11  Equipment


Item Price Weight

Encumb.

Slot

Backpack 4 gp * 0
Belt Pouch 1 gp * 0
Bit and bridle 15 sp 3 0
Candles, 12 1 gp * 1/5
Chalk, small bag of pieces 2 gp * 1/5
Cloak 2 gp 1 0
Clothing, common outfit 4 gp 1 0
Glass bottle or vial 1 gp * 1/5
Grappling Hook 2 gp 4 1
Holy Symbol 25 gp * 1/5
Holy Water, per vial 10 gp * 1/5
Horseshoes & shoeing 1 gp 10 1
Ink, per jar 8 gp ½ 1/5
Iron Spikes, 12 1 gp 1 1/5
Ladder, 10 ft. 1 gp 20 2
Lantern 5 gp 2 1/2
Lantern, Bullseye 14 gp 3 1/2
Lantern, Hooded 8 gp 2 1/2
Manacles (without padlock) 6 gp 4 1
Map or scroll case 1 gp ½ 1/5
Mirror, small metal 7 gp * 1/5
Oil (per flask) 1 gp 1 1/5
Padlock (with 2 keys) 12 gp 1 1/5
Paper (per sheet) 1 gp ** 0
Pole, 10' wooden 1 gp 10 1
Quill 1 sp ** 0
Quill Knife 1 gp * 0
Quiver or Bolt case 1 gp 1 1/5
Rations, Dry, one week 10 gp 10 1
Rope, Hemp (per 50 ft.) 1 gp 5 1/2
Rope, Silk (per 50 ft.) 10 gp 2 1/5
Sack, Large 1 gp * 0
Sack, Small 5 sp * 0
Saddle, Pack 5 gp 15 2
Saddle, Riding 10 gp 35 3
Saddlebags, pair 4 gp 7 1
Spellbook (128 pages) 25 gp 1 1/5
Tent, Large (ten men) 25 gp 20 2
Tent, Small (one man) 5 gp 10 1
Thieves' picks and tools 25 gp 1 1/5
Tinderbox, flint and steel 3 gp 1 1/5
Torches, 6 1 gp 6 1
Whetstone 1 gp 1 1/5
Whistle 1 gp ** 0
Wineskin/Waterskin 1 gp 2 1/5
Winter blanket 1 gp 3 1/5

11.0.1 Weapons

Weapon Price Size Weight

Encumb.

Slot

Dmg.

Init

Adj.

Axes
Hand Axe 4 gp S 5 1/2 1d6 +1
Battle Axe 7 gp M 7 1 1d8
Great Axe 14 gp L 15 2 1d10 -1
Bows
Shortbow 25 gp M 2 1/2
Shortbow Arrow 1 sp * 1d6
Silver† Shortbow Arrow 2 gp * 1d6
Longbow 60 gp L 3 1/2
Longbow Arrow 2 sp * 1d8
Silver† Longbow Arrow 4 gp * 1d8
Light Crossbow 30 gp M 7 1
Light Quarrel 2 sp * 1d6
Silver† Light Quarrel 5 gp * 1d6
Heavy Crossbow 50 gp L 14 2 -1
Heavy Quarrel 4 sp * 1d8
Silver† Heavy Quarrel 10 gp * 1d8
Daggers
Dagger 2 gp S 1 1/5 1d4 +1
Silver† Dagger 25 gp S 1 1/5 1d4 +1
Swords
Shortsword 6 gp S 3 1/2 1d6 +1
Longsword/Scimitar 10 gp M 6 1 1d8
Two-Handed Sword 18 gp L 15 2 1d10 -1
Hammers and Maces
Warhammer 4 gp S 6 1 1d6 +1
Mace 6 gp M 10 1 1d8
Maul 10 gp L 16 2 1d10 -1
Other Weapons
Club/Cudgel/Walking Staff 2 sp M 1 1d4
Quarterstaff 2 gp L 4 1 1d6
Pole Arm 9 gp L 15 2 1d10 -1
Sling 1 gp S * +1
Bullet 1 sp * 1d4
Stone n/a * 1d3
Spear 5 gp M 5 1/2
Thrown (one handed) 1d6
Melee (one handed) 1d6
Melee (two handed) 1d8

* These items weigh little individually. Ten of these items weigh one pound.

† Silver tip or blade, for use against lycanthropes.

11.0.2 Weapon Size

Weapon size affects how different races can wield weapons and how those weapons perform in combat. Small weapons are quick and easy to handle, while large weapons offer more power at the cost of speed.

Humans and Elves can use small and medium weapons in one hand, but must use large weapons with both hands.

Halflings are more limited—they can use small weapons in one hand, but must use medium weapons with both hands and cannot use large weapons at all.

