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The New Rules

During the past 25 years of playing the 1st Edition AD&D game system, we have found many areas where improvements or brand new rules were needed to complete the system.  This process has evolved continuously.  Some rules laid out in the original game books have been completely eliminated and replaced by those found herein.  Some have merely been modified to suit the system as we have played it or to fir the changes in style of the game, or to allow further expansion on the game system. 

Many enhancements fall in to this last category.  As players grow and mature, a more complete game system is needed to hold attention and interest in the game.  More flexibility is demanded to allow players to have more ways to shape their characters to fit the special ideas they have.  More options need to be made available to depict the vast colors of a living world.  Many rules have been added because there were no rules in the base system to handle those circumstances and a formal method was required.

Detailed in these compendiums you will find the full gamut of expansions developed over the years playing in a single campaign.  Some rules and additions have been culled from publications such as Dragon magazine.  Others have been tailored from other game systems to fit AD&D.  And still more have been created locally by the immediate group.  As such, these rules are ever growing and changing as the campaign they serve.

The Basics

All characters need certain basic things to do their job, armour, weapons, packs, food, supplies, etc.  The following sections will break down each specific element in to a table detailing the materials used for that area, the cost of the items and any specific rules governing those items.  In the case of new items not detailed in the standard publications, full descriptions are included here.

Armour

The Table shown here breaks down the specifics for all armour statistics for use in the campaign.  Of special not is the details regarding the effects of armour on spell casting.  It must be noted that ANY non-magical armour will totally negate the characters ability to cast a spell.  The exception to this rule are Bracers, which can be worn and such that the spell caters movements are not inhibited.

ARMOUR LIST

Armor

Cost

AC

Max Mvt

Weight

Back & Breast (Plate)

300

2*8

9”

25

Banded

400

4

9"

35

Brigandine

120

6

9”

30

Bronze Plate

500

4

6”

45

Chain

250

5

9”

30

Chain Hauberk (shirt)

125

6

9”

35

Chain-Lamellar

450

4

9”

35

Dwarven Plate Mail

10,000 – 20,000

2

6”

65 - 70

Earthsilk Jersey

150

 

 

2

Field Plate

10,000

2

6"

55

Forest Warden Shroud

100

 

 

2

Full Plate

20,000

1

6"

65

Gnome Battle Cloak

250

 

 

1

Helm, Great

50

*1

n/a

10

Small

30

*2

n/a

4.5

Hide

15

5 / 6*9

9”

25 – 30

Improved Mail

550

4

6”

50

Leather

40

8

12”

15

Mail & Plate

600

4

9”

35

Padded

25

8

9”

10

Plate

1,000

3

6”

45

Ring

100

7

9”

45

Scale

150

6

6”

40

Shield, Large

75

*3

n/a

10

Medium

50

*4

n/a

7.5

Small

25

*5

n/a

5

Small Wooden

5

*5

n/a

3

Spiked Buckler

75

*6

n/a

3.5

Smash

10

*7

n/a

3

Riders

75

*7

n/a

15

Wagon Shields

75-100

 

 

10

Shield Sheath

25

 

 

1

Splint

300

4

6”

40

Studded Leather

60

7

9”

20

Three-Quarter Plate

800

3*10

6”

45

*1 - Lowers head AC by 2

*2 - Lowers head AC by 1

*3 - Lowers AC by 1, may be used against 3 separate per round

*4 - Lowers AC by 1, may be used against 2 separate per round

*5 - Lowers AC by 1, may be used against 1 separate per round

*6 - May be used as a weapon (1-4/1-3)

*7 - May be used as a weapon (1-2/1-2)

*8 – has a 50% chance of attack striking an area protected by this armor. If the attack does not target the protected area then use unarmored AC for defense.

*9 – See description of the armor for actual AC to apply.

*10 - has a 80% chance of attack striking an area protected by this armor. If the attack does not target the protected area then use unarmored AC for defense.

 

Armor Modifications

Armor Buoyancy

50

 

 

5

Camouflage

300

 

 

 

Camouflage Dye

300

 

 

 

Fast Donning Straps

150

 

 

2

Muffling

300

 

 

2

Riding Straps

200

 

 

5

Stability Weights

160

 

 

30

 

EFFECT OF ARMOR ON SPELL CASTING

Armor Enchantment

Chance of Spell Blocked

No Magic

100%

+1

50%

+2

25%

+3 or better

0%

 

Armor Bulk Category

ARMOR TYPE

BULK

Back & Breast (Plate)

Fairly

Brigandine

Fairly

Dwarven Plate Mail

Bulky

Chain Hauberk  (Shirt)

Fairly

Chain-Lamellar

Fairly

Hide

Fairly

Improved Mail

Bulky

Mail & Plate

Bulky

Three-Quarter Plate

Bulky

 

THIEVES TABLE II
Effects of Armor on Thief Functions

Thief Function

No armor¹

Elfin Chain

Studded or Padded

Ring or Chain

Scale or Banded

Plate Mail

Plate Armor

Pick Pockets

5%

-20%

-30%

-40%

-50%

-75%

-100%

Open Locks

-

-5%

-10%

-15%

-20%

-40%

-80%

Find/Remove Traps

-

-5%

-10%

-15%

-20%

-40%

-80%

Move Silently

10%

-10%

-20%

-40%

-60%

-80%

-100%

Hide in Shadows

5%

-10%

-20%

-30%

-50%

-75%

-110%

Hear Noise

-

-5%

-10%

-20%

-30%

-50%

-70%

Climb Walls

10%

-20%

-30%

-40%

-90%

-99%

-99.90%

General note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than simple leather.

1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.

2: Assumes that armor worn is covered by another garment. Elfin chain mail is light and thin, and can be worn under normal clothing. All other types of armor except simple leather are stiff and/or bulky, and can only be covered by a full body cloak.

 

THIEF-ACROBATS TABLE V
Effects of Armor on Thief-Acrobat Functions

Thief-Acrobat Function

No armor¹

Elfin Chain

Studded or Padded

Ring or Chain

Scale or Banded

Plate Mail

Plate Armor

Tightrope Walking

5%

-

-10%

-40%

-70%

-90%

-100%

Pole Vaulting

+1’

-1/2’

-1’

-4’

-8’

-12’

-18’

High Jumping

+1’

-1/2’

-1’

-4’

-8’

-12’

-18’

Broad Jump, Standing

+1/2’

-

-1/2’

-3’

-5’

-7’

-10’

Broad Jump, Running

+1’

-

-1/2’

-5’

-10’

-15’

-20’

Tumbling, Attack

2%

-5%

-10%

-20%

-20%

-30%

-50%

Tumbling, Evasion

4%

-5%

-10%

-30%

-60%

-70%

-70%

Tumbling, Falling

+5’

-

-5’

-10’

-30’

-50’

-70’

General note: No dexterity bonuses apply to functions (although penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.

 

NEW ARMOR DESCRIPTION

Back & Breast AC (Breast Plate)

This armor is simply a steel breastplate and back piece, worn like a shirt. It protects the wearer’s vital organs but leaves the limbs uncovered. Historically it saw use throughout the Renaissance.

Brigandine Armor (AC 6)

Description: A development of both scale mail and studded leather, brigandine armor is composed of a layer of small metal plates riveted to an undercoat of soft leather, thick cloth, or coarse canvas. A further overcoat of cloth is applied to the exterior of the suit, making for a layered protection that is lighter than scale mail. An alternative configuration is for the plates to be sandwiched between two layers of soft leather.

Campaign Use: Brigandine is a light armor of composite construction, often worn by brigands and other rogues. The armor is essentially a variant of studded leather with an overcoat of cloth. The cloth covering serves both to strengthen the entire framework as well as to make the armor less conspicuous from a distance. Brigandine armor is quieter than chain, splint, or banded mail, but less quiet than studded leather or leather armor.

Brigandine weighs more than hide but less than scale mail. It is generally more flexible than hide, but its three layers make it somewhat stiffer than scale mail. Brigandine armor is generally the best armor a run-of-the-mill village armorer can make and still get good results. For anything with a higher armor class, a professional master armorer is required. This means that brigandine armor is the highest level of protection afforded many low-level AD&D® game cultures and campaigns.

This represents the limit for the early Middle Ages period AD&D campaign. If a campaign resembles the Dark Ages more than the Age of Chivalry, scale mail and brigandine armor probably represent the pinnacle of personal armor.

Pirates and bandits (i.e., brigands) find that brigandine can be made from anything on hand from sails to canvas sacks, and from coins to brass shavings. Such armor still offers decent protection against most slashing attacks (the most common types encountered in these professions).

As mentioned, brigandine is easier to muffle than most metal armors and mails and thus is the armor of choice among many rogues and the less reputable members of the campaign society.

Rangers often own a set of brigandine as a field combat backup to their normal armor of either studded leather or leather. Poor or novice rangers and warriors might be able to afford or acquire brigandine armor when other armors might not be accessible.

