Here is a list of equipment that is available in most villages and towns. Prices listed here are an approximation, and will vary wildly depending on the availability at the locations. It is not uncommon for shops to sell out or for specific items to become rare in remote places.
When purchasing equipment, each item will impact the overall encumbrance of the character. This impacts the movement and time tracking. For how much money you start the game with, see Treasure and Money
Armor*
Name | Armor Class | Cost (Gold) | Weight |
---|---|---|---|
Base Armor Class | 10 | 0 | |
Leather Armor | +3 | 20 | 15 lbs |
Scale Mail Armor | +4 | 45 | 30 lbs |
Chain Mail Armor | +5 | 75 | 40 lbs |
Banded Mail Armor | +6 | 90 | 45 lbs |
Plate Mail Armor | +7 | 400 | 60 lbs |
Shield (uses offhand) | +1 | 10 | 5 lbs |
* The Armor Class of all characters is 10. It is then modified by their dexterity attribute (with focus if applicable) plus any armor bonus.
Weapons
Damage | Cost (Gold) | Type | Weight | |
Axe, Hand | 1d6 | 5 | slashing | 5 lbs |
Bastard Sword (2 handed) | 1d10 | 35 | piercing | 8 lbs |
Battle Axe | 1d8 | 25 | piercing | 6 lbs |
Claymore Sword (2 handed) | 2d8 | 75 | piercing | 16 lbs |
Club | 1d4 | – | bludgeoning | 3 lbs |
Dagger* | 1d4 | 5 | piercing | 1 lb |
Fist | 1d2 | – | bludgeoning | – |
Flail | 1d6 | 8 | bludgeoning | |
Gauntlet (spiked) | 1d3 | 5 | piercing | 1 lbs |
Great Axe (2 handed) | 2d8 | 80 | piercing | 15 lbs |
Lance*** | 1d8 | 10 | piercing | 10 lbs |
Long Sword | 1d8 | 15 | piercing | 4 lbs |
Mace / Warhammer | 1d6 | 5 | bludgeoning | 4 lbs |
Maul (2 handed) | 2d8 | 80 | bludgeoning | 20 lbs |
Morningstar | 1d6 | 8 | bludgeoning | 6 lbs |
Pickhammer | 1d4 | 4 | piercing | 3 lbs |
Rapier | 1d6 | 20 | piercing | 2 lbs |
Scimitar | 1d6 | 15 | slashing | 4 lbs |
Short Sword | 1d6 | 10 | piercing | 2 lbs |
Spear*** | 1d6 | 5 | piercing | 2 lbs |
Staff | 1d8 | 10 | bludgeoning | 2 lbs |
Torch** | 1d4 | 2 | burning | 1 lb |
Trident | 1d6 | 12 | piercing | 4 lbs |
Whip*** | 1d4 | 10 | bludgeoning | 3 lbs |
*** Reach. This weapon adds 5 feet to your attacks. Characters can attack with reach from positions not in the front of the Marching Order (see combat)
Ranged Weapons
For details on how ranged weapons work. Please see the combat page.
Name | Damage | Cost (Gold) | Type | Weight | Range |
---|---|---|---|---|---|
Axe, Hand | 1d6 | 5 | slashing | 5 lbs | 20/60 |
Crossbow | 1d8 | 25 | piercing | 6 lbs | 80/320 |
Crossbow, Hand | 1d6 | 75 | piercing | 3 lbs | 30/120 |
Crossbow, Heavy | 1d10 | 50 | piercing | 10 lbs | 100/300 |
Dart | 1d4 | 1 | piercing | 1/2 lb | 30/120 |
Sling | 1d4 | 5 | bludgeoning | 0.5 lbs | 30/120 |
Spear*** | 1d6 | 10 | piercing | 4 lbs | 30/120 |
Short Bow | 1d6 | 30 | piercing | 3 lbs | 80/320 |
Long Bow | 1d6 | 75 | piercing | 5 lbs | 150/600 |
Note: Crossbows require reloading that requires a full Ready Action (3 AP) and therefore may attack every other round.