Dwarves, thanks to their compact strength, can wield medium weapons one-handed and may use some large weapons with two hands. However, they are restricted from using large weapons longer than four feet, such as greatswords, polearms, and longbows. Dwarves may still use certain shorter large weapons, like heavy axes or compact warhammers, if appropriate to their stature.

Some weapons, like bows and crossbows, are always two-handed by design, regardless of the wielder’s size or race. These restrictions still follow the maximum size limits listed above.

In terms of combat speed, small weapons grant a +1 bonus to Initiative due to their quick handling, while large weapons impose a -1 penalty because of their bulk and slower swing. Medium weapons do not modify Initiative unless affected by special traits or magic.

11.0.3 Missile Weapon Ranges

Weapon Short (+1) Medium (0) Long (-2)
Longbow 70 140 210
Shortbow 50 100 150
Heavy Crossbow 80 160 240
Light Crossbow 60 120 180
Dagger 10 20 30
Hand Axe 10 20 30
Oil or Holy Water 10 30 50
Sling 30 60 90
Spear 10 20 30
Warhammer 10 20 30

Missile weapon ranges are given in feet. In the wilderness, substitute yards for feet. If the target is as close as or closer than the Short-range figure, the attacker receives a +1 attack bonus. If the target is further away than the medium range figure, but not beyond the Long-range figure, the attacker receives a -2 attack penalty. 

11.0.4 Armor Class (AC)

AC is ascending starting at 10 + Dexterity modifier + armor bonus.

11.0.5 Armor and Shields

 

Armor Type Price Weight AC

Init

Adj.

No Armor 0 gp 0 10 +1
Padded Armor 15 gp 10 11
Hide 10 gp 30 12
Leather Armor 20 gp 15 13
Ring Mail or Studded Leather 25 gp 30 14
Chain Mail 60 gp 40 15
Splint Mail 100 gp 45 16
Plate Mail 300 gp 50 17 -1
Field Plate 500 gp 70 18 -1
Full Plate 1500 gp 50 19 -2
Shield 7 gp 8 +1

Note: that armor for Halfling characters is 50% heavy as armor for the other races.

11.0.6 Beasts of Burden

Camel Donkey/Mule Horse, Draft Horse, Riding Horse, War Pony* Pony, War*
Armor Class: 10 10 10 12

Barding

Type**

10

Barding

Type**

Hit Dice: 2 2 3 2 3 2 2
Attack: Bite or hoof kick or bite hooves hooves hooves hooves hooves
Damage: 1d4 1d4 2d4 1d4 2d4 1d4 1d4
Movement: 50' 40' 60' 80' 80' 60' 60'
Generic Save: 15 15 15 15 15 15 15
Morale: 10 7 8 10 15 10 15
Price 80 gp 50 gp 120 gp 75 gp 200 gp 50 gp 80 gp

*Due to their small stature, Dwarves and Halflings generally ride ponies rather than horses.

** War Horse Barding:

Barding is armor designed to protect an animal’s head, neck, chest, and body. Studded Leather, Chain and Plate armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

No Barding: AC 12

Studded Leather Barding: AC 16 (Cost: 100 gp)

Chain Barding: AC 17 (Cost: 240 gp)

Plate Barding: AC 19 (Cost: 1200 gp)

 

11.0.7 Explanation of Equipment

A Backpack will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside, and thus count toward the weight limit but not the volume limit.

 

A Candle will shed light over a 5' radius, with dim light extending 5' further. A normal candle will burn about 3 turns per inch of height.

 

Chalk is useful for “blazing a trail” through a dungeon or ruin.

 

Holy Water is explained in the Encounter section.

 

Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.

 

A Lantern will provide light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern allows the light to be hidden or revealed as the user pleases; in all other ways it performs as an ordinary lantern. A Bullseye Lantern projects a cone of light 30' long and 30' wide at the widest point, with dim light extending an additional 20' beyond that point. This type of lantern is generally hooded.

 

A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap, which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.

 

A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners and can be used outdoors to send signals using reflected sunlight.

 

A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same for all types.

 

Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not “go bad” in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week and are packaged in waxed or oiled cloth to protect them.

 

Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.

 

Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also.

 

A Large Sack will hold at most 40 pounds or 4 cubic feet of goods.

 

A Small Sack will hold at most 20 pounds or 2 cubic feet of goods.

 

A pair of Saddlebags will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags).

 

Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools or may be used at a penalty at the option of the Game Master.

 

A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The GM according to the prevailing conditions should determine the time required to start a fire; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn.

 

A Torch sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. A torch is also useful for setting flammable materials (such as cobwebs or oil) alight.

 

A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes.

 

Wineskin/Waterskin is a container for drinking water or wine, though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.