Brigandine armor can also be useful for smugglers, allowing items to be concealed within its multiple layers. Not only coins and precious metals might be concealed, but treasure maps, personal defense traps, and concealed weapons are all possibilities for the clever character. Whether these are actual machinations of devious minds or just rumors spread to discourage personal thievery is a subject of some debate among adventurers and legal authorities. What is known is that it is possible to conceal such items, either within the padding or by interleaving them with the metal plates. This potential for use (or abuse) of brigandine armor in the campaign should not be overlooked by the DM or player. Secret pockets for use by thieves or prestidigitators might be revealed in the heat of combat, or local authorities may miss a valuable clue the PCs are lucky enough to discover on their own. Much like gnomish workman's leather (described later), an adventurer's set of brigandine may hold many welcome or unwelcome surprises.

Chain Hauberk AC 6 (Chain Shirt)


Chain mail was first constructed in Roman times as shirts or skirts. Throughout the Dark Ages mail was reserved only for the wealthiest warriors. By the end of the Dark Ages, the most common form of mail was the hauberk, a long-sleeved coat that hung to the wearer’s knees. Because the lower legs are vulnerable, the hauberk doesn’t offer the same protection that a full-suit of chain mail does.

Chain-Lamellar AC 4

Chain mail was used widely in Byzantium and eastern lands, too. It was common for eastern peoples to augment their lighter mail with heavier armor. Chain mail with lamellar breastplates, greaves, and arm guards was widely used by Byzantine, Turkish, and Persian cavalry.

Dwarven Plate Mail (AC 2)

Description: The forged black iron plate made by the dwarves exclusively for their own warrior leaders is both heavy and unattractive by human and elven standards. However, dwarves have traditionally placed less emphasis on appearance than on personal defense. Dwarven warriors who wear Dwarven plate are often called "waddling cauldrons" by their enemies due to the bulk of this armor.

Campaign Use: As detailed in both The Complete Fighter's Handbook and The Castle Guide, high-quality Dwarven plate is the boilerplate version of human plate armor. It is 50% heavier than equivalent mails, making a single suit of Dwarven-sized plate mail armor weigh approximately the same as a set of human-sized plate mail.

Additionally, the denser armor affords protection equivalent to plate mail +1, and the armor itself saves against equipment damage at +6, in addition to any bonuses permitted if the Dwarven plate in question is also magically enchanted. Stories about Dwarven plate armor withstanding the smelting fires of a red dragon's breath may be boastful exaggeration, but it is an established fact that Dwarven plate often survives an attack that its wearer does not.

As mentioned, dwarves prize combat effectiveness over a warrior's appearance. It is therefore very rare for the iron appearance of Dwarven plate mail to be adorned in any way. Much like the elves, dwarves do not make Dwarven plate for non-dwarves. Not only is it considered impractical to spend one's time building a suit of armor no dwarf can ever hope to wear (a waste of time), but the dwarves will admit to having no skill in working with the peculiarities of the human body. Dwarves tend to ignore things like flexible joints, as their range of movement is already restricted by nature. An ancient Dwarven warrior's saying goes something like "If it doesn't fit, bend it. If it still doesn't fit, break it!" Along those lines, another popular Dwarven saying is "Never let your armor impede a good fight."

Dwarven field and full plate armor do not exist. Not only would dwarves look like miniature iron golems when so protected, but dwarves prefer to let their facial expressions speak for them in combat. The problem of free movement plays a big part in this practical decision as well.

No human has ever managed to convince a group of dwarves to forge a set of full plate armor for them. If such a task were even to get past the bargaining phase, it would quickly become apparent to all concerned that the dwarves have no experience or knowledge of such constructions and lack the motivation to learn it. Dwarves themselves claim they'd rather be "beating their hammers on orc skulls than beating them in the forge."

Curiously, gnomes have offered to give full plate their "best shot" from time to time, but so far, no human has been brave or foolish enough to accept the offer.

Dwarven plate mail lasts longer than its human counterpart. As detailed in The Complete Fighter's Handbook, Dwarven plate mail can sustain twice as many points of damage as normal plate mail (if the optional armor damage point system presented therein is being used).

(See also Dwarf, Monstrous Manual and Dwarves, Player’s Handbook)

Earthsilk Jersey

Grants -1 damage vs. slashing weapons only. Worn beneath armor / clothing. Critical (nat 20) loses bonus until mended / repaired  150 GP wt #2

Forest Warden Shroud

Worn over a suit of armor (can be incorporated when the armor is made or later). The slick surface allows branches and leaves to slide easily across reducing the effect of undergrowth (even heavy conditions) has on Tumble and Move Silently.   +100 gp, +2 # to the armor

Gnome Battle Cloak

Can only be used properly by class that allows the use of shields.  It provides NO AC bonus but when used it provides a +4 to hit when attempting to disarm an opponent and does not stack with another shield type bonus. Cannot use cloak to bash (shield). Still occupies hand as a regular shield would. Cannot wield a weapon in it but another item may (or may not) be carried. Last resort defensive tactic. 5-10 gp, wt 1#

Hide Armor (AC 5/6?)

Description: Hide armor is made from the thick hide of a very large animal (an elephant, for example) or from many layers of normal leather from common animals, like cows.

Campaign Use: Hide armor is much too thick, heavy, and inflexible to be used much in the advanced human cultures. Its weight is comparable to chain mail, but its protection is less. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common.

Because of its simple construction, any race with Low Intelligence or better can make suitable hide armor. All that is required is a dead animal and someone to wear its skin. Since no effort to tan the hide is necessary to get basic protection, creatures with a desire for excellent protection at a fair price (i.e., usually free) find hide armor ideal for everyday use. Proper tanning, of course, improves the armor's life (and acceptance in polite society).

The smell of untanned armor, as any ogre can testify, is something a warrior must get used to.

As mentioned in the section on leather armor , the stiffness that results when hide armor dries completely isn't considered a drawback by humanoids. (In fact, without that stiffness, the hide would lose one level of armor class protection.) For only a little bit of work, any humanoid worth his hit dice can start adventuring at AC 6 and begin hunting for a shield.

Ironically, while leather armor may allow greater freedom of movement, durability, and a more pleasant appearance and smell, hide armor is actually two levels of protection better (AC 6 instead of AC 8). It illustrates that humans trust their dexterity and intelligence to aid in avoiding wounds during combat, while less-intelligent humanoids typically rely on reducing the chances of a vital strike with a thicker armor.

Like padded armor, hide armor is often decorated to show tribal allegiances. Commonly, the type of creature used to make the armor is sufficient to denote clan alliance, as with the Hydra clan fire giants or the Black Bear ogres. Unique to the humanoid races is the habit of affixing some part of one's notable kill to one's hide armor. While this doesn't affect the armor class rating of this armor in any substantial way, it does tend to make one less popular around the civilized campfire but more important around the humanoid or barbarian camp. Importantly, these trophies, which often include such grisly things as skulls, scalps, teeth and claws, are considered a sign of ferocity and ruthlessness and are therefore seen most commonly among high leaders and shamans.

The equivalent of hide armor among humans and demi-human races is layered leather armor, wherein many layers of normal leather armor are bonded to one another to form a heavy, thick plate of protection. This armor is considered hide armor with regard to weight and cost, but does not suffer the problems of odor and disease seen in hide and padded armors.

Few human cultures employ hide armor extensively. Most notably, certain northern barbarian tribes commonly wear thick hide armor. Some of these tribesmen actually believe that the hide armor gives them animal-like strength and powers, and that human armors like chain and plate mail actually rob them of their innate combat instincts. While this may be dismissed as ignorant superstition, there are shamans of the northern wastes who tell great tales of famous suits of hide armor, blessed with the spirits of the animals from which they came. Whether or not special hide armor exists (like the White Skin of Umpluutu, which allows the wearer to shape change into a polar bear) is up to the DM, but hide armor offers unique avenues in a barbarian or primitive campaign.

Improved Mail AC 4

Several varieties of improved chain mail appeared during the Crusades. Bar mail consisted of small metal strips threaded through the links; double mail used heavier links double-joined; augmented mail used a thick leather backing to reinforce the coat. All types of improved mail offer better protection than normal chain mail, but at the price of increased weight.

Mail & Plate AC 4

Plate armor first appeared near the end of the Crusades as reinforcement for chain mail armor. Small breastplates were introduced first, but rapidly grew into full breastplates with complete leg and arm covering. The mail and plate armor describes an early form of plate mail in which a breastplate is worn over a full-suit of chainmail.

Shields

Riders Shield                        +1 AC     75 gp      15#         applies to rider and mount, up to 3 attacks per round

Shield Sheath

Fits on the inside of shield (not bucklers) and holds one (1) light (1) one handed weapon (up to short sword sized) +25gp.  As long as you have a shield ready you should be able to draw and use it (as Quick Draw) after successful DEX check to unsheathe.

