
Value in cp50010050101

Starting Money

PCs begin play with 3d6 × 10 gold pieces.

Inheritance

Faced with the possibility of character death, players may wish to create a will for their characters to leave wealth behind for an heir. If the referee allows this, the following stipulations apply:

Domains

When characters have amassed sufficient wealth, they often wish to construct a base or stronghold and possibly find a domain.

See Strongholds for complete rules on building a stronghold and founding a domain.

Equipment

Adventuring Gear

ItemCost (gp)
Backpack5
Crowbar10
Garlic5
Grappling hook25
Hammer (small)2
Holy symbol25
Holy water (vial)25
Iron spikes (12)1
Lantern10
Mirror (hand-sized, steel)5
Oil (1 flask)2
Pole (10’ long, wooden)1
Rations (iron, 7 days)15
Rations (standard, 7 days)5
Rope (50’)1
Sack (large)2
Sack (small)1
Stakes (3) and mallet3
Thieves’ tools25
Tinder box (flint & steel)3
Torches (6)1
Waterskin1
Wine (2 pints)1
Wolfsbane (1 bunch)10

Descriptions

Backpack: A leather bag strapped over the shoulders, requiring no hands. Holds up to 400 coins.

Crowbar: An iron bar, 2–3’ long. They are used for prying open doors, chest lids, etc.

Grappling hook: Made of iron, with 3–4 hooks and a ring to attach a rope.

Hammer: Useful for hammering in iron spikes or tapping stonework.

Holy symbol: Divine spell casters must carry a holy symbol of their deity, often as a pendant around the neck. Each deity has its holy symbol.

Holy water: Water blessed by a holy person, stored in a special vial for religious rituals. Holy water inflicts damage on undead monsters (see Weapon Combat Stats). It loses its power if transferred from the blessed vials it is stored in.

Iron spikes: These may be used for wedging doors open or shut (see Dungeon Adventuring), as an anchor to attach a rope to, and for many other purposes.

Lantern: Shutters allow the light to be hidden and the flame protected. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.

Mirror: Useful for looking around corners or for reflecting a gaze attack.

Oil flask: A flask of oil fuels a lantern for four hours (24 turns). Burning oil can also be used as a weapon:

Pole, 10’: A 2” thick wooden pole is helpful in poking and prodding suspicious items in a dungeon.

Rations, iron: Preserved food for long journeys.

Rations, standard: Fresh, unpreserved food.

Rope: Strong enough to hold three people’s weight and equipment.

Sack, large: Can hold up to 600 coins.

Sack, small: Can hold up to 200 coins.

Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires.

Thieves’ tools: A set of lock-picking tools in a small case.

Tinder box: Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success per round.

Torch: When lit, casts light in a 30’ radius and burns for 1 hour (6 turns). Torches may also be used in combat (see Weapons And Armor).

Waterskin: A leather container that holds up to 2 pints (1 quart) of liquid.

Wolfsbane: This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.

Other Equipment

The items detailed in this section are those most commonly available for purchase. Should PCs wish to purchase items not on these lists, the referee may use the listed items as guidelines for determining the prices and characteristics of new items, including combat statistics (if appropriate).

Weapons And Armor

Weapons

WeaponCost (gp)Weight (Coins)DamageQualities
Battle axe7501d8Melee, Slow, Two-handed
Club3501d4Blunt, Melee
Crossbow30501d6Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed
Dagger3101d4Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe4301d6Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water (vial)25-1d8Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin1201d4Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance51201d6Charge, Melee
Long bow40301d6Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace5301d6Blunt, Melee
Oil (flask), burning2-1d8Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Pole arm71501d10Brace, Melee, Slow, Two-handed
Short bow25301d6Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword7301d6Melee
Silver dagger30101d4Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling2201d4Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear3301d6Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff2401d4Blunt, Melee, Slow, Two-handed
Sword10601d8Melee
Torch1 (for 6)-1d4Melee
Two-handed sword151501d10Melee, Slow, Two-handed
War hammer5301d6Blunt, Melee

Damage: Die rolled when using the optional rule for variable weapon damage (See ***Combat.

Weapon Qualities

Blunt: May be used by clerics.

Brace: Bracing against the ground doubles damage against charging monsters.

Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.

Melee: Close quarters weapon (5’ or less).

Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in parentheses.

Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.

Slow: The character acts last in each combat round (see Combat).

Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.

Two-handed: Requires both hands; the character cannot use a shield.

Ammunition

AmmunitionCost (gp)
Arrows (quiver of 20)5
Crossbow bolts (case of 30)10
Silver tipped arrow (1)5
Sling stonesFree

Armor

ArmorACCost (gp)Weight (Coins)
Leather7 [12]20200
Chainmail5 [14]40400
Plate mail3 [16]60500
Shield+1 bonus10100

Encumbrance (Optional Rule)

If the optional rules for encumbrance are used (see Encumbrance), armor and weapons carried are treated as follows.

Option 1: Basic Encumbrance

Leather armor counts as light armor, chainmail and plate mail count as heavy armor.

Option 2: Detailed Encumbrance

The listed weight of armor and weapons is tracked. The listed weight of missile weapons already includes the weight of the ammunition and its container.

Mounts

Animals of Burden

UnencumberedEncumbered
AnimalCost (gp)Miles per DayMovement RateMax Load (Coins)Miles per DayMovement RateMax Load (Coins)
Camel10030150’ (50’)3,0001575’ (25’)6,000
Horse (draft)401890’ (30’)4,500945’ (15’)9,000
Horse (riding)7548240’ (80’)3,00024120’ (40’)6,000
Horse (war)25024120’ (40’)4,0001260’ (20’)8,000
Mule3024120’ (40’)2,0001260’ (20’)4,000

Camel

Irascible animals that are adapted to live in dry climates. Often used for transportation in deserts.


AC 7 [12], HD 2 (9hp), Att 1 × bite (1), 1 × hoof (1d4), THAC0 18 [+1], MV 150’ (50’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20


Draft Horse

Bred for outstanding strength and endurance. Used to pull vehicles and plows or as beasts of burden.


AC 7 [12], HD 3 (13hp), Att None, THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 6, AL Neutral, XP 35


Mule

Stubborn horse/donkey cross-breeds are used as beasts of burden.


AC 7 [12], HD 2 (9hp), Att 1 × kick (1d4) or 1 × bite (1d3), THAC0 18 [+1], MV 120’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 8, AL Neutral, XP 20


Riding Horse

Lightly built horses adapted to run at high speed. It can survive purely on grass, wherever available.


AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20


War Horse

Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.


AC 7 [12], HD 3 (13hp), Att 2 × hoof (1d6), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35


Tack and Harness

ItemCost (gp)
Barding150
Saddle and bridle25
Saddlebags5

Barding: Armor made of leather and plates of metal. It gives the animal an AC of 5 [14] and weighs 600 coins.

Saddlebags: Hold up to 300 coins in weight.