Ammunition
Name | Cost | Weight |
---|---|---|
Arrow | 1 gp | 0.1 lbs |
Crossbow Bolt | 1 gp | 0.1 lbs |
Sling Bullet | 1 sp | 0.25 lbs |
Misc Goods
Goods | Cost | Weight |
---|---|---|
Backpack (empty) holds 1 cubic foot or 30 pounds | 2 gp | 2 lbs |
Bedroll | 1 sp | 5 lbs |
Bell | 1 gp | — |
Blanket, winter | 5 sp | 3 lbs |
Bottle, wine, glass | 2 gp | — |
Caltrops | 1 gp | 2 lbs |
Candle | 1 cp | — |
Chain (10 ft) | 20 gp | 2 lbs |
Chalk, 1 piece | 1 cp | — |
Chest | 2 gp | 25 lbs |
Crowbar (Adv Pry) | 2 gp | 5 lbs |
Flask | 4 cp | 1.5 lbs |
Flint and steel | 1 gp | — |
Grappling hook (Adv Climb) | 1 gp | 4 lbs |
Hammer (12 nails) | 5 sp | 2 lbs |
Ink vial | 8 gp | |
Inkpen | 1 sp | |
Lamp, common** | 1 sp | 1 lbs |
Lamp Oil (1-pint flask) | 1 sp | 1 lbs |
Lantern, bullseye** | 12 gp | 3 lbs |
Lock (DC 10) | 20 gp | 1 lb |
Lock (DC 15) | 40 gp | 1 lb |
Lock (DC 20) | 80 gp | 1 lb |
Manacles | 15 gp | 2 lbs |
Mess Kit | 2 sp | 2 lbs |
Mirror, small steel | 10 gp | ½ lbs |
Pitons (steel spikes) x10 | 5 sp | 5 lbs |
Pole, 10-foot | 2 sp | 8 lbs |
Pot, Iron (1 gallon) | 10 sp | 4 lbs |
Pouch, belt (empty) holds 1/5 cubic foot or 6 pounds | 1 gp | ½ lbs |
Quiver | 10 sp | 1 lbs |
Rations, trail (per day) | 5 sp | 1 lbs |
Rope, hempen (50 ft.) | 1 gp | 10 lbs |
Rope, Silk (50 ft.) | 10 gp | 5 lbs |
Sack (empty) holds 1 cubic foot or 30 pounds | 1 sp | ½ lbs |
Signal whistle | 8 sp | — |
Spellbook | 15 gp | 3 lbs |
Soap | 1 cp | ½ lbs |
Tent (3 person) | 10 gp | 15 lbs |
Thieves’ tools | 40 gp | 2 lbs |
Torch** | 1 cp | 1 lbs |
Waterskin | 1 gp | 4 lbs |
Animals
Name | Hit Dice | Speed | Carry | Cost |
---|---|---|---|---|
Camel | 2 | 50/100 | 380 lbs | 40GP |
Donkey | 1 | 40/80 | 350 lbs | 8GP |
Pony | 1 | 40/80 | 200 lbs | 50GP |
Horse, Light | 3 | 60/120 | 400 lbs | 75GP |
Horse, Heavy | 5 | 40/80 | 640 lbs | 200GP |
Horse, War | 4 | 50/100 | 500 lbs | 400GP |
AC 14 / Attacks 2: 1d8/1d8 | ||||
Dog, Guard | 1 | 40 | 25GP | |
AC 12 / Attacks: 1 bite (1d4) Owner gains Advantage to Notice |
Animal Drawn Vehicles
Name | Carry | Cost |
Carriage | 500 lbs | 150GP |
Cart | 1000 lbs | 20GP |
Chariot | 250 lbs | 300GP |
Wagon | 2000 lbs | 100GP |
* Carry weight and pulling by an animal is not the same. For a 2000 lbs wagon load (fully loaded) would require 10 ponies to pull it. Speed is per animal.