Wagon Shields

Small character = ¾ cover, regular size = ½ cover. Typically six slots for shields on a typical wagon. Special racks beneath wagon holds the shields securely until needed. 75 gp standard, 100gp Sniper.  Each shield has the equivalent of 30hp.

Three-Quarter Plate AC 3


Like half-plate, three-quarter plate appeared when knights began to discard the less important pieces of their armor. There’s little point in carrying around 70 pounds of armor when it won’t stop a bullet or a heavy crossbow bolt. Three-quarter plate retains the breastplate, arm protection, hips, and thigh plates but dispenses with protection for the lower legs and inner part of the thighs, which would normally be protected by the horse.


ARMOUR MODIFICATIONS

Armor (Buoyancy)

Small, sealed bladders of air covers the inner and outer of the armor. This was designed by sailors who had to wear armor for shipboard actions in case of combat. These will allow the wearer to float (or at least assist in the flotation) if submerged for any reason and swim at at max rate of 3” on a successful swim check. This does increase the armor rating to the next highest rating.  +50 gp to upgrade any armor.

Camouflage

designs that are made for a specific terrain. No more than (1) type of design can be used or incorporated into an armor (at this time). The special treatment is painted / applied to the specific type of armor that prevents it from flaking. Once applied, the pattern may be changed, however, it cost 1/1 of the application price (150gp of 300) to remove and then it can be reapplied (300gp). In the appropriate terrain it may grant up to a +2 bonus to hide check but may also be a penalty (based on DM call). Penalty if it makes the wearer stand out in other terrain.

Camouflage Dye

Developed by Wood Elves. Uses natural compounds derived from the plants of their forest home(s) to make dyes that match the surrounding foliage. Can only be applied to the following armors : padded, leather, hide or studded leather. Due to the dye being so well mixed / created the bonus to HIDE (HS)checks couls be up to +4. Applying Camo dye takes (3) days and costs 300 gp

Fast Donning straps

makes armor quicker to don hastily. -1 to AC due to fitting of the straps to armor +150 gp

Muffling

Strips of felt, velvet are placed on all of the joints in the armor bound by cotton thread to help the prevention of noise. Although not completely able to eliminate all noise, it does help to reduce it. Bonus of +2 to Move Silent checks, increases the bulkiness factor of armor by 1 step up (non to fairly, fairly to bulky, bulky to over bulky) lowering the characters max movement rate appropriately.  +300 gp, 2#.

Riding Straps

Allows maximum maneuverability while riding. Grants bonus on all ride check (+1).Meant to be kept in a saddle to prevent falls / throws while moving. Can be bad if mount is taken out since rider is strapped to the saddle.  +200 gp

Stability Weights

Armor equipped with this option is much heavier and increases the bulkiness factor of armor by 1 step up (non to fairly, fairly to bulky, bulky to over bulky) lowering the characters max movement rate appropriately. The wearer would have a +2 bonus on balance checks and a bonus to the characters roll NOT to be tripped or knocked down.  Inflicts a -1 DEX penalty to the character. +160 GP, 30#

Weapons

Weapons used in the campaign are broken down in to two distinct variations, Engage and Missile.  Engage weapons are used when a character is involved in close combat with an enemy that occupies an adjacent hex (or within the ‘reach’ of the indicated weapon).  Missile Weapons are ones that thrown or project something from the apparatus. 

Swords

Swords are broken in to two categories of skill base when learning the use of a sword.  They are treated as either one or two handed swords.  If a character learns the ‘one-handed’ sword skill, he may proficiently use any sword designated as a one handed weapon.  Likewise for a two handed sword.  The Bastard sword is an exception.  A character with either sword skill may use a Bastard sword either one or two handed as they wish.  Standard rules apply for the use of this weapon under those conditions.

Pole Weapons

Weapons designated as ‘Pole Arms’ may be used in a charge maneuver.  Pole arms that are used on foot may also be used as a ‘set’ weapon against a charge.  Charge attack rules apply when the weapons are employed in this manner.

Charge Attack

A figure may perform a ‘Charge Attack’ with a weapon designated on the weapons table as a pole weapon.  This type of attack has a greater chance of inflicting larger amounts of damage on an opponent than a typical attack.  The force of the figure wielding the weapon as they run at the target enables the attacker to potentially inflict greater harm.  This is reflected in the Charge Attack rules section by an easier multiple damage roll.  To perform a charge the wielder must move at a run a minimum of 3 hexes in a straight line towards the target .

Set  Weapon

As with a charge attack, a pole weapon may be used as a ‘set weapon’ against an oncoming foe.  If the opponent moving to engage the set weapon has moved 3 or more hexes at more than a walking pace before engaging the defender, charge attack rules are applied for the defender’s attack.  Setting a weapon for a charge entails grounding or anchoring the pole weapon to use the force of the oncoming charge against itself.

Missile Weapons

Those weapons that are used at range are referred to as Missile Weapons whether they are ‘thrown’ or ‘shot’.  These weapons may have a ‘Fire Rate’ listed.  This statistic indicates how many attacks per round a figure may attempt when using this weapon.  If there are multiple attacks allowed, the weapon speed category will have multiple numbers divided by a ‘/’ to indicate the appropriate speed of each individual attack with the missile weapon.  Weapon speeds indicated as ‘n/a’ refer to the projectile and not the weapon.  These items have no innate speed and are fired at the rate and speed of the master weapon.

The Kapar

The Kapar is a new weapon imported from the film ‘The Beastmaster’.  In the film, the main character, Dar, used a bladed throwing weapon.  The weapon was held in the middle where the blades were anchored together on a pin.  The blades unfolded in to a thinned X shape similar to the Capital X printed letter.  The weapon was thrown so as to spin the blades and it would fly in a similar fashion as a helicopters blades cause it to fly.  The path of flight for the weapon is an arc from attacker to target.  When the weapon strikes, it hits with extra force due to all the blades whipping around to embed in the target.  If the weapon misses the target it will return to the thrower if a clear return arc path exists.  If this occurs the attacker has an opportunity to attempt to catch the projectile and use it again next round.  It is possible to throw the weapon such that the arc flies through the target and in to the ground.  This method will prevent the weapon from returning to the originating figure.

The weapon is particularly difficult to master.  It requires a full weapon/skill point to learn to throw the weapon to attack.  Another full point is required to learn how to catch the weapon when it returns.  A character that does not have the catch ability can attempt to catch the weapon, but this is a dexterity roll at a significant penalty (-10).  If the figure fails the roll, the Kapar inflicts normal damage to the character.

Final Fire

Once engaged by an opponent a character using a missile weapon may take one last fire with the missile weapon.  This is referred to as ‘Final Fire’.  After that the character can not use the missile weapon again until the opponent is no longer engaged with the character.  A character in engaged combat with an opponent can NOT otherwise use a missile weapon.

The Dokyu

This is a missile weapon similar to a crossbow.  The main difference is that the weapon is loaded not with a single quarrel, but with a cartridge that hold 5.  The 5 rounds in the preloaded cartridge allow the weapon to be fired twice per round.  The last shot has a 25% chance of jamming the weapon rendering it useless until attended.  Unjamming a Dokyu will take a 2d6 rounds in combat.  It takes one full round to reload a new cartridge.

Battle Axes

Battle Axes can be wielded 1 handed, 2 handed and thrown.  As a one handed weapon it is used as speed 7, speed 5 when used 2 handed and it can be thrown at speed 7.  Throwing a battle axe requires that the attacker move fully half their potential movement to perform the maneuver.

Clerics ‘Preferred Weapons’

New rules for Clerics using edged weapons, or rather, preferred weapons of their deity.  Clerics are able to use any weapon, including edged weapons, if, and only if, the weapon is a "preferred weapon" or specifically noted as a weapon used by their deity in the documented description.  Using a weapon such as this will follow these rules :

  1. A specific slot of proficiency must be used to 'learn' the weapon, as usual.
  2. A second weapon proficiency slot must be sacrificed to the learning of this weapon. This represents the sacrifice to their deity in order to 'earn the privilege' to use this weapon.  This means that in order to use a 'preferred weapon of their deity' the cleric must use 2 weapon proficiency slots.  This second slot provides NO BENEFIT whatsoever to the Cleric other than representing their sacrifice to their deity in order to gain future benefits.
  3. Any future weapon proficiency slots may be used to enhance the Clerics ability with the weapon and will provide a non-magical +1 to hit per proficiency slot spent on the weapon.
  4. This can be applied for Edged and Non-Edged weapons.

