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 pp | 1 gp | 1 ep | 1 sp | 1 cp | |
---|---|---|---|---|---|
Value in pp | 1 | 1/5 | 1/10 | 1/50 | 1/500 |
Value in gp | 5 | 1 | 1/2 | 1/10 | 1/100 |
Value in ep | 10 | 2 | 1 | 1/5 | 1/50 |
Value in sp | 50 | 10 | 5 | 1 | 1/10 |
Value in cp | 500 | 100 | 50 | 10 | 1 |
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:
- Tax: Any treasure left as an inheritance will be taxed at 10%.
- Heir: The heir must be a newly created character of 1st level.
- Once only: Inheritance may only be left once by each player.
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: Items most commonly available for purchase.
- Weapons and Armor: Weapons and Armor, cost and stats.
Adventuring Gear
Item | Cost (gp) |
---|---|
Backpack | 5 |
Crowbar | 10 |
Garlic | 5 |
Grappling hook | 25 |
Hammer (small) | 2 |
Holy symbol | 25 |
Holy water (vial) | 25 |
Iron spikes (12) | 1 |
Lantern | 10 |
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 mallet | 3 |
Thieves’ tools | 25 |
Tinder box (flint & steel) | 3 |
Torches (6) | 1 |
Waterskin | 1 |
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:
- Throwing: A flask of oil may be thrown (see Weapons And Armor).
- Pools: A flask of oil is sufficient for a 3’ diameter pool. If lit, it burns for 1 turn. Creatures passing through the flames suffer 1d8 damage.
- Immunity: Monsters with a fire attack (e.g., flaming breath) are not harmed by burning oil.
- Lighting: Oil only causes damage if set on fire (e.g., touched with a burning torch).
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
Weapon | Cost (gp) | Weight (Coins) | Damage | Qualities |
---|---|---|---|---|
Battle axe | 7 | 50 | 1d8 | Melee, Slow, Two-handed |
Club | 3 | 50 | 1d4 | Blunt, Melee |
Crossbow | 30 | 50 | 1d6 | Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed |
Dagger | 3 | 10 | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Hand axe | 4 | 30 | 1d6 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Holy water (vial) | 25 | - | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Javelin | 1 | 20 | 1d4 | Missile (5’–30’ / 31’–60’ / 61’–90’) |
Lance | 5 | 120 | 1d6 | Charge, Melee |
Long bow | 40 | 30 | 1d6 | Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed |
Mace | 5 | 30 | 1d6 | Blunt, Melee |
Oil (flask), burning | 2 | - | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Pole arm | 7 | 150 | 1d10 | Brace, Melee, Slow, Two-handed |
Short bow | 25 | 30 | 1d6 | Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed |
Short sword | 7 | 30 | 1d6 | Melee |
Silver dagger | 30 | 10 | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Sling | 2 | 20 | 1d4 | Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’) |
Spear | 3 | 30 | 1d6 | Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’) |
Staff | 2 | 40 | 1d4 | Blunt, Melee, Slow, Two-handed |
Sword | 10 | 60 | 1d8 | Melee |
Torch | 1 (for 6) | - | 1d4 | Melee |
Two-handed sword | 15 | 150 | 1d10 | Melee, Slow, Two-handed |
War hammer | 5 | 30 | 1d6 | Blunt, 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
Ammunition | Cost (gp) |
---|---|
Arrows (quiver of 20) | 5 |
Crossbow bolts (case of 30) | 10 |
Silver tipped arrow (1) | 5 |
Sling stones | Free |
Armor
Armor | AC | Cost (gp) | Weight (Coins) |
---|---|---|---|
Leather | 7 [12] | 20 | 200 |
Chainmail | 5 [14] | 40 | 400 |
Plate mail | 3 [16] | 60 | 500 |
Shield | +1 bonus | 10 | 100 |
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
Unencumbered | Encumbered | ||||||
---|---|---|---|---|---|---|---|
Animal | Cost (gp) | Miles per Day | Movement Rate | Max Load (Coins) | Miles per Day | Movement Rate | Max Load (Coins) |
Camel | 100 | 30 | 150’ (50’) | 3,000 | 15 | 75’ (25’) | 6,000 |
Horse (draft) | 40 | 18 | 90’ (30’) | 4,500 | 9 | 45’ (15’) | 9,000 |
Horse (riding) | 75 | 48 | 240’ (80’) | 3,000 | 24 | 120’ (40’) | 6,000 |
Horse (war) | 250 | 24 | 120’ (40’) | 4,000 | 12 | 60’ (20’) | 8,000 |
Mule | 30 | 24 | 120’ (40’) | 2,000 | 12 | 60’ (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
- Ill-tempered: Bite or kick creatures in their way, including owners.
- Water: After drinking well, you can survive two weeks without water.
- Desert travel: Move at full speed through broken lands and deserts.
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
- Non-combatants: Flee if attacked.
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
- Tenacious: It can be taken underground if the referee allows it.
- Defensive: May attack if threatened but cannot be trained to attack on command.
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
- Charge: When not in melee. Requires a clear run of at least 20 yards. The rider’s lance inflicts double damage. Horses cannot attack when charging.
- Melee: When in melee, both rider and horse can attack.
Tack and Harness
Item | Cost (gp) |
---|---|
Barding | 150 |
Saddle and bridle | 25 |
Saddlebags | 5 |
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.