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Equipment Book

Simple Melee Weapons

Weapon Damage Bonus Base Cost Load/Hands Durability Descriptors
Club 1d6 STR 1sp 1 1 Bludgeoning
Club, Big 1d8STR2sp21Bludgeoning
Dagger 1d6 STR or DEX 2gp 1 3 Piercing, Stealthy, Thrown
Dagger, Silver 1d6 STR or DEX 102gp 1 3 Piercing, Stealthy, Thrown, Silvered
Hatchet 1d6 STR 5gp 1 2 Slashing, Thrown
Javelin 1d6 STR 5sp 1 2 Piercing, Thrown
Lumber Axe 1d8 STR 7gp 2 2Slashing
Mace 1d6 STR 5gp 1 3 Bludgeoning
Quarterstaff 1d8 STR or DEX 2sp 2 1 Bludgeoning, Reach
Saex 1d6 STR or DEX 1gp 1 3Slashing, Stealthy
Short Spear 1 Hands 1d6 STR 1gp 2/1 2 Piercing, Thrown
Short Spear 2 Hands 1d8 STR 1gp 2 2 Piercing
Shield1d6STR10gp12Bludgeoning
Sickle1d6STR or DEX3gp13Slashing
Sickle, Silver1d6STR or DEX103gp13Slashing, Silvered

Martial Melee Weapons

Weapon DamageBonus Price Load/Hands Durability Descriptors
Arming Sword 1d10 STR 15gp 1 3 Slashing
Bill 1d12 STR 20gp 2 2 Slashing, Reach
Dane Axe 1d12 STR 30gp 2 2 Slashing
Frankish Axe 1d10 STR 10gp 1 2 Slashing, Thrown
Garrote1d10DEX1gp1/21Bludgeoning, Strangulation
Lance 1d12 STR 10gp 2/1 2 Piercing, Charge, Reach
Long Spear 1d12 STR or INT 5gp 2 1 Piercing, Reach
Long Sword 1d12 STR 50gp 2 3 Slashing
Scimitar1d10DEX15gp13Slashing
War Axe 1d10 STR 8gp 1 2 Slashing
Ulfberht Sword 1d10+1 STR 500gp 1 5 Slashing, Masterwork

Simple Missile Weapons

Weapon DamageBonus Price Load/Hands Durability Descriptors
Dagger1d6DEX2gp13Piercing, Stealthy, Thrown
Hatchet1d6STR5gp12Slashing, Thrown
Hunting Bow1d8DEX25gp22 Piercing,Ranged
Javelin1d6STR5sp12 Piercing, Thrown
Short Spear1d6STR1gp2-12Piercing, Thrown
Sling1d6DEX1sp11Bludgeoning, Ranged

Martial Missile Weapons

Weapon DamageBonus Price Load/Hands Durability Descriptors
Crossbow1d12DEX or WIS 50gp22Piercing,Reload,Ranged
Frank Axe1d10STR10gp12Slashing, Thrown
War Bow1D12DEX or STR50gp22Piercing,Ranged

Ammunition

ItemPriceLoadSupplyNotes
Arrows x101gp11For hunting and warbows
Quiver1gp0Holds 20 arrows
Silver Arrow x110gp0.12Silvered
Bolts x151gp11For crossbow
Bolt case1gp0Holds 30 bolts
Silver Bolt x110gp0.12Silvered
Sling Bullets x201gp11For sling
Bullet pouch5sp0Holds 40
Silver Bullet x110gp0.12Silvered