New Engage Weapons

Basilard

 The basilard is derived from a short, bladed weapon of the same name employed between the 12th and 15th centuries in medieval battle. The basilard differs to a small but significant degree from a short sword in balance and shape. The hilt of a basilard has a lopsided Hshape, with the crosspiece of the letter being the weapon.s handle and the upper legs of the H being placed as the blade.s hand guards. The weapons blade is a slim, perfect V-shape from point to hilt with no expanse of metal formed by parallel edges, as is usual with most swords. Due to its shape, the basilard is an exceptional stabbing and thrusting weapon that can function as a chopping device if necessary. The basilards speed factor of 2.5 places it between a short sword and a dagger in quickness. If a basilard-armed fighter is in combat with an opponent wielding a short sword, and both combatants rolled the same number for initiative, the fighter with the basilard would strike first in that melee round. DMs may allow thieves and assassins, as well as fighters and rangers, to gain proficiency with the basilard.

Claymore, dwarven

This sword is similar to the two-handed sword of humankind, being about the size of a bastard sword. The heavy blades of dwarven claymores are made of the highest-quality metals and are kept razor sharp, allowing the weapon to be nearly as useful against armor as a human two-handed sword. Newly sharpened non magical swords of this type have a + 1 bonus to hit that lasts for the first six melee strikes. Dwarves have fewer reservations about allowing non dwarves to gain possession of their claymores than they do about giving up their cherished war clubs. However, few non dwarves desire to employ such weapons, because the dwarven style of forging their claymores yields a blade with a weight imbalance beneficial to wielders with a low center of gravity, but feeling quite odd and fatiguing to taller and less stocky warriors. In game terms, this peculiarity can be handled by requiring the use of two proficiency slots when any taller race gains proficiency with the dwarven claymore. Halflings cannot employ the dwarven claymore, and only the largest and most able of gnomes (both surface and deep) would use the weapon, although gnomes suffer no penalty when learning to use it. No non dwarf can gain weapon specialization with the dwarven claymore, in any event. For a dwarf, a dwarven claymore would cost about 22 gp. The price would, in all likelihood, be significantly higher for a member of another race.

Close Fighting Blade

This is a modification to an existing weapon.  A spring loaded dagger is embedded in the hilt or the larger weapon and is ejected and locked in place protruding from the pommel or grip of the original weapon when triggered. Only one of the weapons can be used at a time (either the primary or the extended dagger), this does not enable multiple attacks per round.  Becomes a dagger when used at -2 to hit and to weapon it is attached to due to it being somewhat more awkward to use. Cost +100 gp

Club, dwarven war

This is a fairly common weapon among the older houses of the bearded folk, but it is not often found in the use of other races. A massive weapon in anyone’s hands, the dwarven war club is a large, steel-reinforced weapon appearing much like a mace, doubly thick at the striking end than at the tail. It is used by dwarven priests and warriors. War clubs are made from heavy wood with an iron or lead core, inlaid with round or slightly pointed studs of steel. These projecting studs add a great deal of bludgeoning weight to the war club, making the weapon very effective against heavy armors that absorb the shock of lighter blows, but less effective against light armor that allows the wearer to avoid such attacks. This club is a two handed weapon for dwarves and all other beings of human size or less, but it can be wielded one-handed by larger folk such as gnolls and ogres. A dwarven war club, because of its size and bulkiness, cannot be used by halflings and gnomes. Dwarves do not commonly offer such weapons for sale, though members of their own race may purchase an unadorned war club for 10 gp. The bestowing of a dwarven war club upon a non dwarf is an honor similar to the giving of elven chain mail to an outsider by elves. Only those deemed worthy by dwarven standards might be given a chance to take possession of a war club. If an honorable dwarf sees a member of another race bearing a war club obviously taken from a fallen dwarf, his reaction will surely be one of disgust, if not violence. Dwarves of moderate to high status have war clubs ornately carved and decorated so that the value of these weapons may be significantly higher than their base price. Such carvings often are written lineages dating from the first clan member who employed the war club and lived to pass it on to another of his kin. Despite its worked appearance, there is no such thing as a dress war club that exists purely for show; all are true weapons.

Dwarven Buckler Axe

-1 AC when used as a buckler. Used as a secondary weapon if disarmed or a two-weapon fighter (rare). No AC bonus when attacking. Wt 4#, S-M/L  1-6/1-8. Slashing 20gp, speed 4 100 gp

Dwarven Double Spear*

Slashing or piercing attacks (with either end). Can be set against a charge, possibly increasing damage from setting. 1-8/1-10 15# speed=8  100 gp, trip attacks if applicable

Dwarven War Pike*

basically a Dwarven Halberd, Reach, cannot use against a target in square next to you. Can be set against charge and make trip attacks (if applicable). 100gp 1-12/2-16  wt 15# speed 10

Elven Court Blade

Elven T.H sword. May use weapon finesse feat due to the weapon design and craftsmanship. Dam 1-10/1-12 speed 9. Cost 150 gp, wt – 6#.  Not common for non-elves.

Elven Lightblade

Short sword sized but with weapon speed of a dagger. Other stats are same as a short sword. 50gp

Elven Thin Blade

Long Sword with weapon speed of a short sword. 100gp Not common for non-elves.

Gnome Tortoise Blade*

Developed by Gnomes, similar to Dwarven BucklerAxe thought but this is a piercing weapon rather than slashing. +1 to AC when used defensively / No AC bonus when attacking. 10-15 gp  1-6/1-8  wt 3#  Piercing  Speed 4 100gp

Great Hammer

Must be used 2 handed, speed 8-10, S-M/L 2d4 / 1d8+1 (d10) wt 20-30# 40gp

Maul

2 handed war hammer  40 gp  20#  1d10  B  1-10/1-12 sp 8

Sword, flamberge

The flamberge is based vaguely on a medieval sword. It is a long, two-handed weapon with a broad, wavy blade, useful against armors such as splinted, banded, scale, chain, and plate. Cavaliers, paladins, nobles, and knights would logically have armor-penetrating weapons such as the piercer and flamberge swords. These types of warriors traditionally engage in conflicts against other rich warriors who in all likelihood would invest in good suits of armor.

Sword, mariners

A midlength blade as wide as a broad sword, the result being an effective close-combat chopping weapon perfect for land as well as shipboard use. The mariners sword has a double-edged blade between a short sword and long sword in length, sharply tapering only at the point. It is a one-handed sword used largely by humans and elves.

Sword, piercer

 This fantasy blade is based on the thin but quick and accurate swords employed by warriors in the 15th century when full suits of plate were in widespread use. These thrusting swords were designed to pierce the numerous cracks and joints of heavy armor. The piercer sword, however, is less useful in parrying any weapon heavier than itself unless made of the strongest alloys in perfect balance (-4 penalty to save as hard metal vs. normal or crushing blows if used to parry). The piercer sword has long, slim blade tapering down its entire length, with a standard hilt and crosspiece to protect the user. It is used one-handed largely by humans and elves.

*Can only specialize with these weapons. No double specialization

New Missile Weapons

Arrow, Dragonsbreath

Shaft is soaked in resin or pitch with a slightly enlarged head filled with a dab of alchemist’s fire. Slots in the head force air into the chamber when fired igniting the alchemist’s fire.  Inflicts 1hp fire damage and can set combustibles on fire (saving throw). Will not set person/objects on fire unless they are cloth or flammable items susceptible to fire. Arrow cannon be reused if miss. (20) = 50 gp or individually for 5-10 gp each

Arrow, Blunt

Blunt tips wrapped in leather instead of a pointed head. Can be used for non-lethal attacks to subdue or against targets S/P weapons have no effect.  Range is decreased with bow. No long range attacks. 1 gp (20)

Arrow, Flight

better range, not better damage. +20’ (>)  5-8 gp ea

Arrow, Swiftwing

 -1 to hit at medium range, -3 at long. 20 gp (20) Arrows are slightly longer with a small aerodynamic head and enlarged fletching for extra stability for long shots.

Arrow, Signal

Designed to simulate an animals (usual birds) call. Wis roll to determine if sound is real or from another source (fake / unnatural call). -2 penalty to attack rolls if used in combat  5sp - 1gp ea

Dart Thruster

Developed by Svirfneblin because it gave them a missile weapon that did not make them rely on their strength to propel.  Spring Loaded weapon fires “special” darts (unlike Drow Hand Crossbows) with decent accuracy and force.  Thrower holds up to (3) three darts as a time. Take (1) full round to reload manually (there is no detachable magazine) with a successful DEX check or only (2) darts can be reloaded in (10 round.  40 GP, darts (1) = 5gp  1-4/1-6   1# 2/4/6, speed 4, one shot per round.

Dwarven Throwing Hammer*

Light hammer balanced for throwing. Dwarven clerics, fighters & non Dwarven clerics have found popular usage. 20’  1d4+1/1d4, speed= 3, wt = 2#, 30 GP

Elven Craft Bow

as description +300gp (or more) above normal bow cost for the bow. Functions as a club if used as a melee weapon.

