Equipment

Each character starts with some gold pieces at the beginning of the game, used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below.

Starting Gold

Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.

General Equipment

Item Cost Item Cost
Backpack (30 pound capacity)5 gp Lantern, bullseye 12 gp
Barrel2 gp Lantern, hooded 7 gp
Bedroll2 sp Lock 20+ gp
Bell1 gp Manacles 15 gp
Block and tackle5 gp Mirror (small steel) 20 gp
Bottle (wine), glass2 gp Musical Instrument 5 gp
Candle1 cp Oil (lamp), 1 pint 1 sp
Canvas (sq. yd)1 sp Parchment (sheet) 2 sp
Case (map or scroll)1 gp Pole, 10 ft 2 sp
Chain (10 ft)30 gp Pot, iron 5 sp
Chalk, 1 piece5 cp Rations, trail (day) 5 sp
Chest2 gp Rations, dried (day) 1 gp
Crowbar2 sp Rope, hemp (50 ft) 1 gp
Fishing net (25 sq feet)4 gp Rope, silk (50 ft) 10 gp
Flask (leather)3 cp Sack (15 pounds capacity) 1 gp
Flint & Steel1 gp Sack (30 pounds capacity) 2 gp
Garlic (1 pound)1 sp Shovel 2 gp
Grappling Hook1 gp Signal Whistle 5 sp
Hammer5 sp Spellbook (blank) 25 gp
Holy Symbol, wooden1 gp Spike, iron 5 cp
Holy Symbol, silver25 gp Tent 10 gp
Holy Water25 gp Torch 1 cp
Ink (1 oz)1 gp Waterskin 1 gp
Ladder (10 ft)5 cp Wolvesbane 1 sp
Lamp (bronze)1 sp    

Item Descriptions

Torches burn for one hour and create a 30 ft radius of light.

A pint of oil in a lantern burns for 4 hours.

Normal lanterns create a 30 ft radius of light, and bullseye lanterns create a beam of light 60 ft long but only 10 ft wide.

Transportation

Type Cost
Cart, Hand10 gp
Galley, Small (50 rowers)2,000 gp
Galley, Large (100 rowers)4,000 gp
Horse, Riding40 gp
Horse, War200 gp
Mule20gp
Rowboat20 gp
Wagon50 gp

Melee Weapons

Weapon Damage Weight Cost
Axe, battle1, 21d8155 gp
Axe, hand31d6101 gp
Club1d4100 gp
Dagger1d422 gp
Hammer, war1d4+1101 gp
Lance2d4+1156 gp
Mace, heavy1d6+11010 gp
Mace, light1d4+154 gp
Spear1, 2, 31d6101 gp
Staff1d6100 gp
Sword, bastard1, 21d81020 gp
Sword, long1d81015 gp
Sword, short1d658 gp
Sword, two-handed1d101530 gp

1Weapon can be used either one or two-handed

2When wielded two-handed, gain +1 damage bonus

3Can be used as both a melee and a missile weapon

Missile Weapons

Weapon Damage Weight Cost Rate of Fire Range Increment
Arrows (20)1d612 gp
Axe, hand1d651 gp 2 10 ft
Bolt, heavy (20)1d6+112 gp
Bolt, light (20)1d4+114 gp
Bow, long560 gp 2 70 ft
Bow, short515 gp 2 50 ft
Crossbow, heavy520 gp ½ 80 ft
Crossbow, light512 gp 1 60 ft
Dart1d312 sp 3 15 ft
Javelin1d655 sp 1 20 ft
Sling52 sp 1 40 ft
Spear1d6101 gp 1 20 ft
Stones, sling (20)1d450 gp

Missile weapons are at -2 to hit per complete Range Increment.

Armour

Armour Type Effect on AC Weight1 Cost
Chain-4 [+4]5075 gp
Leather-2 [+2]255 gp
Plate-6 [+6]70100 gp
Ring-3 [+3]4030 gp
Shield-1 [+1]1015 gp
1Magical armour weighs half normal

Calculating armour class

Important Note: Your Referee will decide whether your game is using the “Descending” armour class system where a lower AC is harder to hit, or the “Ascending AC” system, where a higher AC is harder to hit. Numbers for the “Ascending AC” system are set off in brackets.

Descending AC System

In the Descending AC System, an unarmoured human is armour class 9. The armour you buy lowers your armour class, and the lower the armour class, the harder you are to hit. To calculate your armour class, look at the Armour Table above, in the “Effect on AC” column. For whatever type of armour you bought, subtract the number shown from your base armour class of 9. That’s your new armour class.

Ascending AC System

For the Ascending AC system, an unarmoured person is armour class [10]. Your armour adds to your AC, so the higher your AC, the harder it is for enemies to hit you. To calculate your armour class, look at the Armour Table above, in the “Effect on AC” column. For whatever type of armour you bought, add the number shown in brackets to your base armour class of 10. That’s your new armour class.