Tack and Harness
Item | Weight | Cost |
---|---|---|
Bit and bridle | 1 lbs | 2GP |
Animal Feed (per day) | 10 lbs | 5CP |
Saddle, Pack | 15 lbs | 5GP |
Saddle, Riding | 25 lbs | 10GP |
Saddlebags | 8 lbs | 5GP |
Stabling (per day) | — | 5SP |
Watercraft
Vehicle | Cost | Speed |
---|---|---|
Galley | 30,000GB | 4 mph |
Rowboat | 50GP | 1½ mph |
Small Sailboat | 250GP | 2 mph |
Sailing Ship | 10,000GP | 2 mph |
Table: Food, Drink, and Lodging
Item | Cost | Weight |
---|---|---|
Meals (per day) | ||
– Good | 5 sp | — |
– Common | 3 sp | — |
– Poor | 1 sp | — |
Ale | ||
– Gallon | 2 sp | 8 lbs |
– Mug | 4 cp | 1 lbs |
Wine | ||
– Common (pitcher) | 2 sp | 6 lbs |
– Fine (bottle) | 10 gp | 1-1/2 lbs |
Food | ||
Bread, per loaf | 2 cp | 1/2 lbs |
Cheese, hunk of | 1 sp | 1/2 lbs |
Meat, chunk of | 3 sp | 1/2 lbs |
Inn stay (per day) | ||
– Good | 2 gp | — |
– Common | 5 sp | — |
– Poor | 2 sp | — |
Spell Casting Services
Name | Cost (gp) |
---|---|
Holy Water (flask) | 25 gp (1lbs) |
Identify | 25 gp |
Remove Curse | 50 gp |
Resurrection | 1,000 gp |
Potion of Healing | 100 gp |
Potion of Haste | 300 gp |
Potion of Barkskin +3 | 500 gp |
Potion of Invisibility | 800 gp |
Holy Water
This is water which has been specially prepared by a Cleric for use against Undead creatures. It can be used by any character. Holy Water must be kept in small, specially prepared glass bottles (known as vials) for it to remain Holy. The effect of one vial of Holy Water on an Undead creature is 1d8 points of damage. For it to cause damage, it must successfully strike the target, thus breaking the vial. It may either be thrown (using missile fire rules) or used hand-to-hand (using normal combat rules).
Torches
Torches only burn for 1 hour (6 turns). That is an insanely short time period. I can see a torch burning out just as combat begins. If a torch burns out, apply the Special Attack Condition Blindness to all characters who are not longer in torchlight. Torches carried into combat have a Dexterity DC10 chance of going out in the event of a successful attack on the carrier. Furthermore, torches (and light spells) only illuminate 60 feet around them, anyone outside of that range would also suffer from blindness. Especially true if someone splits the party. In addition, parties using torches are easy to spot and hidden things are harder to find. Stealth being impossible in the range of a torch for the party. And what if, just what if, it is windy?!? It’s not uncommon for gusts of wind to flow down large corridors in caves, is it?
Lanterns
Lanterns are more flexible. They burn for 24 turns (4 hours) per oil flask used. The can also reduced to just a single stream of light to reduce the notice penalty. Lanterns illuminate 30 feet around them. Lanterns carried into combat have a Dexterity DC10 chance of getting knocked out of the player’s grip. A dropped lantern has a 50% chance of exploding after falling. One flask of oil will make a pool 3’ in diameter, which will burn out in one turn if lit. Burning oil will cause 1d8 points of damage per round to victims in the flames, including any creature trying to cross a pool of burning oil (including the character who dropped it). See Combat “Oil” for more details
Lamp Oil
Oil is carried in small bottles (known as Flasks), and is often thrown as missiles. It may also be spread on a floor. In either case, it will be slippery but not dangerous until it is lit by flame.
One flask of oil will make a pool 3’ in diameter, which will burn out in one turn if lit. Burning oil will cause 1d8 points of damage per round to victims in the flames, including any creature trying to cross a pool of burning oil. Oil thrown at a creature will either miss (forming a pool where it falls) or hit. If it hits, it will drip off in a few rounds; if lit, the victim will take damage for 2 rounds at most.
Oil may be lit with any flame, such as a torch. If a torch is thrown at a creature, another Hit Roll must be made, but the creature’s normal AC is not used; the target of any thrown torch is treated as AC 10, regardless of the actual Armor Class of the target (but the roll is adjusted as explained below).