Great Crossbow

2d4/2d6, wt 14#. Fires at 1/3, Rapid reload = 1 / 2, Specialization = 1/1, no possibility of faster fire rate, no double specialize. Speed = 12-14, 150gp ranges 6 / 12 / 24

Halfling Skip Rocks

Special polished stones that can ricochet in a planned manner.  After hitting the 1st target it can be ricocheted to hit a second target if the 2nd is adjacent to the 1st.  A separate attack roll is required at -2.  Use in this manner requires a weapon proficiency – treated as ammunition after thrown – if 1st target is hit and a target in an adjacent hex, thrower can attempt to skip/hit at -2. Range s/m/l  10’/20’/30’  .25 gp per (1-4/1-6 damage)

Spike Shooter

This is a modification of a class of weapons rather than a specific weapon and does not require an additional weapon proficiency. The spring driven device can modify any weapon that has a spike on the end of a long pole (battle axes, morning stars, most polearms). The shooter allows the spike to be launched at a target as a normal ranged attack. It is an inaccurate weapon and user suffers a -2 penalty to their attack roll. Full round to reload. 1d4 damage 10’ range requires a master craftsman to build in to a weapon and is an extra 250gp and adds 1# to the weight.

New Siege Equipment

Porcupine

The Porcupine is a mass arrow firing mechanism and looks like a large block of wood with hollowed tubes through it.  The back side of the devices reveals the firing mechanism that will propel arrows out through those tubes. It is capable of firing from at least 40 different tubes at a time and multiple arrows can be loaded in each tube.  The weapon itself requires d4+2 rounds to reload, crank the firing mechanism and fire which results in the fastest fire rate of no better than 1 / 3 rounds.  When fired, any figure in a 45 degree arc directly in front of the device can be struck by the projectiles.  The device attacks as a 10HD monster for the purposes of determining ‘to hit’ rolls.  If a successful hit is scored the target will be hit by d4-1 arrows, but no less than 1.  Each arrow will strike the target for 1d8 damage.  Arrows may be treated with poison but this will add another d6/2 rounds to the load time.  The range of the device is equivalent to half the range of a Long Bow rounded up or 4 / 7 / 11.

Flaming Ballista

This is a special ballista device that fires a spherical shell, filled with pitch and fitted with a fuse which will ignite the round when it hits and bursts open.  The round will explode covering an area and striking any figure within the blast radius causing fire damage to all effected.  The device requires d6/2 rounds to load and prepare for firing and results in the fastest fire rate of 1 per 2 rounds.  The range of the weapon is 20 / 50 / 100 (in yards it is 100 / 250 / 500).  Damage from the projectile occurs in 2 phases.  First is the initial explosion of the shell which causes damage in a radius area.  The hex struck receives 4d10 damage.  Each hex away from the initial hex receives 1d10 less.  Figures 4 hexes away are outside the area of effect.  Figures within the blast radius may save vs. Breath Weapons for ½ damage.  Second is the additional burn from the pitch.  Each figure struck will receive an additional 1d8 damage per round, save vs. Breath Weapons for ½ damage.  This weapon is not 100% reliable.  There is a 5% chance the shell does not break which results in a ‘dud’.  There is also a 10% chance the fuse will either fall out or burn out before contact, again resulting in a dud.

WEAPON LIST
Engage Weapons
(All prices are in Gold Pieces)

Weapon

Cost

Speed

Damage

Weight

Aklys

20

4

1-6/1-6

3.5

Axe,Battle (1/2)*1

75

7 / 5

1-8/1-8

7.5

,hand

5

4

1-6/1-4

5

Basilard (2)

25

2

2-5/2-7

3.0

Bagh Nakh (1 claw)

10

1

1-3/1-3

1

Bardiche (2)*A

70

9

2-8/3-12

12.5

Bec de Corbin (2)*A

60

9

1-8/1-6

10

Bill-Guisarme(2)*A

60

10

2-8/1-10

15

Blackjack

5

2

2-5/1-4

2

Bo Stick

10

3

1-6/1-3

1.5

Caltrop

1

n/a

1/1-2

.3

Claymore, Dwarven (2)*B

100

7

2-8/2-12

11.0

Close Fighting Blade

100+

4

2-5/2-4

2

Club

5

4

1-6/1-3

3

Club, Dwarven War (2)*C

n/a

6

2-8/2-7

12.0

Dagger

5

2

2-5/2-4

1

Dwarven Buckler Axe*D

100

4

1-6/1-8

4

Dwarven Double Spear (2)*D

100

8

1-8/1-10

15

Dwarven War Pike(2)*D

100

10

1-12/2-16

15

Elven Court Blade

150

9

1-10/1-12

6

Elven Lightblade

50

2

1-6/1-8

2

Elven Thin Blade

100

3

1-8/1-12

6

Fauchard (2)*2A

30

8

1-6/1-8

6

Fork (2)*2A

80

8

1-8/1-10

8

Fist/Punch

n/a

1

1-3/1-3

n/a

Flail,Footman's

25

7

2-7/2-8

15

,Horseman's

75

6

2-5/2-5

3.5

Fork,Military (2)*23

40

7

1-8/2-8

7.5

Garrot (2)

5

2

1-4/1-8

.1

Glaive (2)*3A

60

8

1-6/1-10

7.5

Glaive-Guisarme (2)*23A

100

9

2-8/1-12

10

Gnome Tortoise Blade*D

100

4

1-6/1-8

3

Guisarme (2)*2A

50

8

2-8/1-8

8

Guisarme-Voulge (2)*2A

70

10

1-10/1-8

15

Halberd (2)*A

85

9

1-10/1-12

17.5

Harpoon

50

6

2-8/2-12

5.5

Hammer

10

4

2-5/1-4

5

Great

40

8

2-8/2-9

25

,Lucern *2A

65

9

2-8/1-6

15

Hook,Fauchard (2)*A

60

9

1-4/1-4

8

Iron Fan

40

3

1-4/1-3

1

Jo Stick

5

2

1-6/1-4

4

Jung Meh (2)

100

7

1-8/2-12

12.5

Katana

500

4

1-10/1-12

20.0

Katar

10

2

1-3/1-2

.6

Kunai

5

2

1-6/1-6

2

Lance,Light *4

75

7

1-6/1-8

5

,Medium *4

125

6

2-7/2-12

10

,Heavy *4

200

8

3-9/3-18

15

Lasso

1

10

-/-

2

Mace,Footman’s

60

7

2-7/1-6

10

,Horseman’s

35

6

1-6/1-4

5

Man-Catcher (2)*5

175

7

1-2/1-2

8

,with Hook (2)*6

50

5

1-6/2-5

4

Maul (2)

40

8

1-10/1-12

20

Morning Star

40

7

2-8/2-7

12.5

,Double-balled (2)

150

8

2-5(x2)/1-4(x2)

16.0

Naginata(2)*A

100

7

1-8/1-10

25.0

Nunchaks

40

3

1-6/1-6

3

Partisan *A

40

9

1-6/2-7

8

Pick,Military Footman’s

80

7

2-7/2-8

6

,Military Horseman’s

50

5

2-5/1-4

4

Pike,Awl (2)*A

30

13

1-6/1-12

8

Ranseur (2)*36

40

8

2-8/2-8

5

Sai (one) *6

35

2/6

1-4/1-2

2

Sabre

110

2

1-6/1-6

5

Sap

10

2

1-2/1-2

1

Scimitar

115

4

1-8/1-8

4

Scythe (2)

70

5

2-8/2-8

8.5

Spear (1/2)*35A

10

7

1-6/1-8

5

Spetum (2)*6A

30

8

2-7/2-12

7

Sword,Bastard (1/2) *7

200

6

2-8/2-16

10

,Broad (1)

90

5

2-8/2-7

7.5

,Falchion (2)

90

5

2-7/2-8

7

,Flamberge (2)

200

9

2-9/2-16

21.0

,Khopesh (1)

90

9

1-8/1-6

7.5

,Long (1)

125

5

1-8/1-12

6

,Mariner’s (1)

30

4

1-8/1-8

4.5

,Piercer (1)

50

3

2-7/1-8

3.0

,Short (1) *8

75

3

1-6/1-8

3.5

,Two-Handed (2)

275

10

1-10/3-18

25.0

Three Sectioned Staff (2)

40

6

1-6/1-4

6.0

Tonfa

20

4

1-6/1-4

1.5

Trident

40

7

2-7/3-12

5.0

Voulge (2) *A

20

10

2-8/2-8

12.5

Wakizashi

200

4

1-8/1-8

15.0

Whip

25

6

1-2/1

3.0

Yawara

5

1

2X hand dam

1.0

*1 – Speed 7 when used one-handed, speed 5 when used two-handed

*2 – These weapons are capable of dismounting a rider  on a successful to hit roll

*3 – These weapons do 2X damage to L size creatures when set against a charge

*4 – These weapons do 2X damage against a mounted charging attacker

*5 – This weapon does 2X damage to any opponent when set against a charge

*6 – These weapons are capable of disarming an opponent on a hit roll vs. AC 4

*7 – Treated as a Long Sword when used one-handed

*8 – This weapon class includes all pointed, cutting and thrusting weapons 15 to 24 inches long

*9 – ALL WEAPONS +2 to hit from the side, +4 from behind or vs. a prone target

*A – Pole Weapon, Capable of a charge attack special rules

*B – This item is Rarely available for sale to Non-Dwarven beings

*C – This item is NOT available for purchase and can only be given by a dwarf

*D – Can only specialize with these weapons. No double specialization allowed

 

Missile Weapons
(All prices are in Gold Pieces unless otherwise noted)

Weapon

Cost

Speed

Damage

S

M*4

L*5

Hex Range

Wt.