Armor

Armor Base Cost Load Base Armor ClassDurabilityDescriptors
Leather5gp2AC 12 + DEX1Light Armor
Gambeson10gp2AC 12 + DEX2Light Armor
MW Gambeson100gp2AC 12 + DEX3Light Armor masterwork
Mail, Cheap50gp5AC 143Heavy Armor, Encumbering (15), Noisy
Mail, Avg100gp5AC 153Heavy Armor, Encumbering (15), Noisy
Mail, good200gp5AC 163Heavy Armor, Encumbering (13), Noisy
Master Mail2000gp5AC 174Heavy Armor, Encumbering (13), Noisy, Masterwork
Kite Shield15gp1+2 AC when wielded3Shield, Hang Strap, Horse Rig
MW Kite Shield150gp1+2 AC when wielded4Shield, Hang Strap, Horse Rig, Masterwork
Round Shield10gp1+2 AC when wielded2Shield, Shield Wall, Hang Strap
MW Round Shield100gp1+2 AC when wielded3Shield Wall, Hang Strap, Masterwork
Buckler5gp0.5+2 AC when wielded1Shield, Thrown
MW Buckler50gp0.5+2 AC when wielded2Shield, Thrown, Masterwork

Area of Effect Weapons

Weapon Price Load Supply DamageNotes
Acid Flask 25gp+ 0.2 5 2d4, 1 roundvarious acids might have special effects too
Holy Water 25gp 0.2 5 2d4, 2 roundsAffects evil
Lamp Oil 1sp 0.2 1 1d4, 2 roundsmust be lit

Lamp Oil must be lit to do damage. Holy Water only affects undead, evil spirits and demons. Acid flasks will have additional effects, based on acid type. All area of effect weapons do full damage to the target struck and half damage to all targets standing immediately adjacent to it. These weapons can be thrown up to 50’.

Starting Equipment

This section includes blocks for starting equipment for new PCs.

Warrior

  • Average Mail or Gambeson (load 5 or 2)
  • Shield (Load 1)
  • 2 one handed weapons (Load 1 each)
  • 1 two handed weapon (Load 2)
  • Smith’s kit (1 load, 2 SUP to refill)
  • Healer’s kit (1 load, 2 SUP to refill)
  • 5 rations (1 load, 5 SUP to refill)
  • 3 rolls on Sundries
  • Max SUP (1 load per 5; INT score)

Specialist

  • Light armor (Load 2)
  • 2 one handed weapons (Load 1 each)
  • 1 ranged weapon (Load 1 or 2)
  • Ammunition (1 load, 1 SUP to refill)
  • 1 use blade venom (0 load, 2 SUP to refill)
  • Thief’s kit (1 load, 5 SUP to refill)
  • 5 rations (1 load, 5 SUP to refill)
  • 5 rolls on Sundries
  • Max SUP (1 load per 5; INT score)

Zealot

  • Average Mail or Gambeson or No Armor (Load 5,2 or 0)
  • Shield (load 1)
  • 1 one handed simple weapon (Load 1)
  • Holy symbol, wooden (divine focus) (Load 0.1)
  • Healer’s kit (1 load, 2 SUP to refill)
  • 5 rations (1 load, 5 SUP to refill)
  • 2 rolls on Sundries
  • Max SUP (1 load per 5; INT score)

Scholar

  • A one handed simple weapon (load 1)
  • A shield or hunting bow (load 1 or 3–bow and arrows)
  • Potionery glassware (0.1 Load)
  • Scribe’s kit (0 load, 5 SUP to refill) or Rune carving implements (0.2 load)
  • Spell components (3 levels, 6 SUP, 1 load for component bag and all components)
  • Two rations (0.2 load, 2 SUP to refill)
  • A roll on Sundries
  • Magic Book (Hermetic, Zoroastrian, Kabbalist 0.2 Load; Sufi 1 load; Druid/Rune Caster 0 load)
  • Max SUP (1 load per 5; INT score)

Sundries

RollItemLoadRollItemLoad
1 100’ rope4 11 30’ copper wire0.2
2 10’ iron chain2 12 Noisemaker, auto0.1
3 Iron manacles0.5 13 Thread, needle0
4 Hooded lantern1 14 Folding shovel1
5 Sack of marbles0.2 15 Glass lens0
6 10’ Oilskin tarp1 16 Steel mirror1
7 10 gallon cask8 17 Fishing net0.2
8 Iron crowbar1 18 Treated sinew0
9 Hammer, chisel1 19 Roll of raw wool0
10 50’ of bandages1 20 Coarse rasp0.2
equipment.txt · Last modified: 2020/11/09 17:15 by dave