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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.
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.
Item | Cost | Item | Cost |
---|---|---|---|
Backpack (30 pound capacity) | 5 gp | Lantern, bullseye | 12 gp |
Barrel | 2 gp | Lantern, hooded | 7 gp |
Bedroll | 2 sp | Lock | 20+ gp |
Bell | 1 gp | Manacles | 15 gp |
Block and tackle | 5 gp | Mirror (small steel) | 20 gp |
Bottle (wine), glass | 2 gp | Musical Instrument | 5 gp |
Candle | 1 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 piece | 5 cp | Rations, trail (day) | 5 sp |
Chest | 2 gp | Rations, dried (day) | 1 gp |
Crowbar | 2 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 & Steel | 1 gp | Sack (30 pounds capacity) | 2 gp |
Garlic (1 pound) | 1 sp | Shovel | 2 gp |
Grappling Hook | 1 gp | Signal Whistle | 5 sp |
Hammer | 5 sp | Spellbook (blank) | 25 gp |
Holy Symbol, wooden | 1 gp | Spike, iron | 5 cp |
Holy Symbol, silver | 25 gp | Tent | 10 gp |
Holy Water | 25 gp | Torch | 1 cp |
Ink (1 oz) | 1 gp | Waterskin | 1 gp |
Ladder (10 ft) | 5 cp | Wolvesbane | 1 sp |
Lamp (bronze) | 1 sp |
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.
Type | Cost |
---|---|
Cart, Hand | 10 gp |
Galley, Small (50 rowers) | 2,000 gp |
Galley, Large (100 rowers) | 4,000 gp |
Horse, Riding | 40 gp |
Horse, War | 200 gp |
Mule | 20gp |
Rowboat | 20 gp |
Wagon | 50 gp |
Weapon | Damage | Weight | Cost |
---|---|---|---|
Axe, battle1, 2 | 1d8 | 15 | 5 gp |
Axe, hand3 | 1d6 | 10 | 1 gp |
Club | 1d4 | 10 | 0 gp |
Dagger | 1d4 | 2 | 2 gp |
Hammer, war | 1d4+1 | 10 | 1 gp |
Lance | 2d4+1 | 15 | 6 gp |
Mace, heavy | 1d6+1 | 10 | 10 gp |
Mace, light | 1d4+1 | 5 | 4 gp |
Spear1, 2, 3 | 1d6 | 10 | 1 gp |
Staff | 1d6 | 10 | 0 gp |
Sword, bastard1, 2 | 1d8 | 10 | 20 gp |
Sword, long | 1d8 | 10 | 15 gp |
Sword, short | 1d6 | 5 | 8 gp |
Sword, two-handed | 1d10 | 15 | 30 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 |
Weapon | Damage | Weight | Cost | Rate of Fire | Range Increment |
---|---|---|---|---|---|
Arrows (20) | 1d6 | 1 | 2 gp | — | — |
Axe, hand | 1d6 | 5 | 1 gp | 2 | 10 ft |
Bolt, heavy (20) | 1d6+1 | 1 | 2 gp | — | — |
Bolt, light (20) | 1d4+1 | 1 | 4 gp | — | — |
Bow, long | – | 5 | 60 gp | 2 | 70 ft |
Bow, short | – | 5 | 15 gp | 2 | 50 ft |
Crossbow, heavy | – | 5 | 20 gp | ½ | 80 ft |
Crossbow, light | – | 5 | 12 gp | 1 | 60 ft |
Dart | 1d3 | 1 | 2 sp | 3 | 15 ft |
Javelin | 1d6 | 5 | 5 sp | 1 | 20 ft |
Sling | – | 5 | 2 sp | 1 | 40 ft |
Spear | 1d6 | 10 | 1 gp | 1 | 20 ft |
Stones, sling (20) | 1d4 | 5 | 0 gp | — | — |
Missile weapons are at -2 to hit per complete Range Increment.
Armour Type | Effect on AC | Weight1 | Cost |
---|---|---|---|
Chain | -4 [+4] | 50 | 75 gp |
Leather | -2 [+2] | 25 | 5 gp |
Plate | -6 [+6] | 70 | 100 gp |
Ring | -3 [+3] | 40 | 30 gp |
Shield | -1 [+1] | 10 | 15 gp |
1Magical armour weighs half normal |
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.
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.
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.