Aklys

20

7

1-6/1-3

10’

-

-

2(in)/1(out)

3.5

Atlatl

10

7

1-6/1-6

3

6

9

6/12/18

3

Arrow

1

n/a

1-6/1-6

-

-

-

 

.1

,Silver

10

n/a

1-6/1-6

-

-

-

 

.1

Axe,Hand

5

4

1-6/1-4

1

2

3

2/4/6

5

Blowgun

110

3/9

n/a

1

2

3

2/4/6

1.5

,Needle

4 sp

n/a

1/1

-

-

-

 

.1

Bola

30

4

2-5/2-5

2

4

6

4/8/12

2.5

Boomerang

30

4

2-7/1-4

2

6

9

4/12/18

1

Bow, Long Cmp

750

2/8

1-6/1-6

6

12

21

12/24/42

8

,Short Cmp

500

2/8

1-6/1-6

5

10

18

10/20/36

5

,Long

350

2/8

1-6/1-6

7

14

21

14/28/42

10

,Short

100

2/8

1-6/1-6

5

10

15

10/20/30

5

,Elven Craft*7

300+

2/8

1-6/1-6

7

14

21

14/28/42

8

Chakram (3/rd)

5

2

2-5/1-4

1

2

3

2/4/6

1.5

Crossbow,Hand

1000

2

1-3/1-2

2

4

6

4/8/12

2

,Light

75

2

1-6/1-6

6

12

18

12/24/36

5

,Heavy

125

2

3-8/3-8

8

16

24

16/32/48

8

,Pistol Grip

500

2

1-4/1-4

4

7

10

8/14/20

3

,Great

200

2

2-8/2-12

8

16

24

16/32/48

14

Dagger

1

2/6

2-5/2-4

1

2

3

2/4/6

1

Dart (3/rd)

1

2

1-3/1-2

1.5

3

4.5

3/6/9

.5

Dart Thruster

40

4

1-4/1-6

2

4

6

4/8/12

1

Dokyu

275

2/8

2-8/2-8

6

12

18

12/24/36

5.5

Halfling Skip Rock

25 cp

2

1-4/1-6

10’

20’

30’

1/2/3

.1

Hammer

10

4

2-5/1-4

1

2

3

2/4/6

5

Dwarven Throwing*6

30

3

2-5/1-4

20’

-

-

4(in)/2(out)

2

Harpoon

50

7

2-8/2-12

1

2

3

2/4/6

3

Javelin

10

7

1-6/1-6

2

4

6

4/8/12

3

Kapar *1

200

3

2-12/3-18

5

10

15

10/20/30

3

Knife

5

2/6

1-3/1-2

1

2

3

2/4/6

.5

Kunai

5

4/10

1-6/1-6

2

4

6

4/8/12

2

Lasso

1

10

-/-

1

2

3

2/4/6

2

Quarrels,Hand

10

n/a

-/-

-

-

-

 

.1

,Light

1

n/a

-/-

-

-

-

 

.2

,Heavy

2

n/a

-/-

-

-

-

 

.3

,Pistol Grip

10

n/a

-/-

-

-

-

 

.1

Shuriken

25

3

1-6/1-4

.5

1

2

1/2/4

.2

Sling

3

4

-/-

-

-

-

 

1

,Bullets

2 sp

n/a

2-8/3-9

5

10

20

10/20/40

.5

,Stones

1 cp

n/a

1-8/2-8

4

8

16

8/16/32

.4

Spear

10

7

1-6/1-8

1

2

3

2/4/6

5

Spike Shooter

250

4

1-4/1-6

10’

-

-

2(in)/1(out)

1

Staff Sling

20

11

-/-

-

3-6

9

-/6-12/18

4

Throwing Knife

30

2

2-7/2-5

1

2

4

2/4/8

5

Throwing Net,Hooked *2

125

5

2-8/3-12

-

1

2

-/2/4

17

,Weighted *3

60

5

-/-

1

2

3

2/4/6

15

Tlacochtli *3

25

6

1-6/1-6

2

4

6

4/8/12

2.5

Uchi-Ne

10

2/8

1-4/1-4

1

2

3

2/4/6

5

*1 - This weapon requires two weapon proficiencies to learn

*2 - Rate of fire is 1 every 3 turns with this weapon

*3 - Rate of fire is 1 every 2 turns with this weapon

*4 - Medium range attacks are made at -2 to hit,        *5 - Long range attacks are made at -5 to hit

*6 – Functions as a club when used as a melee weapon

*7 - Can only specialize with these weapons. No double specialization allowed

Equipment

Every adventurer needs equipment.  Whether it be a torch, a mirror or the pack to carry it all, all characters will need to supply themselves with the tools of living in this adventurer’s world.  Listed below are the items generally available in most dry goods store and other general stores.  Some of the items are specialized for certain races or classes (ie. the backpack frames or the wizard’s bag), but all will be regularly obtainable at a decent establishment.  The cost listed is for a new item purchase under normal conditions.  Prices will vary based on circumstances (a Half-Drow in a Dwarven town will likely pay A LOT more for his equipment) but these are the standard costs.  The weights of each item in total are also given.

New Equipment

Bandoleer

Holds up to 8 dagger sized items  5 sp  .5 #

M/W Bandoleer

Holds up to 12 dagger sized items  5gp  .5#

Earthsilk Rope

Between silk and hempen rope. Can bear heavier loads than silk rope. 50’ – 120gp wt 7#

Hearth Fire

Developed by Dwarven alchemists, it is a blue-green gel, formed in to a mold to solidify. A 2 inch cube is a single ‘dose’.  When 1 ounce of water is poured on to it the material will ignite in to a blue-green flame. It has no heat and will not burn anything that touches it and will burn for 24 hours.  It can be ‘dried off’ to be extinguished and relit at a later time.  It sheds light in a 20’ radius.  (12) uses = 100gp  wt 2#

Hearth Fire Lantern

250 GP  wt 2#.  Holds (1) dose and is typically hooded. Specially crafted to hold this special material and extend the focused light out to 60 feet.

Honey Leather

A light canvas material that provides better protection against rain and dampness. It does tear and snag easily but is waterproof due to alchemical treatment.  It provides better Survival bonuses depending on circumstances (from +1 to +4).  Typically sold as a tent. Price is based on the tent size and comes with all materials required to set up. (sm/med/10’sq/20’sq - 50/100/250/500gp)

Instant Campfire

Leather bag filled with tinder, logs and Fuel.  The drawstring that holds the sack shut is studded with tiny flakes of flint & steel and the sack is alchemically treated so that it catches fire easily.  When the drawstring is pulled the entire bag immolates, creating a small campfire (suitable for cooking) in (1) round.  Camp fire lasts for 30 minutes after ignition but can be fed with dry wood just like any other fire. They will ignite in moderate rain but will burn out quickly in wet conditions unless shelter is provided.  50 gp  10#

Mobile Brace

This small staff can extend and lock at any length from 5’-11’. Commonly used as a sturdy brace across a passage to create a stable platform to secure a rope or ropes or to secure a door or support a ceiling of a passageway )with other appropriate materials). The brace, properly set, can support up to 400 lbs of weight (less depending on surfaces, slippery, loose rock/walls). Setting the brace lets the character to securely set a rope or grapple where doing so would normally may not be possible. Groups can send a skilled climber and set brace and climbing gear to assist poorer climbers better chance to cross desired areas. 100gp, 3#

Potion Belt

Holds (6) potions  1gp 1#

M/W Potion Belt

Holds (10) potions  60 gp  1#

Rope Climber

Hand held device consists of a powerful winch and a locking wheel that fits most standard ropes (not silk). When threaded, the winch offers (1) way travel. Using the climber grants user up to +5 bonus but ascent is reduced to half. It takes a full round to thread or unthread the rope. Rope only ascends!  15gp 3#

Sashling

A broad pleated cloth belt.  It can hide a number of items in pockets sewn in to the interior of the belt.  A standard belt comes with 10 pouches.  Objects up to the size of a hen’s egg can be concealed without any visible bulge. It provides a -10% chance against Pick Pockets attempts.  50gp, 1#

Scroll Organizer

5gp  .5#  (15) pockets for scrolls

Snow Shoes

Regular movement through snow.  ½ movement through all other terrain.

D&D Game Adventuring Gear Table

Item

Description/Notes

Cost

Weight

Arrowhead

For use when manufacturing arrows in the wild

1 sp

0.1

Assayer’s Kit

 

100 gp

2.0

Backpack

Capacity of 400 gp (40 lbs.)

5 gp

2.0

Backpack) explorer’s

Capacity of 800 gp (80 lbs.)

10 gp

8.0

Backpack, waterproof

Capacity of 300 gp (30 lbs.)

30 gp

6.0

,Warrior Frame*1A

See description below

200 gp

50.0

,Priest Frame*1B

See description below

150 gp

30.0

,Wizard Frame*1C

See description below

125 gp

19.0

,Thief Frame*1D

See description below

100 gp

18.0

Bandages

Prevents further blood loss; enough for 1 character’s wounds from 1 combat

1 sp

0.1

Bandoleer

Holds up to 8 items

5 sp

0.5

Grenadier

 

200 gp

10.0

MasterWork

Holds up to 12 items

5 gp

0.5

Bedroll

Heavy blanket and small pillow

1 gp

5.0

Belt

 

2 sp

0.3

Block and tackle

Effectively reduces the weight of hauled object to 25% normal, but requires 4 times the amount of rope

5 gp

10.0

Boots, riding/swash-topped

 

5 gp

1.5

Boots, plain

 

1gp

1.0

Boots,High Hard

 

15 gp

6.0

,High Soft

 

10 gp

3.0

,Low Hard

 

10 gp

5.0

,Low Soft

 

7 gp

2.0

Bow strings, 10

 

1 gp

0.1

Box,Iron Large

 

250 gp

250.0

             ,Iron Small

 

100 gp

50.0

Candle

Burns 1 hour; sheds light in 10’ radius

1 sp

0.1

Candle,Tallow

 

2 cp

0.1

,Wax

 

1 gp

0.4

Cap

 

2 gp

0.2

Case,Bone Map/Scroll

 

40 gp

5.0

,Leather Map/Scroll

 

15 gp

2.5

Cathole Tool *2

 

25 gp

6.0

Chest,Wooden Large

 

20 gp

75.0

,Wooden Small

 

10 gp

15.0

Chisel

For chipping away stone

2 gp

130

Climbing hook) hand-held

Supports up to 250 lbs.

5 gp

4.0

Cloak, long

 

1gp

1.5*

Cloak, short

 

5gp

1.0*

Clothes, extravagant

Tunic & pants; blouse & skirt; robe; etc.

50+ gp

3.0*

Clothes, fine

See above

20 gp

2.0*

Clothes, normal

See above

5 gp

2.0*

Disguise kit

Includes wigs, hair dye, makeup

20 gp

5.0

Drill, hand

For drilling through wood or metal

10 gp

3.0

Earthsilk Rope

Between silk and hempen rope. Can bear heavier loads than silk rope, 50’

120 gp

0.7

Garlic

Useful against vampires

5 sp

0.1

Girdle, Broad

 

15 gp

1.0

,Normal

 

5 gp

0.6

Grappling hook

Holds up to 500 lbs.

25 gp

8.0

Gloves, heavy

Prevents rope burns, assures better grip on slippery items, protects against contact poisons and things that harm exposed skin (e.g., needle traps); impossible to pick pockets or remove traps when wearing these

5 sp

1.0*

Gloves, soft

Protects against contact poisons and other things that harm exposed skin; useless against needle traps

1 gp

0.5*

Hammer, utility

Does 1d3 damage if used as weapon

2 gp

1.0

Hat

 

2 sp

0.3

Hearth Fire

Dwarven Alchemy fire source, 12 doses

100 gp

0.2

Hearth Fire Lantern

Lantern for alchemical fire

250 gp

0.2

Holy symbol

At DM’s discretion, may be needed to Turn undead

25 gp

0.1

Holy symbol, inexpensive

Inflicts penalty of 3 to Turning roll

5 gp

0.1

Holy water

Breakable glass vial

25 gp

0.1

Honey Leather

Special waterproof leather/ Tarps or tents

See desc.

 

Ink, vial of

Enough to write 50 pages of simple text

1 gp

2.0

Instant Campfire

Leather bag filled with tinder, logs and Fuel.

50 gp

1.0

Iron spike

One spike needed for each 5’ of a sheer surface being climbed by a thief or mountaineer

1 sp

0.5

Journal, blank

With fifty 6”x9” pages

20 gp

3.0

Knapsack

Capacity of 250 gp (25 lbs.)

3gp

1.0

Knife, utility

Does 1d3 damage if used as weapon

1 gp

0.5

Lantern

Burns 4 hours; 30 radius of illumination

10 gp

3.0

Lantern, bullseye

Burns 4 hours; illuminates cone 100’ long, 20 base

20 gp

6.0

Hooded

 

25 gp

6.0

Lasso, leather

 

5 gp

3.0

Leather, bulk

One square foot for miscellaneous use

1 sp

0.5

Lockpicks

Optional portion of thieves’ tool kit; does not permit trap removal

15 gp

0.5

Magnifying glass

For studying fine details and fire-starting

3 gp

0.5

Map, explorers’

Speculative map of unexplored territory

50 gp

1.0

Map, detailed

Highly detailed map of explored territory

30 gp

1.0

Map, general

General trail map of explored territory

10gp

1.0

Mirror, hand

Made of steel

5 gp

0.5

Mirror,Large Metal

 

100 gp

0.5

,Small Silver

 

150 gp

0.4

Mobile Brace

Small expandable staff

100 gp

0.3

Musical instrument, stringed

Lute, mandolin, etc.

20 gp

10.0

Musical instrument, wind

Flute, recorder, etc.

5 gp

3.0

Oil, ceramic flask

Does 2d6 damage or covers 10’ square area and burns for 3 rounds

2 gp

1.0

Oil, metal flask

Prevents accidental breakage; cannot be used as missile weapon

5 gp

2.0

Papyrus

One 12”X12” leaf

1 sp

0.1

Parchment

One 10”xlO” leaf

1 gp

0.5

Parka

For warmth in cold climates

5gp

1.0*

Pole 10’

 

3 sp

10.0

Pot, cooking

Two-quart capacity

1 gp

5.0

Potion Belt

Holds 6

1 gp

0.1

Potion Bottle

Holds 6 ounces

1 gp

0.1

Master Work

Holds 10

60 gp

0.1

Pouch, belt

Capacity 50 gp (5 lbs.)

5sp

0.2*

Pouch, Adventurer’s

 

15 gp

1.0

Adventurer’s Sm

 

5 gp

0.75

Adventurure’s Lg

 

10 gp

1.5

,Belt Large

 

5 gp

1.0

,Belt Small

 

1 gp

0.5

Quick Release Rings

20 rings

5 gp

0.1

Quill pen

For writing

5 sp

0.1

Quiver

Holds 12 arrows

6 gp

0.2

Quiver

Holds 20 arrows

10 gp

0.5

Quiver, back

Holds 50 arrows; prevents wearing of pack of knapsack

15 gp

2.0

Quiver, belt

Holds 10 crossbow quarrels

5 gp

2.0

Quiver, belt

Holds 20 crossbow quarrels

8 gp

2.0

Quiver, belt

Holds 40 crossbow quarrels

15 gp

3.0

Rations, iron

Week’s supply; stays fresh 2 months

15 gp

7.0

Rations, standard

Week’s supply; stays fresh 7 days

5 gp

20.0

Robe

 

4 gp

3.0


Rope, 50’ length

Supports 750 lbs.; for each 10 lbs. above this, give 5% cumulative chance of breakage

3 gp

7.5

Rope Climber

Hand held winch device

15 gp

0.3

Sack, small

Capacity200 gp (20 lbs.)

4 gp

0.5

Sack, large

Capacity 600 gp (60 lbs.)

6 gp

2.0

Salt, 1 lb.

For preserving meat or monster parts for future use; one pound of salt is needed for each 5 lbs. of organs being preserved

10 gp

1.0

Sashling

Broad pleated cloth belt that conceals small items

50 gp

0.1

Screwcap Tub

 

50 gp

0.5

Scroll Organizer

15 pockets for scrolls

5 gp

0.5

Scroll case, waterproof

Holds 1 map, 1 scroll, or 10 leaves of parchment

5 gp

2.0

Sewing kit

For repair of cloth/leather

1gp

1.0

Shoes

 

5 sp

0.5

Snow Shoes

Allows regular movement through snow

10 gp

     0.2

Spellbook, blank

24”x24”x6”; holds 24 spells

100 gp

20.0

Spellbook cover

Waterproof

10 gp

3.0

Spike, Iron

 

2 sp

1.0

Stake, wooden

 

1 sp

0.1

Tent, 2-man

6’x4’x4’; watertight

20 gp

20.0

Tent, 4-man

6’X6’x5’; watertight

25 gp

50.0

Thieves’ tools

Needed for picking locks & removing traps

25 gp

4.0

Tinder box

 

3 gp

0.5

Torch

Burns 1 hour; sheds light in 30’ radius

2 sp

2.0

Twine, 100’ ball of

Supports up to 30 lbs.; for each 10 lbs. above this, give 10% chance of breakage

2 sp

1.0

Vial, empty glass

Holds 1 pint (enc. 20 when filled)

1 gp

1.0

Vial Holder

 

5 gp

0.5

Water/wineskin

1-quart capacity (weight.5.0 when filled)

1 gp

0.5

Water Purification Tablets

50 tablets

50 gp

0.5

Wax

For making impressions

3 sp

1.0

Whistle

For signaling or bird calls

1 sp

0.5

Wizard Bag *3

 

500 gp

5.0

Wolfsbane

To ward off lycanthropes

10 gp

0.1

*1 - Frame contents - All include Backpack and Frame (8.0) and Bedroll (6.0)

*A - Warrior - Rations (21) (21.0), Waterskin (3 gallon full) (9.0), 3 Provisions Bags (3.0)

*B - Priest - Rations (3) (3.0), Provision Bag (1.0), Healer Kit (10.0), Waterskin (1 gallon full) (3.0)

*C - Wizard - Provision Bags (2) (2.0), Waterskin (1 gallon full) (3.0)

*D - Thief - Provision Bag (1.0), Rations (3) (3.0)

*2 - The Cathole tool can be used as a either slash or bludgeon weapon (3-6/2-5 - speed 4)

*3 - Bag holds 1 wand, 10 easy open pockets for components (marked), flap pocket for scrolls, pouches for 2 potion bottles or scroll cases and room for extra component packets

 

Livestock
Transport

Animal

Cost

Upkeep

Item

 

Cost

Chicken

1

5 sp

Barge/Raft small

 

250

Cow

70

grass

Boat, Large

 

600

Dog, Guard

350

5

   ,Small

 

400

,Hunting

250

4

Cart

 

175

Donkey

50

15

Galley, Large

 

75,000

Goat

5

anything

Galley, Small

 

50,000

Hawk, Large

250

5

Ship  ,Merchant Large

 

60,000

   ,Small

175

5

,Merchant Small

 

35,000

Horse, Draft

150

2

Ship, War

 

100,000

,Heavy War

2,000

7520

 

 

 

,Light War

1,500

30

Tack & Harness

,Medium War

1,750

50

Item

Cost

Weight

,Riding  Light

250

25

Barding, Chain

750

60.0

Mule

150

15

,Leather

200

30.0

Ox

100

20

,Plate

2,500

90.0

Pigeon

2

2 sp

Bit & Bridle

7

4.0

Piglet

7

5

Harness

5

2.0

Pig

25

15

Saddle

50

10.0

Pony

150

15

Saddle Bags, Large

15

4.0

Sheep

15

grass

,Small

10

2.0

Songbird

1

1 sp

Saddle Blanket

2

3.0

 

 

 

 

 

 

Provisions

 

 

 

Item

Cost

Weight

 

 

 

Ale, Pint

5

1.0

 

 

 

Beer, Pint

1

1.0

 

 

 

Mead, Pint

8

1.0

 

 

 

Wine, Good

25

1.0

 

 

 

Wine, Watered

6

1.0

 

 

 

Rations, Iron

20

7.5

Week’s supply; stays fresh 2 months

,Standard

8

15.0

Week’s supply; stays fresh 7 days


Equipment Kits for new characters

New adventurers bring with them varied philosophies and backgrounds that natu­rally prompt a character to bring certain items most useful to his adventuring class as a whole. The monastery-trained cleric, for instance, is more likely to pack along bandages and holy water than a back­woods fighter who knows the practical value of a block and tackle. Several basic packs follow for quick outfitting, each list­ing cost and weight factors. Players natu­rally may add or delete equipment as they deem fit. Note that the weight of the pack itself and bedroll (in most cases) are not considered in the encumbrance con­tained by the pack.

Cleric

A cleric’s purpose is to heal, protect, and represent the interests of her particular order. Her basic kit reflects these aspects of her profession.

Item

Cost/Enc.

Backpack

5

2.0

Bandages (10)

1

1.0

Bedroll (attached to pack)

1

5.0

Clothes, fine (priestly garments)

5

2.0

Garlic

0.5

0.1

Holy symbol, inexpensive

5

0.1

Holywater

25

0.1

Ink

1

2.0

Parchment (2 leaves)

2

1.0

Quill pen

1

0.5

Rations, standard (1 week)

5

20.0

Tinder box

3

0.5

Water/wineskin

1

.05

Total

55.5

34.8

Fighter/Dwarf

Fighters and dwarves are perhaps the most practical adventurers, wasting very little upon unnecessary items. The profes­sional warrior has few true needs.

Item

Cost/Enc.

Backpack

5

2.0

Bandages (5)

0.5

0.5

Bedroll (attached to pack)

1

5.0

Oil

2

1.0

Pot, cooking

1

5.0

Rations, iron (2 weeks)

30

14.0

Rope, 50’

1

5.0

Sack, large (3)

6

1.5

Tinder box

3

0.5

Torches (5)

1

10.0

Water/wineskin

1

0.5

Total

51.5

45.0

Thief

The thief’s life is an often risky one. Incumbent upon those who rely on stealth and fleetness of foot is to take no more than necessity requires—for freedom of movement is of paramount importance!

Item

Cost/Enc.

Backpack

5

2.0

Bedroll (attacked to pack)

1

5.0

Candles (3)

0.3

0.3

Climbing hook

5

4.0

Gloves, soft

1

0.5

Hammer, utility

2

1.0

Iron spikes (10)

1

5.0

Magnifying glass

3

0.5

Rations, iron (1 week)

15

7.5

Rope, 50’

1

5.0

Sack, large

2

0.5

Thieves’ tools

25

1.0

Tinder box

3

0.5

Total

64.3

32.8

Halfling

Halflings also prefer traveling light, although the industrious little fellows might pack a variety of items to cover a number of different contingencies.

Item

Cost/Enc.

Knapsack

3

1.0

Bedroll (in knapsack)

1

5.0

Candles (3)

0.3

0.3

Ink, vial of

1

2.0

Oil

2

1.0

Map, general

10

1.0

Mirror, hand

5

0.5

Parchment (2 leaves)

2

1.0

Quill pen

0.5

0.1

Magnifying glass

3

0.5

Rations, iron (1 week)

15

7.5

Sack, small (3)

3

0.3

Tinder box

3

0.5

Torch

0.2

2.0

Wineskin

1

0.5

Total

50

23.2

Elf/Mage

The needs of a spell-caster are many, and it is all too true that the tools of her trade take up much of her available space!

Item

Cost/Enc.

Backpack

5

2.0

Bedroll (attached to pack)

1

5.0

Ink

1

2.0

Magnifying glass

3

0.5

Mirror, hand

5

0.5

Parchment (3 leaves)

3

1.5

Quill Pen

0.5

0.1

Scroll case

5

2.0

Spellbook

100*

20.0

Rations, iron (1 week)

15

7.0

Scroll case

5

2.0

Torch

0.2

2.0

Tinder box

3

0.5

Vial, empty glass

1

1.0

Total

147.7

46.1

* This is presumed to be the book the character starts play with. If it is stored in other than the pack, its encumbrance is discounted from the total, leaving room for other gear.

Mystic

Austerity is a trademark of the mystic, and rare is the character who bears more than the most essential of items.

Item

Cost/Enc.

Knapsack

3

1.0

Bedroll (in knapsack)

1

5.0

Candle

0.1

0.1

Ink, vial of

1

2.0

Journal, blank

20

3.0

Quill pen

0.5

0.1

Rations, iron (1 week)

15

7.5

Tinder box

3

0.5

Total

43.6

19.2

Druid/Outdoorsman

Clerics studying the path of druidism, as well as other outdoor adventurers (includ­ing some elves), understand that a wide variety of equipment can compensate for the many demands of the wild. Thus, while the professional explorer bears a heavy burden, he is rarely caught helpless in the wild.

Item

Cost/Enc.

Backpack, explorer’s

10

8.0

Arrowheads (20)

1

2.0

Block & tackle

5

10.0

Bedroll

1

5.0

Climbing hook

5

4.0

Hammer, utility

2

1.0

Iron spikes (10)

1

5.0

Knife, utility

1

0.5

Leather, bulk

0.1

0.5

Map, general

10

1.0

Parka

5

4.0

Rations, iron (1 week)

15

7.5

Rope, 50’

1

5.0

Tent (2-man)

20

20.0

Tinder box

3

0.5

Torches (2)

0.4

4.0

Twine, ball of

0.2

1.0

Water skin (full)

1

3.0

Whistle

0.1

0.5

Total

81.8

82.5

Back to the Local Rules Index

This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey / senk@optonline.net